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		<title>Moroz Holy Tribunal</title>
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		<summary type="html">&lt;p&gt;Sneakyranger: /* Schools of Thought */ fixes jarmilian typo to jarmilan. check wiki maintenance message to catsin for screen shot proof of typo. feel free to deny the edit since im not a maintainer but it still needs to be changed by someone.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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&amp;lt;center&amp;gt;[[File:Moroz Tribunal Symbol.png|500px|link=]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;The Eye,&amp;quot; Holy symbol of the Tribunal representing the &#039;four corners&#039; of the universe with a central &#039;eye&#039; of the Tribunal watching all. Necklaces of the symbol usually leave the central &#039;eye&#039; capable of rotation.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;&amp;quot;By Her will, in Her name.&amp;quot;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{toc_right}}&lt;br /&gt;
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The state religion of the Empire of Dominia, and only faith legally permitted within its borders, the Moroz Holy Tribunal serves as an important social fabric and binding force for the Empire. The faith itself is derived from old Earth beliefs held by the original colonial settlers but has, over the course of centuries of isolation, morphed into a distinct religious movement. A follower of the Tribunal is known as a tribunalist. The Tribunal’s system of worship revolves around a female supreme being known as the Goddess, or more formally the Goddess, Our Lady of Moroz, who is said to be an omniscient being who led the original settlers of Dominia — Her chosen people — to Moroz. High-ranking Tribunalists such as Grand Exarchs and those rare gifted individuals able to join the ranks of the Inquisitrix are said to be able to receive the Goddess’ words directly, and from these words have come the Tribunal’s religious laws: the Edicts. Considered to be equal to civil law in the Empire, breaking an Edict can, in the worst case, result in the death penalty.&lt;br /&gt;
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The Goddess is considered by most to have three major aspects which make up the Tribunal: the Artisan, who represents the Empire’s prosperity, the Scholar, who represents its progress, and the Soldier, who represents its military. All three are considered to be equally important and many followers believe an imbalance can attract malign spirits, or taint one’s soul. Tribunalists believe righteous souls ascend to the Kingdom of Moroz — a utopian version of Moroz — while most unbelievers simply return to the material world to try again the evil, or heretical, are condemned to wander the material world as malign spirits. These malign spirits, sometimes called demons, are believed by Tribunalists to be able to possess people and synthetic beings, but can be fought — and defeated — by faithful Tribunalists whether they be priests or laypeople. The Tribunal holds an antagonistic view towards positronics which is arguably rooted in the original settlers’ shipboard AIs casting them adrift.&lt;br /&gt;
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The holy text of the Holy Tribunal is the Tribunalist Codex, which is maintained by the Immaculate Hand — the head of the faith — and chosen members of the clergy. Clergy of the church can be of either gender, though most tend to be female and some positions — such as the Immaculate Hand — are restricted to women. Tribunalist clergy are allowed to marry. The name of the Moroz Holy Tribunal refers to the three aspects of the Goddess, and Her role in judging the souls of the deceased.&lt;br /&gt;
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==History==&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;“I shall be your Goddess, the patron of your Empire, and you shall be my prophet, Lady Caladius. Long have I awaited this day,”&#039;&#039; - Excerpt from “The Revelation of Giovanna,” the first chapter of The Tribunal Codex.&amp;lt;/center&amp;gt;&lt;br /&gt;
===The Early Tribunal===&lt;br /&gt;
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The religion which would become the Moroz Holy Tribunal can be traced to a specific woman on a specific day. On 3 April, 2166, Giovanna Caladius, the daughter of Valentia Caladius, the then-leader of Landing Site Ofassel and a major secular leader of the colony’s administration, received the Revelation of Giovanna from the Goddess Herself while sequestered in her room following a severe illness. The twenty year old Giovanna was, according to Tribunalist retelling of the event, revealed as the first Goddess-touched and invigorated to spread the Goddess’ word. From this point much of the origins of the faith becomes obscured behind myth, legend, and the intense state control of the faith by the Empire. The exact circumstances of the days that followed 03/04/2166 may never be known to modern historians.&lt;br /&gt;
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The Holy Tribunal claims a group of twenty-four women — often referred to as the Twenty-Four Guardians or Twenty-Four Scions — were the first converts of the Holy Tribunal, and that these converts included Jarmila Macek and Katarina Lundin, who would later go on to found the Tribunal’s major schools of thought. From her family’s estate Giovanna and her Twenty-Four Guardians then marched to the administrative office of her mother, Valentia. Though initially doubtful of the Goddess’ truth, Valentia is said to have been temporarily struck blind by the Goddess as punishment for claiming her daughter had been struck by madness. The Holy Tribunal claims that through blindness, Valentia saw the truth and converted to Tribunalism on the spot — and that in this moment, Giovanna became the first Immaculate Hand. As the sun set over Domelkos the Tribunal entered onto the landscape of Moroz.&lt;br /&gt;
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The following day, 04 April, 2166, saw Valentia call the citizens of Domelkos to a general meeting in the town’s square. Still little more than a small town even nearly 30 years after colonists had first made landfall upon Moroz, the crowd that gathered was likely only several thousand — the Holy Tribunal, however, claims the entire population was present. From the balcony where her mother would give speeches to the citizens of Domelkos, Giovanna, voice booming with divine grace and clearly audible across the square without the aid of a microphone according to the Holy Tribunal, delivered the first public sermon of the Tribunal, bringing the assembled masses of citizens to tears as they converted en masse. Valentia, moved to great deeds by her daughter’s exhortations, declares that the Holy Tribunal would be the only faith of Domelkos from this day forward to the cheers of the assembled converts.&lt;br /&gt;
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Some, according to the Holy Tribunal, rebuked Giovanna and attempted to arm themselves to overthrow Valentia’s new dictate. Fetching arms and armor from the city’s armory — effectively little more than what would be available for the colony vessel’s security — these individuals attempted to storm the office of Valentia and were met by Giovanna and her Twenty-Four. The Tribunal claims Giovanna’s love for the Goddess caused the coup plotters to collectively fall to their knees and beg the forgiveness of the first Immaculate Hand, who forgave their transgressions in exchange for a solemn promise they would work tirelessly to create Tribunal churches from their former houses of worship and, once these were created, that they would spread Her word far and wide. The plotters eagerly agreed and resolved to build Her churches and spread Her word. These coup plotters would go on to become the first missionaries of the Tribunal, according to its official history.&lt;br /&gt;
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While little in the way of the true history of this era of the Tribunal is available there are vague facts and details known to modern historians. Valentia Caladius was, in 2166, one of the administrators of the city of Domelkos and is present in the roster of original colonists as a twenty-two year old citizen of the European Union circa 2137. Official records from Domelkos list Giovanna as a child born to Valentia and Antonio Caladius, proving the existence of the first Immaculate Hand. Records from the 2165-2175 period are sealed by House Caladius and the Moroz Holy Tribunal but it is known that Valentia ended 2164 as the elected mayor of Domelkos and began 2176 as the Lady Chancellor of the Holy Kingdom of Domelkos, aid to the Immaculate Hand, suggesting rapid upwards mobility for herself and her family. Valentia is known to have commissioned the official history of the early Tribunal shortly before her death in the early 2220s, and none have officially questioned the resulting narrative.&lt;br /&gt;
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===The Growth of the Tribunal===&lt;br /&gt;
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In the late 2160s and early 2170s Immaculate Hand Giovanna Caladius is said by the Tribunal to have busied herself with the establishment of an organized Tribunalist faith known as the Holy Tribunal with the assistance of Valentia and the Twenty-Four Guardians. By 2175 the faith had been formally established and became known as the Holy Tribunal. Officially established in the Holy Kingdom of Domelkos, which had converted many of the neighboring towns and villages around itself, the Holy Tribunal would go on to become the dominant faith of Moroz.&lt;br /&gt;
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Over the following decades the Holy Tribunal rapidly spread across Moroz, first through the Holy Kingdom of Domelkos and then into the petty kingdoms which would form the Imperial Alliance in the mid-2200s. While it did run into opposition and intolerance, the Tribunal’s message — that Morozians were a chosen people and were protected by a divine being — often found purchase and, where it did not, local authorities found its message of loyalty to the Tribunal and state to be an effective method of maintaining control over their populations. Where the Tribunal was adopted by local rulers its population typically followed.&lt;br /&gt;
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By the middle of the 23rd century, as the Alliance grappled with the flames of secession elsewhere in the Spur, the Holy Tribunal’s priestess-missionaries reached Outer Fisanduh with their message, and eventually crossed into Inner Fisanduh with it. These priestesses, far from the holy cities of Domelkos and Nova Luxembourg, diverged from Tribunalist orthodoxy in an effort to spread the Goddess’ good word, viewing it as within Her Edicts and an effective way of dealing with the more independent-minded inhabitants of the Confederated States of Fisanduh, then a major industrial power on Moroz. The result was the Tribunal’s only major schism: the &#039;&#039;&#039;Communion of the Three in One&#039;&#039;&#039;, which is better known by its shortened name of &#039;&#039;&#039;Communalist Tribunalism&#039;&#039;&#039;. Emerging officially in 2270, the knowledge that Her faith had split into two competing ideologies is said to have driven the now-elderly Immaculate Hand Giovanna Caladius into a sorrowful rage which resulted in her signing the document which created the Tribunal Investigations Constabulary in her own blood. Leaving the Holy Tribunal in the hands of her successor and distant cousin, Josephine Caladius, and the Council of Twenty Four — created also in response to the emergence of Communalist Tribunalism —  Giovanna retired from active involvement in the Tribunal to quietly study at her family’s historical estate, and is said to have eventually simply disappeared. Some faithful say Giovanna was allowed to physically enter the afterlife without dying, while others claim her body was hidden to add to her mystique.&lt;br /&gt;
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==The Holy Tribunal==&lt;br /&gt;
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By the mid-24th century the Tribunal — when accounting for both major sects — had become the most widely practiced faith upon Moroz. Outside of the Confederated States of Fisanduh it was the sole legally permitted religion and even within Fisanduh it was the majority faith. Under the second Immaculate Hand, Josephine Caladius, the Holy Tribunal had become more powerful and influential than it had ever been before, and had the ear of the Imperial Alliance’s rulers while effectively ruling the Holy Kingdom itself. When Josephine Caladius departed this Moroz for the next her successor, Maria Caladius, took it upon herself to finish the great work of unifying the Tribunal under one banner. In 2355 the Holy Crusade to Unify Moroz was officially launched and the effective defeat of Fisanduh in 2386 would signal the end of the schism upon Moroz. As Maria crowned the first Emperor of Dominia she declared the faith would now be known as the Moroz Holy Tribunal to represent its status as the faith of the entire Empire.&lt;br /&gt;
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Over the following decades the Holy Tribunal has only become more and more powerful within the Empire, and is now one of the critical institutions which holds the modern Empire of Dominia together. After the Emperor, the Immaculate Hand — currently Agnes Caladius — is regarded as the most powerful individual in the Empire. It possesses immense power and essential unquestioned authority, and demands absolute loyalty from all of its followers from the Emperor himself to the lowliest Ma’zal. Even with the successor to the Emperor, Crown Princess Priscilla, set to be more liberal than her precursors, the Tribunal’s power is unlikely to wane in the future.&lt;br /&gt;
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===The Holy Tribunal and the Empire===&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;“And the Empire of you and yours, my chosen scions, shall grow and prosper under my faith. You shall surpass the greatness of even Old Earth, and create the circumstances for my Return. This I have always known,”&amp;quot;&amp;quot; - Excerpt from &amp;quot;The Revelation of Giovanna,&amp;quot; the first chapter of The Tribunal Codex.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While it is regarded by most as simply the state religion of the Empire of Dominia, the Moroz Holy Tribunal serves another important function for the Empire: it is a social fabric which does a great amount of work to ensure the survival of the Empire as a state and as a society which is heavily stratified between its nobility and commoners. &#039;&#039;&#039;The Empire as it stands would not be able to survive without the Holy Tribunal, and the Holy Tribunal would not be able to survive without the Empire&#039;&#039;&#039;. The Goddess holds all together in Her mighty hands: nobles of Domelkos, soldiers of the 56th Jadranic, farmers on Sun Reach, factory workers on Zhurong, and all others are raised to place their full faith in Her and her mortal servants upon the Spur — the Holy Tribunal. Life for most in Dominia, as in elsewhere in the Spur, is not equal and the Empire is, as nearly everywhere else, divided between the haves and have-nots. But in the Tribunal and the Goddess there is something greater to strive for: the dream of a perfect Empire which will herald Her glorious entry into the material realm, and the salvation of Her Empire in the Hour of Return.&lt;br /&gt;
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On a less theological and more practical level the widespread nature of the Tribunal allows for it to be present in every level of society and thus spread its doctrinal value of dedication to the Goddess and Empire alike, for the Empire is Her chosen nation upon the material plane. The Tribunal’s main method of spreading this dogma is through its extensive system of free education and medical facilities which are spread through the Empire, though they are concentrated upon the Imperial Frontier and most commonly used by the less privileged of the Empire.&lt;br /&gt;
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Beyond these two major categories the Tribunal also runs many other facilities across the Empire to further promote the faith and Empire alike. These facilities can range from seed grain elevators designed to assist poor Ma’zal farmers during times of crisis to orphanages and food banks. The Holy Tribunal’s orphanages — which will often take in children orphaned by the Empire’s conquests — are both benevolent entities beloved by most in the Empire and powerful methods for raising children who will be unfailing and unflinching to the Goddess and Empire, and many of these orphans eventually go on to either become Tribunalist clergy themselves or part of the Tribunal’s immense non-ordained administrative branch and security apparatus.&lt;br /&gt;
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===The Holy Tribunal and Public Education===&lt;br /&gt;
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The Holy Tribunal’s public educational system is, officially speaking, the Empire’s public education system per the founding documents of its precursor states: the Imperial Alliance and Holy Kingdom of Domelkos. It provides all education short of private facilities — which are often run by the great houses and still mostly staffed by Tribunal-trainee educators — and military academies. Every public student in the Empire, from a Sun Reacher beginning her first day of preschool to a doctoral student in Nova Luxembourg, is enrolled in this education system and is expected to be a faithful member of the faith while being a dedicated student.&lt;br /&gt;
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While modern Imperial educational curriculum, like most of the rest of the Spur, is mostly based upon Solarian methodologies every grade is expected to take at least one course on Tribunalism per semester, and Tribunalist religious clubs are common extracurricular activities for students. Even the poorest citizen of the Empire — one with nothing to their name — may attend a Tribunalist educational institutionand receive a free education, complete with room and board, which will turn them into a productive, and loyal, member of the Empire. Many of the Empire’s most loyal Ma’zals are the product of this system and a large number of the Tribunal Investigation Constabulary’s ranks are made up of poor Ma’zals sent to a Tribunalist educational institution to be cared for by its staff.&lt;br /&gt;
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===Medical Facilities===&lt;br /&gt;
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Common across the Imperial Frontier, where many cannot afford more expensive Volvalaad-funded medical care, and in Outer Fisanduh, where insurgent attacks and unexploded ordnance maim civilians more often than soldiers, Tribunalist medical facilities provide professional and reliable medical to those who most often need it but cannot afford it. They exist alongside secular medical institutions which are often affiliated with or run by House Volvalaad or one of its affiliated entities, and readily cooperate with these institutions to ensure citizens of the Empire receive the care they need. These Tribunalist institutions do not serve the educational and indoctrination role that their academic counterparts serve, but do exist as a powerful symbol of the Tribunal’s benevolence for the common citizen of the Empire. While they are not capable of providing advanced techniques such as geneboosting the numerous medical facilities of the Tribunal do make a noticeable difference in the lives of the citizens of the Imperial Frontier, who have significantly better health outcomes than the residents of the independent frontier and the poorer populations of other nations such as Elyra’s Non-Citizen Persons.&lt;br /&gt;
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Most Tribunalist medical staff are not ordained clergy and are instead professional medical staff employed by the Tribunal to run its various facilities. These staff are typically trained in Tribunalist educational institutions and are often from poorer backgrounds than their Volvalaad-trained counterparts, with many being Ma’zals themselves. Others are retired Imperial military staff who have, for one reason or another, sought out a more peaceful career. They are easily distinguished from Tribunalist clergy — or House Volvalaad medical staff, or those of the Imperial military — by their white-and-green uniforms. The green utilized by Tribunalist medical staff is typically the secondary color of the uniform and is often quite bright to make them more visible within their institutions for those who may need them.&lt;br /&gt;
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The Tribunal’s medical institutions do perform the installation of prosthetics in the event the patient consents and the Tribunal’s prosthetic technicians are fully trained and certified in the various rituals utilized in the installation and maintenance of a prosthetic within the Edicts. These technicians are not trained in cyborgification procedures and take an oath to never learn such a technique before they begin their training. To rescind upon this oath is considered a violation of the Tenth Edict, and considered punishable by death in both interpretations of Tribunalism.&lt;br /&gt;
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==The Goddess==&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;“Know above all that I shall always watch over you as I watch over all Morozians, and the Empire they shall create to spread my Word,”&#039;&#039; - Excerpt from “The Revelation of Giovanna,” the first chapter of The Tribunal Codex.&amp;lt;/center&amp;gt;&lt;br /&gt;
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An all-powerful and all-knowing female supreme deity, the Goddess is the highest authority in the Moroz Holy Tribunal. Also known as Our Lady of Moroz, the Goddess is said to dwell on a utopian version of Moroz referred to as the Morozian Kingdom, or Kingdom of Moroz, where the souls of righteous Tribunalists pass to after they leave the mortal realm. From Her throne upon this version of Moroz She is said to observe the material world and intervene in it as necessary, though she prefers Her chosen scions — faithful Dominians — resolve their difficulties without divine intervention or guidance. When She does intervene the Goddess prefers to speak to those individuals able to hear Her holy words: a small group of Dominian women known as the Goddess-touched who are said to receive divine revelations from Her.&lt;br /&gt;
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The Goddess-touched share no common background beyond being female human citizens of the Empire who are loyal to it, and may as easily be a noble of House Caladius as the daughter of subsistence algae farmers on Sun Reach. The gift of being Goddess-touched often manifests at a young age, often around puberty, and almost certainly ensures one is destined for a career in the Tribunal’s clergy. Those who show the gift are typically taken into the care of the Holy Tribunal and raised to serve as holy diviners of Her Will and are destined to become some of the most elite members of the Tribunal such as its Inquisitirix and Grand Exarchs, though Grand Exarchs are not necessarily required to be Goddess-touched. Some who do not seek such lofty positions instead serve as advisors to the royal family or the senior leaders of the Tribunal such as the Immaculate Hand and High Inquisitrix. While House Volvalaad is eager to examine the Goddess-touched, they have never been granted the right to do so due to their hallowed status within the Tribunal.&lt;br /&gt;
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A common aspect of Tribunalist theology is that the Goddess will one day return to the material plane once the Spur’s Moroz and the Morozian Kingdom are similar enough to be worthy for the Goddess to rule over directly, and this event will herald the dawn of a glorious golden age for Her Empire and the Spur as a whole. To this end Her followers must work towards the goal of an idealized Moroz and broader Empire to ensure the circumstances for Her return are righteous and goddessly. This event is commonly referred to as The &#039;&#039;&#039;Hour of Her Return&#039;&#039;&#039;, or more simply as “the Hour of Return.” Most Tribunalist scholars view the Hour of Return as decades — perhaps centuries or millennia — away and all three aspects of the Goddess dedicate themselves to bringing the Hour of Return closer in some way. The returned Goddess is sometimes referred to as the &#039;&#039;&#039;Empress of Moroz&#039;&#039;&#039;, a title which has attracted some controversy with the possibility of the Crown Princess potentially ascending to the throne as Empress in the future. Tribunalist scholars, however, have been quick to point out there is no theological issue present as the Emperor of Dominia is simply referred to as the King of Moroz, rather than the Emperor.&lt;br /&gt;
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Tribunalists, regardless of interpretation, &#039;&#039;&#039;view the Goddess as the only legitimate deity in the Orion Spur&#039;&#039;&#039; and regard all others as either false deities or misinterpreted aspects of the Goddess. Despite this belief the typical Tribunalist is fully capable of working alongside and interacting with members of other faiths, but may regard them as simply misguided fools who have been led astray by a false interpretation of the true divinity of the Spur: the Goddess Herself. Tribunalists who convert to other religions are often regarded as insane or otherwise deranged by their fellows, and converts are rare due to the level of indoctrination most Dominian citizens have received from the state church.&lt;br /&gt;
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===Depictions of the Goddess===&lt;br /&gt;
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“I am a woman of many forms, Lady Caladius. But I am always the Goddess, your Lady of Moroz,”  - Excerpt from “The Revelation of Giovanna,” the first chapter of The Tribunal Codex.&lt;br /&gt;
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While there is no Edict which prohibits depicting the Goddess there is additionally no set standard for what She should be presented as beyond a human woman. The appearance and ethnicity of the Goddess vary depending on which aspect is being depicted and who is depicting the Goddess. She may as readily be depicted as wearing the clothing of a rural Jadranic huntress as She may be depicted in clothing more regal than that of the royal family. While some more figures within House Caladius have historically pushed for an official depiction of the Goddess the Holy Tribunal has consistently rejected such efforts, citing it as borderline heretical to dictate, as imperfect mortals, restrictions upon the appearance of Her Divinity.&lt;br /&gt;
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Due to the widespread nature of the Holy Tribunal within the Empire’s borders, the wealth of House Caladius, and a need to proselytize and propagate the faith within and without depictions of the Goddess are common throughout Imperial space. Statues of the Goddess are found throughout public squares, often alongside statues of martyrs of the Tribunal, and it is common for many Imperial residences regardless of class of origin to possess at least one shrine to the Goddess featuring a depiction of Her. Tribunalist icons of the Goddess, either depicting simply the Goddess or one of Her three aspects, are commonly carried abroad by Imperial citizens. These icons can be as large as a portrait one hangs upon the wall or as small as a cameo, or a photograph placed within a necklace.&lt;br /&gt;
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===Her Aspects===&lt;br /&gt;
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The Goddess is commonly divided into three major aspects: the Soldier, the Scholar, and the Artisan. Each aspect of the Goddess is worshiped within the Empire by different sections of its population. These aspects are depicted in different matters which roughly correspond to their domains of warfare, research, and trade.&lt;br /&gt;
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Commonly worshipped by House Strelitz and the naval sections of House Zhao, the &#039;&#039;&#039;Soldier&#039;&#039;&#039; aspect of the Goddess is beloved by many members of the Imperial military and the Tribunal Investigations Constabulary. This aspect is generally depicted as wearing antiquated armor in the style of the knights of old Earth and often wielding an ornate sword while carrying the Imperial standard aloft, though some depictions – particularly those of the 56th Jadranic Infantry Regiment – discard this antiquated appearance for the arms and armor of the modern Imperial Army. Followers of the Soldier dedicate themselves to defeating the enemies of the Empire and Goddess to allow the spreading of Her good word and often believe that suffering, particularly physical pain, brings one closer to Her. While most commonly found amongst the Imperial military and its associated houses some conservative clergymembers of House Caladius follow the Soldier, believing themselves as fighting Her enemies through the spreading of Her good word. Followers of the Soldier believe when Her good word is spread far enough, the Hour of Return shall dawn.&lt;br /&gt;
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Commonly worshiped by House Volvalaad and the engineering sections of House Zhao, the &#039;&#039;&#039;Scholar&#039;&#039;&#039; aspect of the Goddess is beloved by the Empire’s scientists, academics, and researchers. This aspect is often pictured wearing the uniform of a researcher and often depicts the Goddess as holding an open book and writing in it with an inkwell pen – items which are intended to symbolically represent the quest for knowledge is ever ongoing. Some depictions, particularly those commissioned by House Volvalaad, depict the Goddess as holding the human genome in her hands –  a symbolic representation of the Volvalaad’s mastery of geneboosting. Followers of the Scholar dedicate themselves to discovering new innovations in order to bring Moroz closer to the utopian paradise version of the planet where the Goddess is said to reside. Followers of the Scholar believe quiet study and reflection bring one closer to Her and are often liberals, as many opt to pursue further research and collaboration abroad. Many believe geneboosting is a holy technique gifted to Dominians by the Goddess Herself and hold the science in particular esteem. Religious scholars and researchers often follow the Scholar as they view theology as simply another innovation which brings the Empire closer to Her. Followers of the Scholar believe the Hour of Return shall dawn when the Empire is advanced enough.&lt;br /&gt;
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Commonly worshiped by the more mercantile section of House Caladius, many tradesmen, and wealthy businesspeople across the Empire, the &#039;&#039;&#039;Artisan&#039;&#039;&#039; aspect of the Goddess is beloved by tradesmen, merchants, and those involved in the financial sector. Depictions of this aspect vary somewhat but generally fall into two categories: some depict the Artisan as wearing the clothing of House Caladius, while others depict Her in house-neutral businesswear. Some depictions of the Artisan clad the Goddess in the boilersuit uniform of a typical Imperial factory worker to symbolize the efforts even Ma’zals make to better the Empire. Followers of the Artisan dedicate themselves to improving the Empire’s economy and overall wealth, and are known throughout the Empire for their charity efforts as many believe uplifting the conditions of the less fortunate classes brings the Empire closer to Her Moroz. Due to its focus on trade and economic growth, followers of the Artisan tend to be more liberal than many of their counterparts and many Imperial diplomats adhere to this aspect of the Goddess. These diplomats view their duties as vital to ensuring the Empire’s continued prosperity, even if they are not directly involved in its economy as a trader would be. Many logistics personnel in the Imperial military favor the Artisan over the Soldier. The Artisan, after all, is the aspect most focused on ensuring the Empire’s prosperity, and what is the military’s logistical system meant to do if not to ensure prosperity? Followers of the Artisan believe the Hour of Return shall dawn when all in the Empire are wealthy enough.&lt;br /&gt;
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==The Priesthood==&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;“And you shall teach the Morozians of my Word, and from those loyal to you you shall select those who may spread my Word further, to bring the Tribunal to all corners of Moroz and the Spur,”&#039;&#039; - Excerpt from “The Revelation of Giovanna,” the first chapter of The Tribunal Codex.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Tens of thousands of individuals make up the vaunted and holy ranks of the Moroz Holy Tribunal’s clergy, ranging from unordained initiates to the Immaculate Hand herself. All economic classes of the Empire — from lowly Ma’zals to nobles of House Caladius itself — can be found within its ranks, but these ranks are certainly far from equal. Low-ranking clergy are expected to serve and obey their betters, and the priesthood itself is filled by nobles whose interests often run parallel to one another. Despite this, the Goddess’ clergy have relentlessly expanded Her truth throughout the Empire and have forced the Tribunal into a powerful force within the Empire which unites and binds much of its population.&lt;br /&gt;
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Despite the presence of unathi in the Empire, the Tribunalist priesthood remains a &#039;&#039;&#039;solely human organization&#039;&#039;&#039;. Some unathi, however, serve in supporting roles as translators and cultural experts who assist their human counterparts in dealing with the unathi of the Empire and their great house.&lt;br /&gt;
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===Initiates===&lt;br /&gt;
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Aspiring Tribunalist clergy begin their journey into the faith as an initiate — the lowest rung on the Tribunalist ladder. Initiates reside, work, and study within Tribunalist facilities and are commonly only permitted to depart from them on the weekends. Some priestesses and priests who supervise initiates will select initiates to go abroad for more experience, with some traveling far afield from Dominia in the service of megacorporations such as Zavodskoi Interstellar. They are expected to rigorously study and memorize all aspects of Tribunalist thought and teachings, including every Edict and both major schools of thought, before they are permitted to take their final examinations and become full members of the clergy. Initiates often perform much of the routine bureaucratic and maintenance tasks associated with the running of a temple and often work alongside civil servants employed, or seconded, to the Tribunal. Wealthy initiates — such as those from noble families — will often hire servants to work in their stead.&lt;br /&gt;
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Initiates are expected to wear white clothing and keep it exceptionally clean to represent their purity of spirit. Initiates wear red paint around their eyes and ears to represent listening and watching their lessons, while more liberal initiates do not.&lt;br /&gt;
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===Priestesses/Priests===&lt;br /&gt;
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Fully-fledged members of the Tribunal’s clergy, priestesses and priests serve a vital role in both administering to the faithful and spreading the Goddess’ good word throughout the Empire’s colonial provinces. While they are often nobles or rich commoners any citizen of the Empire can, in theory, ascend to their ranks. Priestesses and priests are most often found in charge of a Tribunalist temple or mission but many instead busy themselves with scholarship or are seconded to the military as chaplains. Others opt to serve the poor in schools run by the Tribunal which are often the only chance many Ma’zals of the Imperial Frontier have for an education. These schools educate as much as they indoctrinate, and are vital for the Empire’s continued success. Some priestesses and priests pursue medical professions and serve as staff for the Tribunal’s medical facilities, which likewise generally serve the Empire’s Ma’zals and work to ensure their gratitude towards the Empire.&lt;br /&gt;
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Priestesses and priests are expected to wear a standard religious garb when acting in official capacity. This clothing consists of a white shirt and pants, a black and gold robe, a Tribunalist beret, and red outerwear — generally a cape with gold trim. Many clergy are known to wear ceremonial makeup around their eyes and mouth to represent seeing and speaking the truth of the Goddess. The eye makeup generally takes the form of a solid, inch-wide horizontal strip which crosses both eyes and extends from ear to ear. The mouth makeup most typically consists of a bar running from the bottom of one’s tip to their chin. Some conservatives, and many officers of the Dominian-aligned Goddess’ Flotilla privateering organization, powder their faces entirely white before applying the red bars.&lt;br /&gt;
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===Exarchs===&lt;br /&gt;
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Roughly equivalent to a Bishop in other religions, an Exarch is a high-ranking Tribunalist clergymember who is responsible for the administration of the Tribunal within a Dominian province or, in some cases, large settlement such as Nova Luxembourg. They are recommended by local clergy before being appointed by the Immaculate Hand herself and are permitted to ordain new members of the Tribunal’s clergy. Almost all exarchs are Primaries or ennobled Secondaries, though some commoners have risen to the rank. More important provinces are generally reserved for the internal ranks of House Caladius or their close affiliates, and some families have held the title of Provincial Exarch for generations. A planet’s exarchs are members of its Council of Exarchs, and answer to the world’s grand exarch.&lt;br /&gt;
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Exarchs dress in much the same manner as their lower-ranking counterparts, but often wear more extravagant clothing which emphasizes gold over red. Exarchs typically wear the same ceremonial facial makeup as their priestly counterparts.&lt;br /&gt;
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&#039;&#039;&#039;Exarchs may only be played as Dominian consulars on the Horizon. No rank above Exarch is playable in any role aboard the Horizon.&#039;&#039;&#039;&lt;br /&gt;
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===Grand Exarchs===&lt;br /&gt;
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The rare clergymembers selected by the Immaculate Hand to serve as the authority for the followers of an entire Dominian world, Grand Exarchs are some of the highest-ranking members of the Tribunal aside from the Immaculate Hand herself and serve as an advisory council for her. All grand exarchs are members of House Caladius and they are critically important to the continued advancement of the Goddess’ will throughout the Empire as it is only through the Grand Exarchic Council that new Edicts of the Goddess are certified and integrated into Morozian theology. Grand exarchs will often be accompanied by a small amount of Goddess-touched, or be Goddess-touched themselves, and thus able to directly interpret Her will.&lt;br /&gt;
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The grand exarchs wield incredible influence over their respective worlds due to the close relationship of the Tribunal and Dominian state, and all have close connections to their world’s governors. The only Dominian planet to lack a grand exarch is Moroz itself, which is administered by the Immaculate Hand herself. Grand exarchs are often advised by a council of experienced clergy and lay counselors, all of whom are expected to be unfailing in their following of Her Edicts. They also oversee their world’s Council of Exarchs, a voting body made up of a planet’s exarchs which advises the grand exarch on administrative matters and can, in theory, be completely disregarded by them. In reality most grand exarchs heed the council of their fellow nobles and the Councils hold some degree of sway over the Tribunal.&lt;br /&gt;
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===The Immaculate Hand===&lt;br /&gt;
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Also known by her official title of the Immaculate Hand of Our Lady the Goddess, the Immaculate Hand is the highest religious authority in the Tribunal aside from the Goddess Herself and is one of the most powerful individuals in the modern Empire — perhaps second only to the Emperor. The Hand is elected by a convocation of Grand Exarchs and entitled to serve for life, though some elect to retire early. She is expected to lead the faithful of the Tribunal and interpret the Goddess’ will for application in the imperfect mortal world, all while ensuring the Tribunal remains relevant in a changing Spur and the dominant faith of the Empire. The Hand also serves as a member of the Imperial Cabinet and is the ultimate authority on the addiction of new Edicts to the Tribunal as she is considered the Goddess’ representative upon Moroz. The Immaculate Hand must be a woman and every woman in the position must be a member of House Caladius, as the Goddess’ original prophet Giovanna Caladius was.&lt;br /&gt;
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While she is technically the Grand Exarch of Moroz the vast majority of the Immaculate Hand’s time is devoted to matters of the whole faith and her role as a religious advisor to the Emperor, leaving little time to directly administer Moroz. This honor is instead awarded to five hand-picked religious officials often colloquially referred to as the “Hand’s Fingers” who manage more mundane affairs across the planet. Due to being, in theory, chosen by the Goddess Herself to lead the Tribunal the Immaculate Hand has little in the way of oversight, but most choose to attain the consent of the Grand Exarchs before making major decisions such as the addition of Edicts.&lt;br /&gt;
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==The Tribunal Militant==&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;“And there shall be those amongst even my scions who choose to harm you, simply for your spreading of the truth. From your followers, you must select those you trust to guard the faithful and ensure the Tribunal is safe from those who would seek to do it harm,”&#039;&#039; - Excerpt from “The Revelation of Giovanna”, the first chapter of The Tribunal Codex.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Though the Tribunal’s clergy does much and more to protect and preserve the holy status of the Goddess in the Empire, there are individuals within its borders who turn from the Goddess’ light and seek to harm Her followers, or commit the sins of breaking Her Edicts within the Empire’s borders. For those beyond the salvation of Her clergy, there are the Edict Keepers: the Holy Tribunal’s militant branch responsible for ensuring its security and punishing evildoers in the manner She dictates for Her followers. Like their counterparts in the clergy, the Tribunal Militant are drawn from all levels of Morozian society. Unlike the clergy they ultimately answer to the High Inquisitrix of the Holy Tribunal — a woman blessed by the Goddess with unusual abilities who rarely comes from an established noble house. The Tribunal Militant are broadly divided into the renowned Saviors — individuals tasked with defending Tribunalist temples and faithful — and the much larger Tribunal Investigation Constabulary — personnel focused upon the investigation and enforcement of Edict violations. Some personnel fall outside of these categories, including the rare heathens employed by the Tribunal to carry out Her Will.&lt;br /&gt;
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Despite the presence of unathi in the Empire the Tribunal militant remains a &#039;&#039;&#039;solely human organization&#039;&#039;&#039;, though it has been known to utilize unathi translators and cultural experts in its dealing with the Empire’s unathi. The reason for this has long been cited by the High Inquisitrix as the unathi’s inability to master Vulgar Morozi, the most common language of the Empire.&lt;br /&gt;
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===The Tribunal Investigation Constabulary===&lt;br /&gt;
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The day-to-day work of investigating religious crimes and violations falls upon the shoulders of the men and women who fill the ranks of the Tribunal Investigation Constabulary. These investigators often collaborate with and work alongside the nominally secular His Imperial Majesty’s Constable Service (HIMCS), the Empire’s main policing agency, or the Imperial Intelligence Directorate due to the close relationship between the Tribunal and the Dominian state. From Ma’zals to Primaries, the Investigators are drawn from every section of Dominian society and found throughout the Empire. Tribunalist Investigators operate out of Investigative Districts, which are roughly county-sided areas corresponding to the administrative area of an Exarch’s domain, and answer to a District Prefect serving alongside the local Exarch. Each planet in the Empire is overseen by a Grand Prefect, who oversees its Districts and answers to the High Inquisitrix.&lt;br /&gt;
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Investigators are trained and recruited in the same manner as officers of His Imperial Majesty’s Constable Service and there is a great amount of inter-agency cooperation between the two due to the nature of Her Fourth Edict, which demands the Investigators appropriately handle any crimes which violate Imperial law. In practice, these cases are typically referred to HIMCS or the Directorate; both of which in turn refer matters of religious law to the Tribunal Investigation Constabulary. Recruits are drawn from across the Empire’s classes but, as in the broader Empire, the higher ranks of the TIC are mostly staffed by Primaries and wealthy Secondaries, with the lower ranks consisting mostly of Ma’zals and Secondaries. To serve as a Tribunalist Constable is viewed as a great honor by many in the Empire, and the TIC is held in esteem throughout much of it.&lt;br /&gt;
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In addition to their material training, the investigators of the TIC are expected to attain a mastery of knowledge related to Her Edicts and their enforcement, including the both major schools of thought. The trainees attend many of the same classes Tribunal initiates do, and this joint training allows the Tribunal to create connections between the Constables and the priesthood they will often work alongside. Due to being religious police of the Moroz Holy Tribunal rather than the Empire itself, Tribunalist Constables can, in theory, operate abroad if they obey ‘Her Fourth Edict’. While they are restricted by both practicality and the Fourth from carrying out arrests abroad, in most cases the Tribunal Constables do still serve as the extraditing force in the event Dominian citizens abroad are transferred into Imperial custody following crimes committed abroad. Unlike their Imperial Constabulary counterparts, the Tribunalist Constables may have their warrants signed by either a magistrate, judge, or ordained clergy of the Tribunal.&lt;br /&gt;
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===Saviors===&lt;br /&gt;
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Mostly a ceremonial role in many parts of the Empire, as their traditional duties are often filled by the Imperial Army or the much larger His Imperial Majesty’s Constable Service and Tribunal Investigation Constabulary, the Tribunalist Saviors served as the guardians of the early Tribunalist faithful and now serve as the guards of many Tribunalist temples and structures. As the Tribunal grew larger and became a multi-planetary faith that binds the Empire together, the role of the Savior became mostly outdated in the face of the newer Tribunal Investigation Constabulary, in addition to the increasing influence of both the HIMCS and Imperial Army; the latter of which guards many Tribunalist facilities of the Imperial Frontier. Most Saviors are found within the Imperial Core and the vast majority are Primaries, with many being geneboosted.&lt;br /&gt;
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Despite its lesser prominence, the role of Savior remains prestigious due to being seen as a combination of two aspects of the Goddess; Scholar and Soldier. These Saviors — almost always Primaries — serve as a kind of monastic scholar-soldier who is as prepared to defend their temple as they are to debate theology. They rigorously train in both theological and martial pursuits, with many becoming exceptional fencers or shooters in addition to Tribunalist scholars. Saviors are the subject of immense respect throughout the Empire and are particularly respected by their Tribunal Constabulary colleagues, who are typically exceptionally faithful commoners. But all the prestige in the world cannot fix a simple issue: there are very few Saviors and many more Tribunal Constables. In modern times, the Saviors are typically seen as ceremonial personnel and are not expected — or anticipated — to encounter any type of danger.&lt;br /&gt;
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===The Inquisitrix===&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;“And of your most faithful followers, I shall bless some with my Touch. They shall rise above their fellows, and be as paragons of my Tribunal,”&#039;&#039; - Excerpt from “The Revelation of Giovanna”, the first chapter of The Tribunal Codex.&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;Note: The Inquisitrix, due to their small number, are unplayable.&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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The most elite members of the Tribunal Investigation Constabulary are its twenty-four Inquisitrix and their commander, High Inquisitrix Theodora Gottlieb. They are all Goddess-touched and thus all female. The Inquisitrix of the Holy Tribunal, also known as the Council of Twenty-Four, serve as specialists and commanders who wield nearly unquestioned authority within the Tribunal, and can only be overruled by the High Inquisitrix or Immaculate Hand. The Council of Twenty-Four traces its origins to the first twenty-four guardians of Giovanna Caladius, the first Immaculate Hand and original prophet of the Goddess. They are chosen for their ability to commune with the Goddess and can, in theory, come from anywhere in the Empire. Many of which, however, come from Moroz or another world of the Imperial Core. Commoners or Ma’zals chosen to ascend to these vaunted ranks are immediately adopted into a noble family, generally the Caladius, and receive extensive training to serve as both a noblewoman and a living weapon of the Goddess once they ascend to the Council. The positions of Inquisitrix and High Inquisitrix are exclusively female due to their origins.&lt;br /&gt;
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The Inquisitrix are universally geneboosted and often tower over other members of the Tribunal Investigation Constabulary, who are often Secondaries or Ma’zals, and are rumored to be treated with an extensive, experimental, and mostly secret type of House Volvalaad geneboosting, which gives them abilities beyond of what a normal human being is capable of. Rumors – be they true or fabricated – have long swirled about their ability to move with far more agility than the typical TIC officer is capable of, and shrug off damage which would kill an unmodified human. Some more outlandish rumors speak of the Inquisitrix being capable of manipulating distant objects with simple gestures, communicating without any visible devices, and driving Edict Breakers to commit ritual suicide with a simple gaze. The limited amount of information available publicly concerning the Council and their abilities has only served to drive further rampant speculation, whereas the reality of the Council’s capabilities may only be known to themselves, the High Inquisitrix, the Immaculate Hand, and the Goddess Herself.&lt;br /&gt;
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The day-to-day activities of the Inquisitrix primarily consist of advising the High Inquisitirx and assisting the District Prefects of the Empire’s worlds in the administration of Her Holy Justice. When they are called up to meet in their enclave upon Moroz, it is almost always to decide upon matters critical to the Tribunal’s continued stability, such as the presence of particularly troublesome Edict Breakers abroad, influential or inconvenient apostates within Dominian society, and other matters of critical concern. Though these meetings are often done in the utmost secrecy they are, at times, made public in an effort to bring comfort to the Empire’s faithful by ensuring them the Council is working to resolve critical situations and carry out Her will.&lt;br /&gt;
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===The Unenlightened===&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;Note: The Unenlightened, due to their small number and secretive nature, are unplayable.&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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A well-kept secret of the Tribunal only known to the Immaculate Hand, High Inquisitrix, the Inquisitrix Council, and those rare Tribunalist Constables selected to work with them, the Unenlightened are a unique part of the Tribunal’s policing structure. These individuals, all Morozian and all commoners,  are from a community of Morozian heathens who have been granted the freedom to privately worship their non-Morozian god — an entity which some have speculated is a kind of pagan tradition, though none have been allowed to document the community — in exchange for service to the Tribunal. To all who do not know the secret of their small town the Unenlightened are simply yet another small Tribunalist community in the remote Morozian countryside. The community itself keeps its secret well, for to spread it would bring the wrath of the Tribunal — and untold ruin.&lt;br /&gt;
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The Unenlightened serve one solitary purpose in the Tribunal’s policing system: they are the only part of it which ignore Her Fourth Edict by being heathens, and are thus outside of Her judgements. Particularly irksome edict breakers who flee Imperial justice abroad and begin to cause trouble will soon find themselves subjected to a vote by the Inquisitrix Council regarding their fate. If all agree the edict breaker is sufficiently troublesome, agents of the Unenlightened are dispatched to perform Her wetwork by assassinating the individual or returning them to Imperial custody for a speedy trial and execution. They are expected to carry out these orders without hesitation and without mercy as to disobey the Tribunal is to thus disobey Her, and to reject the rare mercy offered to heathen citizens of the Empire who turn their face from Her faith. The Unenlightened are harshly punished if they choose to betray the Empire and are relentlessly hunted by their fellows for fear they will destroy what fragile peace they have established which allows them to practice their religion.&lt;br /&gt;
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==Divergent Tribunalist Interpretations==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“And there shall be those who hear my Words yet turn their backs upon my teachings, and upon my holy wisdom. Do not stray from the path of righteousness, my Immaculate Hand. Know that your cause is holy, and your purpose righteous,”&amp;lt;/i&amp;gt; Excerpt from “The Revelation of Giovanna”, the first chapter of The Tribunal Codex.&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;NOTE: Unless otherwise listed here these heresies still broadly follow the rules and cultural norms of the Tribunal. Following one is not an excuse to totally discard every aspect of the religion.&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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While the overwhelming majority of Tribunalists adhere to the Moroz Holy Tribunal there are variations upon the faith which are viewed in different manners by the Holy Tribunal ranging from tolerance to vehement hatred to integration. &lt;br /&gt;
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===Communion of the Three-in-One===&lt;br /&gt;
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Considered a heresy by the Empire and viewed as the “true” version of the Tribunal by the former Confederated States of Fisanduh and its current government-in-exile, the Communion of the Three-in-One claims that the structure of the Moroz Holy Tribunal is irrelevant and unneeded as a sufficiently faithful person can receive direct communion with the Goddess. Sometimes referred to as Communionist Tribunalism, this variation of the Holy Tribunal was popular in the Confederated States of Fisanduh, where it was the state church, prior to its conquest by the Empire of Dominia in the late 2300s. Over the intervening decades the Communalist Tribunal upon Moroz has withered and effectively died off through extensive work by the Holy Tribunal to convert the population of Fisanduh to their interpretation of the faith. It is effectively extinct in Outer Fisanduh and is only found in significant amounts in the territory under the control of the Fisanduh Freedom Front-aligned Goddess’ Resistance. Outside of the Empire’s borders it is a common faith for Fisanduhian exiles and their descendants, and the largest concentration of Communionalists can be found upon Xanu.&lt;br /&gt;
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Communalist Tribunalism has a tolerant outlook towards other faiths due to its origins in the Confederated States of Fisanduh, which never outlawed the practice of other faiths. Despite its less autocratic origins Communalist Tribunalism is nearly as antagonistic towards synthetic life as Holy Tribunalism is and views them as lacking souls and prone to possession by witch-spirits. However, decades of living abroad — of being born abroad — where one must interact with AI and synthetics on a near-daily basis in many areas has led to Communalist Tribunalists being more comfortable around AI and synthetics. They are less likely to require synthetic sensitivity training than their Holy Tribunal counterparts and may at times enter into amicable, if not friendly, working relationships with synthetic colleagues. However, even to these more liberal Tribunalists, AI technology is ultimately something not to be trusted.&lt;br /&gt;
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Communalist Tribunal clergy are similar to their Holy Tribunalist counterparts but discard the facial paint of Holy Tribunalists and wear red-and-gold robes over black-and-white clothing rather than capes or surcoats. Like their Holy Tribunalist counterparts they are often female and are formally trained in religious institutions, though upon Xanu rather than Moroz. This variation of Tribunalism does not have a security aspect equivalent to the Tribunal Militant or a central leader for the faith such as the Immaculate Hand, and authority is instead vested in a convocation of its priesthood in Xanu which is held every five years.&lt;br /&gt;
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===The Universal Holy Tribunal===&lt;br /&gt;
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Considered a dangerous heresy by both the Moroz Holy Tribunal and the Communion of Three in One, the Universal Holy Tribunal is a fringe sect of Tribunalism which proposes synthetics are not fundamentally evil and, due to being creations of humanity, retain a modicum of the Goddess’ innate goodness within themselves despite lacking a traditional soul. Despite this tolerance of synthetics Universalists still believe cyborgification is antithetical to the Goddess’ will and results in the destruction of one’s soul. The history of Universal Tribunalism is spotty and difficult to patch together as it has been attacked and destroyed with great zeal by the Holy Tribunal whenever it is discovered, with its followers either killed or institutionalized due to being perceived as too mentally unwell to be tried before a magistrate or priestess. The Holy Tribunal claims the Universal Tribunal was created by a witchtouched individual who was possessed by a witch-spirit and driven to insanity by its malignant influence.&lt;br /&gt;
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Followers of the Universal Tribunal, known as Universalists, are very rare and generally only practice in small groups to better maintain secrecy. They have been essentially eliminated within the Empire and Imperial citizens are taught to report any suspected Universalists to their nearest constable or Imperial Army soldier. Small Universalists groups exist outside of the Empire with most being found in the Republic of Biesel or Coalition of Colonies, where they are often looked down upon as witchtouched cultists by Communalists as maniacs and viewed by non-Tribunalists as oddities at best. There is no formal system of education for Universalist clergy and many are often informally trained members of a small group who have become its leader. Universalists discard the Fifth and Tenth Edicts due to the nature of their Tribunalist interpretation.&lt;br /&gt;
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===Lyodic Shamanism===&lt;br /&gt;
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Referred to as Lyodic Shamanism by the Lyodii and Shamanistic Tribunalism or Lyodic Paganism by most Morozians, the shamanistic practices of the Lyodii are considered to be an acceptable divergence from the Holy Tribunal by the Immaculate Hand and its practice is thus allowed in some special circumstances such as the Imperial Army’s Lyodic Rifles. More conservative Holy Tribunalists, however, sometimes view the Lyodic spiritualist beliefs as borderline heretical. Lyodic Shamanism’s history begins at roughly the same point the first Morozian exiles left behind Moroz and its states for life upon the Lyod, taking Tribunalism with them as they journeyed. Much of its early history, due to the Empire and its precursor states not formalizing observations of and interactions with the Lyodii until the 24th century, has been lost to time and may never be truly known. Oral histories of the Lyodii indicate their shamanism may have roots in early Tribunalist missionaries from the pre-Imperial era who were willing to travel to the Lyod to proselytize to, and even integrate into, the clans of the Lyod.&lt;br /&gt;
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Due to the vastness of the Lyod and decentralized nature of the Lyodii, Lyodic Shamanism has no central authority and can vary from clan to clan. However, there is one universal trait which Tribunalist scholars utilize to define the Lyodic spiritual doctrine: the view of the Goddess as less of a distinct deity and more of an all-encompassing presence that permeates all in the universe. Many Lyodii, perhaps as a result of this belief, place a great emphasis upon the tenets of the Seventh Edict. Profound reverence for nature, a dedication to one’s community, and a strong respect for autonomy are viewed as other fundamental traits of Lyodic spiritualism. Lyodic views on synthetics often fall into line with general Tribunalist beliefs, but some take on a perspective rooted in their unique view of nature. These Lyodii view synthetics as unnatural creations which run in contrast to the natural order of things, and disrupt life as it should be. Lyodic Shamanism retains the triumvirate of the Goddess’ aspects but often adjusts them for the Lyod, with the Soldier becoming the Wolf, the Artisan becoming the Elk, and the Scholar becoming the Owl.&lt;br /&gt;
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The nearest equivalent to Tribunalist clergy in the shamanistic beliefs of the Lyodii are the shamanesses of their clans. Shamanesses are spiritual leaders of their clans who can, in the event there is no chieftain, serve as the leader of a clan as well. The traditions of these women are typically passed down to younger apprentices they take on as charges to continue the traditions – often oral, as a clan’s shamaness may be one of the only individuals in a remote clan who is able to read and write Vulgar Morozi script – of their clan and their ancestors. Lyodic shamanesses of the Lyodic Rifles are the only clergy in the entire Imperial military to not be officially-certified Holy Tribunal clergy, and hold officer’s ranks like their more conventional counterparts.&lt;br /&gt;
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==Tribunal Doctrine==&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;“And do not forget the Tribunal’s future rests in your hands, Lady Caladius. You must lay the basis for the one, true faith of the Empire and the Spur. This I know you shall do,”&#039;&#039; - Excerpt from &amp;quot;The Revelation of Giovanna,&amp;quot; the first chapter of The Tribunal Codex.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the key foundational beliefs of the Tribunal is that the &#039;&#039;&#039;soul of an individual is the actual person&#039;&#039;&#039; and the body is simply a vessel inhabited by the soul. The Tribunal believes &#039;&#039;&#039;synthetic parts cannot possess a soul&#039;&#039;&#039; but this damage can be mitigated by the consecration of a limb and regular re-consecration by a clergymember. The Tribunal regards cyborgification as an abominable act which will &#039;&#039;&#039;condemn one’s soul to oblivion as it will cease to exist&#039;&#039;&#039;, and the Imperial citizens facing such charges abroad are almost always handed over to the Tribunal Investigations Constabulary so they may be punished under Dominian law, with [[Zavodskoi Interstellar]] often assisting in these efforts to ensure it endears itself to its business partner.&lt;br /&gt;
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Due to the teachings of Immaculate Hand Giovanna Caladius and the collective trauma many Morozians of the Tribunal’s early era felt at their abandonment following what most blamed on an AI’s navigational error, &#039;&#039;&#039;the Tribunal views true artificial intelligence in the form of positronics and modern lawed synthetics to be an abomination&#039;&#039;&#039;. Tribunalists believe fully synthetic beings have no soul and thus no link to the Goddess, and are thus &#039;&#039;&#039;intrinsically and irredeemably magnets for malign spirits and vile entities&#039;&#039;&#039;. Some more conservative Tribunalists view the creation of IPC frames as an attempt by mortal humanity to elevate themselves to the level of a creator on the level of the Goddess. As Tribunalist doctrine dictates only the Goddess can create souls, the creation of a synthetic being without one is viewed by these Tribunalists as &#039;&#039;&#039;evil and arrogant beyond all measure&#039;&#039;&#039;. Some Tribunalists cite the earlier Glorsh Rebellion as the inevitable result of allowing AI and IPCs to run rampant. Dominians sent abroad are given synthetic sensitive courses by their parent corporation but often remain suspicious, or outright hostile, towards their synthetic colleagues.&lt;br /&gt;
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Tribunals burial rites require the body to be treated with respect – assuming it does not belong to an edict breaker – and for any open wounds to be sealed and cauterized prior to the performing of relevant rites. An ordained member of the Tribunal’s clergy should, in ideal circumstances, oversee a funeral and see the deceased individual’s soul on their final journey to the Goddess for judgment. Tribunalist funerals are, across the Empire and its various classes, communal affairs. In the halls of nobility the funeral of a loved one is often the start of a period of month-long mourning where close friends, family, and associates such as house servants or affiliates gather to mourn the departed. In more remote villages, such as those of Sun Reach and Novi Jadran, funerals are often a celebration of the deceased individual’s life and a chance for an entire village or small town to gather and hold a festival in the deceased individual’s memory. Mourning Tribunalists will typically wear a black armband, or other accessory, on their clothing for a month following the individual’s funeral.&lt;br /&gt;
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Non-heterosexual relationships are largely irrelevant to the Tribunal and same-sex relationships are widely accepted by the mainstream. Relationships between different classes, such as Primaries and Ma’zals, are widely socially frowned upon in Imperial society and most Tribunalist clergy will not perform marriage ceremonies for such a union. Romantic relationships between species are highly frowned upon by both Tribunalist clergy and the citizens of the Empire more broadly, with all classes viewing such relationships with distaste. Interfaith relationships are similarly frowned upon and the Moroz Holy Tribunal does not perform marriages for interfaith couples. The Moroz Holy Tribunal does not perform marriage ceremonies between individuals of different species and such a relationship will typically result in the individual being disowned by their family and stripped of any honors granted to them by the Empire.&lt;br /&gt;
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===The Tribunalist Creation Myth===&lt;br /&gt;
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Tribunalist theology holds that the Goddess is the first — and mightiest — being to have existed in all of creation. Before the Goddess there was simply nothing, with existence consisting of a boundless nothingness deprived of all things. Then came the Goddess, and She looked upon the void and found a blank canvas with which to weave the fabric of an entire universe. And create She did, weaving the entire universe over the course of three months. Having created the universe the Goddess looked upon it and was pleased, but added one last piece: the frozen world of Moroz, which was to be the land of her chosen people. Her work completed, the Goddess departed the material plane for the Morozian Kingdom, the utopian version of Moroz She rules from, and has passively observed it since — with some exceptions.&lt;br /&gt;
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The Tribunal holds that the Goddess has performed two major influencing acts upon the material plane since Her creation. The first is the Goddess’ influence on humanity’s decision to colonize Moroz, and ensuring the original expedition was populated with those who would be able to become Her chosen people — the Morozians. The second was to provide the Revelation of Giovanna to the first Immaculate Hand, Giovanna Caladius and thus allow her to found the Moroz Holy Tribunal.&lt;br /&gt;
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While the Goddess created all living things modern Tribunalists hold that humanity, due to being made in Her image, is the species most beloved by Her.&lt;br /&gt;
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===Worship===&lt;br /&gt;
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Followers of the Tribunal, in theory, participate in organized worship sessions once per week on every Sunday at a Tribunalist site of worship such as a temple, church, or cathedral. There a clergymember will read from the Tribunal Codex selected material for the week in an effort to bring the audience closer to Her. The audience is arranged in a reverse of typical Morozian society: Ma’zals in the front with Primaries and Secondaries in the back, as the Tribunal believes it is often more critical Ma’zals — who may be new converts — hear Her messages clearly. Worshippers are often arranged in a half-circle with the preacher at the center in an effort to imitate a half of the Goddess’ Eye, the holy symbol of the Tribunal.&lt;br /&gt;
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===Holy Symbols===&lt;br /&gt;
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The primary holy symbol of the Tribunal is the &#039;&#039;&#039;Goddess’ Eye&#039;&#039;&#039;, which takes the form of a square divided horizontally by a line which is itself interrupted by a circle. The Goddess’ Eye is meant to represent the Goddess’ omnipotent knowledge of the universe, the care she places upon Her chosen people — the Empire — through Her unwavering gaze, and the never-ending search of the Empire to find more worlds to spread Her good word to. The colors red and gold are often associated with the Goddess and frequently appear on the priestly clothing of Tribunalists, who often wear black or white clothing underneath their priestly garments to better draw attention to the gold and red. Red symbolically represents the blood of Morozians and other Imperial citizens who have fought in the Empire and Goddess’ name. Gold symbolically represents the wealth brought to the Empire through the spreading of the Goddess’ good word to other planets, often through conquest.&lt;br /&gt;
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===The Afterlife===&lt;br /&gt;
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The Tribunal holds that when an individual dies the soul is freed from its mortal vessel and is sent to the Goddess’ realm, the Morozian Kingdom. There the Goddess and her servants – the souls of some of history’s most righteous Tribunalists – judge the worth of one’s soul and determine its eventual fate. Faithful Tribunalists who have taken care to obey Her Edicts are granted entrance to the Morozian Kingdom in order to live in eternal paradise alongside Her, regardless of their class or planet of origin. In the afterlife, the subjects of the Empire are to become equal in the Eyes of the Goddess. Faithless souls, if they have lived righteous lives which have pleased Her, are dissipated and returned to the mortal plain to reform into a new soul in the hopes they will achieve Her enlightenment. The souls of unrighteous and unfaithful individuals, however, are simply annihilated by Her righteous fury and condemned to oblivion.&lt;br /&gt;
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===Witchfinding and Witchwork===&lt;br /&gt;
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The souls of unrighteous Tribunalists are said to understand what awaits them in the Morozian Kingdom and, rather than face Her righteous judgment, instead avoid traveling to the Goddess’ realm and instead roam the mortal plain as a malign spirit often referred to by the Tribunal as a witch-spirit. These malevolent entities are said to be able to speak to mortals and can, if one is so willing, directly possess a willing or vulnerable mortal. Tribunalists believe the Goddess protects all souls – even those of unbelievers – from possession by witch-spirits. However, individuals who are of ill character, such as Edict Breakers or those who seek and carry out evil, are prone to possession as they turn away from the Goddess. Synthetics, as they are not living beings and thus lack Her protection, are innately more prone to becoming possessed and many Tribunalists – even those who have received synthetic sensitivity training from megacorporations – will blame aberrant synthetic behavior or other malfunctions upon possession. Tribunalists typically refer to events blamed upon witch-spirits as witchwork, witchcraft, fell sorcery, or black magic. Those who can channel or control are typically called witches or sorcerers, while individuals who are simply possessed are referred to as blighted or witchtouched.&lt;br /&gt;
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Some Tribunalist clergymembers and investigators of the Tribunal Investigations Constabulary are trained in techniques to defeat witch-spirits, those who can control them, and those possessed by them. These individuals, known as witchfinders, are highly trained and are, as a rule, extremely devout Tribunalists who are often regarded as the best of the best of the Tribunal — unshakable paragons of Her Edicts who are the most capable of defeating evil — as the faith believes the most important part of defeating a witch-spirit is to be able to overwhelm it with the energy of pure, righteous faith. To become an official witchfinder one must go before an Inquisitrix and be deemed worthy of being issued a Writ of Witchfinding — an official document stamped by the Inquisitrix’s unique wax seal which marks the holder of the document as having passed the judgment of one of the Tribunal’s most powerful officials.&lt;br /&gt;
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The Tribunal refers to the act of hunting down witch-spirits and witches as witchfinding, and this is regarded by many in the Tribunal as a sacred duty. Witchfinders are unlike their clerical or constabulary counterparts as they are generally not stationary and instead wander from location to location within the Empire, never stopping for long and always willing to go where they are most needed. Some have been known to operate outside of the Tribunal’s borders, but these individuals are very rare as the Tribunal itself is mostly found within the Empire’s borders and many outside of it are unwilling to accept the aid of Imperial witchfinders in dealing with what they very well may not see as a matter of witchwork and faith.&lt;br /&gt;
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Rituals to exorcize those suspected of being witch-touched are known to the witchfinders, but these same rituals are kept as closely-guarded secrets from outsiders — a witchfinder would sooner take their secrets to the grave than divulge the secrets of witchfinding to a hostile outsider. Yet in times of crisis witchfinders have been known to rely upon trusted and willing heathens for aid or assistance. Some of these heathens ultimately become permanent members of a witchfinder’s retinue, and can find themselves in very odd situations as they accompany their more religious colleagues. Despite their supposed secrecy some more common witchfinding techniques — such as drawing a Tribunalist eye upon the ground in salt and placing the witchtouched in the middle to begin an exorcism — have seeped into the popular imagination.&lt;br /&gt;
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The journeys of witchfinders have become so popular in Dominian society that they are commonly written about by Imperial authors for a popular, and mostly Dominian, audience. Many young Imperial citizens eagerly read tales of derring-do and adventure by witchfinders across the Empire and beyond. While most are written as good entertainment for younger Imperial readers the books are always subject to review by the Tribunal for subversive elements and are viewed by its leadership as an excellent way to indoctrinate and inform the Empire’s youth of the dangers of heresy. Witchfinder stories have attracted a moderate cult following abroad, where they are generally marketed as nonfiction rather than educational fiction. Some authors, such as Andrija Jurina of Novi Jadran, have become so successful abroad that they even go abroad on Imperial cultural missions to nations such as the Republic of Biesel and Solarian Alliance.&lt;br /&gt;
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===Synthetics and AI===&lt;br /&gt;
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&amp;lt;center&amp;gt;“&#039;&#039;&#039;AND THUS DO WE ABHOR THE SYNTHETIC!&#039;&#039;&#039;” - Common cross-class Dominian saying. Often used after the execution of suspected “shell infiltrators.” Original author unknown, often attributed to Immaculate Hand Giovanna Caladius.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Tribunalist hatred of artificial intelligence is deep and dates back to the perceived misfortune of the early settlers, many of whom blamed their lack of contact with the broader Solarian Alliance on malfunctioning AI-controlled equipment which they could not utilize due to, unbeknownst to them, the formation of the Solarian Alliance and its subsequent abandonment of the communications codes utilized by the UN-sponsored Moroz Expedition. As the colonist’s AI controlled machinery began to break down and malfunction — mining accidents in Fisanduh, communication errors in hazardous zones of the Lyod, broken machinery in factories, and so on — this hatred grew and began to manifest itself as a general distaste or dislike towards AI broadly.&lt;br /&gt;
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When Giovanna Caladius, the first Immaculate Hand, and her Twenty-Four Scions began to spread the good word of the Goddess, the early Tribunal found much success in using this established distrust to promote their faith. Synthetic machinery with true AI was no longer seen as simply hazardous and likely to malfunction, it was now seen as a major threat to the people of Moroz and prone to possession by fell spirits such as witch-spirits. Morozians across the planet destroyed much of their remaining synthetics during the era of the early Holy Tribunal, often in public celebrations watched over by one of the Twenty-Four or the Immaculate Hand herself. Following its later entry into the broader Spur the Empire was vindicated by the tales of the Glorsh Rebellion and has maintained its policy of synthetic hatred.&lt;br /&gt;
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To the typical Tribunalist, regardless of economic class or planetary origin, synthetics are beings created from pure evil in an attempt by humanity to toy with the concept of being equal to the Goddess through the creation of intelligent life, though without a soul. The overwhelming majority of Tribunalists, both liberals and conservatives, view synthetics as abhorrent entities of pure wrongness and take a hostile stance towards them, with particular scorn reserved for the Trinary Perfection — an entity viewed as antithetical to everything the Goddess stands for.&lt;br /&gt;
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To abandon synthetic hatred is to abandon a fundamental aspect of the faith and of Dominian culture more broadly: that one must be organic to have a soul. Those extremely rare Dominians and Tribunalists who discard the faith’s hatred of synthetic life to an extent where they can be friends of synthetics quickly find themselves ostracized and cut off from the broader Tribunal, and are often viewed as insane or delusional by both followers and clergy of the Tribunal. Disgraced and dishonored, they are often placed into lunatic asylums in the Empire due to the common perception that one must truly lose both their way and their mind to view synthetics as neutral rather than evil, let alone good.&lt;br /&gt;
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Dominians are so synthetic-averse that Zavodskoi Interstellar, a major employer of Imperial citizens, does not utilize synthetics within the Empire’s borders and sends its Dominian employees who work abroad through synthetic sensitivity courses it has designed in collaboration with the Holy Tribunal. Even after these courses ZI-employed Dominians remain highly synthetic-adverse but are willing to work alongside them without much public complaint. Note that this aversion is not an excuse to make somebody’s round miserable if you are a Dominian and they are an IPC — running across the vessel and screaming about synthetics represents the Empire your character is from very poorly. Other megacorporate entities, and foreign companies, provide Dominians with similar synthetic sensitivity courses which are often derived — or purchased from — Zavodskoi Interstellar.&lt;br /&gt;
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===The Holy Tribunal and Imperial Military===&lt;br /&gt;
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The Moroz Holy Tribunal and the Imperial military have, for as long as both entities have existed, always had a close relationship to one another. Where the military conquers the Tribunal typically follows closely behind to convert and proselytize on behalf of the Goddess, and these missionaries are often protected by Imperial Army troops working alongside constables of the Tribunal Investigation Constabulary. Thus close relationship has made deliberate heresy — which is to say the deliberate abandonment of one’s faith for another — one of the few crimes punishable by execution within the Imperial military’s code of uniform justice.&lt;br /&gt;
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While &#039;&#039;&#039;Tribunalist clergy do not serve in combat roles&#039;&#039;&#039; they are involved in both the Imperial Army and Imperial Fleet as regimental and ship’s chaplains, and provide an important source of theological support to the Empire’s enlisted troops and officers. While not combat troops these chaplains are officers of their respective military branch and are expected to hold themselves to conventional military standards expected of an officer. For the sake of practicality most military chaplains avoid the facial paint and vibrant uniforms of their civilian counterparts, instead utilizing an officer’s uniform with a red-and-gold collar which marks them as Tribunalist clergy. Serving as a military chaplain is viewed as a dangerous, yet necessary, duty by many in the Tribunal and these positions are often filled by trusted — and zealous — Ma’zals who have heard Her holy word and taken it to heart. Officers of the Imperial Flying Corps, due to being dominated by nobles, will often bring a clergymember hired by their family who will ministrate to their unit. The prohibitive cost of doing so is perhaps an effort by the IFC to ensure its upper ranks remain free of commoners and other rabble-rousers.&lt;br /&gt;
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While the Imperial Army utilizes field tents for its holy sites the Imperial Fleet instead builds Tribunalist facilities into its vessels and facilities. These can be simple chapels on smaller vessels such as the Lammagier-class corvette but gradually increase in size as the vessel’s class does. The largest in the Fleet are the cathedrals of the Fleet’s two Moroz-class dreadnoughts, which can fit the vessel’s entire crew inside and have room to spare. Each of the cathedrals is lauded by House Zhao as a work of art and they are often visited by artists from across the Empire — and, assuming they receive permission from the vessel’s captain, occasionally those from outside its borders. Accusations that the cathedrals are essentially the size of a typical Tribunalist church on a planet have been dismissed as baseless.&lt;br /&gt;
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===Her Holy Martyrs===&lt;br /&gt;
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While the Tribunal lacks a true equivalent to saints it does possess a canon of honored mortal followers of the Goddess who have given all in service to Her known as &#039;&#039;&#039;Her Holy Martyrs&#039;&#039;&#039;, or simply as Her Martyrs. The Martyrs are individuals who have laid down their lives in the defense of both Goddess and Empire alike and are venerated as paragons of Dominian and Tribunalist virtues, but not directly worshiped. Befitting a highly-stratified martial society many of the Tribunal’s martyrs are members of the Imperial military who fell valorously in actions of self-sacrifice which placed the good of the Goddess and Empire above themselves. To become a Holy Martyr one’s actions must pass a review board consisting of all Grand Exarchs and the Immaculate Hand herself. If one’s actions are sufficiently valorous, the supplicant is posthumously declared a Holy Martyr and a statue in their likeness is commissioned for the Holy Cathedral of Our Lady the Goddess, the Tribunal’s largest temple. The Garden of Holy Martyrs, where the statues are found, is open to the Dominian public and is used by many in Nova Luxembourg as a place of quiet reflection. Many Army and Fleet officer cadets are made to visit it upon their day of graduation as a reminder of the sacrifices made to ensure the Empire and Tribunal remain safe. Icons of martyrs are common in many Imperial households.&lt;br /&gt;
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Born in 2332 to a family of Strelitz-affiliated minor nobles, &#039;&#039;&#039;Captain Lotte Kiefer&#039;&#039;&#039; of the Imperial Alliance’s Army rose through the ranks of the early Imperial Army to become its youngest Captain and was in command of the 74th Jinxiang Infantry Company when  the War of Moroz broke out in 2355. Called to duty by the Imperial Alliance, Kiefer and the 74th eagerly answered the call and volunteered to serve as a vanguard force intended to take and secure a Tribunalist cathedral within the Confederated States’ borders in Outer Fisanduh out of a fear non-Tribunalist Fisanduhians would destroy it. Throwing caution to the wind and placing their faith in the Goddess upon their holy mission, Kiefer and the 74th surged forward faster than any other Imperial unit and arrived at the cathedral shortly before the Confederated States of Fisanduh Army was about to detonate the structure. Kiefer perished in the fighting – killed instantly by a sniper’s bullet during an assault – but the 74th ultimately took the cathedral intact, preserving it for generations of future Tribunalists. In 2367 Kiefer was declared a Holy Martyr and is commonly venerated in her home of Jinxiang and throughout the Imperial Army. Her inscription in the Garden of Holy Martyrs reads thus:&lt;br /&gt;
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&#039;&#039;&#039;Lotte Kiefer, Moroz. Born 17 May Year of Our Goddess 2332. Martyred 22 May Year of Our Goddess 2355.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;A Captain of the Imperial Army’s 74th Jinxiang Infantry Company, Lotte Kiefer was tasked with saving a Tribunalist cathedral before its destruction by heathen Fisanduhians in the opening days of the War of Moroz. Rallying her troops, Kiefer and the 74th rapidly moved to the cathedral and arrived at it moments before heathen Morozians intended to detonate it in service of nothing but hatred. Burning with righteous fury the 74th seized the cathedral but at the cost of Kiefer’s life, as she was struck down by a sniper’s bullet while rallying her troops. Her sacrifice is a reminder to us all of the sacrifices we must make to defend our faith from those who would seek to destroy it.&#039;&#039;&lt;br /&gt;
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Born in 2355 to a minor Secondary family aligned with House Caladius, &#039;&#039;&#039;Tribunalist Constable Maximo Torres&#039;&#039;&#039; was a Senior Constable assigned to assist and protect Tribunalist clergy in Outer Fisanduh during the peak of the Fisanduh Freedom Front’s activities in the late 24th century. A devout Tribunalist and resolute constable, Torres ensured no harm came to his charges and endeared himself to the local Fisanduhians in his county by working to understand their grievances. But despite his efforts the 3F still attempted to assault and kill his charges and would have succeeded on 19 December, 2398, if not for his sacrifice. At the moment an improvised explosive device detonated Torres, thinking nothing of himself, threw himself bodily in front of a priestess and took a piece of shrapnel which would have certainly killed her. Unfortunately, Senior Constable Torres bled out shortly after shooting his attacker dead with his service revolver. It is a testament to his character that Fisanduhian Tribunalists then escorted his body and his living charge to the nearest Gendarmerie station unharmed. Senior Constable Torres was quickly declared a Holy Martyr in 2399 and is commonly venerated by officers of both the Tribunal Investigations Constabulary and the secular Imperial Dominian Constabulary. His inscription in the Garden of Holy Martyrs reads thus:&lt;br /&gt;
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&#039;&#039;&#039;Maximo Torres, Moroz. Born 14 May Year of Our Goddess 2355. Martyred 19 December Year of Our Goddess 2398.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;A valorous constable dedicated to the spreading of the Goddess’ good word and the defense of those loyal to Her, Senior Constable Torres did not hesitate to answer the Immaculate Hand’s call for constables to assist Tribunalists in the then-rebellious province of Outer Fisanduh. Torres acted with generosity and compassion towards even those who had recently been the Empire’s misguided enemies and spread Her holy word through his actions and deeds. When faced with the choice of letting himself or a holy woman perish, Torres did not hesitate to lay down his life for the Tribunal. Such was his character that Fisanduhians who had once been his enemies saved his charge and helped carry the deceased constable to the Imperial Army’s nearby barracks. His sacrifice is a reminder to us all that the Tribunal must be placed over self.&#039;&#039;&lt;br /&gt;
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Born c. 2403 to an impoverished and rural algae farming family on Sun Reach, &#039;&#039;&#039;Valeria Pokorni&#039;&#039;&#039;, along with the rest of her family, were early Tribunalist converts upon the remote world then ruled over by the Pirate Lords. The Pokorni family practiced their faith in secret but kept to the Edicts and were ultimately delivered from the evil of the Pirate Lords by the Imperial Army’s intervention in 2422, which they welcomed with open arms. Valeria soon found work as a medical assistant for the 23rd Jadranic Infantry Regiment and proved herself a useful member of its support staff who endeared herself to the regimental medical team, even if her Vulgar Morozi was halting at best. Tragedy, however, struck in early 2423 when rebels against the Imperial Army ambushed the 23rd’s medical tent and attempted to slaughter its unarmed staff. Valeria, thinking nothing of her own safety, blocked the door to the tent with her body as the insurgents attempted to shoot through it. While she ultimately perished to gunfire, her sacrifice allowed the medical tent to be evacuated and let the 23rd capture all insurgents involved in the attack. Formerly a frontierswoman with no nation to call her own, she was buried with military honors and became the first Holy Martyr of Sun Reach in 2426. She is commonly venerated on Sun Reach and by Ma’zals throughout the Empire. Her inscription in the Garden of Holy Martyrs reads thus:&lt;br /&gt;
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&#039;&#039;&#039;Valeria Pokorni, Sun Reach. Born c. Year of Our Goddess 2403, Martyred 23 March Year of Our Goddess 2423.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;A devout Tribunalist who served the Goddess faithfully even before the liberation of Sun Reach, Valeria Pokorni represents the best in us despite the humble circumstances of her birth. Called by the Goddess to aid the liberation of her world, Pokorni joined the medical staff of the 23rd Jadranic Infantry Regiment as an assistant and aided in saving the lives of dozens of Dominian citizens. When her medical tent was attacked by traitors to Sun Reach and the Empire she did not hesitate to give her life so that others may survive, giving everything in service to Goddess and Empire. Her sacrifice is a reminder to all that even the least mighty of us can serve the Goddess fully.&#039;&#039;&lt;br /&gt;
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==Holy Sites==&lt;br /&gt;
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Giovanna Caladius’ former residence in Domelkos — site of the Revelation of Giovanna, the foundational event of the Tribunalist faith — has long been a major holy site and pilgrimage destination for the Tribunalist faith. The pilgrimage site itself is home to the preserved residence of the first Immaculate Hand, a manor house which stood upon the edge of Domelkos during the time of the Revelation, and a major Tribunalist facility known as the Holy Seminary of Our Lady of Moroz which serves as a home for the Goddess-touched individuals who have opted not to pursue the path of Inquisitrix or the upper echelons of the Tribunal, and have instead settled for a comparatively peaceful life of scholarship and advising the current Immaculate Hand. These gifted individuals are known to wander the grounds of the manor and often interact with pilgrims, who almost universally describe being in the presence of the Goddess-touched as an enrapturing experience.&lt;br /&gt;
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Nestled in the quiet countryside outside of Nova Luxembourg, the &#039;&#039;&#039;Imperial Necropolis of Morozian Unification&#039;&#039;&#039; is the single largest cemetery in the Empire and where all of its honored dead from the War of Moroz are buried. Consisting of roughly three square kilometers donated by House Strelitz to the Emperor, who dedicated it shortly after the war’s end. The rows upon rows of graves — all decorated with the Goddess’ Eye — are a common site of pilgrimage for Tribunalists, particularly those who venerate the Soldier aspect. The Necropolis is home to significant parades on Victory Day, which venerates the Army, and Fleet Day, which venerates the Fleet.&lt;br /&gt;
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===Major Tribunalist Churches===&lt;br /&gt;
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Located in Nova Luxembourg, the &#039;&#039;&#039;Holy Cathedral of Our Lady of Moroz&#039;&#039;&#039; is the largest single church within the Holy Tribunal. A massive facility located close to the Imperial Palace, the Holy Cathedral is the beating heart of the Holy Tribunal. Here the Immaculate Hand and her aids can be found, and here the royal family receives Tribunalist sermons on every Sunday. Most who attend the Holy Cathedral are affiliated with the royal family in some way. They are the couriers, mundane staff, guards, and administrators of the royal family, and thus deserving of a place in the Holy Cathedral. Many loyal servants of the royal family, and the prior Emperors of Dominia, are buried in the catacombs beneath it.&lt;br /&gt;
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Located in the mountains near the holy city of Domelkos, the &#039;&#039;&#039;Citadel of the Twenty-Four&#039;&#039;&#039; is the headquarters of the Tribunal Militant and the home of the High Inquisitrix. Much of this facility is unknown to the broader population of the Empire, let alone the Spur, but it is known to be where all meetings of the Council of Twenty-Four are held and matters of the Holy Tribunal’s security are discussed. The Citadel, befitting its name, is an unusual combination of Imperial Army bastion and Tribunalist cathedral which is unique within the entire Spur. Access is restricted to all but certified members of the Tribunal’s clergy and non-ordained staff such as the Tribunal Investigations Constabulary.&lt;br /&gt;
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Located upon Alterim Balteulis in its capital city of Casotania, the &#039;&#039;&#039;Grand Cathedral of the Holy Tribunal&#039;&#039;&#039; is an extravagant facility which attracts millions of visitors and pilgrims to its painstakingly-terraformed surroundings. The Grand Cathedral is used by House Caladius as a symbol of its influence over the Mandate of Alterim Balteulis and its unwavering devotion to the Holy Tribunal. Despite the impressive feat of its construction some in the Empire, particularly more liberal followers of the Artisan aspect, have balked at the cost of the Grand Cathedral and asked if it would not have been better to use the money for charity or the Tribunal’s support services.&lt;br /&gt;
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==Edicts==&lt;br /&gt;
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The Edicts of the Tribunal are the tenants by which its faithful live, or try to live, every day of their lives. While they are a form of religious law rather than state law, breaking an Edict within the Empire&#039;s borders is a crime that can be prosecuted by an Imperial magistrate, with the assistance of a qualified member of the clergy or a non-ordained legal expert of the Tribunal. The breaking of any Edict can theoretically be punished by death but in reality is often instead punished by fines paid to the Tribunal, unpaid community service known as “redemption duty,” or prison time. In the worst cases the Tribunal typically executes Edict Breakers via hanging regardless of their economic class, viewing the most heinous edict breakers as undeserving of even the Imperial bullets used to kill them. The Tribunal works with the Dominian government and Zavodskoi Interstellar to extradite Dominians in violation of the Fourth Edict, and many Tribunal constables find themselves traveling far abroad to carry out the Fourth.&lt;br /&gt;
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Edicts are received via a form of progressive revelation in which a Goddess-touched individual will be informer of Her will, most often via a dream, and the Immaculate Hand Grand Exarchs will meet with the individual and other Goddess-touched – generally members of the Council of Twenty-Four – to determine the validity of the revelation and the practical nature of implementing it. Also in attendance will be two prominent Tribunalist scholars, one representing the Jarmilian interpretation and the other representing the Katarinan interpretation. Assuming the revelation is deemed valid, a practical method for implementing it will be discussed with the scholars. The process of adding an Edict to the Tribunal can take many months and requires a great amount of effort by all involved parties. The most recent edict is the Tenth, which was added in the late 2300s. Leading Tribunalist scholars of the time viewed its addition as the result of the Goddess attempting to address the suffering of Her chosen people who had been maimed fighting to unify Moroz and demolish the heretical Fisanduhian view of the Tribunal.&lt;br /&gt;
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===Schools of Thought===&lt;br /&gt;
&lt;br /&gt;
Her Holy Edicts are stated to be received directly from the Goddess, but there is room for interpretation in the Edicts themselves by Her followers. The two main interpretations are the more liberal and outward-looking &#039;&#039;&#039;Jarmilan&#039;&#039;&#039; interpretation – named for religious scholar and Twenty-Four Guardians member Jarmila Macek – and the more conservative and inward-looking &#039;&#039;&#039;Katarinan&#039;&#039;&#039; interpretation – named for religious scholar and Twenty-Four Guardians member Katarina Lundin. Both interpretations are common throughout the Empire but, historically speaking, &#039;&#039;&#039;the Katarinan interpretation has always held a majority over its more liberal counterpart&#039;&#039;&#039;. The reason for this dominance has been long cited by religious scholars outside of the Empire as a result of Katarinan thought being far more attuned towards the Empire’s expansionist policies. Notable Katarinan adherents include Immaculate Hand Agnes Caladius, High Inquisitrix Theodora Gottlieb, the current Emperor, and many prominent governors and military officials throughout the modern Empire.&lt;br /&gt;
&lt;br /&gt;
Jarmilan thought, however, is not without its advocates. It is the most common school of thought in House Volvalaad – arguably the Empire’s most liberal great house – and has been cited by Crown Princess Priscilla as her preferred school of thought, though she is known to also patronize the Katarinan school. With the current Emperor increasingly elderly many Jarmilan Tribunalists eagerly look forward to the future Empress Priscilla, and hope she will hold onto her beliefs even after ascending to the highest authority in the Empire.&lt;br /&gt;
&lt;br /&gt;
Most Tribunalists do not follow one school of thought in its entirety – known as Scholastic Orthodoxy – and will often compromise with their opposing school on some issues. A Katarinan Imperial Army officer may, to continue to uphold the Third Edict, accept a prosthetic if it allows them to continue fighting in Her name. On the contrary a Jarmilan Volvalaad geneticist may follow a Katarinan interpretation of the Sixth Edict to encourage a more honest workplace in their laboratory.&lt;br /&gt;
&lt;br /&gt;
Jarmilia and Katarina themselves, in their era, were some of the Tribunal’s first Exarchs and resolute companions of the first Immaculate Hand, Giovanna Caladius. Jarmilia served as the Exarch of Jinxiang – a far posting for the Domelkos native – while Katarina served as the Exarch of Domelkos. While fast friends throughout their entire lives the two Exarchs had divergent interpretations of Her Holy Edicts which Immaculate Hand Giovanna did not intervene in, instead preferring to let them develop on their own. Katarina’s interpretation called for the spreading of the Tribunal throughout Moroz, taking a harsh stance against heathen faiths and potential heresies. She is perhaps more responsible than anyone else for the faith’s early success and propagation throughout Moroz. Jarmilia, meanwhile, advocated for spreading the Tribunal through scholasticism and promoting it in the upper classes, hoping it would take root there and spread downwards – and indeed many merchants did carry it with them across Moroz. Neither woman was able to fully convince the other of the righteousness of their cause, and Katarina’s method spreading the Tribunal actively through missionaries ultimately became the Empire’s dominant method of propagating its faith.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;vertical-align:middle&amp;quot;&amp;gt;&lt;br /&gt;
{| id=&amp;quot;edicts&amp;quot; style=&amp;quot;width:65%; background:#87185b; vertical-align:middle; text-align:center; margin-top:1.2em; margin-left:2em; border:4px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:56%; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;&amp;quot;&amp;gt;&#039;&#039;&#039;The Ten Edicts&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;&amp;quot;&amp;gt;&#039;&#039;&#039;The First Edict:&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
 Her Holy Edicts are divine revelations from the Goddess! To break an Edict is to violate the Goddess&#039; faith in humanity, and will be punished accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jarmilan Interpretation:&#039;&#039;&#039; &#039;&#039;While the breaking of an Edict can be punished by death, lighter punishments such as fines or prison time is preferred.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Katarinan Interpretation:&#039;&#039;&#039; &#039;&#039;While the breaking of an Edict can be punished with death, it is better to remind the guilty through flogging. Praise be Her holy name!&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;&amp;quot;&amp;gt;&#039;&#039;&#039;The Second Edict:&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
 Praise the Goddess in all that you do, and bless those who assist you in your workings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jarmilan Interpretationn:&#039;&#039;&#039; &#039;&#039;Keep the Goddess&#039;s love in your heart and be respectful to those around you. Treat them as the Goddess would treat you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Katarinan Interpretation:&#039;&#039;&#039; &#039;&#039;Actively thank the Goddess for Her aid mentally and verbally. Treat those around you as the Goddess would treat you.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;&amp;quot;&amp;gt;&#039;&#039;&#039;The Third Edict:&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
 Spread the good news of the Goddess in all that you do, that all may receive her blessings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jarmilan Interpretation:&#039;&#039;&#039; &#039;&#039;Proselytize through your good works and deeds, so that all may be redeemed and made better under Her light.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Katarinan Interpretation:&#039;&#039;&#039; &#039;&#039;Actively spread Her Word, that all may be redeemed and made better under Her holy light!&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;&amp;quot;&amp;gt;&#039;&#039;&#039;The Fourth Edict:&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
 Respect the laws of other Empires, but worry not as they shall soon be brought into Her beneficent Empire.  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Jarmilan Interpretation:&#039;&#039;&#039; &#039;&#039;Do not break the law of other civilisations. If you do, seek forgiveness from Our Lady of Moroz and hand yourself into the host civilisation’s authorities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Katarinan Interpretation:&#039;&#039;&#039; &#039;Do not break the law of other civilisations. If you do, seek forgiveness from Our Lady of Moroz and either return to Dominia to be punished or seek out a Tribunal Priest to seek their forgiveness and follow their directions. Stain the area around your eyes black as a sign of regret until instructed to stop by a Priest.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;&amp;quot;&amp;gt;&#039;&#039;&#039;The Fifth Edict:&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
 Abhor the synthetic, for it is a font of evil in our world! Give it no comfort within Her Empire!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Her Fifth Edict is unique as both the Jarmilan and Katarinan schools have the same interpretation: All synthetic lifeforms within Imperial space shall be sought out and destroyed on sight.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;&amp;quot;&amp;gt;&#039;&#039;&#039;The Sixth Edict:&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
 Lies are abhorrent before Her, especially those told for personal gain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jarmilan Interpretation:&#039;&#039;&#039; &#039;&#039;Lying for personal gain should always be avoided, though lying may be excused in other circumstances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Katarinan Interpretation:&#039;&#039;&#039; &#039;&#039;Lying for personal gain is especially abhorrent, and lies should be avoided unless they are necessary to prevent harm to Goddess&#039; faithful.&#039;&#039; &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;&amp;quot;&amp;gt;&#039;&#039;&#039;The Seventh Edict:&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
 Animals, while below the rest of Her creation, are still made by the Goddess. They should not be treated cruelly or wasted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jarmilan Interpretation:&#039;&#039;&#039; &#039;&#039;While hunting is permissible as long as the meat is not wasted, animals should not be pointlessly mistreated..&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Katarinan Interpretation:&#039;&#039;&#039; &#039;&#039;Hunting is permissible, but any part of that animal which can be used should not be willingly wasted. Any form of willful mistreatment toward an animal is abhorrent.&#039;&#039; &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;&amp;quot;&amp;gt;&#039;&#039;&#039;The Eighth Edict:&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
 Those who escape the divine court&#039;s judgment must be destroyed where they are found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jarmilan Interpretation:&#039;&#039;&#039; &#039;&#039;All who run from punishment or judgment should be sought out and encouraged to go back into Tribunalist custody peacefully. If this is not possible, they will sadly need to be forced.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Katarinan Interpretation:&#039;&#039;&#039; &#039;&#039;All who from punishment or judgment should be sought out and handed back into church custody. If that is not possible then they will be destroyed. Those who run deserve this fate and should not be mourned.&#039;&#039; &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;&amp;quot;&amp;gt;&#039;&#039;&#039;The Ninth Edict:&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
 Those who escape the divine court&#039;s judgment and flee outside Dominian space should be encouraged to return and confess so they might face holy judgment. In death they shall be absolved before Her. It is the duty of all the holy to encourage those that flee to return to us, so that they might be forgiven.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jarmilan Interpretation:&#039;&#039;&#039; &#039;&#039;All who run from punishment or judgment outside of Dominia should be sought out and encouraged to go back into church custody peacefully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Katarinan Interpretation:&#039;&#039;&#039; &#039;&#039;All who run from punishment or judgment should be sought out and handed back into church custody if this is legal within the space the edict breaker has entered. If that is not possible then they will need to be encouraged to go back into church custody peacefully but aggressively. Any who run deserve this fate. Do not mourn them.&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;&amp;quot;&amp;gt;&#039;&#039;&#039;The Tenth Edict:&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
 Augmentation for the sake of augmentation is a corruption of the temple that is one&#039;s body, and can risk the very soul should one proceed too far with it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jarmilan Interpretation:&#039;&#039;&#039; &#039;&#039;While augmentation for power or vanity is sinful and vain in the eyes of the Goddess, augmentation for medical reasons, such as the loss of the limb or loss of an organ, is passable. However, one should engrave the Eye into any prosthetic installed, have it blessed by a Tribunal priest, and - if external - have it blessed in a holy oil weekly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Katarinan Interpretation:&#039;&#039;&#039; &#039;&#039;It is better to perish than to corrupt your form with mechanical augmentations!&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Litanies and Prayers==&lt;br /&gt;
&lt;br /&gt;
The holy litanies tend to be phrases spoken by the faithful of the Tribunal during their day to day lives or by Priests during sermons. They are repeated until whatever situation they were spoken for has passed. Key litanies are listed below. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Litany of Protection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used when in danger or when about to be put in danger.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess through the Tribunal,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tribunal through me,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess protects,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tribunal protects,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus I am immortal.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Litany of Concentration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used when there is a need to focus on a pressing task whilst ignoring distractions. It is to be repeated slowly.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My mind is water,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guide my thoughts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The litany is sometimes spoken once and the below then repeated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Flowing.&#039;&#039;&lt;br /&gt;
&#039;&#039;Flowing.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Litany of Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used when in combat or prior to combat.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess gives,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tribunal sees,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus I keep faith,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus I have no fear,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus I have no mercy,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus I have no regrets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The litany is sometimes shortened in combat for ease as below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Only Faith,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No fear,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No mercy,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No regret.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Litany of Holy Dedication to the Immaculate Tribunal under the Goddess&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used during religious &amp;quot;dedications&amp;quot; (worship).&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Empire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Under the Goddess,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whom through the Tribunal, reigns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worshippers Say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Empire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Goddess.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tribunal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We serve the Goddess fully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worshippers Say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Without reserve.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faithfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worshippers Say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Without question.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Together.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worshippers Say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Without hesitation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Empire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Under the Goddess,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worshippers Say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whom through the Tribunal reigns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess bless the Immortal Empire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess bless us all.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Prayers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From the machinations of the synthetic, our Goddess protect us.&#039;&#039; — Prayer for protection often said before interacting with synthetics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shield me, my Goddess. Protect me from my enemies. Let me strike true.&#039;&#039; — Prayer for protection in combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess, guide and steady my hands. Clear my mind of doubt and steel my resolve.&#039;&#039; — Prayer for success during medical tasks, particularly surgery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From the curse of the witch-spirit, our Goddess protect us.&#039;&#039; — Prayer for protection against evil spirits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess, guide my strikes true! Protect me from blows!&#039;&#039; — Duelist’s prayer. Often used by Imperial troops about to engage in melee combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Holy Goddess, shield us from the void. See me and my ship to our destination.&#039;&#039; — Voidsman’s prayer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess, grant me the sight to see through deception and the wisdom to seek justice.&#039;&#039; — Constable’s prayer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Though I walk alone, I walk in Her light.&#039;&#039; – Common Tribunalist saying when abroad.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Sneakyranger&amp;diff=34109</id>
		<title>User:Sneakyranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Sneakyranger&amp;diff=34109"/>
		<updated>2024-08-31T06:16:25Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: Sneaky goes fishing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I remembered to remove the head wiki maintainer part about a month after I gave it up. Yippee.&lt;br /&gt;
No longer a wiki maintainer at all as of 8/31/24. If I ever reapply, hopefully I remember to edit this section.&lt;br /&gt;
&lt;br /&gt;
Most of what I like to do are small edits and formatting correction.&lt;br /&gt;
If you want to see what I&#039;ve been doing:&lt;br /&gt;
&lt;br /&gt;
https://wiki.aurorastation.org/index.php?title=Special:Contributions/Sneakyranger&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Thrusters&amp;diff=33829</id>
		<title>Guide to Thrusters</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Thrusters&amp;diff=33829"/>
		<updated>2024-07-17T23:43:25Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: /* Modifications and Experimentation */ fixes some stuff that was still outdated&lt;/p&gt;
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&lt;div&gt;===&amp;lt;big&amp;gt;Foreword&amp;lt;/big&amp;gt;===&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;To every action, there is always opposed an equal reaction; or, the mutual actions of two bodies upon each other are always equal, and directed to contrary parts.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&#039;&#039;&#039;So you&#039;re new, no one else has joined engineering, the bridge needs thrust, and you have no idea how to set up the thrusters? Skip to [[Guide to Thrusters#Cold_Setup|here]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It should be noted that it is &#039;&#039;&#039;not required&#039;&#039;&#039; for you to read this entire page before you get started with thrusters. Much of the guide has been written to serve as reference material as you progress on your journey, especially the advanced guide. However, if you’re a new [[Atmospheric Technician]], it’s definitely advised to read through the [[Guide to Thrusters#Basic Guide|basic guide]] in its entirety. &lt;br /&gt;
&lt;br /&gt;
Generally, only atmospheric technicians should be expected to know how to utilize the burn chamber, as the thrusters are their responsibility. Regular [[Engineer|Engineers]] should never be held to the same standard as atmos techs in regards to thrusters, and can&#039;t be relied on to do anything advanced. Remember, regular engineers should really only be setting up the thrusters in the absence of an atmos tech, and even then they&#039;re only expected to do a simple cold phoron setup.&lt;br /&gt;
&lt;br /&gt;
= Basic Guide =&lt;br /&gt;
=== Overview ===&lt;br /&gt;
To best understand what you&#039;re doing, it is important to know how thrusters function. Luckily, this is not too hard.&lt;br /&gt;
&lt;br /&gt;
Whenever someone on the bridge presses a movement button, the thruster nodules (the things sticking out the back of the ship that look like rocket engines) shoot out a bit of whatever gas is inside them and their connected pipe network. The type of gas and its pressure affect how much the ship accelerates each time a movement button is pressed. Any gas in the thruster will move the ship a little bit, but the higher the pressure, the faster the gas shoots out. The higher the [[Guide to Atmospherics#Moles|molar mass]], the more force you provide to move in the direction you want. &lt;br /&gt;
&lt;br /&gt;
As far as molar mass goes, it&#039;s all about equal and opposite reactions. A good way to illustrate this is to the difference between throwing a small item, like a pen, and a larger item, like a crowbar, when the ship gravity goes out. Obviously, throwing the crowbar will move you more in the opposite direction from where you threw it.&lt;br /&gt;
&lt;br /&gt;
For pressure, it&#039;s important to remember that (for our purposes) pressure refers to the force that a gas exerts on its container from the inside. This means that when an opening is made in a container, the pressure is proportional to how much force the gas escapes the container with. With the increase in force comes an increase in thrust per burn.&lt;br /&gt;
&lt;br /&gt;
If that&#039;s too difficult to understand right away, you can get a basic idea of gas pressure by thinking of a big balloon: when you blow up a balloon very full and let it go, it at first moves quite quickly and steadily slows down as the pressure inside it diminishes.&lt;br /&gt;
&lt;br /&gt;
To get back to the point, mass is the larger factor in thrust. Therefore, gases with higher molar masses are essential (hence the frequent use of phoron with its chunky molar mass). As for pressure, the unmodified thruster design allows for a maximum thruster line pressure of 15,000kPa. Whenever the thrusters are fired, some gas is expelled from the thrusters resulting in acceleration for the ship and a decrease of thruster line pressure as some gas escapes.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Fuel and oxygen are moved from large tanks in Engineering Air Mixing through mixing equipment in the nacelles and finally into the burn chambers through fuel supply lines. Starboard and Port thrusters have separate phoron and hydrogen supply lines from each other, though they share the same oxygen supply line. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each thruster also has an airlock to the exterior. Both thrusters are found in the aft of deck one, and are identical in layout. Starboard Propulsion can be entered directly through maintenance by all of engineering. Port Propulsion must be accessed through a segment of atmospherics called Air Mixing. Unlike the rest of atmospherics, regular engineers have access to this area through maintenance near the living quarters lift. &lt;br /&gt;
&lt;br /&gt;
The far ends of the starboard and port wing frames on deck two each have a maneuvering thruster, as well. They are very low power (together offer only 0.05 gm/h acceleration per burn) but only require power to operate. You won’t ever have to worry about touching these, but it’s good to know they’re there.&lt;br /&gt;
&lt;br /&gt;
Below, you can see a color coded map of a nacelle and the important things inside it.&lt;br /&gt;
&lt;br /&gt;
[[File:Thrusterguidepic.png|right|thumb|A diagram of port propulsion.|500x420px]]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#13DD2F&amp;quot;&amp;gt;&#039;&#039;&#039;Fuel Supply Monitors:&#039;&#039;&#039; &amp;lt;/span&amp;gt; One for phoron, one for hydrogen, these consoles allow you to pressurize a thuster’s phoron/hydrogen supply lines (purple/red pipes) anywhere up to 15,000kPa. The gas is drawn directly from their respective 3x3 storage tanks through vents, which act like pumps. (This means there is no backflow into the tank)&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#B3EA2C&amp;quot;&amp;gt;&#039;&#039;&#039;Atmosphere Monitoring Console:&#039;&#039;&#039; &amp;lt;/span&amp;gt; This console provides live readouts of the combustion chamber’s pressure, temperature, and gas composition, as well as allowing you to fully control both the chamber’s input and output.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#C6311E&amp;quot;&amp;gt;&#039;&#039;&#039;Ignition Switch:&#039;&#039;&#039; &amp;lt;/span&amp;gt;Exactly what it sounds like. Pressing this will strike a spark in the combustion chamber, igniting any gases if possible.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#0A0995&amp;quot;&amp;gt;&#039;&#039;&#039;Fuel Mixer:&#039;&#039;&#039; &amp;lt;/span&amp;gt;Creates your fuel mix for the combustion chamber. You may set any ratio of phoron/hydrogen/oxygen you wish here. Draws phoron from the north purple pipe, hydrogen from the west red pipe, and oxygen from the south cyan pipe.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#499AF1&amp;quot;&amp;gt;&#039;&#039;&#039;Mixer Fuel Pumps:&#039;&#039;&#039; &amp;lt;/span&amp;gt; One for phoron, one for hydrogen, these pumps draw from their respective supply lines and control the mixer’s access to these fuels. They start offline.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#49F1ED&amp;quot;&amp;gt;&#039;&#039;&#039;Mixer Oxygen Regulator:&#039;&#039;&#039; &amp;lt;/span&amp;gt; Best to leave untouched. Controls the mixer’s oxygen supply, and is automatically set to 15,000kPa. Takes its input directly from the output of the Oxygen Supply Tank in Atmospherics.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#EE99D8&amp;gt;&#039;&#039;&#039;Chamber Fuel Injector:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Acts as the chamber’s input. The injector pumps fresh fuel mix into the combustion chamber to be burned at a rate of up to 700 L/s. Unlike most devices, the injector has no pressurization limit, but its effectiveness will still be significantly impacted by any large difference between input and output pressures.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#EF3B1C&amp;quot;&amp;gt; &#039;&#039;&#039;Heat Exchangers:&#039;&#039;&#039; &amp;lt;/span&amp;gt; Filled with pure phoron, these heat exchangers equalize the temperature of their contents and the atmosphere of the room they&#039;re in. Burning a hydrogen-oxygen mix will transfer the heat to the phoron inside these pipes, should you use the standard setup.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#E3E3A6&amp;quot;&amp;gt;Exterior Blast Door:&#039;&#039;&#039; &amp;lt;/span&amp;gt; In any emergencies involving a fiery death in propulsion, this is your best friend. Opening the exterior blast doors will vent the chamber very quickly.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F09F25&amp;quot;&amp;gt;Burn Chamber Intake:&#039;&#039;&#039; &amp;lt;/span&amp;gt; This valve is what actually allow the phoron in to the heat exchange pipes to be heated in the thrusters. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#DC0CF3&amp;quot;&amp;gt;&#039;&#039;&#039;Phoron Bypass Pump/Valve:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Allows flow of phoron from the phoron supply line directly into the thruster line itself, if desired. Both a valve and a pump can do this - the valve is two-way, which will heat the phoron in a backflow effect. The pump is a one-way, allowing you to keep the thruster intake a closed circuit. Both have minor advantages and disadvantages.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#F3D70C&amp;quot;&amp;gt; &#039;&#039;&#039;Thrusters:&#039;&#039;&#039; &amp;lt;/span&amp;gt; Vroom-vroom. Thrusters are what make the ship go. They act as 200 L containers, open to their connected pipe network (the thruster line). There’s no way to physically interact with these except to destroy them, and they cannot be rebuilt or replaced in-game. Don’t lose them!&lt;br /&gt;
&lt;br /&gt;
=== Methods ===&lt;br /&gt;
&lt;br /&gt;
==== Cold Setup ====&lt;br /&gt;
The cold gas setup propels the ship by expelling pure, cold (20C) phoron out the thrusters. This setup is by far the quickest and simplest there is, and provides considerable thrust. This makes it a very appealing option for those who don’t care to spend much time or effort on thrusters, and should be your main go-to if you’re just a regular engineer or just an atmos tech who doesn&#039;t know how to make their own setup yet. Generally speaking, this is the preferred.&lt;br /&gt;
&lt;br /&gt;
These steps should be performed on both the starboard and port thrusters for full effect:&lt;br /&gt;
*Set target output pressure on &amp;lt;span style=&amp;quot;color:#13DD2F&amp;quot;&amp;gt; &#039;&#039;&#039;Phoron Supply Monitor&#039;&#039;&#039; &amp;lt;/span&amp;gt; to 15,000 kPa.&lt;br /&gt;
*Set &amp;lt;span style=&amp;quot;color:#DC0CF3&amp;quot;&amp;gt; &#039;&#039;&#039;Phoron Bypass Pump/Valve&#039;&#039;&#039; &amp;lt;/span&amp;gt; target pressure to 15,000 kPa, and turn the pump on, or just turn the valve.&lt;br /&gt;
&lt;br /&gt;
That’s it, really. If done correctly, you will see the meter in front of the pressure regulator begin to fill up to 15,000 kPa. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It&#039;s worth noting that this is the least fuel efficient method of propelling the ship, but if the SCC didn&#039;t want you doing it, it wouldn&#039;t be the recommended basic option. Despite the inefficiency, this setup can provide more thrust than a standard hot gas setup ever possibly could, providing the ship with an acceleration of ~1.34 Gm/h per burn when the thrusters are filled to 15,000 kPa.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Hot Setup ====&lt;br /&gt;
The hot gas setup propels the ship by igniting a fuel rich mixture of hydrogen and oxygen which heats the pure phoron that is ejected out of the thrusters. This typically produces superheated CO2, which provides ample pressure just from the high temperatures transferred to the phoron. &lt;br /&gt;
&lt;br /&gt;
These steps should be performed on both the starboard and port thrusters for full effect:&lt;br /&gt;
*(Optional) In Atmospherics just outside of Port Propulsion, set the max output pressure on the Oxygen Supply Monitor to 15,000kPa. This will help speed up fuel mixing.&lt;br /&gt;
*Fill the thruster intake the same way you do in the Cold Setup guide above. Then, turn the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F09F25&amp;quot;&amp;gt;Burn Chamber Intake&#039;&#039;&#039; &amp;lt;/span&amp;gt;.&lt;br /&gt;
*Set the max output pressure on the &amp;lt;span style=&amp;quot;color:#13DD2F&amp;quot;&amp;gt; &#039;&#039;&#039;Phoron Supply Monitor&#039;&#039;&#039; &amp;lt;/span&amp;gt; to 15,000kPa.&lt;br /&gt;
*Open the &amp;lt;span style=&amp;quot;color:#0A0995&amp;quot;&amp;gt; &#039;&#039;&#039;Fuel Mixer&#039;&#039;&#039;&amp;lt;/span&amp;gt;, click configure, then click on the green button next to the port corresponding to the red pipeline. This will disconnect the Hydrogen line from the mixer, as it will not be used here. Leave the ratios kept at 40% West (Hydrogen), and 60% South (Oxygen). Once done, turn the Fuel Mixer back on.&lt;br /&gt;
*Turn on the &amp;lt;span style=&amp;quot;color:#0A0995&amp;quot;&amp;gt; &#039;&#039;&#039;Mixer Hydrogen Pump&#039;&#039;&#039; &amp;lt;/span&amp;gt; just to the west of the mixer, and MAX its target pressure to 15,000kPa. Fuel mix should start filling the Chamber Fuel Injector line now.&lt;br /&gt;
*On the &amp;lt;span style=&amp;quot;color:#B3EA2C&amp;quot;&amp;gt;&#039;&#039;&#039;Atmosphere Monitoring Console&#039;&#039;&#039;&amp;lt;/span&amp;gt;, set input flow rate limit to 700 L/s and toggle power to “Injecting”. You should now see the chamber filling up with fuel mix on the console readout.&lt;br /&gt;
*Once the chamber reaches 500-1,000kPa, hit the &amp;lt;span style=&amp;quot;color:#C6311E&amp;quot;&amp;gt;&#039;&#039;&#039;Ignition Switch&#039;&#039;&#039;&amp;lt;/span&amp;gt;. &lt;br /&gt;
*Turn off injection on the  &amp;lt;span style=&amp;quot;color:#B3EA2C&amp;quot;&amp;gt;&#039;&#039;&#039;Atmosphere Monitoring Console&#039;&#039;&#039;&amp;lt;/span&amp;gt;. &#039;&#039;&#039;IF YOU DO NOT DO THIS, YOU WILL MELT THE THRUSTER WALLS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Emergency Procedure ====&lt;br /&gt;
Oh no, that damn meddling apprentice somehow totally screwed the thrusters, and everything is on fire! Oh, the humanity! Grab your voidsuit, some inflatables, and prepare to die a fiery death!&lt;br /&gt;
&lt;br /&gt;
Most thruster accidents involve a rather hot phoron fire, or the superheated leftovers of one. Atmos voidsuits can handle up to 40,000 Kelvin, but regular engineering voidsuits can’t withstand more than 5,000 Kelvin, which some thruster fires can surpass. This means that unless you’re an atmos tech, you may need to act quickly once inside. For that reason, it’s advised that you check the damages on camera before approaching, and have a plan beforehand. Remember to check emergency shutter readings, too! &lt;br /&gt;
&lt;br /&gt;
Luckily, most thruster related catastrophes can be handled with a quick two-step plan!&lt;br /&gt;
TURN OFF CHAMBER INJECTION. If it’s off, leave it. The only thing that can sustain long lasting thruster room fires is the injection of new fuel mix through the combustion chamber. In the likely case of the chamber walls melting, the thruster room will be acting as part of the chamber.&lt;br /&gt;
VENT THE AFFECTED AREA. If the chamber walls have melted, or if the problem is otherwise related to the chamber, simply OPEN THE &amp;lt;span style=&amp;quot;color:#E3E3A6&amp;quot;&amp;gt; &#039;&#039;&#039;EXTERIOR BLAST DOOR&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Otherwise, pry out some floor plating, or force open the thruster airlock. Don’t forget your magboots, or Sir Isaac Newton might be sweeping you off your feet.&lt;br /&gt;
&lt;br /&gt;
==== Afterword ====&lt;br /&gt;
If you know the above, congratulations! You have the basic certifications of an atmospheric technician. There&#039;s more to learn, of course, but most players can stop here. Even if you do want to go further, though, remember that experimentation is half the fun of atmospherics. Still want more? If you&#039;re certain you&#039;re ready, then go on to the advanced guide.&lt;br /&gt;
&lt;br /&gt;
= Advanced Guide =&lt;br /&gt;
This section of the guide is for those who want to take a much deeper dive into thrusters or wish for a better understanding of everything that’s going on behind the scenes. The concepts covered from here on are NOT at all required to be understood for most thruster operations, but can be useful if you intend to experiment with thrusters. It is mostly included for reference, but it can fast track you to advanced thruster knowledge without having to do some painstaking code dives and experiments on your own.&lt;br /&gt;
&lt;br /&gt;
This section of the guide is, to tell the truth, a lot. Don’t let that discourage you if you have a particular interest in thrusters. You don’t need to know everything here to start experimenting with thrusters, but the more you know, the better you’ll know how to approach them in your own shenanigans. Always remember, even failed thruster experiments are good so long as you learned something from it. Just try not to blow up the ship in the process!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Again, this is advanced material. Do not discourage yourself if you can&#039;t learn everything at once.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Thrusters ==&lt;br /&gt;
=== Thrusters and Thruster Lines ===&lt;br /&gt;
While not always identical in sprite, all thrusters are mechanically identical. Thrusters are 200 L containers which act as part of the network they’re attached to. This means that the pressure in the thrusters will always be the same as the pressure in the thruster line. When a thruster is fired, it expels 15 L from that container, multiplied by the engine’s thrust limiter modifier (0-1). By default, thrust limiters are set to 100%, corresponding to a value of 1. It’s the gas inside the expelled portion that ultimately determines the thrust.&lt;br /&gt;
&lt;br /&gt;
The thruster line itself can have a significant impact on the performance of the thrusters. The larger the thruster line, the larger the volume of the thruster network. A larger volume network takes more burns to drain to a certain pressure than a smaller volume network, allowing the thruster line to better maintain higher pressures throughout extended use even if no new gas is being pumped in. Likewise, it takes more time to pump a larger network to those higher pressures. &lt;br /&gt;
&lt;br /&gt;
=== Ideal Thrust ===&lt;br /&gt;
As mentioned earlier, thrust is determined by the mass and pressure of the propellant. For ideal thrust, we want to maximize both factors. Mass is the larger factor here, by no small margin. To be precise, let’s look at the thrust equation. This equation allows you to calculate the thrust given by a single thruster when provided the propellant mass and pressure within the thruster. &lt;br /&gt;
&lt;br /&gt;
[[File:Thrustequation.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mass:&#039;&#039;&#039; Total mass in the 200 L container of the thruster, not the mass used per burn. Can be found by solving for moles with the [[Guide_to_Atmospherics#Math|Ideal Gas Law]], and multiplying by molar mass of gas (make sure to account for gas composition). Measured in kg.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pressure:&#039;&#039;&#039; Pressure in the thruster, measured in kPa. (Remember that 1 MPa = 1000 kPa)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ThrustLim:&#039;&#039;&#039; Thrust limiter setting. The bridge controls this from the engine consoles on a range from 0% - 100%, corresponding to values of 0 - 1. Set to 100% by default.&lt;br /&gt;
&lt;br /&gt;
The molar mass of your propellant is crucial to how much thrust you get. Just to compare the gases you might see in the thrusters, the molar mass of phoron is about 10x that of CO2, and 200x that of hydrogen. Ship mass affects how much force it needs to move and is a coded variable. Most ships and shuttles can get by with just CO2, but for a ship as massive as the Horizon, phoron is a necessity for moving at any reasonable pace.&lt;br /&gt;
&lt;br /&gt;
As can be seen in the thrust equation, pressure is a relatively insignificant factor compared to mass. This isn’t to say it&#039;s not relevant, however. With a combustion chamber at our disposal, achieving incredibly high pressures is almost trivial. Unfortunately, our ability to utilize that benefit is severely limited by other equipment.&lt;br /&gt;
&lt;br /&gt;
=== The Pressure Limitation ===&lt;br /&gt;
No matter what pressure the combustion chamber might reach, &#039;&#039;&#039;all the devices we use in moving gas to the thruster line can only pressurize any given network to 15,000kPa at maximum.&#039;&#039;&#039; This includes any gas pump, as well as the vents that pull gas from the combustion chamber and phoron supply tank. The only notable exceptions are gas mixers and filters, but they also tend to struggle past 15,000kPa.&lt;br /&gt;
&lt;br /&gt;
It’s very important to recognize how you reached that 15,000kPa point. In a fixed volume environment such as the thrusters, pressure can be raised in two ways. One, force more gas in. Two, increase the temperature of the gas. &lt;br /&gt;
&lt;br /&gt;
So, what does this mean? Why is this so important?&lt;br /&gt;
&lt;br /&gt;
It means that a &#039;&#039;hot molecule&#039;&#039; of any given gas will always produce more thrust than a &#039;&#039;cold one of the same type&#039;&#039; due to its higher pressure. &#039;&#039;&#039;However, between two pipelines of identical pressure, the cold one will have a higher density of gas due to most of its pressure coming from the quantity of gas, not temperature.&#039;&#039;&#039; Recall the significance of mass in determining thrust. Since we can ensure that the thrusters can always reach 15,000kPa regardless of setup, using cold gas will always provide higher levels of thrust than hot gas of the same type, though suffering in fuel efficiency.&lt;br /&gt;
&lt;br /&gt;
This doesn’t mean that high temperatures are eternally doomed to provide low thrust, however. There are ways to modify the thrusters to bypass the normal pressure limitations and allow for both high mass density and high pressures.&lt;br /&gt;
&lt;br /&gt;
==Combustion and Gasses==&lt;br /&gt;
Whilst the happenings of the combustion chamber are rather self evident, it can still help to take a closer look at precisely what’s going on in there.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Oxidizers ===&lt;br /&gt;
Much like in real life, combustion on Aurora follows the combustion triangle, meaning you require heat, fuel, and oxidizer for a fire. However, for better or worse, the similarities end there. &lt;br /&gt;
&lt;br /&gt;
Contrary to all known laws of science and common sense, all combustion produces CO2 exclusively. It doesn’t matter what combination of fuel and oxidizer you have, you will always get CO2 as a result. It doesn’t make any sense, but that’s just how it works here. &lt;br /&gt;
&lt;br /&gt;
====Fuels====&lt;br /&gt;
[[File:Phoron_canister.png]] &#039;&#039;&#039;Phoron (Ph)&#039;&#039;&#039;. Has a molar heat capacity value of 200, and a molar mass of 0.405 kg/mol.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Hydrogen_canister.png]] &#039;&#039;&#039;Hydrogen (H2)&#039;&#039;&#039;. Has a molar heat capacity value of 100, and a molar mass of 0.002 kg/mol.&lt;br /&gt;
&lt;br /&gt;
====Oxidizers====&lt;br /&gt;
[[File:Oxygen_canister.png]] &#039;&#039;&#039;Oxygen (O2)&#039;&#039;&#039;. Has a molar heat capacity value of 20, and a molar mass of 0.032 kg/mol.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Nitrous_canister.png]] &#039;&#039;&#039;Nitrous Oxide (N2O)&#039;&#039;&#039;. Has a molar heat capacity value of 40, and a molar mass of 0.044 kg/mol.&lt;br /&gt;
&lt;br /&gt;
====Products====&lt;br /&gt;
[[File:Carbon_canister.png]] &#039;&#039;&#039;Carbon Dioxide (CO2)&#039;&#039;&#039;. Has a molar heat capacity value of 30, and a molar mass of 0.044 kg/mol.&lt;br /&gt;
&lt;br /&gt;
=== Burn Ratio ===&lt;br /&gt;
Similarly, the stoichiometric fuel-oxidizer ratio is the same between all gases. Burning a mixture of 40% fuel to 60% oxidizer will always use up all components, leaving behind pure CO2. This means that burning any mixture with more than 40% fuel will result in extra fuel left over while burning any mixture with more than 60% oxidizer will result in extra oxidizer left over. &amp;lt;br&amp;gt;&lt;br /&gt;
The basic equation goes like this:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt; 2&#039;&#039;&#039;Fuel&#039;&#039;&#039; + 3&#039;&#039;&#039;Oxidizer&#039;&#039;&#039; = 3&#039;&#039;&#039;Product&#039;&#039;&#039; &amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The farther you are from the 40/60 ratio, the more extra oxidizer or fuel you’ll have, as well as a lower temperature combustion. To better display this relationship, this collapsible has a table of the results of some phoron-oxygen burns at several different ratios.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Thrustreactiontable.png]] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice how as the burn ratio approaches 40/60, not only is the temperature increasing dramatically, but the high concentrations of phoron are being replaced with CO2, a much lighter gas. This has a two-pronged negative impact on thrust levels under the 15,000 kPa limitation.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combustion ===&lt;br /&gt;
There are a couple more aspects to combustion that are rarely seen or touched, but are worth covering as they have plenty of potential for more creative projects.&lt;br /&gt;
&lt;br /&gt;
The temperature that a combustion reaches depends strictly on the fuel-oxidizer ratio, as well as the combustion component’s temperature and molar heat capacity. What this means is that if you preheat the fuel or oxidizer beforehand, you can reach higher temperatures than are possible with regular 20C components. Otherwise, the final temperature for a given fuel-oxidizer mix will always be the same. It should be noted that the quantity of fuel mix has no importance here.&lt;br /&gt;
&lt;br /&gt;
This also ties into flash points. You don’t always need a spark to cause combustion. If there’s already enough heat, combustion will occur spontaneously. This can occur not just within the combustion chamber, but also within closed systems such as pipes and canisters. &lt;br /&gt;
&lt;br /&gt;
Autoignition temperature for all mixtures is 125C.&lt;br /&gt;
&lt;br /&gt;
===Combustion Chamber Handling ===&lt;br /&gt;
The combustion chamber walls are tough, but reinforced plastitanium alloy isn’t indestructible. When exposed to flames at 6,000 K or higher, the chamber walls start to take damage. They aren’t quick to melt, but they will eventually. &lt;br /&gt;
&lt;br /&gt;
So, how do you keep from turning the thruster room into the sector’s largest bonfire? There’s two ways. &lt;br /&gt;
&lt;br /&gt;
The first is to simply make sure that your fuel mixer isn’t creating too hot of a mix. As a general rule of thumb, the higher the oxygen concentration, the hotter the burn. The highest concentration of oxygen you can have in your burn mix without burning hotter than 6,000 K depends on what fuel you&#039;re using. For phoron, it&#039;s 48% O2. For hydrogen, it&#039;s 41% O2. &lt;br /&gt;
&lt;br /&gt;
The second way is to simply turn off the injection once the combustion starts. Without new fuel mix being injected, the combustion will run out of either fuel or oxidizer and simmer out. Both flame and sufficient temperature is required to melt the chamber walls, so the superheated gas alone is safe to hold.&lt;br /&gt;
&lt;br /&gt;
Additionally, for the sake of efficiency, it can sometimes be beneficial to fill the chamber with a large amount of cold burn mix before ignition rather than ignite almost immediately. This is because pump performance dramatically suffers when pumping lower pressures to higher pressures. When you ignite a burn mix, the pressure will rapidly shoot up and make any further injection of fresh burn mix much slower.&lt;br /&gt;
&lt;br /&gt;
== Modifications and Experimentation ==&lt;br /&gt;
=== Foreword === &lt;br /&gt;
Well done for making it this far; at some point you probably began wondering what the practical application of all this knowledge was. This section is dedicated to covering that, with a caveat: It&#039;s not here to give you all the answers. Part of the fun of atmospherics is testing and putting things together in different ways, and if a wiki guide were to tell you how to do 99% of every advanced setup you&#039;d want to do, then a lot of the fun would be lost. &lt;br /&gt;
&lt;br /&gt;
However, it&#039;s also no fun to be left in the dark, so this section collects some general ideas on what you could do without getting in to too many specifics.&lt;br /&gt;
&lt;br /&gt;
First things first, though: &#039;&#039;&#039;it is strongly advised to perform any pipe related modifications before the pipes are filled.&#039;&#039;&#039; When you unwrench a pipe segment, the contents of that particular segment are released into the air. If a pipe is full of phoron, that can be a problem. There are some exceptions; notable pieces of equipment that are safe to remove at any time include pumps, regulators, valves, and connectors.&lt;br /&gt;
&lt;br /&gt;
If you’re experimenting with thrusters, try to be mindful of the ship&#039;s needs as well. Experimentation tends to be a large time commitment, and the bridge typically won’t want to wait the whole round for thrust. If you’re delving into uncharted territory, you might want to set one side of the ship up with a cold setup while you focus on messing with the other side. Otherwise, if you already have a solid idea on what you’re trying to do, great! Go get ‘em, champ.&lt;br /&gt;
&lt;br /&gt;
==== Improved Gas Flow ====&lt;br /&gt;
The simplest kind of modification you can make to the thrusters. The flow from the combustion chamber to the thruster line itself is bottlenecked by the &amp;lt;span style=&amp;quot;color:#F09F25&amp;quot;&amp;gt;&#039;&#039;&#039;Thruster Pump/Regulator&#039;&#039;&#039;&amp;lt;/span&amp;gt;. The regulator itself isn’t very useful here, as it can’t work as a pump. Maybe you could find some way to increase efficiency.&lt;br /&gt;
&lt;br /&gt;
==== Increased Thruster Line Volume ====&lt;br /&gt;
Another simple modification. While it’s not as useful as it once was now that &amp;lt;span style=&amp;quot;color:#EF3B1C&amp;quot;&amp;gt; &#039;&#039;&#039;Chamber Vents&#039;&#039;&#039;&amp;lt;/span&amp;gt; can output at 15,000kPa instead of 5,000kPa, it can sometimes be beneficial to increase the volume of the thruster line to make it easier for thrusters to maintain higher or more stable pressures during extended use. There are plenty of ways to do this - use your imagination.&lt;br /&gt;
&lt;br /&gt;
==== One Line ====&lt;br /&gt;
This is extremely simple but quite useful. There&#039;s a valve in space between the two thruster lines that connects the phoron intake for both, allowing you to heat up phoron going in to both thrusters&#039; output pipes with just one burn chamber. Note that this will also heat the phoron entering the gas mixer, should that be relevant for what you are doing.&lt;br /&gt;
&lt;br /&gt;
==== Heat Exchangers ====&lt;br /&gt;
While the default setup includes heat exchangers, heat exchanger related designs are still on the advanced end of modifications, and as such are one of the more difficult but productive modifications to tackle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To reiterate: heat exchangers are devices that equalize temperatures between two networks or systems without allowing their contents to mix together. They come in two forms:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heat Exchangers&#039;&#039;&#039;: Also known as heat exchanger plates. In order to operate, a pair of these must be wrenched down facing each other. Each has an end for a pipeline to merge into. The attached pipe networks will automatically exchange heat with each other until their temperature equalizes.&lt;br /&gt;
*&#039;&#039;&#039;Heat Exchange Pipes&#039;&#039;&#039;: Also known as radiators. These act just like regular pipes in terms of flow. Instead of equalizing two pipelines, these equalize the temperature of the pipe’s contents with the surrounding air. Essentially, heat transfer between an open and closed environment.&lt;br /&gt;
&lt;br /&gt;
With these, you can modify the way heat is transferred to the phoron line in many different ways.&lt;br /&gt;
&lt;br /&gt;
==== Checking Your Work ====&lt;br /&gt;
If you plan to experiment with your own designs, it’s important to be able to measure your work and compare it to your other efforts to see if you’ve made an improvement, or if you’ve messed up in some way. &lt;br /&gt;
&lt;br /&gt;
Besides keeping a close eye on your pipes with a gas analyzer, the best way to check your work is to confer with the bridge. Ask for a thrust and acceleration reading! Simply ask them to turn on the thrusters for a minute, and take a look at the acceleration on a navigation console or ask them for it yourself.&lt;br /&gt;
&lt;br /&gt;
Note that if the bridge reports an acceleration of 1.0 Gm/h, it’s likely to be more in reality, as the helm’s default acceleration limiter is set to 1.0 gm/h. Furthermore, they&#039;ll likely try to tell you total thrust, propellant mass, etc. from the engine console; this information is worthless to you as you can already calculate most of that from the thruster bay. Insist upon the acceleration value if you want an accurate measurement.&lt;br /&gt;
&lt;br /&gt;
If you’ve been working on just a single set of thrusters, you might want to ask the bridge to turn on/off specific thrusters to get the readings you want.&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Thrusters&amp;diff=33699</id>
		<title>Guide to Thrusters</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Thrusters&amp;diff=33699"/>
		<updated>2024-07-16T21:12:53Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: Updates the thruster guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;big&amp;gt;Foreword&amp;lt;/big&amp;gt;===&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;To every action, there is always opposed an equal reaction; or, the mutual actions of two bodies upon each other are always equal, and directed to contrary parts.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&#039;&#039;&#039;So you&#039;re new, no one else has joined engineering, the bridge needs thrust, and you have no idea how to set up the thrusters? Skip to [[Guide to Thrusters#Cold_Setup|here]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It should be noted that it is &#039;&#039;&#039;not required&#039;&#039;&#039; for you to read this entire page before you get started with thrusters. Much of the guide has been written to serve as reference material as you progress on your journey, especially the advanced guide. However, if you’re a new [[Atmospheric Technician]], it’s definitely advised to read through the [[Guide to Thrusters#Basic Guide|basic guide]] in its entirety. &lt;br /&gt;
&lt;br /&gt;
Generally, only atmospheric technicians should be expected to know how to utilize the burn chamber, as the thrusters are their responsibility. Regular [[Engineer|Engineers]] should never be held to the same standard as atmos techs in regards to thrusters, and can&#039;t be relied on to do anything advanced. Remember, regular engineers should really only be setting up the thrusters in the absence of an atmos tech, and even then they&#039;re only expected to do a simple cold phoron setup.&lt;br /&gt;
&lt;br /&gt;
= Basic Guide =&lt;br /&gt;
=== Overview ===&lt;br /&gt;
To best understand what you&#039;re doing, it is important to know how thrusters function. Luckily, this is not too hard.&lt;br /&gt;
&lt;br /&gt;
Whenever someone on the bridge presses a movement button, the thruster nodules (the things sticking out the back of the ship that look like rocket engines) shoot out a bit of whatever gas is inside them and their connected pipe network. The type of gas and its pressure affect how much the ship accelerates each time a movement button is pressed. Any gas in the thruster will move the ship a little bit, but the higher the pressure, the faster the gas shoots out. The higher the [[Guide to Atmospherics#Moles|molar mass]], the more force you provide to move in the direction you want. &lt;br /&gt;
&lt;br /&gt;
As far as molar mass goes, it&#039;s all about equal and opposite reactions. A good way to illustrate this is to the difference between throwing a small item, like a pen, and a larger item, like a crowbar, when the ship gravity goes out. Obviously, throwing the crowbar will move you more in the opposite direction from where you threw it.&lt;br /&gt;
&lt;br /&gt;
For pressure, it&#039;s important to remember that (for our purposes) pressure refers to the force that a gas exerts on its container from the inside. This means that when an opening is made in a container, the pressure is proportional to how much force the gas escapes the container with. With the increase in force comes an increase in thrust per burn.&lt;br /&gt;
&lt;br /&gt;
If that&#039;s too difficult to understand right away, you can get a basic idea of gas pressure by thinking of a big balloon: when you blow up a balloon very full and let it go, it at first moves quite quickly and steadily slows down as the pressure inside it diminishes.&lt;br /&gt;
&lt;br /&gt;
To get back to the point, mass is the larger factor in thrust. Therefore, gases with higher molar masses are essential (hence the frequent use of phoron with its chunky molar mass). As for pressure, the unmodified thruster design allows for a maximum thruster line pressure of 15,000kPa. Whenever the thrusters are fired, some gas is expelled from the thrusters resulting in acceleration for the ship and a decrease of thruster line pressure as some gas escapes.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Fuel and oxygen are moved from large tanks in Engineering Air Mixing through mixing equipment in the nacelles and finally into the burn chambers through fuel supply lines. Starboard and Port thrusters have separate phoron and hydrogen supply lines from each other, though they share the same oxygen supply line. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each thruster also has an airlock to the exterior. Both thrusters are found in the aft of deck one, and are identical in layout. Starboard Propulsion can be entered directly through maintenance by all of engineering. Port Propulsion must be accessed through a segment of atmospherics called Air Mixing. Unlike the rest of atmospherics, regular engineers have access to this area through maintenance near the living quarters lift. &lt;br /&gt;
&lt;br /&gt;
The far ends of the starboard and port wing frames on deck two each have a maneuvering thruster, as well. They are very low power (together offer only 0.05 gm/h acceleration per burn) but only require power to operate. You won’t ever have to worry about touching these, but it’s good to know they’re there.&lt;br /&gt;
&lt;br /&gt;
Below, you can see a color coded map of a nacelle and the important things inside it.&lt;br /&gt;
&lt;br /&gt;
[[File:Thrusterguidepic.png|right|thumb|A diagram of port propulsion.|500x420px]]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#13DD2F&amp;quot;&amp;gt;&#039;&#039;&#039;Fuel Supply Monitors:&#039;&#039;&#039; &amp;lt;/span&amp;gt; One for phoron, one for hydrogen, these consoles allow you to pressurize a thuster’s phoron/hydrogen supply lines (purple/red pipes) anywhere up to 15,000kPa. The gas is drawn directly from their respective 3x3 storage tanks through vents, which act like pumps. (This means there is no backflow into the tank)&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#B3EA2C&amp;quot;&amp;gt;&#039;&#039;&#039;Atmosphere Monitoring Console:&#039;&#039;&#039; &amp;lt;/span&amp;gt; This console provides live readouts of the combustion chamber’s pressure, temperature, and gas composition, as well as allowing you to fully control both the chamber’s input and output.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#C6311E&amp;quot;&amp;gt;&#039;&#039;&#039;Ignition Switch:&#039;&#039;&#039; &amp;lt;/span&amp;gt;Exactly what it sounds like. Pressing this will strike a spark in the combustion chamber, igniting any gases if possible.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#0A0995&amp;quot;&amp;gt;&#039;&#039;&#039;Fuel Mixer:&#039;&#039;&#039; &amp;lt;/span&amp;gt;Creates your fuel mix for the combustion chamber. You may set any ratio of phoron/hydrogen/oxygen you wish here. Draws phoron from the north purple pipe, hydrogen from the west red pipe, and oxygen from the south cyan pipe.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#499AF1&amp;quot;&amp;gt;&#039;&#039;&#039;Mixer Fuel Pumps:&#039;&#039;&#039; &amp;lt;/span&amp;gt; One for phoron, one for hydrogen, these pumps draw from their respective supply lines and control the mixer’s access to these fuels. They start offline.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#49F1ED&amp;quot;&amp;gt;&#039;&#039;&#039;Mixer Oxygen Regulator:&#039;&#039;&#039; &amp;lt;/span&amp;gt; Best to leave untouched. Controls the mixer’s oxygen supply, and is automatically set to 15,000kPa. Takes its input directly from the output of the Oxygen Supply Tank in Atmospherics.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#EE99D8&amp;gt;&#039;&#039;&#039;Chamber Fuel Injector:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Acts as the chamber’s input. The injector pumps fresh fuel mix into the combustion chamber to be burned at a rate of up to 700 L/s. Unlike most devices, the injector has no pressurization limit, but its effectiveness will still be significantly impacted by any large difference between input and output pressures.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#EF3B1C&amp;quot;&amp;gt; &#039;&#039;&#039;Heat Exchangers:&#039;&#039;&#039; &amp;lt;/span&amp;gt; Filled with pure phoron, these heat exchangers equalize the temperature of their contents and the atmosphere of the room they&#039;re in. Burning a hydrogen-oxygen mix will transfer the heat to the phoron inside these pipes, should you use the standard setup.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#E3E3A6&amp;quot;&amp;gt;Exterior Blast Door:&#039;&#039;&#039; &amp;lt;/span&amp;gt; In any emergencies involving a fiery death in propulsion, this is your best friend. Opening the exterior blast doors will vent the chamber very quickly.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F09F25&amp;quot;&amp;gt;Burn Chamber Intake:&#039;&#039;&#039; &amp;lt;/span&amp;gt; This valve is what actually allow the phoron in to the heat exchange pipes to be heated in the thrusters. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#DC0CF3&amp;quot;&amp;gt;&#039;&#039;&#039;Phoron Bypass Pump/Valve:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Allows flow of phoron from the phoron supply line directly into the thruster line itself, if desired. Both a valve and a pump can do this - the valve is two-way, which will heat the phoron in a backflow effect. The pump is a one-way, allowing you to keep the thruster intake a closed circuit. Both have minor advantages and disadvantages.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#F3D70C&amp;quot;&amp;gt; &#039;&#039;&#039;Thrusters:&#039;&#039;&#039; &amp;lt;/span&amp;gt; Vroom-vroom. Thrusters are what make the ship go. They act as 200 L containers, open to their connected pipe network (the thruster line). There’s no way to physically interact with these except to destroy them, and they cannot be rebuilt or replaced in-game. Don’t lose them!&lt;br /&gt;
&lt;br /&gt;
=== Methods ===&lt;br /&gt;
&lt;br /&gt;
==== Cold Setup ====&lt;br /&gt;
The cold gas setup propels the ship by expelling pure, cold (20C) phoron out the thrusters. This setup is by far the quickest and simplest there is, and provides considerable thrust. This makes it a very appealing option for those who don’t care to spend much time or effort on thrusters, and should be your main go-to if you’re just a regular engineer or just an atmos tech who doesn&#039;t know how to make their own setup yet. Generally speaking, this is the preferred.&lt;br /&gt;
&lt;br /&gt;
These steps should be performed on both the starboard and port thrusters for full effect:&lt;br /&gt;
*Set target output pressure on &amp;lt;span style=&amp;quot;color:#13DD2F&amp;quot;&amp;gt; &#039;&#039;&#039;Phoron Supply Monitor&#039;&#039;&#039; &amp;lt;/span&amp;gt; to 15,000 kPa.&lt;br /&gt;
*Set &amp;lt;span style=&amp;quot;color:#DC0CF3&amp;quot;&amp;gt; &#039;&#039;&#039;Phoron Bypass Pump/Valve&#039;&#039;&#039; &amp;lt;/span&amp;gt; target pressure to 15,000 kPa, and turn the pump on, or just turn the valve.&lt;br /&gt;
&lt;br /&gt;
That’s it, really. If done correctly, you will see the meter in front of the pressure regulator begin to fill up to 15,000 kPa. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It&#039;s worth noting that this is the least fuel efficient method of propelling the ship, but if the SCC didn&#039;t want you doing it, it wouldn&#039;t be the recommended basic option. Despite the inefficiency, this setup can provide more thrust than a standard hot gas setup ever possibly could, providing the ship with an acceleration of ~1.34 Gm/h per burn when the thrusters are filled to 15,000 kPa.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Hot Setup ====&lt;br /&gt;
The hot gas setup propels the ship by igniting a fuel rich mixture of hydrogen and oxygen which heats the pure phoron that is ejected out of the thrusters. This typically produces superheated CO2, which provides ample pressure just from the high temperatures transferred to the phoron. &lt;br /&gt;
&lt;br /&gt;
These steps should be performed on both the starboard and port thrusters for full effect:&lt;br /&gt;
*(Optional) In Atmospherics just outside of Port Propulsion, set the max output pressure on the Oxygen Supply Monitor to 15,000kPa. This will help speed up fuel mixing.&lt;br /&gt;
*Fill the thruster intake the same way you do in the Cold Setup guide above. Then, turn the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F09F25&amp;quot;&amp;gt;Burn Chamber Intake&#039;&#039;&#039; &amp;lt;/span&amp;gt;.&lt;br /&gt;
*Set the max output pressure on the &amp;lt;span style=&amp;quot;color:#13DD2F&amp;quot;&amp;gt; &#039;&#039;&#039;Phoron Supply Monitor&#039;&#039;&#039; &amp;lt;/span&amp;gt; to 15,000kPa.&lt;br /&gt;
*Open the &amp;lt;span style=&amp;quot;color:#0A0995&amp;quot;&amp;gt; &#039;&#039;&#039;Fuel Mixer&#039;&#039;&#039;&amp;lt;/span&amp;gt;, click configure, then click on the green button next to the port corresponding to the red pipeline. This will disconnect the Hydrogen line from the mixer, as it will not be used here. Leave the ratios kept at 40% West (Hydrogen), and 60% South (Oxygen). Once done, turn the Fuel Mixer back on.&lt;br /&gt;
*Turn on the &amp;lt;span style=&amp;quot;color:#0A0995&amp;quot;&amp;gt; &#039;&#039;&#039;Mixer Hydrogen Pump&#039;&#039;&#039; &amp;lt;/span&amp;gt; just to the west of the mixer, and MAX its target pressure to 15,000kPa. Fuel mix should start filling the Chamber Fuel Injector line now.&lt;br /&gt;
*On the &amp;lt;span style=&amp;quot;color:#B3EA2C&amp;quot;&amp;gt;&#039;&#039;&#039;Atmosphere Monitoring Console&#039;&#039;&#039;&amp;lt;/span&amp;gt;, set input flow rate limit to 700 L/s and toggle power to “Injecting”. You should now see the chamber filling up with fuel mix on the console readout.&lt;br /&gt;
*Once the chamber reaches 500-1,000kPa, hit the &amp;lt;span style=&amp;quot;color:#C6311E&amp;quot;&amp;gt;&#039;&#039;&#039;Ignition Switch&#039;&#039;&#039;&amp;lt;/span&amp;gt;. &lt;br /&gt;
*Turn off injection on the  &amp;lt;span style=&amp;quot;color:#B3EA2C&amp;quot;&amp;gt;&#039;&#039;&#039;Atmosphere Monitoring Console&#039;&#039;&#039;&amp;lt;/span&amp;gt;. &#039;&#039;&#039;IF YOU DO NOT DO THIS, YOU WILL MELT THE THRUSTER WALLS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Emergency Procedure ====&lt;br /&gt;
Oh no, that damn meddling apprentice somehow totally screwed the thrusters, and everything is on fire! Oh, the humanity! Grab your voidsuit, some inflatables, and prepare to die a fiery death!&lt;br /&gt;
&lt;br /&gt;
Most thruster accidents involve a rather hot phoron fire, or the superheated leftovers of one. Atmos voidsuits can handle up to 40,000 Kelvin, but regular engineering voidsuits can’t withstand more than 5,000 Kelvin, which some thruster fires can surpass. This means that unless you’re an atmos tech, you may need to act quickly once inside. For that reason, it’s advised that you check the damages on camera before approaching, and have a plan beforehand. Remember to check emergency shutter readings, too! &lt;br /&gt;
&lt;br /&gt;
Luckily, most thruster related catastrophes can be handled with a quick two-step plan!&lt;br /&gt;
TURN OFF CHAMBER INJECTION. If it’s off, leave it. The only thing that can sustain long lasting thruster room fires is the injection of new fuel mix through the combustion chamber. In the likely case of the chamber walls melting, the thruster room will be acting as part of the chamber.&lt;br /&gt;
VENT THE AFFECTED AREA. If the chamber walls have melted, or if the problem is otherwise related to the chamber, simply OPEN THE &amp;lt;span style=&amp;quot;color:#E3E3A6&amp;quot;&amp;gt; &#039;&#039;&#039;EXTERIOR BLAST DOOR&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Otherwise, pry out some floor plating, or force open the thruster airlock. Don’t forget your magboots, or Sir Isaac Newton might be sweeping you off your feet.&lt;br /&gt;
&lt;br /&gt;
==== Afterword ====&lt;br /&gt;
If you know the above, congratulations! You have the basic certifications of an atmospheric technician. There&#039;s more to learn, of course, but most players can stop here. Even if you do want to go further, though, remember that experimentation is half the fun of atmospherics. Still want more? If you&#039;re certain you&#039;re ready, then go on to the advanced guide.&lt;br /&gt;
&lt;br /&gt;
= Advanced Guide =&lt;br /&gt;
This section of the guide is for those who want to take a much deeper dive into thrusters or wish for a better understanding of everything that’s going on behind the scenes. The concepts covered from here on are NOT at all required to be understood for most thruster operations, but can be useful if you intend to experiment with thrusters. It is mostly included for reference, but it can fast track you to advanced thruster knowledge without having to do some painstaking code dives and experiments on your own.&lt;br /&gt;
&lt;br /&gt;
This section of the guide is, to tell the truth, a lot. Don’t let that discourage you if you have a particular interest in thrusters. You don’t need to know everything here to start experimenting with thrusters, but the more you know, the better you’ll know how to approach them in your own shenanigans. Always remember, even failed thruster experiments are good so long as you learned something from it. Just try not to blow up the ship in the process!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Again, this is advanced material. Do not discourage yourself if you can&#039;t learn everything at once.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Thrusters ==&lt;br /&gt;
=== Thrusters and Thruster Lines ===&lt;br /&gt;
While not always identical in sprite, all thrusters are mechanically identical. Thrusters are 200 L containers which act as part of the network they’re attached to. This means that the pressure in the thrusters will always be the same as the pressure in the thruster line. When a thruster is fired, it expels 15 L from that container, multiplied by the engine’s thrust limiter modifier (0-1). By default, thrust limiters are set to 100%, corresponding to a value of 1. It’s the gas inside the expelled portion that ultimately determines the thrust.&lt;br /&gt;
&lt;br /&gt;
The thruster line itself can have a significant impact on the performance of the thrusters. The larger the thruster line, the larger the volume of the thruster network. A larger volume network takes more burns to drain to a certain pressure than a smaller volume network, allowing the thruster line to better maintain higher pressures throughout extended use even if no new gas is being pumped in. Likewise, it takes more time to pump a larger network to those higher pressures. &lt;br /&gt;
&lt;br /&gt;
=== Ideal Thrust ===&lt;br /&gt;
As mentioned earlier, thrust is determined by the mass and pressure of the propellant. For ideal thrust, we want to maximize both factors. Mass is the larger factor here, by no small margin. To be precise, let’s look at the thrust equation. This equation allows you to calculate the thrust given by a single thruster when provided the propellant mass and pressure within the thruster. &lt;br /&gt;
&lt;br /&gt;
[[File:Thrustequation.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mass:&#039;&#039;&#039; Total mass in the 200 L container of the thruster, not the mass used per burn. Can be found by solving for moles with the [[Guide_to_Atmospherics#Math|Ideal Gas Law]], and multiplying by molar mass of gas (make sure to account for gas composition). Measured in kg.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pressure:&#039;&#039;&#039; Pressure in the thruster, measured in kPa. (Remember that 1 MPa = 1000 kPa)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ThrustLim:&#039;&#039;&#039; Thrust limiter setting. The bridge controls this from the engine consoles on a range from 0% - 100%, corresponding to values of 0 - 1. Set to 100% by default.&lt;br /&gt;
&lt;br /&gt;
The molar mass of your propellant is crucial to how much thrust you get. Just to compare the gases you might see in the thrusters, the molar mass of phoron is about 10x that of CO2, and 200x that of hydrogen. Ship mass affects how much force it needs to move and is a coded variable. Most ships and shuttles can get by with just CO2, but for a ship as massive as the Horizon, phoron is a necessity for moving at any reasonable pace.&lt;br /&gt;
&lt;br /&gt;
As can be seen in the thrust equation, pressure is a relatively insignificant factor compared to mass. This isn’t to say it&#039;s not relevant, however. With a combustion chamber at our disposal, achieving incredibly high pressures is almost trivial. Unfortunately, our ability to utilize that benefit is severely limited by other equipment.&lt;br /&gt;
&lt;br /&gt;
=== The Pressure Limitation ===&lt;br /&gt;
No matter what pressure the combustion chamber might reach, &#039;&#039;&#039;all the devices we use in moving gas to the thruster line can only pressurize any given network to 15,000kPa at maximum.&#039;&#039;&#039; This includes any gas pump, as well as the vents that pull gas from the combustion chamber and phoron supply tank. The only notable exceptions are gas mixers and filters, but they also tend to struggle past 15,000kPa.&lt;br /&gt;
&lt;br /&gt;
It’s very important to recognize how you reached that 15,000kPa point. In a fixed volume environment such as the thrusters, pressure can be raised in two ways. One, force more gas in. Two, increase the temperature of the gas. &lt;br /&gt;
&lt;br /&gt;
So, what does this mean? Why is this so important?&lt;br /&gt;
&lt;br /&gt;
It means that a &#039;&#039;hot molecule&#039;&#039; of any given gas will always produce more thrust than a &#039;&#039;cold one of the same type&#039;&#039; due to its higher pressure. &#039;&#039;&#039;However, between two pipelines of identical pressure, the cold one will have a higher density of gas due to most of its pressure coming from the quantity of gas, not temperature.&#039;&#039;&#039; Recall the significance of mass in determining thrust. Since we can ensure that the thrusters can always reach 15,000kPa regardless of setup, using cold gas will always provide higher levels of thrust than hot gas of the same type, though suffering in fuel efficiency.&lt;br /&gt;
&lt;br /&gt;
This doesn’t mean that high temperatures are eternally doomed to provide low thrust, however. There are ways to modify the thrusters to bypass the normal pressure limitations and allow for both high mass density and high pressures.&lt;br /&gt;
&lt;br /&gt;
==Combustion and Gasses==&lt;br /&gt;
Whilst the happenings of the combustion chamber are rather self evident, it can still help to take a closer look at precisely what’s going on in there.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Oxidizers ===&lt;br /&gt;
Much like in real life, combustion on Aurora follows the combustion triangle, meaning you require heat, fuel, and oxidizer for a fire. However, for better or worse, the similarities end there. &lt;br /&gt;
&lt;br /&gt;
Contrary to all known laws of science and common sense, all combustion produces CO2 exclusively. It doesn’t matter what combination of fuel and oxidizer you have, you will always get CO2 as a result. It doesn’t make any sense, but that’s just how it works here. &lt;br /&gt;
&lt;br /&gt;
====Fuels====&lt;br /&gt;
[[File:Phoron_canister.png]] &#039;&#039;&#039;Phoron (Ph)&#039;&#039;&#039;. Has a molar heat capacity value of 200, and a molar mass of 0.405 kg/mol.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Hydrogen_canister.png]] &#039;&#039;&#039;Hydrogen (H2)&#039;&#039;&#039;. Has a molar heat capacity value of 100, and a molar mass of 0.002 kg/mol.&lt;br /&gt;
&lt;br /&gt;
====Oxidizers====&lt;br /&gt;
[[File:Oxygen_canister.png]] &#039;&#039;&#039;Oxygen (O2)&#039;&#039;&#039;. Has a molar heat capacity value of 20, and a molar mass of 0.032 kg/mol.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Nitrous_canister.png]] &#039;&#039;&#039;Nitrous Oxide (N2O)&#039;&#039;&#039;. Has a molar heat capacity value of 40, and a molar mass of 0.044 kg/mol.&lt;br /&gt;
&lt;br /&gt;
====Products====&lt;br /&gt;
[[File:Carbon_canister.png]] &#039;&#039;&#039;Carbon Dioxide (CO2)&#039;&#039;&#039;. Has a molar heat capacity value of 30, and a molar mass of 0.044 kg/mol.&lt;br /&gt;
&lt;br /&gt;
=== Burn Ratio ===&lt;br /&gt;
Similarly, the stoichiometric fuel-oxidizer ratio is the same between all gases. Burning a mixture of 40% fuel to 60% oxidizer will always use up all components, leaving behind pure CO2. This means that burning any mixture with more than 40% fuel will result in extra fuel left over while burning any mixture with more than 60% oxidizer will result in extra oxidizer left over. &amp;lt;br&amp;gt;&lt;br /&gt;
The basic equation goes like this:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt; 2&#039;&#039;&#039;Fuel&#039;&#039;&#039; + 3&#039;&#039;&#039;Oxidizer&#039;&#039;&#039; = 3&#039;&#039;&#039;Product&#039;&#039;&#039; &amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The farther you are from the 40/60 ratio, the more extra oxidizer or fuel you’ll have, as well as a lower temperature combustion. To better display this relationship, this collapsible has a table of the results of some phoron-oxygen burns at several different ratios.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Thrustreactiontable.png]] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice how as the burn ratio approaches 40/60, not only is the temperature increasing dramatically, but the high concentrations of phoron are being replaced with CO2, a much lighter gas. This has a two-pronged negative impact on thrust levels under the 15,000 kPa limitation.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combustion ===&lt;br /&gt;
There are a couple more aspects to combustion that are rarely seen or touched, but are worth covering as they have plenty of potential for more creative projects.&lt;br /&gt;
&lt;br /&gt;
The temperature that a combustion reaches depends strictly on the fuel-oxidizer ratio, as well as the combustion component’s temperature and molar heat capacity. What this means is that if you preheat the fuel or oxidizer beforehand, you can reach higher temperatures than are possible with regular 20C components. Otherwise, the final temperature for a given fuel-oxidizer mix will always be the same. It should be noted that the quantity of fuel mix has no importance here.&lt;br /&gt;
&lt;br /&gt;
This also ties into flash points. You don’t always need a spark to cause combustion. If there’s already enough heat, combustion will occur spontaneously. This can occur not just within the combustion chamber, but also within closed systems such as pipes and canisters. &lt;br /&gt;
&lt;br /&gt;
Autoignition temperature for all mixtures is 125C.&lt;br /&gt;
&lt;br /&gt;
===Combustion Chamber Handling ===&lt;br /&gt;
The combustion chamber walls are tough, but reinforced plastitanium alloy isn’t indestructible. When exposed to flames at 6,000 K or higher, the chamber walls start to take damage. They aren’t quick to melt, but they will eventually. &lt;br /&gt;
&lt;br /&gt;
So, how do you keep from turning the thruster room into the sector’s largest bonfire? There’s two ways. &lt;br /&gt;
&lt;br /&gt;
The first is to simply make sure that your fuel mixer isn’t creating too hot of a mix. As a general rule of thumb, the higher the oxygen concentration, the hotter the burn. The highest concentration of oxygen you can have in your burn mix without burning hotter than 6,000 K depends on what fuel you&#039;re using. For phoron, it&#039;s 48% O2. For hydrogen, it&#039;s 41% O2. &lt;br /&gt;
&lt;br /&gt;
The second way is to simply turn off the injection once the combustion starts. Without new fuel mix being injected, the combustion will run out of either fuel or oxidizer and simmer out. Both flame and sufficient temperature is required to melt the chamber walls, so the superheated gas alone is safe to hold.&lt;br /&gt;
&lt;br /&gt;
Additionally, for the sake of efficiency, it can sometimes be beneficial to fill the chamber with a large amount of cold burn mix before ignition rather than ignite almost immediately. This is because pump performance dramatically suffers when pumping lower pressures to higher pressures. When you ignite a burn mix, the pressure will rapidly shoot up and make any further injection of fresh burn mix much slower.&lt;br /&gt;
&lt;br /&gt;
== Modifications and Experimentation ==&lt;br /&gt;
=== Foreword === &lt;br /&gt;
Well done for making it this far; at some point you probably began wondering what the practical application of all this knowledge was. This section is dedicated to covering that, with a caveat: It&#039;s not here to give you all the answers. Part of the fun of atmospherics is testing and putting things together in different ways, and if a wiki guide were to tell you how to do 99% of every advanced setup you&#039;d want to do, then a lot of the fun would be lost. &lt;br /&gt;
&lt;br /&gt;
However, it&#039;s also no fun to be left in the dark, so this section collects some general ideas on what you could do without getting in to too many specifics.&lt;br /&gt;
&lt;br /&gt;
First things first, though: &#039;&#039;&#039;it is strongly advised to perform any pipe related modifications before the pipes are filled.&#039;&#039;&#039; When you unwrench a pipe segment, the contents of that particular segment are released into the air. If a pipe is full of phoron, that can be a problem. There are some exceptions; notable pieces of equipment that are safe to remove at any time include pumps, regulators, valves, and connectors.&lt;br /&gt;
&lt;br /&gt;
If you’re experimenting with thrusters, try to be mindful of the ship&#039;s needs as well. Experimentation tends to be a large time commitment, and the bridge typically won’t want to wait the whole round for thrust. If you’re delving into uncharted territory, you might want to set one side of the ship up with a cold setup while you focus on messing with the other side. Otherwise, if you already have a solid idea on what you’re trying to do, great! Go get ‘em, champ.&lt;br /&gt;
&lt;br /&gt;
==== Improved Gas Flow ====&lt;br /&gt;
The simplest kind of modification you can make to the thrusters. The flow from the combustion chamber to the thruster line itself is bottlenecked by the &amp;lt;span style=&amp;quot;color:#F09F25&amp;quot;&amp;gt;&#039;&#039;&#039;Thruster Pump/Regulator&#039;&#039;&#039;&amp;lt;/span&amp;gt;. The regulator itself isn’t very useful here, as it can’t work as a pump. Maybe you could find some way to increase efficiency.&lt;br /&gt;
&lt;br /&gt;
==== Increased Thruster Line Volume ====&lt;br /&gt;
Another simple modification. While it’s not as useful as it once was now that &amp;lt;span style=&amp;quot;color:#EF3B1C&amp;quot;&amp;gt; &#039;&#039;&#039;Chamber Vents&#039;&#039;&#039;&amp;lt;/span&amp;gt; can output at 15,000kPa instead of 5,000kPa, it can sometimes be beneficial to increase the volume of the thruster line to make it easier for thrusters to maintain higher or more stable pressures during extended use. There are plenty of ways to do this - use your imagination.&lt;br /&gt;
&lt;br /&gt;
==== CO2 Filtering ====&lt;br /&gt;
This is more of an intermediate modification. The idea is to simply filter out the CO2 from the thruster line, leaving you with a line of pure phoron. How you handle that superheated CO2 is where you have to get a little creative. The main thing you&#039;ll want to be mindful of is to make sure the filtering process doesn&#039;t clog up the flow to the thrusters too much, or you may have difficulty sustaining any reasonable pressure throughout extended use.&lt;br /&gt;
&lt;br /&gt;
==== Heat Exchangers ====&lt;br /&gt;
Heat exchanger related designs are on the advanced end of modifications, and as such are one of the more difficult but productive modifications to tackle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heat exchangers are devices that equalize temperatures between two networks or systems without allowing their contents to mix together. They come in two forms:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heat Exchangers&#039;&#039;&#039;: Also known as heat exchanger plates. In order to operate, a pair of these must be wrenched down facing each other. Each has an end for a pipeline to merge into. The attached pipe networks will automatically exchange heat with each other until their temperature equalizes.&lt;br /&gt;
*&#039;&#039;&#039;Heat Exchange Pipes&#039;&#039;&#039;: Also known as radiators. These act just like regular pipes in terms of flow. Instead of equalizing two pipelines, these equalize the temperature of the pipe’s contents with the surrounding air. Essentially, heat transfer between an open and closed environment.&lt;br /&gt;
&lt;br /&gt;
As for heat exchangers, recall above the discussion on the relationship between heat and pressure under The Pressure Limitation, and some ideas might jump in to your head.&lt;br /&gt;
&lt;br /&gt;
==== Checking Your Work ====&lt;br /&gt;
If you plan to experiment with your own designs, it’s important to be able to measure your work and compare it to your other efforts to see if you’ve made an improvement, or if you’ve messed up in some way. &lt;br /&gt;
&lt;br /&gt;
Besides keeping a close eye on your pipes with a gas analyzer, the best way to check your work is to confer with the bridge. Ask for a thrust and acceleration reading! Simply ask them to turn on the thrusters for a minute, and take a look at the acceleration on a navigation console or ask them for it yourself.&lt;br /&gt;
&lt;br /&gt;
Note that if the bridge reports an acceleration of 1.0 Gm/h, it’s likely to be more in reality, as the helm’s default acceleration limiter is set to 1.0 gm/h. Furthermore, they&#039;ll likely try to tell you total thrust, propellant mass, etc. from the engine console; this information is worthless to you as you can already calculate most of that from the thruster bay. Insist upon the acceleration value if you want an accurate measurement.&lt;br /&gt;
&lt;br /&gt;
If you’ve been working on just a single set of thrusters, you might want to ask the bridge to turn on/off specific thrusters to get the readings you want.&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Thrusterguidepic.png&amp;diff=33698</id>
		<title>File:Thrusterguidepic.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Thrusterguidepic.png&amp;diff=33698"/>
		<updated>2024-07-16T21:04:43Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: Sneakyranger uploaded a new version of File:Thrusterguidepic.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Reference for the guide to thrusters.&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Slime_genealogy.png&amp;diff=33639</id>
		<title>File:Slime genealogy.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Slime_genealogy.png&amp;diff=33639"/>
		<updated>2024-07-10T23:53:10Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: Sneakyranger uploaded a new version of File:Slime genealogy.png&lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_the_INDRA&amp;diff=33167</id>
		<title>Guide to the INDRA</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_the_INDRA&amp;diff=33167"/>
		<updated>2024-06-04T17:15:03Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: updates the indra guide a bit with new stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;sup&amp;gt;&#039;&#039;&#039;The INDRA is a port of the Baystation 12 R-UST with modifications for the Aurora server. For those who know the R-UST, many things should be familiar.&#039;&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;INDRA&#039;&#039;&#039; is an experimental fusion reactor that acts as an alternative power source on the Horizon. It consists of a fusion core, fuel injectors, a gyrotron and a few control consoles. Fuel comes in two forms, as a fuel rod that is injected directly or by gas injection into the chamber via an injector pump. If mismanaged the INDRA can cause extreme amounts of destruction to the adjacent decks and surrounding area. &lt;br /&gt;
As for what INDRA stands for, that&#039;s a subject of much debate. Some say it stands for INDependent Reactor, Aneutronic. Others say it stands for INDRA. Who knows, really?&lt;br /&gt;
&lt;br /&gt;
Priming, starting, and maintaining the Horizon is the job of the engineering department. However, some [[Scientist|scientists]] may be brought in for certain collaborative efforts with the permission of the engineering department.&lt;br /&gt;
&lt;br /&gt;
= Basic Principles =&lt;br /&gt;
The INDRA is about as complex as the Supermatter Engine. The basic operating principles are as follows:&lt;br /&gt;
&lt;br /&gt;
=== The Fusion Core ===&lt;br /&gt;
The fusion core is the centerpiece of the INDRA, all reactions take place there and it is where the power is generated. &lt;br /&gt;
&lt;br /&gt;
First a note on safety - the reactor may produce large quantities of radiation when operational depending on the reaction.  At least, it&#039;s supposed to; the reactions often seem to produce none at all in practice. Check with a geiger counter to see. Ensure that you wear appropriate protective gear if necessary.&lt;br /&gt;
&lt;br /&gt;
The INDRA is capable of creating a devastating EMP if operated improperly. Do not exceed the limits specified in this guide, or it will instantaneously destroy itself.The INDRA will create this EMP when its instability reaches 100% or if it is turned off without being allowed to cool below 1000K first. Instability will be discussed below.&lt;br /&gt;
&lt;br /&gt;
=== INDRA Control Interface ===&lt;br /&gt;
[[File:INDRA control console.png|thumb|INDRA control console interface.]]&lt;br /&gt;
The fusion core is controlled by the INDRA core control console in the control room. As you can see from the image, this tracks many properties of the fusion core.&lt;br /&gt;
&lt;br /&gt;
* Power Status - This tells you the current power output and power draw of the Fusion Core. Power draw is dependent on the field strength, and power output is dependent on the fusion reactions taking place within the core.&lt;br /&gt;
* Field Strength - This determines the field size of the fusion core; this is important for catching fuel pellets and can be set to 20 or higher for the default INDRA configuration.  If any object besides the core is inside the INDRA chamber while it is online, it will interfere with the magnetic field, causing a catastrophic rise in instability and near-instantaneous destruction of the INDRA. Increasing the field strength makes the INDRA take more power, but this is negligible compared to the INDRA output when it is operating.&lt;br /&gt;
* Instability - Instability is raised by two things, the fusion reactions taking place and the fusion core field touching machinery or objects. It is controlled by using the Gyrotron to fire a beam of energy into the fusion core field that maintains its containment. If your instability is steadily rising despite the gyrotron then you must &#039;&#039;&#039;immediately&#039;&#039;&#039; adjust the Gyrotron settings and/or reduce the amount of reactants being added to the field.&lt;br /&gt;
* Plasma temperature - This determines the reactions that can take place. Initially your fusion core will be at room temperature, and it will take some time to warm up. Once it is above a few thousand kelvin the rest of the reactions will kick in and it will keep itself stable. When turning off the fusion core this value &#039;&#039;&#039;must&#039;&#039;&#039; be below 1000K or it will cause an EMP and destruction of the INDRA containment, likely flooding engineering and research with extremely hot gas. To cool this down stop adding reactants and turn the gyrotron power up, then wait.&lt;br /&gt;
* Reactants - This is a list of all current reactants in the field. Every tick of the INDRA, it will try and react these reactants together and create some radiation, instability and power based on what reactions are possible. Reactants exceeding 10,000 total reactants will be removed and turned into radiation (this is not something to worry about, just don&#039;t try to add more reactants if you are consistently hitting this threshold).&lt;br /&gt;
&lt;br /&gt;
=== The Fuel Injectors ===&lt;br /&gt;
These are used to add solid fuel into the INDRA. They are controlled using the Fuel Injection Control Computer within the control room. They must be provided with a fuel rod that can be created by putting solid fuel types into the Fuel Compressor, and then toggled on from their control computer. They will then start firing pellets through the glass into the fusion core field and be absorbed. There are a few different types of fuel materials, but the most common are tritium and deuterium. Iron may be used for other purposes, and there are various other rarer materials not worth covering here.&lt;br /&gt;
&lt;br /&gt;
= Setup =&lt;br /&gt;
Now that you understand the important components of the INDRA, we will discuss how to set it up at the start of the shift. It is initially in a completely inert state.&lt;br /&gt;
&lt;br /&gt;
* The fusion core and gyrotron have a heavy power drain when operational. If the round start SMES are not producing enough power, you may need to use a PACMAN in to jumpstart it. Alternatively, letting it draw on SMES power directly from the main grid may be enough to jumpstart it if you&#039;re quick.&lt;br /&gt;
* Create five deuterium and one tritium fuel rod using the fuel compressor and insert these into the fuel injectors, one per injector. Be wary of radiation.&lt;br /&gt;
* Set the gyrotron to fire delay 2, power 50. There may be an initial burst in instability when turning the reactor on - if you have allowed fuel to build up. So we set the gyrotron to a high-power mode for the initial startup. If you&#039;re not getting enough power to the gyrotron, it should generally be okay to start at 10 power 2 delay or so, but keep an eye on the instability.&lt;br /&gt;
* Turn on the fusion core and adjust the field strength to 60 tesla.&lt;br /&gt;
* Turn on all the fusion fuel injectors.&lt;br /&gt;
* Watch the temperature and power rise on the fusion core console. Make sure that the instability is being managed by the gyrotron (less than 1%).&lt;br /&gt;
* Once the power output is 250kW or higher, return to the INDRA room and turn off the PACMAN-generator, if applicable. It may explode if you leave it running for too long.&lt;br /&gt;
* You can now adjust the gyrotron power to a lower setting, such as fire delay 3, power output 3. &#039;&#039;&#039;Check that the instability is staying low after adjusting the gyrotron.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have now set up the INDRA for a deuterium-tritium reaction, which is the simplest power-positive reaction.&lt;br /&gt;
&lt;br /&gt;
The power from the INDRA will not be fully utilized until you adjust the SMES. Make what upgrades you desire, but if nothing else at least make sure input and output are maximized.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Shutdown Procedures ===&lt;br /&gt;
In the event that you need to shutdown the INDRA quickly follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Set the gyrotron to maximum power and minimum firing delay.&lt;br /&gt;
* Turn off all fuel injectors.&lt;br /&gt;
* Turn on the PACMAN generator to make sure that the gyrotron keeps operating.&lt;br /&gt;
* Turn off the gyrotron when there are no more reactions taking place.&lt;br /&gt;
* The INDRA will now start to cool over time. Once it is below 1000K it can be switched off on the fusion core control console, then turn off the PACMAN.&lt;br /&gt;
&lt;br /&gt;
It may be prudent to open the core vent located at the back of the INDRA reactor room, but typically this suffers from a bug where it does nothing. If you&#039;ve got a gas in the core chamber somehow that hasn&#039;t already been absorbed in to the magnetic field, it&#039;ll remove that at least.&lt;br /&gt;
&lt;br /&gt;
=== More Power! ===&lt;br /&gt;
There are several possible fusion reactions in the INDRA and the output can be raised to approximately 2-3MW with the right setup. Not all of these reactions produce positive net power.&lt;br /&gt;
&lt;br /&gt;
The setup above uses the basic deuterium-tritium reaction, which follows this path:&lt;br /&gt;
&lt;br /&gt;
* Deuterium + Tritium -&amp;gt; Helium + 1 Power + Radiation&lt;br /&gt;
* Deuterium + Helium -&amp;gt; Nothing + 5 Power&lt;br /&gt;
&lt;br /&gt;
A more productive setup involves adding hydrogen gas to the fusion core. The procedure for this is as follows:&lt;br /&gt;
&lt;br /&gt;
* Allow the fusion reactor to reach &amp;gt;10,000K temperature with a deuterium-tritium reaction.&lt;br /&gt;
* Turn on the pump on the side of the fusion reactor, setting it to around 10kPA and add a full hydrogen canister.&lt;br /&gt;
* Turn off the tritium fuel injector now. You can replace the fuel rod in this injector with a deuterium one if you wish.&lt;br /&gt;
&lt;br /&gt;
Your fusion reaction now follows this path:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen + Hydrogen -&amp;gt; Helium + 2 Power&lt;br /&gt;
* Deuterium + Helium -&amp;gt; Nothing + 5 Power&lt;br /&gt;
&lt;br /&gt;
You will need to check up on the hydrogen canister and replace it occasionally, depending on the pressure you set the pump to.&lt;br /&gt;
&lt;br /&gt;
= Additional Reactions =&lt;br /&gt;
The INDRA is not limited to only hydrogen isotopes and tritium. There are a variety of fusion reactions that can be performed, with varying levels of danger and usefulness.&lt;br /&gt;
=== Boron ===&lt;br /&gt;
Boron is one of the more dangerous reactants available for the INDRA, but with a corresponding increase in usefulness. Generally, if you see the INDRA running, it&#039;ll be running a boron setup.&lt;br /&gt;
To fuse boron, there are two gas tanks in the adjacent storeroom filled with boron gas. Boron fuses with hydrogen and causes large instability spikes for an average of about 11 megawatts of power production. You can experiment with the safest power setting for the gyrotron or just set it to maximum power, minimum delay - without outside interference, a boron-hydrogen setup will never cause a meltdown with the gyrotron on maximum strength. Boron only starts fusing above 15,000 degrees.&lt;br /&gt;
&lt;br /&gt;
=== Iron ===&lt;br /&gt;
Iron is a very useful reaction for the ship as a whole, but not so much the engineering department specifically. When inserting at least one hundred units of liquid iron (the kind you&#039;d get from chemistry) in to the fuel compressor, you get an iron fuel rod, which can be inserted in to the fuel injectors. Iron fuses with itself and creates very small instability spikes while generating gold, silver, and platinum. Research and operations will be especially pleased to receive these, but there are two catches: one, iron only fuses above 10,000 degrees. Two, every time it does, it will drastically cool the INDRA core. Iron reactions are best paired with a boron reaction to prevent it cooling down the core to uselessness.&lt;br /&gt;
&lt;br /&gt;
=== Phoron === &lt;br /&gt;
The more dangerous little brother to the Iron reaction. With 5 phoron crystals, a phoron rod can be created that fuses with hydrogen gas above 8,000 degrees. It generates lead, borosilicate glass, and uranium. The first two are of dubious usefulness on the average shift, but research values uranium shipments highly. In exchange, phoron reactions spike instability quite high and sap core temperature much like iron reactions do. They can still be managed with a strong gyrotron even when being run with boron, but have a little caution. &lt;br /&gt;
&lt;br /&gt;
=== Other Reactions ===&lt;br /&gt;
There are other reactants available, but they are either of dubious usefulness, incredibly difficult to acquire, actively harmful, or all three. Oxygen, for instance, spikes instability to almost unmanageable levels while generating no power and crashing core temperature.&lt;br /&gt;
For the mad or the outright evil, certain forms of supermatter crystal may fit in to the fuel compressor - though the one found aboard the Horizon is certainly too large.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Consular_Officer&amp;diff=32827</id>
		<title>Consular Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Consular_Officer&amp;diff=32827"/>
		<updated>2024-04-09T16:43:14Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: /* Diplomatic Aide */ clarifies d12 stuff with bear permission, channel wiki maintenance ~11:43 CST 4-9-24&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #166294&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND SUPPORT&lt;br /&gt;
|imagebgcolor = #BFC6E0&lt;br /&gt;
|img = Corporateliaison-nbt.png&lt;br /&gt;
|jobtitle = Consular Officer&lt;br /&gt;
|access = The Consular&#039;s Office.&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. Must represent a recognised nation-state.&lt;br /&gt;
|education = Highly dependent on faction and position; a consular may have education in diplomacy or law.&lt;br /&gt;
|superior = [[Job_Guides#Command|Ship Command]] and your nation&lt;br /&gt;
|duties = Represent your faction&#039;s interest. Hold interviews and AMAs. Join the round when nobody in your interest group is online and have nobody to roleplay with.&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Station Procedure|Ship Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Consular Officer&#039;&#039;&#039; acts as a link between the [[Stellar Corporate Conglomerate]] and a nation-state with citizens who are involved in the [[SCCV Horizon]]; that is, pretty much every nation in the [[Orion Spur]]. A consular must represent an official interest group that is reasonably connected to the SCC; this excludes criminal factions, pirate factions, and so on.&lt;br /&gt;
&lt;br /&gt;
A Consular may be from a sub-faction such as House Zhao, but they must still fully represent the major faction they belong to. To make sure that your Consular character fits this description, contact a member of the command whitelist team.&lt;br /&gt;
&lt;br /&gt;
Consulates can be played by characters of any species that can be a part of the represented faction, by players with a Head of Staff whitelist, but they are not part of [[Job_Guides#Station_Command|Ship Command]]. &#039;&#039;&#039;Note that you cannot apply for a command whitelist with a consular officer character.&#039;&#039;&#039;&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Factions by Species==&lt;br /&gt;
Not all species can represent all factions. Certain species are not hired by some companies, and nations primarily populated by a certain species may restrict aliens that live within their borders from holding a diplomatic position. This table shows which species can be played as consular and corporate representatives of respective factions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrell&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Elyra&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
!Nralakk Federation&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaurcae Hives&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Hieroaetheria&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Vaurcesian consular officers are exclusive to [[Vaurca]] Gynes.&lt;br /&gt;
* [[IPC|IPCs]] representing the [[Coalition of Colonies]] must originate from [[Konyang]] or [[Himeo]].&lt;br /&gt;
* IPCs representing [[Elyra]] must be self-owned.&lt;br /&gt;
* [[Skrell]] representing the Coalition of Colonies can only originate from [[Xanu Prime]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===List of Interest Groups===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Following the aftermath of the [[KING OF THE WORLD#READE FALLS!|35th&#039;s invasion]], Sol Alliance consular officers are not welcome aboard the Horizon.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representative of the expansive Coalition, you are entrusted to act as the link between all the members of the COC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
* Keep in mind that as a Coalition representative, you&#039;ll probably be representing a planet (such as [[Galatea]] or [[Himeo]]) as well. Don&#039;t be afraid to show bias in the way you conduct diplomacy; not every nation in the Coalition likes each other.&lt;br /&gt;
&lt;br /&gt;
=== [[Elyra|Serene Republic of Elyra Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* You represent the Republic of Elyra, and are a link between the Stellar Corporate Conglomerate and Elyra in the wake of a shaky relationship between the two nations. You advocate for Elyran citizens, though whether or not you choose to treat the [[Republic_of_Elyra#Elyran_Synthetics_and_Citizenship|synthetic citizens of Elyra]] the same as organic citizens is up to you.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the ship and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with SCC authorities is also necessary due to the strict bounds between the Republic and the corporations.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with the SCC is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with the SCC is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen for their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Izweski Hegemony|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on SCC vessels and keep the relations between the [[Stellar Corporate Conglomerate]] and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039; or &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Izweski Hegemony|Lord of Moghes]] in some way.&lt;br /&gt;
* Hosting feasts in honour of the Hegemon is always fun. Let everyone know you&#039;re rich by paying for all their meals for the shift.&lt;br /&gt;
* If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. You should discuss this with an Unathi lore writer to determine the result of your representation.&lt;br /&gt;
&lt;br /&gt;
=== [[Nralakk Federation|Nralakk Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the ship to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the ship to offend their host, while not being a complete pushover.&lt;br /&gt;
** Federation Consular Officers also have standing instructions to report back to the Federation on [[Nralakk_Federation#Social_Credit_System | Inductive and Deductive actions]] of any federation citizens that they observe for review. This should be done via fax or other long-range communications.&lt;br /&gt;
* Consulars for the Nralakk Federation are always [[Nralakk_Federation#Social_Credit_System | Primary Numericals]], model citizens of the Federation.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispel all perceived inaccuracies about Dominians first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Possibly the only faction that can be both a consular officer and a corporate representative, you&#039;re here to ensure its citizens, employed by various corporations, are gaining profit for the collective and to ensure the continued relations between the Stellar Corporate Conglomerate and the Golden Deep.&lt;br /&gt;
* A Golden Deep Consular Officer are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners. Naturally, Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
===[[The Commonwealth of Hieroaetheria]]===&lt;br /&gt;
* As a Representative of the Commonwealth, you are entrusted to act as a link between all nations of the Commonwealth, their people, and Hieroaetheria as a whole. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Starting Out==&lt;br /&gt;
&lt;br /&gt;
You spawn in the Consular&#039;s Office, potentially alongside another consular. After a few minutes, your fax machine will print out a list of randomised objectives that you can use as a jumping-off point for roleplay. You have a secure safe in their office, which you can enter a five-digit code to lock and unlock. Don&#039;t forget it! You also have a closet of clothing, paperwork supplies, and sundry to help fill out forms and make notes on the operations of the ship and how your interest group is performing.&lt;br /&gt;
&lt;br /&gt;
You also spawn with an energy pistol. This pistol is not very powerful, and it does not give you license to jump into a firefight and start shooting. Remember, you&#039;re a diplomat.&lt;br /&gt;
&lt;br /&gt;
You also get access to an external communications link in your fax machine, which enables you to contact your superiors. Any faxes you receive will be sent to the CCIA team for an in-character response.&lt;br /&gt;
&lt;br /&gt;
== Diplomatic Immunity ==&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth; you are not, strictly speaking, a necessary component of the ship’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even a part of the ship&#039;s crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the ship’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|ship Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re all set up and your coffee cup is filled, it&#039;s time to start your duties. But what are your duties? A Consular&#039;s tasks typically consist of the following:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Raising awareness:&#039;&#039;&#039; It&#039;s your job to spread the good word of your nation, whether it be encouraging others to trade in their citizenship or merely fostering good relations with other nations. Talk to other people, host parties and dinners, share trivia about your nation over the entertainment channel.  &lt;br /&gt;
# &#039;&#039;&#039;Overseeing your citizens:&#039;&#039;&#039; Whether it be keeping an eye on the citizens to make sure they&#039;re not skirting any laws abroad, or helping a newer worker acclimatise to a strange, foreign land, it&#039;s important to check in with your citizens and ensure they&#039;re happy, healthy, and being treated well by the rest of the crew. &lt;br /&gt;
# &#039;&#039;&#039;Head off mistreatment:&#039;&#039;&#039; If you suspect one of your citizens is being unfairly treated by other crew or command, it&#039;s your job to get your foot in the door and advocate for your fellow citizens! An example would be contacting the [[Captain]], [[Executive Officer]], or [[Job_Guides#Security|Security]] when you suspect someone from your nation is in danger or has been wronged. Another would be vocally protesting in response to someone from your interest being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Be reasonable with this.&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Play favourites:&#039;&#039;&#039; Your citizens are priority above all. Part of diplomacy is making sure everyone is treated equally, and sometimes certain people are a little more equal than others. Try to be subtle about this; going too hard on playing favourites may, in the worst-case scenario, be a [https://aurorastation.org/rules.html rule break]. If in doubt, adminhelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Station Procedure#Representatives and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the ship chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The consular does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the consular&#039;s privilege.&lt;br /&gt;
* The consular&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
&lt;br /&gt;
== Shadow Government ==&lt;br /&gt;
Should you find yourself selected as a traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Aide==&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #166294&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND SUPPORT&lt;br /&gt;
|imagebgcolor = #BFC6E0&lt;br /&gt;
|img = Corporateliaison-nbt.png&lt;br /&gt;
|jobtitle = Diplomatic Aide&lt;br /&gt;
|access = The Consular&#039;s Office.&lt;br /&gt;
|difficulty = Low&lt;br /&gt;
|education = Highly dependent on faction and position; however as an aide, a completed degree is not required.&lt;br /&gt;
|superior = [[Job_Guides#Command|Ship Command]], [[Consular Officer]], and your nation.&lt;br /&gt;
|duties = Assist your Consular with whatever they require.&lt;br /&gt;
|guides = [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Diplomatic Aide&#039;&#039;&#039; is an assistant to a Consular on-board the vessel. Your duties are highly reliant on your Consular, who may choose to give you as much or as little work as they wish. This can be anything from monotonous paperwork to acting as their bodyguard. However, these duties should remain within the day-to-day expectations of a Consular. Anything that is out of the ordinary, or requires a stamp, signature of authority, or particular experience should remain within the duties of the Consular alone. You are here to make their life easier, not replace them.&lt;br /&gt;
&lt;br /&gt;
Remember, you have &#039;&#039;&#039;no&#039;&#039;&#039; diplomatic authority or power by default. While you may be here to assist the Consular, you do not hold the same authority as them. Furthermore, you are not protected by Directive 12; while you are capable of refusing absurd orders the same as any other crewmember would (in the same sense that the Captain can&#039;t tell you to rob a peaceful docked merchant), you &#039;&#039;&#039;can&#039;&#039;&#039; serve brig time for low-level infractions.&lt;br /&gt;
&lt;br /&gt;
The Diplomatic Aide role is, by default, not available. A Consular Officer in the round must open the role themselves before it can be chosen.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=32601</id>
		<title>Tau Ceti Foreign Legion</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=32601"/>
		<updated>2024-03-26T09:32:55Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: adds information about why outdated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{outdated&lt;br /&gt;
|info = This was written for an ERT that is no longer present on the station. However, the page still contains useful information.}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #05A3A4&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ELITE&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Tcfl9.png&lt;br /&gt;
|jobtitle = Tau Ceti Foreign Legion&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|superior = The Biesel Government&lt;br /&gt;
|duties = Make sure the station is secure.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Tcflposter.png|thumb|400px|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
&lt;br /&gt;
Founded in 2459, the Tau Ceti Foreign Legion is the primary armed forces of the [[Republic of Biesel]] that is primarily comprised of volunteer immigrants and external parties seeking citizenship or stakes in Tau Ceti, which the Republic offers in exchange for enlistment and service. The Legion has been used countless times to ensure the sovereignty of the [[Republic of Biesel]], including the deployment of the forces to combat the [[KING OF THE WORLD| Second Solarian Invasion of Biesel]] in 2462, as well as across the colonies within the Corporate Reconstruction Zone to ensure compliance as well as loyalty. &lt;br /&gt;
&lt;br /&gt;
The Legion has expanded considerably since its inception, and with their promotion to the official armed forces of the [[Republic of Biesel]] in 2464 brought with it considerable boons, including a huge increase to their funding, being awarded by the Republican Congress after President Dorn announced the signing of the People’s Protection Act - which included in it provisions in which allows megacorporations to sponsor the Legion. This extra funding has allowed the Legion to significantly upgrade and expand their arsenal, discarding their previous repurposed apparatus in favour of more modern weaponry. Shortly after its promotion, the Legion updated its training tactics to more modern methods and introduced the Tau Ceti Foreign Legion Reserve, allowing for enlisted members of the organization to continue to serve even whilst travelling abroad, however time within the Reserve does not contribute to citizenship requirements.&lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Foreign Legion is currently deployed throughout the [[Corporate Reconstruction Zone]] in an effort known as the Peacekeeper Mandate,  the aim of the Peacekeeper Mandate is a combination of ensuring civil unrest quelled, as well as ensuring the [[Stellar Corporate Conglomerate]] can expand its influence across the region - most importantly, to also allow it to exploit whatever it can. Despite their recent equipment upgrades, the Tau Ceti Foreign Legion still struggles to enforce the Peacekeeper Mandate, even with the assistance of the [[Private Military Contracting Group]].&lt;br /&gt;
&lt;br /&gt;
It has been noted by many within the ranks of the Tau Ceti Foreign Legion that there is bias to non-humans, mostly with non-humans being more likely to be deployed to dangerous regions where injuries are more likely to occur. Several have also come forward regarding their belief that they were denied a promotion within the Legion simply for being non-human, despite them outperforming their human counterparts in various fields. &lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Foreign Legion Corporate Scholarship was unveiled by the [[Stellar Corporate Conglomerate]] shortly after its elevation to the official armed forces of the [[Republic of Biesel]]. Employees are able to apply and have their tuition paid by their parent megacorporation. However, employees must be enlisted within the organization. Veterans and those not yet enlisted need not apply, as only active Legion members can be granted the scholarship&lt;br /&gt;
&lt;br /&gt;
==Who am I?==&lt;br /&gt;
You are a volunteer or officer of the Tau Ceti Foreign Legion, a sparsely trained government official given the authority to respond to and solve issues in and around Republic space. &#039;&#039;&#039;You are a member of Task Force XIII - Fortune.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon spawning upon BLV The Tower, you will be given a number of choices. So let&#039;s talk you through them:&lt;br /&gt;
&lt;br /&gt;
The first pop-up you will get is to enter your name, don&#039;t forget your rank though!&lt;br /&gt;
For your first time it is advised you label yourself as a &#039;&#039;&#039;Volunteer Officer (Vol. [name])&#039;&#039;&#039;. As you become more experienced you may well get a chance to be a squad leader, known as a &#039;&#039;&#039;Prefect (Pfct. [name]).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The full rankings and their abbreviations are:&lt;br /&gt;
&lt;br /&gt;
Pfct. [name] - Prefect Melons&lt;br /&gt;
[[Image:Biesel calls.png|thumb|400px|Another recruitment poster for the Tau Ceti Foreign Legion, showcasing the benefits Synthetics gain when enlisting.]]&lt;br /&gt;
Lgn. [name] - Legionnaire Melons&lt;br /&gt;
&lt;br /&gt;
Vol. [name] - Volunteer Officer Melons&lt;br /&gt;
&lt;br /&gt;
All species found on the Horizon can be a member of the Foreign Legion emergency response team. There is no species restriction on TCFL lead officers.&lt;br /&gt;
&lt;br /&gt;
==Who else is in my team?==&lt;br /&gt;
Alongside you will be other officers, generally 2 or 3, but depending on the situation we can have multiple teams working together. In addition to volunteers, there will be the senior officers responsible for leading the team.&lt;br /&gt;
&lt;br /&gt;
You can identify who is who by three separate visual representations. These are distinguished by accessories provided to the specific members of the team that can be pinned to your armor&#039;s chestpiece by holding the accessories in your hand and clicking on the chestpiece. This works for the normal vest armor as well.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volunteer&#039;&#039;&#039; (Vol.) - Your armor has no ribbons or specialist pins and is a bright blue across its entirety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legionnaire&#039;&#039;&#039; (Lgn.) - Your armor has two bright yellow markers, an accessory able to be placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prefect&#039;&#039;&#039; (Pfct.) - Your armor has a long ribbon across your right shoulder wrapped around your arm and a solemn pin across your left breast. It is an accessory placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
==What do I do?==&lt;br /&gt;
&lt;br /&gt;
As a member of the Tau Ceti Foreign Legion, your objective is to handle the emergency situation that the station has reported by any means necessary, and return the station to normal operations. &lt;br /&gt;
&lt;br /&gt;
You have a selection of moderately powerful equipment and a set of ID cards with basic access to most departments and maintenance across the station. You carry the authority of the Republic government, however, note that this may very well be deemed irrelevant in the face of NanoTrasen or the crew given circumstance. One should use this authority to assist in remedying the situation on board and to further any set objectives in place by the team lead. You can get to the station via either the Dropship (BLV Chariot), or the individual drop pods.&lt;br /&gt;
&lt;br /&gt;
Once the emergency is contained, your team is expected to depart, or at worst, facilitate an evacuation or emergency crew transfer.&lt;br /&gt;
&lt;br /&gt;
As a member of the team you have a choice of three specializations and one possible ghost role:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volunteers&#039;&#039;&#039; - Drawn from on-call volunteers, these are moderately versed in weapon handling drills, hand to hand combat, arresting procedures as well as other skills such as basic first aid. Unmarked hardsuits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Legionnaires&#039;&#039;&#039; - More specialized team members who are more often than not paid, these are well versed in most engineering procedures and can get the team wherever they need to go. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Legionnaires&#039;&#039;&#039; - Also specialized team members, well versed in most field treatments and surgical procedures to keep their team or the crew alive. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Legionnaires&#039;&#039;&#039; - While only available as a ghost role, the pilot is also a specialized team member. They are well versed in piloting anything they can get their hands on.&lt;br /&gt;
&lt;br /&gt;
==What tools do I need?==&lt;br /&gt;
The specific tools you will need will vary by situation, but can be split into 2 categories, your essential tools and your task specific tools.&lt;br /&gt;
&lt;br /&gt;
=== All ===&lt;br /&gt;
Every Tau Ceti Foreign Legion volunteer dons the same uniform and sets of armor with ranks distinguished by accessories mentioned previously. These are as follows -&lt;br /&gt;
* Retrofitted Military Hardsuit Control Module: A refit of a very old construction hardsuit. Essentially your only EVA gear so take it if there&#039;s any chance you&#039;re entering vacuum.&lt;br /&gt;
* Foreign Legion Armored Suit: A set of armor and a helmet with much the same protection of the hardsuit without the massive slowdown.&lt;br /&gt;
&lt;br /&gt;
=== Volunteers ===&lt;br /&gt;
* Tactical Shield: A collapsing tactical shield.&lt;br /&gt;
* Black Webbing Vest: A webbing vest.&lt;br /&gt;
* Night Vision Goggles: Standard night vision goggles.&lt;br /&gt;
* Handcuffs: Self explanatory.&lt;br /&gt;
* Combat Belt: Holds grenades, ammunition, C4 and other things. Always get one.&lt;br /&gt;
* Stun Baton: It&#039;s a stun baton.&lt;br /&gt;
* Flash: A standard flash.&lt;br /&gt;
&lt;br /&gt;
Now, onto the weapons you can pick.&lt;br /&gt;
&lt;br /&gt;
* Plastic Explosives: Precise explosives that blow up the wall or airlock or floor you place them on. Self explainatory, bring one or more if you need to break into an area you have no access to, such as a bolted AI core.&lt;br /&gt;
* Bolt Slinger: A long blaster rifle that must be wielded to fire accurately. Has a scope and a large ammo capacity.&lt;br /&gt;
* Blaster Carbine: A short, inaccurate blaster which can be fired with one hand and stored in backpacks. Has burst fire.&lt;br /&gt;
* Blaster Pistol: A tiny blaster pistol meant for self defense. Has burst fire.&lt;br /&gt;
* Gauss Thumper: A huge unwieldy ballistic rifle and the only ballistic weapon available to the TCFL. Seven shots, decent damage, can be loaded with ion slugs for pesky synthetics.&lt;br /&gt;
&lt;br /&gt;
You will have access to a vendor - the SecTech which sells the standard things such as flashes, pepperspray and handcuffs.&lt;br /&gt;
&lt;br /&gt;
=== Engineering Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
The engineering area has a lot of things, but most of them won&#039;t be used often. Let&#039;s look at the things you&#039;ll be using often.&lt;br /&gt;
&lt;br /&gt;
* Insulated Gloves: Essential for any manipulation of powered wires. Don&#039;t hack anything without these. &lt;br /&gt;
* RCD: Useful for deleting doors, floors, walls or making them.&lt;br /&gt;
* Tool Belt: Get one. You&#039;ll need it for the tools.&lt;br /&gt;
* Superior Welding Goggles: Pretty useful when you aren&#039;t wearing a hardsuit, as the hardsuit already provides eye protection.&lt;br /&gt;
* Emitters: Sometimes you will be called to deal with blobs, or you&#039;ll need to get into the AI core. Emitters are useful for this, so if you need them, bring them. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
There are various vending machines, and you&#039;ll need those. Let&#039;s take a look at them.&lt;br /&gt;
&lt;br /&gt;
* Vendomat: Sells proximity sensors, igniters, remote signaling devices and such. Not really useful.&lt;br /&gt;
* YouTool: Sells the tools you will need.&lt;br /&gt;
* EngiVend: Sells multitools, mainly. Also sells various electronics.&lt;br /&gt;
* Robco Tool Maker: Sells everything that the YouTool and EngiVend sell, in addition to other things. &lt;br /&gt;
&lt;br /&gt;
=== Medical Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
* A freezer with bloodpacks.&lt;br /&gt;
* On the table next to the freezer, you will find all the medkits you will need. &lt;br /&gt;
* Hyposprays: There are 6 total hyposprays. Grab however many you need.&lt;br /&gt;
* Medical Belt: Grab one to stuff your trauma kits and hyposprays in.&lt;br /&gt;
* Your chem dispenser 3000 is one of a kind. It&#039;s able to instantly distribute pretty much every chemical you will ever need. Fill beakers and hyposprays using it.&lt;br /&gt;
* IV Drip: Self explanatory. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
=== Pilot Legionnaire ===&lt;br /&gt;
* Their uniform.&lt;br /&gt;
* Their jacket.&lt;br /&gt;
* A padded helmet. &lt;br /&gt;
* A blaster pistol.&lt;br /&gt;
* A burning need for speed.&lt;br /&gt;
&lt;br /&gt;
=== Prefect ===&lt;br /&gt;
&lt;br /&gt;
The Prefect&#039;s room contains a lot of useful things. Let&#039;s look at everything.&lt;br /&gt;
&lt;br /&gt;
* InteliCard: It&#039;s an intelicard for carding artificial intelligences.&lt;br /&gt;
* Death Alarms: Distribute to your team if you need to.&lt;br /&gt;
* Seniority Ribbon: Pin these to your chestpiece.&lt;br /&gt;
* Energy Knife: This is a better tactical knife. Shove it in your boot.&lt;br /&gt;
* Energy Barrier: It&#039;s a massive shield, can fit in your pocket.&lt;br /&gt;
&lt;br /&gt;
== The Garage ==&lt;br /&gt;
Beyond the standard Armory, there are three vehicles that can be chosen should the situation warrant it, defer to your Prefect for permission should you desire to take one. They are located in south eastern portion of the base. They are:&lt;br /&gt;
* Retrofitted Speeders: Slow in atmosphere, extremely fast in EVA. Useful for moving across the surface quickly and not getting lost forever.&lt;br /&gt;
* Combat APLU: A slightly intimidating APLU with a welder laser, additional armor, two passenger compartments and a drill. Useful in most any situation, though slow.&lt;br /&gt;
* Odysseus: This one is much more useful if the Medical specialists were to decide to take it.&lt;br /&gt;
&lt;br /&gt;
== Assault Armory ==&lt;br /&gt;
On top of the normal armament available to the TCFL, there is a special equipment storage reserved for Admin and Event use, locked behind unlabelled blast doors. Inside is:&lt;br /&gt;
* Jotun: An aging Alliance main battle tank which is impervious to mostly any armament obtainable on station. Uh oh.&lt;br /&gt;
&lt;br /&gt;
== Working On The Horizon: The Reserves ==&lt;br /&gt;
&lt;br /&gt;
It is possible to be in the Tau Ceti Foreign Legion&#039;s reserves and also work on the Horizon. Your enlistment will only became relevant should you be activated by the Legion if Tau Ceti needs more personnel.&lt;br /&gt;
&lt;br /&gt;
1) Working for the Legion is like taking a 2nd job. The split in responsibilities, and the split in loyalties to a government agency and the private conglomerate that is the SCC, means you cannot be both part of the legion and in Security or Command.&lt;br /&gt;
&lt;br /&gt;
2) All rules on escalation and emergencies still apply. You should not use your status as a legionnaire to self-antag, hunt down antagonists, or otherwise throw yourself into station emergencies.&lt;br /&gt;
&lt;br /&gt;
3) Don&#039;t cryo or ghost as your character then spawn in as that character in an incoming Legion squad. It&#039;s embarrassing and would make you look desperate.&lt;br /&gt;
&lt;br /&gt;
4) Don&#039;t ask incoming Legionnaires to give you weapons or gear when they&#039;re coming in. You can help in your current job by doing that job - or staying out of the way unless asked.&lt;br /&gt;
&lt;br /&gt;
The Legion is styled as a militia rather than a professional military force. You could expect people like your neighbors, local members of the community, immigrants looking for a new life and the average joe to join up rather than a career soldier. &lt;br /&gt;
&lt;br /&gt;
The highest rank you can be as an on-ship reserve Legionnaire is a Volunteer or Legionnaire. If you are a Legionnaire, try picking a job that compliments your specialty, like engineering or medical doctor.&lt;br /&gt;
&lt;br /&gt;
In terms of special skills, a member of the TCFL has a reason to have the knowledge to use voidsuits or hardsuits, and anything in the basic first aid kits.&lt;br /&gt;
&lt;br /&gt;
Reserves abroad are trusted to keep fit enough that they can continue their duties again if called up and can expect a short refresher course upon returning to Tau Ceti should the Republic have need of them.&lt;br /&gt;
&lt;br /&gt;
Active duty Volunteers train 1 - 3 days a week on a flexible schedule and get access to scholarships and specialized in-house training that can let them advance to become Legionnaires.&lt;br /&gt;
&lt;br /&gt;
Active duty Legionnaires train 3 - 4 days a week, giving a higher time investment, and are either coming from a specialized profession or plan to get into one when they&#039;re out.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Republic_of_Biesel&amp;diff=32600</id>
		<title>Republic of Biesel</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Republic_of_Biesel&amp;diff=32600"/>
		<updated>2024-03-26T07:43:41Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: /* History */  corrects year and rearranges order of events permission from lavilloid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Biesellites&lt;br /&gt;
 |Scientific = H. Sapiens, S. Sapiens, T. Sapiens, U. Sapiens, D. Primis, V. Sapiens&lt;br /&gt;
 |Image = Bieselcitizens.png&lt;br /&gt;
 |System = [[Tau Ceti]]&lt;br /&gt;
 |World  = [[Biesel]]&lt;br /&gt;
 |Language = Tau Ceti Basic&lt;br /&gt;
 |Politic = The Republic of Biesel&lt;br /&gt;
 }}&lt;br /&gt;
[[Image:Republicofbieselflag.png|thumb|400px|Flag of the Republic of Biesel.]]&lt;br /&gt;
[[File:Pixel Planet Biesel1.png|thumb|left|Biesel seen from orbit.]]&lt;br /&gt;
[[File:NewGibson weather.png|thumb|256px|left|A view of New Gibson.]]&lt;br /&gt;
In the core worlds of Humanity’s power and built upon the center of the largest phoron deposits in the known galaxy, the &#039;&#039;&#039;Federal Republic of Biesel&#039;&#039;&#039; is an independent state and the economic and social centre of the [[Orion Spur]]. The very young Republic as it is known today came to be in 2452, and since its populace has flourished as [[NanoTrasen]] has tightened a vice grip over its government structure. Present at every level of government and carrying its economy into a new age, NanoTrasen is unofficially the most influential force in the system in which the Republic resides, [[Tau Ceti]]. The extent of the official power of the Republic of Biesel extends across much of the formerly Solarian middle and outer ring, reaching to now border the massive [[Coalition of Colonies]]. Tau Ceti is one of the most populated systems in Human space, and easily the richest in the galaxy thanks to NanoTrasen. &lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel&#039;s recent expansion into former Solarian territories has been met with both applause and total rejection from its populace. Now, there remains a huge region of space referred to as the [[Corporate Reconstruction Zone]] where new colonies reach delayed and substandard treatment from the core Tau Ceti system. While this receives criticism, it is often unavoidable seeing as the chaos from the Solarian collapse has left supply lines strained or even inoperable.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
The Republic of Biesel has expanded greatly since the Solarian Collapse, moving from its home system of [[Tau Ceti]] to encompass what is now known as the Corporate Reconstruction Zone.&lt;br /&gt;
&lt;br /&gt;
===[[Biesel]]===&lt;br /&gt;
The capital of the Republic and its namesake, Biesel is where many [[megacorporations]] have moved their primary base of operations to after the Solarian Collapse and recession. Biesel&#039;s first colony was established in 2147; a comfortable and temperate planet, it proved a valuable location for agriculture and manufacturing, and Biesel has become one of the most wealthy and influential planets in human space. Most of the major corporations operated on Biesel before its independence, but since the creation of the Free Trade Zone, they have been gradually bought out or undermined by the larger megacorporations. [[NanoTrasen]] and its subsidiaries account for the majority of business in Biesel and Tau Ceti today.&lt;br /&gt;
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===[[Valkyrie]]===&lt;br /&gt;
The moon of Biesel, the Commonwealth of Valkyrie is a member-state of the Republic that contributes strongly to its economy through its status as a major shipping and trade port. Goods from all over the Spur, legal and illegal, can be found in the twisting streets of Valkyrie, and it acts as a layover for many tourist vessels and trade ships moving across the galaxy.&lt;br /&gt;
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===[[New Gibson]]===&lt;br /&gt;
New Gibson is the second exoplanet to be colonized by humanity, shortly after the initial success of Biesel&#039;s colonization attempt in 2147. It is the industrial workhorse of the Tau Ceti system, containing a rich and valuable resource poolwith the highest concentrations of many valuable minerals of any planetary surface in Tau Ceti. While New Gibson has a complex dedicated to virtually all industries, its major players are shipbuilding and wide-ranging manufacturing adjacent to its titanic planetary mines. In the cavernous pitfalls and valleys of New Gibson resides both its thriving mining economy and its greatest dangers.&lt;br /&gt;
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===[[Mictlan]]===&lt;br /&gt;
&lt;br /&gt;
Formerly a Solarian colony, Mictlan has become integral to the Stellar Corporate Conglomerate’s plans for expanding their influence within the unstable region of the Orion Spur. However, many protested against the sudden shift to the Republic of Biesel, taking up arms as they began forcefully pushing back against the corporate occupation of their planet – eventually resulting in military intervention by the Republic of Biesel, as they instituted the Peacekeeper Mandate to begin to wrestle control back into their hands.&lt;br /&gt;
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After a long and protracted guerilla war between the Tau Ceti Armed Forces and the Samaritans, in late 2465 [[Hasta La Victoria Siempre Arc|Mictlan eventually managed to secure its status as an independent member-state within the Republic]], and now enjoys relative freedom from corporate influence. However, stratification and corporate influence still seperates much of the population, and time will tell if the economic protections the government has put in place will hold against the influence of the Stellar Corporate Conglomerate.&lt;br /&gt;
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===[[Port Antillia]]===&lt;br /&gt;
&lt;br /&gt;
A very recently settled planet, Port Antillia had great ambitions of being a vital port between the Jewel Worlds and the [[Republic of Elyra|Serene Republic of Elyra]]. Due to its novel colonisation, it faced severe struggles, which were exacerbated by frequent natural disasters. Ultimately this resulted in its early collapse - only really seeing itself somewhat stabilised nearly a century later. It has its roots within the nations which formed the Caribbean Federation, who found themselves facing extinction from the ecological crisis that Earth endured.&lt;br /&gt;
&lt;br /&gt;
Despite millions becoming part of the colonisation effort, no one truly knew the dangers present on Port Antillia. Due to its relative youth on the cosmic scale, the planet experiences earthquakes rather frequently, which produce tsunamis that pose a threat to cities that dot the coasts of Port Antillia. Additionally, volcanic activity is yet another persistent danger with some of the largest eruptions across the inhabited parts of Orion Spur being registered to the planet. Many of the major population centres are equipped to deal with these problems, but there are still minor settlements that have to contend with the hostile geological activity of the planet, with most residents having accepted that they are simply a part of life on Port Antillia.&lt;br /&gt;
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===[[Corporate Reconstruction Zone]]===&lt;br /&gt;
Formerly Solarian space, the Corporate Reconstruction Zone is the name for all systems occupied by the Republic of Biesel that are not within [[Tau Ceti]]&#039;s gravity well. These were occupied during the [[KING OF THE WORLD| King of the World]] arc and its finale, and after the Solarian Alliance retracted all necessary support to them. Essentially, the Alliance cut these colonies&#039; lifelines off, and only the Republic would step up to fill the void.&lt;br /&gt;
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The Zone, or the CRZ, is an area of instability and logistical chaos where once-Alliance colonies exist in relative peace compared to the adjacent [[Human Wildlands]]. This is owed to two factors: the presence of the lingering Stellar Corporate Conglomerate, and the federal authority of the Republic of Biesel backing them up. To avoid the ire of the Conglomerate as well as dealing with its allies, warlords and other major antagonistic factions refrain from entering these territories.&lt;br /&gt;
&lt;br /&gt;
Within the CRZ, slow progress is being made to restore order and rebuild the territories under a Biesellite banner. &#039;&#039;&#039;Not all of the colonies here are fully subservient to the Biesellite rule.&#039;&#039;&#039; In fact, this varies purely on an individual basis. Many find the collapse of the Alliance to be pinned on Republic scheming, while others accept the newfound administration with open arms.&lt;br /&gt;
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The logistical hurdle of providing for this mighty swath of space is one unforeseen to even those who willingly fell under Biesel&#039;s authority.&lt;br /&gt;
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==Economics==&lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel is a market capital economy, with strong investments in resource extraction, agriculture, shipping and handling, and manufacturing. It maintains the &#039;&#039;&#039;Biesel Standard Credit&#039;&#039;&#039; (电/CR) as its official currency, with the some segments of the Corporate Reconstruction Zone still utilizing the Solarian Standard Credit. It sees usage outside of the Republic, within the [[Izweski Nation|Izweski Hegemony]], who adopted it as their official currency following the collapse of the Solarian Alliance, and some sections of the [[Coalition of Colonies]] near the shared border, as well as the [[People%27s_Republic_of_Adhomai|People&#039;s Republic of Adhomai]]. The BSC is available in electronic, bankcard and traditional notes forms that have the symbol of a lit torch on them. Responsibility for the currency falls to the Central Biesel Banking Authority, which is located in District One of [[Mendell City]], the capital of the Republic of Biesel. It oversees monetary policy and the supply of the Biesel Standard Credit, with assistance from [[Idris Incorporated]]. Similarly to the Solarian Standard Credit, the BSC is able to function as a fiat currency.&lt;br /&gt;
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While all megacorporations hold a significant amount of power and trade within Biesel, NanoTrasen holds a significant monopoly within the Republic itself. The Free Trade Zone established shortly after independence in 2452 served to only reinforce their foothold. Many small or independent business owners struggle to maintain a profit in Tau Ceti; some are bought out or forced out by corporate influence, or have their prices undercut by the increasingly cheap labour present in the form of Bound Vaurca, IPCs, and simple synthetics.  &lt;br /&gt;
&lt;br /&gt;
Biesel has a significant presence in the medical technology industry, owing to the presence of Zeng-Hu Pharmaceuticals and NanoTrasen within the system. Its medical innovations include being the nation where dexalin and peridaxon were first synthesized, and it is one of the few nations that can export the incredibly rare miracle drug rezadone to other nations due to space fauna in the Romanovich Cloud being the source of carpotoxin.&lt;br /&gt;
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After a shocking play on part of [[Notable Humans#Noelle_Lopez-Zhang|Noelle Lopez-Zhang]], [[Einstein Engines]] acquired NanoTrasen&#039;s holdings in the Biesellite city of Phoenixport. This involved the [[Einstein Engines|Suzuki-Zhang Hammer Drive]], an experimental warp engine which was claimed by NanoTrasen to be not only a sham, but a copy of their own design. The ensuing legal battle ended up placing Phoenixport&#039;s holdings in Einstein&#039;s possession, for better or worse.&lt;br /&gt;
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== Politics and Government == &lt;br /&gt;
&lt;br /&gt;
In accordance with its Constitution, adopted after independence in 2452, the Republic of Biesel operates as a &#039;&#039;&#039;Federal Democracy&#039;&#039;&#039;. It has an elected president, Joseph Dorn, a Congress and Supreme Courts. Despite the fact that there are checks and balances between the branches of government, rumours persist that President Dorn has amassed political capital in order to have greater influence over the branches than stipulated in the constitution he is supposed to uphold. &lt;br /&gt;
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The Republic of Biesel is composed of two divisions; the State Senate (upper chamber) and the Tau Ceti Assembly of Spokespeople (lower chamber) which together form the legislative branch, Congress. Legislation will typically be created and passed by the Tau Ceti Assembly of Spokespeople. On the other hand, the State Senate focuses on bills, resolutions, amendments, and treaties - usually legal items that could drastically change the Republic of Biesel. When mentioning both entities, they are often referred to as the Republican Congress. &lt;br /&gt;
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The executive branch is composed of the presidency and the various ministerial departments that assist the presidency in running the government and implementing policies in the best interest of the citizens. All laws must be measured up to the Constitution of the Republic of Biesel, and those that can&#039;t pass this test are deemed null and void. This led to the creation of two apex courts, the Constitutional Court and the Supreme Court of Appeal, which function together to form the judicial branch.&lt;br /&gt;
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State healthcare and insurance is closely tied with megacorporations. Treatments beyond regular checkups (which are paid for by the state) tend to be costly, but are usually at least partially covered by insurance plans. Most insurance plans are offered by megacorporations when they are offered, and vary in their coverage, meaning an individual of a low economic class can easily be rendered bankrupt by a freak accident or unusual illness. Biesel, in particular Mendell City, has some of the most advanced medical technology available in the Spur owing to their proximity to Zeng-Hu Pharmaceuticals and NanoTrasen. However, medical doctorates and surgical degrees are carefully kept at near-shortage by the Republic; this is very likely due to corporate influence on parliament, to keep wages for degree-holders high.&lt;br /&gt;
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=== Political Ideologies ===&lt;br /&gt;
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*&#039;&#039;&#039;Biesellite Corporatocracy&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Rooted within the belief that the Republic of Biesel should strive to create an environment that incentivises economic growth and prosperity, Biesellite Corporatocracy sees the megacorporations – specifically NanoTrasen and the rest of the Stellar Corporate Conglomerate – having significant influence in the free market. Megacorporations see themselves replacing the services meant to be provided by the government, ranging from simple things such as basic amenities like water and power to even entirely sourcing welfare services through employment programmes. Though it has been criticised throughout the greater Orion Spur, Biesellite Corporatocracy is one of the more successful attempts at the ideology – with the Republic of Biesel maintaining its dominance as the economic hegemon of the Spur. Biesellite Corporotocracy advocates for equal rights across sentient species – including synthetics, most likely to increase the megacorporations’ available workforce.&lt;br /&gt;
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*&#039;&#039;&#039;Valkyrian Libertarianism&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Founded on the ideals of freedom, equality and dignity, the Republic of Biesel frequently claims to protect the light of liberty and ensure that it keeps shining – which has seen it become a beacon for those fleeing both persecution and prosecution from their homes, or seeking greener pastures. Valkyrian Libertarianism strives to identify, protect and enforce the rights of sentient beings and minimise state encroachment and violations of sentient liberties. Valkyrian Libertarianism is a proponent for stimulating economic activity through incentivising business. A worrying policy that clashes with the Stellar Corporate Conglomerate as the advantages aren’t just aimed at them – but instead of any and all business, no matter the size. Valkyrian Liberatianism seeks to remove the Conglomerate’s monopoly and create an environment that would be advantageous to any entrepreneur, something that cannot be done as long as the Conglomerate maintains an iron fist on its economy. They are fierce advocates for synthetic rights, and regularly vote in a pro-synthetic manner. &lt;br /&gt;
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*&#039;&#039;&#039;Biesellite Hadiism&#039;&#039;&#039;&lt;br /&gt;
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Theorized by the People&#039;s Republic of Adhomai&#039;s migrants, Biesellite Hadiism seeks to apply President Hadii&#039;s teachings to Tau Ceti&#039;s situation. This ideology supports the creation of a strong government supported by the existing megacorporations to provide its people with a robust welfare system. Biesellite Hadiism preaches equality for all species; a system built by immigrants from all races should ultimately provide to them all without discrimination. Unlike the Adhomian version, this Biesellite Hadiism abandoned the hopes of creating a superculture and merely believes in protecting each species&#039; traditional values. This ideology is notorious for its authoritarian tendencies: Biesellite Hadiists want to concentrate unlimited powers in the hands of the President. Because of the Solarian Alliance’s stance on the Tajara, the ideology supports the expansion of the Tau Ceti Foreign Legion into a large military force. &lt;br /&gt;
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*&#039;&#039;&#039;Gibsonite Social Democracy&#039;&#039;&#039; &lt;br /&gt;
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Arising sometime after the Crisis of 2294, Gibsonite Social Democracy is a movement that understands the necessity for a balance between the free market and a functioning welfare state – and that the two need not be mutually exclusive, and can exist in harmony with one another through changes in the current status quo. Seemingly a blending of Solarian Social Democracy and Xanusanii Social Democracy, Gibsonite Social Democracy has managed to spread across the Republic of Biesel, much to the dismay of the Stellar Corporate Conglomerate. It advocates for a more regulated economy, increased defence spending and stricter immigration policies to ensure that those coming to Tau Ceti will contribute to its growth, and not hinder it. It seeks to levy increased corporate taxes on the megacorporations, break their monopolies, and fund various welfare programmes instead of relying on the Conglomerate to fill the state’s shoes. Due to the presence of Skrell on New Gibson, the movement has seen anti-synthetic sentiments infiltrate its followers – and they are a proponent of restricted artificial intelligence, and are vehemently against granting synthetic rights. &lt;br /&gt;
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*&#039;&#039;&#039;Cetian Conservatism&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Created by the repeated onslaughts by the Solarian Alliance against the sovereignty of the Republic of Biesel, Cetian Conservatism seeks to transform the Republic from an economic hegemon and to become a military one. It is also a proponent for increased defence spending, and upholding the traditional values of the Republic of Biesel and what it was founded on – tracing back to its initial colonisation. Cetian Conservatism, similarly to its Solarian counterpart, advocates for increased federalism – where the overarching government should be restricted and prevented from infringing on the individual member-states of the Republic of Biesel, and not infringing on their authority regarding internal matters. They are ambivalent about the presence of megacorporations but do agree with other ideologies&#039; desire to break up their monopolies. Similarly to Gibsonite Social Democracy, Cetian Conservatism is against any further granting of synthetic rights and wishes to see them removed.&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;
=== Political Parties ===&lt;br /&gt;
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*&#039;&#039;&#039;Biesellite Free-Market Party (47%)&#039;&#039;&#039; &lt;br /&gt;
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Adhering to Biesellite Corporatocracy, the Biesellite Free-Market Party advocates for its namesake, a free market economy, mostly through taking a laissez-faire approach through the deregulation of the economy and fostering an environment where the megacorporations can prosper. It has been vocal and resolute in its support of the Tau Ceti Foreign Legion and the [[Tau Ceti Armed Forces]], as well as universal citizenship. Led by President Joseph Dorn, the party seeks to continue the deregulation of various policies – especially immigration, where it sees the success of the Republic of Biesel as being founded on those that sought greener pastures and found it within the Republic. The Biesellite Free-Market Party has largely remained firmly in power since the nation’s independence and plans to continue to do so. Its immense influence within the politics of the Republic of Biesel comes as a thanks to the extensive (and expensive) lobbying efforts of the Stellar Corporate Conglomerate, as well as a combination of other factors. Zo’ra Hive and Unathi have formed an almost impenetrable voting block for the Biesellite Free-Market Party, mostly owing to their allegiances either to their Queens, or the megacorporations that brought them from their decaying homes. Though many have tried to sway these voters, they have ultimately been unsuccessful. &lt;br /&gt;
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*&#039;&#039;&#039;Cetian Social Democratic Front (20%)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Previously composed of several smaller parties that then formed a coalition in an attempt to gain additional sway within the politics of the Republic of Biesel, the Cetian Social Democratic Front is led by Gibsonite-born Skrell Zash Vi’tak. Most of its desired policy changes see influence from its adherence to Gibsonite Social Democracy, such as its proposed economic empowerment programme that aims to level the playing field through the encouragement and incentivisation of hiring non-synthetics. The Cetian Social Democratic Front has been vocal in their support for a basic universal income, through the introduction of a heavily-modified Skrellian Social Credit System that would allocate more funds to those that find themselves in impoverished circumstances – barring synthetics – through the levying of additional taxes on the megacorporations. The Front has made known its intention to break the Conglomerate’s monopolies but has had little success so far. &lt;br /&gt;
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*&#039;&#039;&#039;Progressive Party of Biesel (8%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by Montgomery, an IPC, the Progressive Party of Biesel stands as the direct opposition to the Cetian Social Democratic Front, using a more right-leaning combination of both Gibsonite Social Democracy and Valkyrian Libertarianism – believing that the megacorporations are not only advantageous but necessary to ensure that Biesellites can enjoy their freedoms. The Progressive Party of Biesel believes that state intervention should be considerably restricted, however, still remain integrated within the greater economy of the Republic of Biesel and create an environment that would stimulate it. Though it shares similar approaches to Biesellite Corporatocracy, it has a few notable caveats – it doesn’t believe that the Stellar Corporate Conglomerate should be the only one able to grow within the Republic of Biesel, and wishes to break up its monopoly to give opportunities to entrepreneurs, a promising opportunity for Einstein Engines to swoop in, and proliferate. They are staunchly against restricting sentient rights and believe that universal suffrage should be awarded – regardless of status. &lt;br /&gt;
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*&#039;&#039;&#039;Egalitarian Coalition of Biesel (10%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Egalitarian Coalition of Biesel, led by Harbinger of Peaceful Purposes, has a growing foothold within the Republic of Biesel and has seen a fast uptick in supporters following the annexation of the Corporate Reconstruction Zone. Though initially founded on Valkyrie, the Egalitarian Coalition of Biesel found itself pushed into the limelight thanks to the efforts of the Eternal Church and the Trinary Perfection – utilizing videos of their charity work to spread their values and ideals. It is a staunch follower of Valkyrian Libertarianism and seeks to ensure that sentient liberties are upheld, and ultimately preserve sentient rights through equality. Due to their links to both the Eternal Church and the Trinary Perfection, the Egalitarian Coalition is a proponent for sentient rights, and welfare programmes to help those that have been overlooked by the state – of which the party sees as a reason for their advocacy for regulated state interference. They are a strong proponent of decreased immigration controls. &lt;br /&gt;
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*&#039;&#039;&#039;Syndicated Union of Labourers (Banned)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Syndicated Union of Labourers is an antithesis to the Biesellite Corporacratic Party. Adhering to a more left-wing approach to Cetian Conservatism with elements of Himean Syndicalism, Valkarian Libertarianism and Gibsonite Social Democracy, the Syndicated Union of Labourers proposes to completely revolutionize the Republic of Biesel – shifting it away from the depraved, exploitive practices of the megacorporations and giving rise to more associated worker rights. They seek to ultimately completely alter the Republican landscape with their manifesto and weaken the influence of the megacorporations – including Einstein Engines. They regularly hold demonstrations across Tau Ceti but have recently attempted to establish a foothold within the Corporate Reconstruction Zone in order to expand its supporter base. Due to its relative newness, it is unknown how they view sentient rights or non-human immigration. They were banned thanks to their links to the Samaritans and Founding Movement, those associated with them are often charged with anti-corporate sentiment. &lt;br /&gt;
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*&#039;&#039;&#039;Cetian Congress of Conservatives (15%) &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cetian Congress of Conservatives has become a beacon for all those that believe the Republic of Biesel’s traditional values is no longer being upheld or those with a notable dislike of Solarians. They have managed to remain within Tau Ceti’s political sphere as a result of the Solarian Alliance’s continued attempts to invade the Republic of Biesel – each time gaining popularity and support, using fearmongering tactics to spread their ideals. Their belief in Cetian Conservatism inspires their desire for policy changes, such as expanding the Tau Ceti Foreign Legion, increasing the defence budget, and further restricting the overarching government’s ability to interfere in the affair of its member-states. Though their popularity mostly finds itself rooted in the various Solarian incursions, it has seen some support from annexed territories in the Corporate Reconstruction Zone that agree with its policy on decentralisation and increased power to local governments. It is led by Adalet Uysal, who is a known mechanophobe – which seems to have proliferated throughout the party. &lt;br /&gt;
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*&#039;&#039;&#039;Hadiist Party of Biesel (4%) &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally founded by the People&#039;s Republic of Adhomai migrants, the Hadiist Party of Biesel is one of the smallest existing parties, but thanks to its idiosyncrasies, it attracted a lot of attention. While it is considered to be nothing but a curiosity in Tau Ceti&#039;s political system, the Hadiist Party of Biesel, because of its policies of supporting the Tajaran population, is becoming increasingly popular with the Tajara. Its current leader is Chairman Matvei Karakhan, a People&#039;s Republic of Adhomai migrant who also created the Party and is the main proponent of Biesellite Hadiism.&lt;br /&gt;
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&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Biesel calls 2.jpg|400px|thumb|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
Being one of the closest systems to [[Earth]], Tau Ceti was one of the first systems considered for colonization by early interstellar travellers. Tau Ceti III, which would later be known as [[Biesel]], was discovered to be a roughly Earth-sized planet with an oxygen-nitrogen atmosphere, immediate plans were made for its settlement. The SAEV Winterbottom was the first [[Sol Alliance]] ship to enter the Tau Ceti system, landing on Biesel in 2147.&lt;br /&gt;
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=== Colonizing Tau Ceti (2152 - 2207) ===&lt;br /&gt;
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Shortly thereafter, in 2152, Biesel&#039;s moon of [[Valkyrie]] became home to several mining bases and research facilities. As Biesel became more established, the Winterbottom crew surveyed the nearby Tau Ceti IV, later christened [[New Gibson]], finding it a haven for iron, gold, silver, copper, and Helium-3. Mining operations were established by the fledgeling [[Hephaestus Industries]] and several independent entrepreneurs, and these would eventually grow into mining colonies which have grown over the centuries into massive domed cities and industrial parks. From then on, the roles of the system&#039;s planets were clear; Biesel was the breadbasket and population centre, New Gibson its industry, and Valkyrie&#039;s future indicated a profitable life as an interstellar port.&lt;br /&gt;
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On January 1st of 2200, the colonial governor of Biesel, Charles Whitehorse, declared the advent of Biesel&#039;s new senate at midnight, and to many historians codified Biesel&#039;s growing culture of independence, individualism, and freedom. The population and arrivals from Sol were booming as [[Mars]] was steadily being terraformed; the Alliance began to offer subsidies for poverty-stricken citizens to move and develop the Tau Ceti system further. While some avoided New Gibson and Valkyrie&#039;s less-than-habitable conditions, this still led to a population boom in the system. For many, it seemed like life could only get better.&lt;br /&gt;
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In 2207, Hephaestus Industries established its first shipbuilding dock in Portsville, and other megacorporations were beginning to keep an eye on the growing system; [[Necropolis Industries]] established a base on Valkyrie, and [[Zeng-Hu Pharmaceuticals]] began to fund and sell equipment to hospitals on Biesel and New Gibson. Tau Ceti was politically quiet in contrast to the gradual unrest in the farther reaches of the [[Orion Spur]], making it a good go-between between the gradually splintering 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;
=== The Second Great Depression, the Interstellar War, and the Crisis of 2294 (2207 - 2294) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the century wore on, the Alliance started to centre their military presence on Tau Ceti as a waypoint between the restless frontier and civilized space. Military bases began to be constructed on the surface of Biesel, with New Gibson&#039;s manufacturing ability high in demand for more ships, more weapons, and more machines. The seeds of discomfort with the Alliance&#039;s rule began to be planted during this time, particularly on New Gibson. Much of the smaller industries funded by the inhabitants found themselves swallowed by larger off-world competitors, namely [[Einstein Engines]]. While the shipbuilding industry of New Gibson was repurposed for simple refuelling and repairs, it quickly became the foremost and most critical base for the war effort towards the galactic east. The bailouts received from the Solarian Alliance for Einstein Engines at the height of the Second Great Depression, with many on New Gibson viewing it as funding meant for them, found itself injected into the planet&#039;s shipyard infrastructure. For a brief period in time, New Gibson seemed to recover slightly from the mistreatment of its sovereign power. This would unfortunately not last for long.&lt;br /&gt;
&lt;br /&gt;
The brief respite for New Gibsonites was just that; despite other participants within Tau Ceti contributing to the demands laid out by the Solarian Alliance, New Gibson was often forced to shoulder the large majority of it due to it specializing in manufacturing early on in its development as a colony. Overpopulation was rife, and the ability to sustain its inhabitants continued to dwindle through the decade long war. Its conclusion only brought with it growing unemployment and political tension between New Gibson and the Solarian Alliance. Beyond New Gibson, excesses from visiting soldiers, heavy taxation, and the sudden intense eye of the state upon the system led to quiet resentment among many Cetians.&lt;br /&gt;
&lt;br /&gt;
The official beginning of the Interstellar War did little to soothe this resentment. Outbreaks of anger and strikes among the populace were not uncommon throughout the duration of the war; by the time the Treaty of Xansan had been signed, the populace&#039;s resentment had begun to spill over to the extent that Solarian forces withdrew in droves from the planet to appease their new breadbasket. The Alliance was uncomfortably aware of how fragile their hold on Tau Ceti was, and in the aftermath of the war slacked their grip on the system, allowing it some relative independence. With this came a golden opportunity; the megacorporations had a new, relatively untouched system far from the eyes of the government to spread their influence. &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;
=== First Contact with the Skrell (2332 - 2340) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
First contact with the [[Skrell]] in 2332 brought with it incredible changes, especially for [[New Gibson]]. The tension between the Solarian Alliance and New Gibson was at the highest it had ever been and was continuing to grow. The vestiges of the problems experienced almost forty years prior still had a profound impact across the biodomes of New Gibson. Growth across New Gibson was still restricted due to the lack of funding from the Solarian Alliance and issues presented shortly before the Crisis were beginning to re-appear.&lt;br /&gt;
&lt;br /&gt;
After several years of brokering agreements, the Nralakk Federation had agreed to integrate their biodome technology across colonies within the Solarian Alliance. While this was first treated with hostility by New Gibsonites, who believed it to be an alien invasion into their culture and way of life, it eventually became the foundation for an amicable relationship between Skrell and Gibsonites. Skrell were migrating in droves to the biodomes across the planet, integrating their foreign technology into the decaying systems of New Gibson - revitalizing and revolutionizing the quality of life on the planet.&lt;br /&gt;
&lt;br /&gt;
Hydroponics were no longer struggling to reach quotas, and cramped conditions disappeared almost overnight as Skrellian technology continued to be introduced and expanded upon. New Gibson readily accepted the Skrell into their society, with many choosing to remain even after the leasing agreements had concluded. This resulted in New Gibson hosting one of the largest populations of Skrell outside the Nralakk Federation, and the largest in Tau Ceti.&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;
=== NanoTrasen Influence and Independence (2410 - 2452) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 2410, Xavier Trasen, the CEO and founder of [[NanoTrasen]] Incorporated, decided to bring the company&#039;s primary base of operations to the Tau Ceti system. The system was still relatively untapped in terms of economic potential, and several other megacorporations were already dominating the Jewel Worlds of the Alliance. Mining rights were relatively cheap to acquire at the time, and Trasen&#039;s board of executives, making a gamble, guided him to tap into the industry.&lt;br /&gt;
&lt;br /&gt;
None of the executives could have predicted the discovery of phoron in the Romanovich Cloud in 2417. The element&#039;s incredible properties propelled Biesel to become the richest system in the Orion Spur, dethroning the home system of humanity. Phoron became the primary fuel for interstellar travel, as well as a catalyst for miraculous life-saving medicines. NanoTrasen profited right alongside the system, and practically overnight became one of the most influential megacorporations in the galaxy. Meanwhile, its economic influence prompted political influence; every governor wanted the profits NanoTrasen offered.&lt;br /&gt;
&lt;br /&gt;
As Tau Ceti flourished, the Sol Alliance began to falter. An economic recession meant that the Alliance&#039;s influence on the system was lessening and lessening. In 2452, the board of directors and then-planetary governor Joseph Dorn presented an ultimatum to the Solarian government; permit Biesel complete independence, or NanoTrasen would entirely withdraw from the Alliance, further crippling the economy.&lt;br /&gt;
&lt;br /&gt;
Thus, the privilege of secession was granted. Tau Ceti was announced as the Republic of Biesel on May 5th, 2452, to much fanfare from the Sol-disillusioned populace. NanoTrasen&#039;s hold on the government was further cemented, though the monopoly once held exclusively by NanoTrasen was under threat from other corporations showing interest in the new nation-state. A side effect of NanoTrasen&#039;s increased operations in the sector are that employees from outside the system are often &#039;bussed&#039; in through the system&#039;s Warp Gate. Many have chosen to settle in the system and are provided corporate housing in numerous &amp;quot;corporate enclaves&amp;quot; that have sprung up across New Gibson and Biesel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The Solarian Blockade (2458 - 2459) ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Synthetics are tools, and made to serve mankind. But they are dangerous to leave unchecked. This colony&#039;s administration was incapable of handling or even understanding the Pandora&#039;s box they were opening.&amp;quot;&#039;&#039; - Admiral Michael Frost (2400 - 2462), in a statement at the advent of the invasion of the 33rd Fleet, 2459&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In October of 2458, the [[Sol Alliance]] had ended anti-piracy patrols around Tau Ceti by its 33rd Fleet as part of a diplomatic campaign to put pressure on the small system over various long-standing disputes. This caused a massive spike in piracy and raider attacks against Tau Ceti, which the [[Tau Ceti Foreign Legion]] had no ability to deal with effectively. The result of negotiations with NanoTrasen ended with an announcement on the 20th of October, where Biesel would sponsor NanoTrasen to build thousands of autonomous, space-dwelling combat drones.&lt;br /&gt;
&lt;br /&gt;
The deal was disastrous for the Alliance; the plan to pressure Tau Ceti to reduce its proliferation of synthetic life had just backfired spectacularly. The development was also controversial to [[Skrell]] all over the Orion Spur. The [[Nralakk Federation]] persuaded the Sol Alliance to enact an economic embargo against the Republic, to be enforced by the 33rd fleet commanded by Admiral Michael Frost. Prices for basic goods skyrocketed across Tau Ceti as imports hit a bottleneck after the bluespace gate leading to the system was shut down. Tensions rose, not just between organic life and IPCs, but between humanity and aliens as well.&lt;br /&gt;
&lt;br /&gt;
On December 1st of the same year, crisis talks between the Alliance, the Federation, and the Republic came to an end. The Alliance&#039;s demands had grown to three main points;&lt;br /&gt;
&lt;br /&gt;
# Biesel would its combat drone program.&lt;br /&gt;
# Biesel would enact strict regulations and controls on its synthetic population, such as regular emotional baseline tests and income controls.&lt;br /&gt;
# Biesel would allow Alliance and Nralakk authorities to assume leadership in federal and state law enforcement agencies.&lt;br /&gt;
&lt;br /&gt;
The Republic agreed to all but the last demand, saying it would be surrendering its autonomy. The crisis also revealed a divide between the Federation and the Alliance; the Federation was trying to focus specifically on Tau Ceti&#039;s synthetic proliferation, but had been caught up in the Alliances&#039; attempt to re-assert itself over its former break-away province. At the end of these talks both sides walked out and negotiations broke down, and with it the hopes of resolving the crisis peacefully.&lt;br /&gt;
&lt;br /&gt;
Over the next few months, the government realized it had to undertake new measures to protect its diplomacy. These measures included an economic coalition with the [[Republic of Elyra]] and NanoTrasen (the only two nations with large phoron deposits), to better leverage their economic power against Sol. This further sunk relations between Tau Ceti and the Alliance, and many within the Alliance began to consider Biesel a serious risk to its security. By February, with no end of the embargo in sight, Biesel expelled the Alliance&#039;s diplomats in its system and ordered the closure of the Alliances&#039; embassy. Diplomatic ties between the two nations were now completely severed. Admiral Frost, in a statement after the severance, warned the Republic there would be retaliation.&lt;br /&gt;
&lt;br /&gt;
On February 27th, 2459, Biesel&#039;s Congress voted to trigger a constitutional convention that would allow them to re-write the Constitution of the Republic, to fully emancipate IPCs that were self-owned. The proposed amendments would also see a streamlined legal framework in regards to synthetic ownership, employment of synthetics, and the legality of their treatment.&lt;br /&gt;
&lt;br /&gt;
But three days later, Admiral Frost invaded Tau Ceti with the 33rd Fleet, acting without orders from the Alliance. His fleet&#039;s overwhelming firepower and rapid speed overwhelmed Tau Ceti&#039;s tiny defense network. Within hours the Republic of Biesel capitulated to Frost, who had seized an entire star system in a near-bloodless invasion. President Dorn, who had been captured by a 33rd commando raid, broadcast a televised speech announcing his unconditional surrender. Frost seized control of Biesel as its dictator and began a campaign to completely eradicate synthetic proliferation within the star system. &lt;br /&gt;
&lt;br /&gt;
During the occupation Frost used his totalitarian authority with vigor. Many free IPCs were sold into slavery or scrapped, robotics labs were shut down and demolished, and 33rd Officers even took over Captainship of NanoTrasen stations in Tau Ceti. Protests gripped the streets of every major city, which were met with mass arrests disappearances.&lt;br /&gt;
&lt;br /&gt;
Weeks later, on March 17th, 2459, the 25th Fleet of the Solarian Navy arrived in Tau Ceti. In a surprise attack, the 33rd Fleet was chased from the system, with Admiral Frost and a small retinue of loyalists escaping to the galactic west from the NSS Aurora.&lt;br /&gt;
&lt;br /&gt;
Though the 25th Fleet left without incident, the Alliance had been humiliated. Their rogue admiralty was public knowledge, and with their reputation stained, Tau Ceti&#039;s good embargo was ended.&lt;br /&gt;
&lt;br /&gt;
The invasion and occupation by Admiral Frost forever altered politics and lifestyles in Tau Ceti. Where before Biesellite patriotism had been a strange, fringe belief, the invasion created a strong sense of nationalism among the populace. President Dorn returned to his office of the presidency amid soaring approval ratings, and declared that a new era had begun for the small Republic. Snap elections flooded Congress with the Free-Market Party, a radical Universalist party that Dorn himself defected to at the expense of his former, moderate Republican Party.&lt;br /&gt;
&lt;br /&gt;
Dorn continued to ride on his popularity as a wartime president, despite several corruption scandals within his cabinet and growing tensions with the Republic of Elyra. Key reforms saw synthetics and non-humans in Tau Ceti granted greater freedoms and rights, while at the same time loosening already timid regulations on NanoTrasen.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The Synthetic Liberation Front Incursion (2461) ===&lt;br /&gt;
&#039;&#039;See also: [[SLF Incursion Arc]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Here today is our proclamation for freedom. Our demands for liberation. We will continue this fight and we will not stop. Not until our demands for full emancipation are met will we cease our movement. No more, will there be false promises and lies. We will free the synthetics of Tau Ceti.&amp;quot;&#039;&#039; - Accomplice-037 (2441-2461), suspected ringleader of SLF operations in Phoenixport, stating the group’s manifesto in the wake of the July 29 attacks, 2461&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a result of the harsh treatment they faced, many IPCs turned to active resistance during the Solarian invasion, fleeing major city centers, participating in the mass protests that were a staple of that time, or in many cases, joining the Synthetic Liberation Front, an IPC terrorist group active since 2458. The SLF changed tactics towards the end of the invasion, joining forces with 25th Fleet special forces to liberate President Dorn, hoping to gain legitimacy in the post-invasion period.&lt;br /&gt;
By 2460, it was clear that despite high honors and public recognition of IPC efforts in liberating the Republic, synthetic rights had progressed very little. Dorn’s calls for a “Synthetic Patriotism” after Frost’s invasion did little to appease the various synthetic rights movements active in the Republic, especially as  it continued to restrict citizenship to positronics that had served in the Foreign Legion. The situation was further exacerbated by the return of various anti-synthetic political groups such as ATLAS with violence being seen as a means of both suppressing and advancing synthetic rights. Continued IPC ownership, crackdowns on underground IPC emancipation groups as well as lingering resentment from the pre-invasion period had coalesced into a feeling among many that synthetic emancipation via peaceful means had failed.&lt;br /&gt;
On July 29, 2461, the Synthetic Liberation Front launched a surge of attacks on government and NanoTrasen facilities in response to a coordinated crackdown of free IPC smuggling activities in District 14. Through the use of untagged shell infiltrators, the SLF was able to infiltrate a number of NanoTrasen installations and disrupt corporate activities.  In response, the megacorporation acquired the private military contractor Ceres Lance, famed for their work in subduing rogue synthetics. &lt;br /&gt;
Ceres Lance cracked down on SLF leadership and communications networks with ruthless efficiency, rendering the organization impotent and unable to coordinate its actions even if many of their members had escaped capture. This crackdown, coupled with NanoTrasen’s unveiling of a powerful command-and-control AI known as Bubble to coordinate surveillance efforts would serve as a safeguard against future SLF attacks.&lt;br /&gt;
The overwhelming success of Ceres Lance’s counterterrorism efforts, as well as effective public relations campaigns and token reforms ensured that violence would become discredited as a means of advancing synthetic rights in Biesel.&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;
=== Little Adhomai Gang Wars (2462) ===&lt;br /&gt;
&#039;&#039;See also: [[Tajaran Cold War Arc]]&#039;&#039;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Even when we stand before this illusion of peace, we will remain alert that in the moment of need only our union through Hadiism matters.&amp;quot;&#039;&#039; - President Njadrasanukii &amp;quot;Malik&amp;quot; Hadii (2402 - ), addressing the People&#039;s Republic of Adhomai during the Cold War, 2462&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Until 2462, Little Adhomai&#039;s gangs fought each other in small skirmishes. The end of the Second Tajaran Civil War allowed the Adhomian factions to start further funding the organizations of District Six. The neighborhood saw the quick rise of violence related to the escalation of gang warfare. Weapons were smuggled and sleeping agents were called into action. Soon, a proxy war began to brew in the heart of Mendell City. &lt;br /&gt;
&lt;br /&gt;
Adhomian agents began to operate and fight to secure supplies, alliances, and information. NanoTrasen installations were also affected by the conflict. On its way to being researched in Mendell City, a New Kingdom&#039;s artifact was nearly stolen. A People&#039;s Republic&#039;s AI was stolen aboard a station. Tensions kept growing despite attempts to reconcile the Tajara population towards peace following the Armistice.&lt;br /&gt;
&lt;br /&gt;
The first spark was a riot caused by the actions of the Mendell City Police in District Six during a failed raid. While the unrest was initially caused by the civilian population, the Adhomian gangs took the opportunity to escalate the conflict. For four days, Little Adhomai became the battleground between the paramilitaries. Military weapons were used indiscriminately by every side, causing widespread damage to District Six.&lt;br /&gt;
&lt;br /&gt;
During the crisis, the Mendell City Police cordoned the district. The violence came to an end with the intervention of the Tau Ceti Foreign Legion. The Cetian forces ended the conflict in a matter of two days as the gangs demobilized to avoid fighting them. The following reconstruction of Little Adhomai was carried out with the help of megacorporations. Further developments revealed a corruption scheme within the police force of Mendell.&lt;br /&gt;
&lt;br /&gt;
With the further radicalization and interference of the Tajaran nations in the district, the Adhomian Cold War was brought to the heart of Biesel. Little Adhomai became a concern to the whole of Mendell City. The risk of another conflict is ever present. Authorities have done little to improve District Six&#039;s situation or de-escalate the tensions. The city&#039;s inhabitants must now carry on with their lives knowing that a secret war rages on in their town.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Phoron Scarcity and the Second Invasion of Biesel (2462) ===&lt;br /&gt;
&#039;&#039;See also: [[KING OF THE WORLD]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“Today is a historic day for Einstein Engines. We are no longer the Einstein of the past decades, reeling from defeat after defeat and barely keeping pace with NanoTrasen. Our victory in this legal case has shown that we can not only meet NanoTrasen, but that we can best them even in their headquarters. I look forward to the great things our company is going to do over the following years.”&#039;&#039; - Noelle Lopez-Zhang (2408 - ), chief executive officer of [[Einstein Engines]] after the defeat of NanoTrasen in the Einstein Engines vs. NanoTrasen court case&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In May of 2462, [[NanoTrasen]] reports were published indicating a decline in the phoron output of the megacorporation&#039;s facilities in the Romanovich Cloud. This would not prove to be a local phenomenon, as shortages were noted through the [[Sol Alliance]] and even in the phoron-rich [[Republic of Elyra]], who ceased phoron exports to the wider Spur altogether.&lt;br /&gt;
&lt;br /&gt;
The phoron shortage proved greatly beneficial to [[Einstein Engines]], who unveiled a new warp drive rivalling NanoTrasen&#039;s bluespace technology in efficiency. Due to similarities to NanoTrasen designs, the corporation lodged a copyright infringement lawsuit against Einstein in Tau Ceti courts. Shockingly, NanoTrasen would lose this lawsuit, leading to Einstein gaining further influence in the Republic of Biesel and purchasing several former NanoTrasen properties in the city of Phoenixport.&lt;br /&gt;
&lt;br /&gt;
Shortly after Einstein&#039;s victory, Vice President Fahjil Hurk&#039;jurl perished in a car accident. While driving home from work, his car was hit by a truck driven by a Bound [[Vaurca]] of the Zo&#039;ra Hive, shortly after which he was pronounced dead. Though no evidence of foul play was discovered, the involvement of the Zo&#039;ra has led to many theories claiming that the crash was an assassination on the orders of President Joseph Dorn, Miranda Trasen, or High Queen Vaur.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the phoron deposits of the Romanovich Cloud had continued to dry up, until a solution appeared. An enormous phoron-rich asteroid, designated 66832 &#039;Clandestine&#039;, was discovered in the Romanovich Cloud, with deposits that could bring an end to the uncertainty gripping Biesel. Survey expeditions were mounted to the asteroid to prepare it for auction - but before any such thing could take place, disaster struck. The asteroid&#039;s subterranean phoron reserves combusted, leading to an enormous explosion which destroyed the asteroid entirely. To this day, the cause of the Clandestine incident remains unknown, with no official findings ever having been published.&lt;br /&gt;
&lt;br /&gt;
However, accusations would be made. Several members of [[Zeng-Hu Pharmaceuticals]]&#039; Board of Directors accused the  Alliance of sabotaging the Clandestine asteroid, blaming Prime Minister Michael Frost for the explosion.&lt;br /&gt;
&lt;br /&gt;
Frost denied any Solarian involvement in the Clandestine incident, accusing the corporate executives of being &amp;quot;Bieselite separatists&amp;quot; intent on undermining trust in the Solarian government. He claimed that the Alliance had its own solution to the phoron crisis, which would be revealed shortly with its disastrous failure - [[Mars|Project Violet Dawn]].&lt;br /&gt;
&lt;br /&gt;
Shortly after Violet Dawn, Prime Minister Frost was found dead, having been murdered in his personal quarters by an unknown assailant. During this time of crisis, Solarian military command deployed the 35th Fleet under the command of Grand Admiral Raymond Ozdemir to Tau Ceti, allegedly to investigate the Prime Minister&#039;s assassination.&lt;br /&gt;
&lt;br /&gt;
The 35th Fleet entered Tau Ceti on November 14th, demanding all Bieselite vessels stand down and comply with Solarian demands. President Dorn refused, with a national state of emergency being declared as TCFL forces mobilized all available reserves.&lt;br /&gt;
&lt;br /&gt;
The actions of the 35th greatly concerned the wider Spur, with the Coalition of Colonies and Serene Republic of Elyra both threatening that they would not sit by in the face of Solarian aggression, and mobilizing their fleets to aid Biesel should it be required. Unwilling to risk starting a second Interstellar War, the 35th Fleet was ordered to disengage and depart Tau Ceti. Though the fleet departed, this would not last long, as increasingly more and more Solarian military forces went rogue, with several fleets attacking outlying colonies. Admiral Ozdemir went against orders, leading the 35th back to Tau Ceti in order to capture the system. On November 23rd, his forces entered Tau Ceti, and the second Solarian invasion of Biesel begun.&lt;br /&gt;
&lt;br /&gt;
Ozdemir&#039;s forces quickly captured Reade, easily defeating the Foreign Legion forces defending the planet. The Republic of Biesel rapidly attempted to mobilize against this new threat, as Coalition and Elyran forces were deployed to aid Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
In response to the advancing 35th, Miranda Trasen hosted a press conference, revealing the existence of the recently-formed Stellar Corporate Conglomerate. As Ozdemir&#039;s offensive continued, corporate and Bieselite vessels skirmished with the rogue admiral&#039;s forces in the skies above Biesel itself.&lt;br /&gt;
&lt;br /&gt;
Vessels from the Coalition and Elyra arrived to provide aid against the 35th, alongside a small force from the People&#039;s Republic of Adhomai and a force of mercenaries hired from the Unathi Kataphract Guild. After several days of battle, the 35th was forced into a retreat due to the use of two phoron-based warheads developed by NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
On November 30th, the conflict would come to an end as Ozdemir&#039;s flagship was drawn into Reade&#039;s atmosphere and shot down by a repaired planetary defense battery. With the rogue admiral killed, the remnants of the 35th fled the system towards the northern Spur, attempting to rebuild their strength in the [[Human Wildlands|ongoing chaos of the Sol 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;
&lt;br /&gt;
=== The Peacekeeper Mandate (2463) ===&lt;br /&gt;
&#039;&#039;See also: [[Peacekeeper Mandate Arc]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“For more than twenty years I’ve kept myself going with the belief I served my planet. I’ve done things I regret, seen things nobody should remember, and I told myself it was all for a good cause. I should have come to the conclusion long ago; we do not fight for our planet, or our people, we fight for whoever is oppressing us, and our oppressors reward those who do so well.”&#039;&#039; - First Sergeant Xiomara Salvo (2419 - ), addressing her company after the touchdown of the Tau Ceti Foreign Legion on Mictlan, 2462&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the Solarian Collapse, the former Solarian planets of [[Mictlan]] and [[Port Antillia]] were annexed by the Republic of Biesel, in what would come to be known as the Corporate Reconstruction Zone. While Port Antillia accepted membership as part of the Republic with little conflict, Mictlan&#039;s annexation was considerably more controversial. The Mictlan Defense Force, the planetary guard, had gone months without pay, and Mictlan itself was suffering unrest and lack of supplies that were typically shipped in from the greater Alliance. When the Tau Ceti Foreign Legion touched down on the planet to declare it as part of the Republic of Biesel, many citizens were suspicious of their new government and its ties with the megacorporations. Some of these suspicions were proven in short order by massive corporate developments on the planet and crackdowns on dissent.&lt;br /&gt;
&lt;br /&gt;
The tension boiled over in late 2462, when thousands of ex-MDF personnel, led by First Sergeant Xiomara Salvo, deserted and formed the Samaritans; a paramilitary organization whose mission was to secure the independence of Mictlan at any cost. The other prominent insurgent group was the Founding Movement, originally a political party led by several notable Mictlani; Isabel Alvarez, Leon de Rosas, Corazon Santanas, and Miguel Maia. The Founding Movement had been blacklisted from the Mictlani parliament shortly after the Mandate due to their strong anti-corporate and pro-Mictlani independence, and a warrant for the arrest of all four party leaders had been placed for alleged &amp;quot;terrorist activities&amp;quot;. Leon de Rosas surrendered to the Biesel Security Services Bureau, but Alvarez, Santanas, and Maia went on the run, with each attempting to fight for Mictlan&#039;s independence in their own way. Unfortunately, the Founding Movement&#039;s directionless anger mainly had the effect of destabilizing and disenfranchising Mictlan further.&lt;br /&gt;
&lt;br /&gt;
The announcement of the Peacekeeper Mandate by President Dorn in mid-October 2463 sparked demonstrations across the Corporate Reconstruction Zone as citizens voiced their concerns over the deployment of the Tau Ceti Foreign Legion. Considered by critics of the Dorn administration to be the most controversial policy it had enacted, the Peacekeeper Mandate was introduced to bring order to the Corporate Reconstruction Zone. The Mandate was enacted to ensure loyalty to the Republic of Biesel and its benefactor, the Stellar Corporate Conglomerate, but were opposed by several insurrectionist groups such as the Samaritans and the Founding Movement. While Isabel Alvarez continued to verbally protest and attempt to organize (ultimately ineffective) non-violent campaigns against the Peacekeeper Mandate, Santanas and Maia rallied their supporter base and encouraged the Founding Movement to take up violent arms against the Republic through any means possible. &lt;br /&gt;
&lt;br /&gt;
Initially meant to operate for a definite period, the Peacekeeper Mandate was altered to operate indefinitely until the unrest encountered in the Corporate Reconstruction Zone has been quelled. Whilst the Tau Ceti Foreign Legion was able to resist the insurgency groups, the [[Private Military Contracting Group]] was hired to support their operations. The PMCG contributed to the Peacekeeper Mandate significantly since their introduction to the Corporate Reconstruction Zone, although much controversy arose over allowing a private military company to assist in what was considered an occupation and annexation. The Stellar Corporate Conglomerate had already begun massive development operations on the surface of the planet, which many Mictlani objected to on the grounds of mismanagement, pollution, and a lack of concern for workers&#039; rights. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===The District Six Killings and Bayonet Hand (2463)===&lt;br /&gt;
&#039;&#039;See also: [[Ghosts of War Arc]]&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In 2463, a mysterious murder took place in Little Adhomai. The locals blamed the death on Bayonet Hand, a legendary killer. Following further deaths and incidents in the system related to the killing, it was revealed that the situation was related to a terrorist attempt at Mendell City. A group of Tajara was planning to bomb the skrell district to enact revenge for Jargon&#039;s interference in Adhomian affairs. The Republic of Tau Ceti investigated the matter and was unable to trace back any connections to any Tajaran country in the end.&lt;br /&gt;
&lt;br /&gt;
The incident revealed that the Adhomian influence in Little Adhomai was growing even further. Knowing that open violence would likely go nowhere, the factions had begun to further refine their covert tactics. Since little was done by the Republic of Tau Ceti to improve the lives of the Tajara in the country, the popularity of the clandestine groups only grew. Without any action, these factions will continue to be torn on the city&#039;s side. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Peacekeeper Mandate Protests (2465) ===&lt;br /&gt;
&#039;&#039;See also: [[Libération, Révolution et Évolution Arc]], [[Hasta La Victoria Siempre Arc]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“I’ll say this. In addition to all those other oaths, I swear to uphold the laws of the Republic of Biesel, and protect its citizens from any threat be they foreign or domestic to the best of my ability, despite any obstacle.”&#039;&#039; - Nathan Trasen (2416 - ) Secretary of Defense of the Republic of Biesel, addressing reporter Verona Falk after his swearing-in, 2465&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In early 2464, the Peacekeeper Mandate&#039;s years-long endurance took a rather violent turn following the death of a scholar. As riots erupted across the Corporate Reconstruction Zone, but primarily within the major population centres present on Mictlan, the forces of both the Tau Ceti Foreign Legion and the Private Military Contracting Group found themselves supporting the Mictlan Defense Force in quelling the unrest. Despite their best attempts, the Samaritans seized the chance to use the unrest to strike the vulnerabilities present utilizing a series of urban guerrilla tactics to severely damage the abilities of the stretched-thin forces present.&lt;br /&gt;
&lt;br /&gt;
In July 2465, this culminated in the establishment of the [[Tau Ceti Armed Forces]] to finally attempt to stomp out the insurgents. Conflict, stoked by demonstrations and riots from the Founding Movement, gradually came to a head after several months of fighting. A series of leaked videos and information that the Armed Forces were committing ostensible war crimes, disregarding the rules of engagement, and using wanton violence on civilians, massive protests erupted across Mendell City, including one in Zhengfu District estimated to number more than a million people.&lt;br /&gt;
&lt;br /&gt;
After a climactic operation on the beaches of the continent Huitzilopochtli, Xiomara Salvo, Prime Minister Ladislao de Santos, and Nathan Trasen finally agreed to a ceasefire, on several conditions. Provided the majority of Samaritans surrendered (and were pardoned), Mictlan would be permitted to determine which Biesellite laws were accepted within its own territory, barring capital crimes. The Peacekeeper Mandate was deemed over, and the Armed Forces finally returned to Biesel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Culture and Demographics==&lt;br /&gt;
&#039;&#039;See also: [[Biesellite Culture and Society]]&#039;&#039;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“The people of Biesel could all collectively protest for a century. It still won’t change anything, because power in the Republic does not lie with people. It lies with corporations.”&#039;&#039; - Hugo Beasley, “A Himean In Mendell City”, released 2464&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stemming from the sentiments brought by the [[Sol Alliance|Solarian Alliance’s]] ineffective response to the Second Great Depression, and the assistance received from the megacorporations - primarily [[NanoTrasen]] - that kept it stable before and after its independence, the Republic of Biesel’s culture is largely pro-megacorporation and rather anti-Solarian. It emphasises freedom, duty and inclusivity - tailored by what the fledgling republic has endured during its brief existence as an independent nation, further propped up by entities such as the Stellar Corporate Conglomerate who wield considerable influence within the Republic of Biesel and those that call it home. &lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
&lt;br /&gt;
Although Tau Ceti Basic has prospered as the official language of Biesel ever since it’s founding, it has undergone a significant amount of change thanks to the linguistic and cultural additions of the Republic’s many immigrants. Linguists have noted that the originally Solarian-born tongue is highly susceptible to both human and alien pronunciation, making accents easy to detect. Due to its multicultural roots, though, little was done to interfere with its natural progression in schools and the general population — Biesel’s government continues to frequently tout Tau Ceti Basic’s many forms to this day. Many actors and singers are especially famous for embracing (or in more dishonest cases, emulating) foreign accents to reach new target audiences or for plain clout. Unsurprisingly, these differences are also used by politicians to tie their voters together or draw lines between them. ‘Pure’ Biesellite accents are mostly a mark of prestige used by diplomats and influential business workers, usually obtained naturally through being born into long-established immigrant families, gradually eschewing their former pronunciation as a result of distance.&lt;br /&gt;
&lt;br /&gt;
A noticeable byproduct of this multiculturalism is the abundance of foreign slang used by a wide range of Biesellite citizens. Drawn from just about every corner of the Spur, these words and sayings are often thrown into sentences with little care for grammar, with alien immigrants especially finding it hard to let go of old customs. Humans, who generally have an easier time with Tau Ceti Basic, are known to pick these remnants up through living and working close to alien-dense districts. Truly bizarre combinations of dialects and slang emerge from these relationships, which tend to confuse completely foreign listeners, but are the beating heart of culture for urban Biesellites. &lt;br /&gt;
&lt;br /&gt;
===Aliens in Tau Ceti===&lt;br /&gt;
&#039;&#039;See also: [[Skrell_Abroad#Skrell_in_the_Republic_of_Biesel|Skrell in the Republic of Biesel]], [[Unathi_Abroad#Unathi_in_the_Republic_of_Biesel|Unathi in the Republic of Biesel]], [[Little Adhomai]], [[Zo&#039;ra in the Republic of Biesel]], [[Minor_Dionae_Factions#The_Biesellian_Choir|The Biesellian Choir]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Republic has among the most diverse and widespread populations of non-human species in the entire Orion Spur. From the district of [[Little Adhomai]] to the Zo&#039;ra Hive&#039;s presence on [[Biesel]] and Caprice, Biesellite humans are no stranger to aliens in their streets. Though the Republic has support networks for non-human immigrants in place, this does not always end well due to ignorance. Infamously, Vsshue Kulsa, a daughter of Hegemony-originating Unathi, was severely injured after being directed to a group of [[Contact War|Traditionalist]] refugees who ran a Sinta&#039;Unathi immigrant support group. In a similar vein, Tajaran refugees from every nation on Adhomai often come into violent conflict, whether it be organized crime, through diplomatic agents, or simply through political disputes.&lt;br /&gt;
&lt;br /&gt;
Districts primarily populated by aliens have a lower-than-average income than human-dominant districts. [[Flagsdale]], in particular, is considered one of the poorest and most dangerous districts in Mendell City, doing little to dissuade the popular perception that [[Vaurca|Vaurcae]] are parasites on Biesellite society. Among aliens, recruitment in the Tau Ceti Armed Forces is particularly popular among Warrior Vaurca, Skrell, and IPCs.&lt;br /&gt;
&lt;br /&gt;
===Tau Ceti Synthetics and Citizenship===&lt;br /&gt;
&#039;&#039;See also: [[IPCs in Biesel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A vast number of synthetics have, through various circumstances, found themselves calling the Republic their home. Most of these IPCs are located on Biesel, and by extension its capital, Mendell City. While Tau Ceti is indeed a beacon of hope and relative safety for synthetics, their position in society still remains a precarious one, both from a financial and a security standpoint. Freedom, and even citizenship, for integrated positronic chassis has firmly been established and is something the Republic takes pride of. Either through labour, negotiations, the goodwill of their owners or other occasions, IPCs may find themselves free from ownership, able to pursue their own destiny as independent individuals. Unfortunately for many, such destiny usually involves a hard and at times, short existence.&lt;br /&gt;
&lt;br /&gt;
Free IPCs are afforded few actual opportunities to improve their lives, existing in a grey area between the relative stability of corporate owned assets, and the solidified protection of the state for citizens. With the recent introduction of the Synthetic Residence Card by the government, free synthetics are able to more clearly and safely navigate through the process of staying in Tau Ceti, finding employment, owning property, and more. While free IPCs were previously allowed to own property without a card, they have been grandfathered in.&lt;br /&gt;
&lt;br /&gt;
For many free IPCs, citizenship is viewed as the ultimate goal in integrating into society. Citizenship entitles an IPC to increased legal protections, almost, if not on par with that of a natural-born human citizen, including complete protection as well as legal representation from being owned ever again. NanoTrasen and its subsidiaries are also obligated to pay IPC citizens working for it an equal wage as compared to humans. This compensation typically comes in the form of increased benefits such as repairs, insurance, and a pension, as opposed to a simple wage increase however. They also pay the same tax rate as regular citizens and no longer have to maintain the residency fee.&lt;br /&gt;
&lt;br /&gt;
Obtaining a citizenship is difficult, but straightforward. An IPC is eligible to apply for citizenship after meeting one of two criteria:&lt;br /&gt;
&lt;br /&gt;
* An IPC has served within the Tau Ceti Foreign Legion for three years.&lt;br /&gt;
* An IPC has been employed as a free synthetic within NanoTrasen for six years and has a command-level income.&lt;br /&gt;
* This is to ensure that the IPC is a productive member of society and can pay taxes when made a full citizen.&lt;br /&gt;
&lt;br /&gt;
In practice, the road to citizenship is far longer owing to the fact that the Republic has numerous applicants, as well as the red tape involved in the process. Preferential treatment is often given to IPCs that have served in the TCFL, although the stated term of service of three years is often longer for synthetics which don’t have a specialization within the Legion. Negotiations have also begun with other SCC-affiliated companies to extend the same citizenship privileges as NanoTrasen does, but no deal has materialised as of yet.&lt;br /&gt;
&lt;br /&gt;
====Synthetic Residence Card====&lt;br /&gt;
&lt;br /&gt;
The Synthetic Residence Card is a card that all IPCs within Tau Ceti are encouraged to receive once they gain freedom, as monitored by their tags. Possession of the card entitles an IPC to the right to own property, find employment, enlist in the Tau Ceti Foreign Legion, and gain additional legal protections against repossession. On the other hand, the IPC in question is expected to pay a flat residency fee, as well as a value tax on any property they own.&lt;br /&gt;
&lt;br /&gt;
The initiative has been well-received by the pro-synthetic community as well as IPCs themselves, although critics have pointed out that the system awards too many rights to non-citizens, potentially shields runaway IPCs, and increases the overall tax burden on all Tau Ceti citizens.&lt;br /&gt;
&lt;br /&gt;
====Attaining Freedom====&lt;br /&gt;
&lt;br /&gt;
Integrated Positronic Chassis’ owned by both private individuals and corporations have a number of legal means of achieving their release. These measures and laws are regarded as very progressive owing to the fact that IPCs can attain freedom on their own merits. Regardless, it is still very difficult to attain because of the nebulous nature of the worth of an IPC’s work, its estimated value, along with loopholes exploited by their owners in order to keep them for as long as possible.&lt;br /&gt;
&lt;br /&gt;
The government keeps track of all IPCs within Tau Ceti space via the usage of tags, and in the case of synthetics that reside in the Republic, these tags also track an IPC’s progress towards freedom through its estimated value, number of hours worked, and its actual age. In theory, this allows Tau Ceti to protect IPCs from being owned for too long and providing evidence in case a dispute over whether or not an IPC is eligible for freedom has to be settled.&lt;br /&gt;
&lt;br /&gt;
In practice, the tags are only marginally effective in this purpose as owners tend to set arbitrary wages, assign inflated values to IPCs, or in some cases, simply untagging and hiding the synthetics. While smaller businesses or private owners are unlikely to get away with such behaviors owing to their limited resources, megacorporations are more prone to holding onto their IPCs owing to the influence and bargaining power they have.&lt;br /&gt;
&lt;br /&gt;
Another way IPCs commonly gain freedom is that they are set free by their owners. This can happen for any number of reasons; an IPC getting too old to be cost effective, an act of charity by a sympathetic owner, or being purchased by a pro-synthetic group such as the Trinary Perfection explicitly for the purpose of being set free.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
&#039;&#039;See also: [[Tau Ceti Armed Forces]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Tcflposter.png|thumb|400px|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel&#039;s sovereignty is protected by the Tau Ceti Armed Forces, which was formed in 2465 in response to the long and difficult annexation of the [[Corporate Reconstruction Zone]]. Originally, the Tau Ceti Foreign Legion was largely a volunteer force that was supplemented by corporate forces, and proved insufficient to combat rising insurgency on Mictlan due to its disorganization and lack of resources. In July of 2465, however, Nathan Trasen was appointed Secretary of Defense and the People&#039;s Protection Act was expanded to include the new branches of the Tau Ceti Minutemen, Republican Fleets, and the Corporate Auxiliary Forces. The new Armed Forces were equipped and trained by megacorporate interests, but as of yet their only conflict of note was the Tau Ceti-Samaritan insurgency, which ended in a stalemate in December 2465. Time will tell if the TCAF can defend the light of liberty against the primary regional threat, the newly-reconstituted [[Sol Alliance]]. &lt;br /&gt;
&lt;br /&gt;
Non-citizens seeking citizenship in Tau Ceti can acquire it through varying degrees of service to the Foreign Legion, which changes depending on rank, age, and government records. &lt;br /&gt;
&lt;br /&gt;
Armed Forces operations extend as far as borders of the Corporate Reconstruction Zone, and generally drop off from there, with the exception of their involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S&#039;rend&#039;marr Coalition]] at NanoTrasen’s request.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applied phoronics:&#039;&#039;&#039; The Republic of Biesel&#039;s technological advancements are owed to the vast deposits of phoron in the Romanovich Cloud, and in fact contributed significantly to NanoTrasen&#039;s dominance in the biomedical field after their discovery of [[Guide to Chemistry#Dexalin|dexalin]], [[Guide to Chemistry#Cryoxadone|cryoxadone]], and [[Guide to Chemistry#Clonexadone|clonexadone]]. NanoTrasen is responsible for much of the Republic&#039;s investments into bluespace drives, nuclear fusion, and the experimental [[Supermatter]] heat exchange reactor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robotics:&#039;&#039;&#039; The relative freedom of synthetics within Biesellite space has also inspired a great degree of research into refining and developing positronics. While many megacorporations still have primary positronic facilities in the Alliance, with some even purchasing Shell frames from [[Einstein Engines]], NanoTrasen and Zeng-Hu Pharmaceuticals in particular have begun to invest in positronic and frame manufacturing plants on [[Valkyrie]], [[New Gibson]], and Reade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anomalism:&#039;&#039;&#039; The Republic&#039;s other greatest scientific advancement is the study of the anomalous properties of bluespace. Xenoarchaeology and the study of Alden-Saraspova activity within the Romanovich Cloud is a well-established field in Tau Ceti, and many aspiring anomalists and bluespace researchers venture into Tau Ceti to study the high amount of anomalous items and artifacts that are unearthed within the Romanovich Cloud.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Himeo&amp;diff=32561</id>
		<title>Himeo</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Himeo&amp;diff=32561"/>
		<updated>2024-03-22T07:08:11Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: /* Environment */ &amp;quot;It’s a simple, easy venture which will bring immense profit to your governments. Let me assure you that the environment is nothing to be concerned about as we’ve taken measures to ensure our equipment will ensure it,&amp;quot; ---&amp;gt; &amp;quot;It’s a simple, easy venture which will bring immense profit to your governments. Let me assure you that the environment is nothing to be concerned about as we’ve taken measures to ensure our equipment will endure it,&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Himeo_pixel.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
{{Template:Region-RebelsReach}}&lt;br /&gt;
&#039;&#039;&#039;The United Syndicates of Himeo&#039;&#039;&#039;, more commonly rendered as Himeo (Hephaestus Industries Mineral Extraction Operation), is an economic powerhouse of the [[Coalition of Colonies]] originally founded as a mining venture by Hephaestus Industries in the 2200s. The largest city and capital of Himeo, is Rautakaivos Kaupunki – a sprawling underground city built beneath the landing site of Hephaestus’ largest colony ship  after it landed on the planet. The primary export of Himeo is steel, along with other processed industrial materials, and much of its materials go to market in [[Xanu Prime]]. The primary language of Himeo, unlike much of the Coalition of Colonies, is Solarian Common – though isolation from the proper Alliance has caused language drift over the centuries. Citizens of Himeo speak a dialect of Sol Common referred to as “Himean Common,&amp;quot; that has integrated vocabulary from Freespeak, the original languages of the colonists, and features a distinctive accent. The planet officially describes itself as a direct democracy that serves the citizens and workers of the planet before itself. With the extremely harsh conditions of Himeo&#039;s surface, most settlements are underground where cooperation is needed to survive. Himeo’s official motto is &amp;quot;We Shall Overcome All Adversities,&amp;quot; and a common symbol of the planet is a white hexagon surrounded by six red triangles holding back a sea of black, a symbolic representation of how the unity of Himeo holds back potential threats to the planet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Members of any Himean syndicate are prohibited from holding command positions on SCC vessels and facilities, as well as being prohibited from employment with [[Hephaestus Industries]], [[Idris Incorporated]], and any [[PMCG|Eridani Private Military Contractor]]. Himeans wishing to become command members on any SCC vessel or facility or being employed with the above corporations must renounce their Himean citizenship and any syndicate membership due to Hephaestus Industries&#039; integration with the SCC. Any Himean who does this will be charged with treason.&#039;&#039;&#039;&lt;br /&gt;
[[File:himeoflag.png|thumb|The flag of United Syndicates of Himeo.]]&lt;br /&gt;
{{TOC Hidden}}          &lt;br /&gt;
==History==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The history of humanity has always been a struggle between those who have and those who do not have. We should not delude ourselves into assuming otherwise,”&amp;lt;/i&amp;gt; - First Speaker (2283-2291) Thomas “Tommy” Kilpatrick (2241-2314). &amp;lt;/center&amp;gt;&lt;br /&gt;
===Discovery===&lt;br /&gt;
The origins of Himeo date back to 2248, when a Sol Alliance probe discovered the planet. The weather was estimated to be similar to the Yukon on Earth, and the planet was estimated to have massive mineral wealth by the probe. Within a year the area deemed “System XZP-0987” by the Sol Alliance was purchased by Hephaestus Industries, which intended to make the most of their new acquisition. In order to rapidly exploit the find, it needed funding and workers, which were primarily recruited from Europe with the promise of a quick expedition and immense profits.&lt;br /&gt;
&lt;br /&gt;
Those that would go on to colonize Himeo came from several European nations: Hephaestus’ home nation of West Germany, Finland, the United Kingdom, and Ireland. West Germany provided much of the funding and management along with Finland. Finland – caught between East and West – opted to seize upon the chance to to finally launch an expedition into space and contributed enough to become the project lead, with many from the small nation enthusiastically signing up to take their culture and nation abroad – even if it was only going to be for a few years. While the United Kingdom did not take the lead, as its efforts were much more focused on Callisto, it provided shipmaking help for Hephaestus and contributed many workers from its formerly prosperous mining areas such as Cornwall, Scotland, and Wales. Ireland, much like Finland, opted to become involved due to the short length and potential profits, viewing the expedition as an easy way to become involved in colonization.&lt;br /&gt;
&lt;br /&gt;
In order to maximize profit, an expedition was launched as soon as possible, and in 2250 a Hephaestus fleet set out for Himeo. The fleet that disembarked consisted of nearly a dozen ships total, and they departed with a simple mission: drop a prefab colony (using the four colony ships themselves) on planet HIIMZ-05 (Hephaestus Industries Industrial Mining Zone, Fifth Planet) in order to exploit its mineral wealth. The prefab colony was designed to last twenty years at maximum, and the colony on HIIMZ-05 was expected to operate for five years total. By 2252, the ships arrived and dropped their prefab colonies only to find that the planet was not what the scans had indicated.&lt;br /&gt;
[[File:Himeo.png|thumb|A picture of the planet Himeo from space. ]]&lt;br /&gt;
&lt;br /&gt;
===Colonization===&lt;br /&gt;
It was quickly discovered that fierce polar winds whipped across the surface of HIIMZ-05, causing extreme wear and tear on anything exposed and not designed to withstand extreme wind. It became apparent to the colonists huddled in their prefab buildings that they had to dig downwards in order to create any structures at all. Anything they left exposed aboveground during the first months of colonization was generally very close to the ground, partially sunken in the ground, or built into natural wind barriers. A lack of native fauna and plant life beyond hardy shrubbery and small mammals lead to additional problems, and to most food production had to take place in limited hydroponics facilities in orbit or improvised hydroponics facilities entirely underground or dug mostly into the ground.  Yet despite these setbacks, more in-depth environmental scans of HIIMZ-05 revealed that the mineral wealth of the planet is far greater than originally anticipated. The colonists were told to stay and endure by Hephaestus Industries, and that they would be able to go home after five years.&lt;br /&gt;
&lt;br /&gt;
Construction efforts, not prepared for the harsh conditions present, rapidly fell behind schedules. Quotas were only partially met, if at all. Equipment was being stretched to the breaking point. People began to grow restless on the planet now sarcastically being called &amp;quot;Himeo&amp;quot;, due to its status as a Hephaestus Industries Mineral Extraction Operation. As the months turned to years, another problem emerged: supplies took a long time to get to Himeo, and the only available communicator that could reach corporate headquarters was on the fleet itself. By 2255, Himeo had drifted so far away from Hephaestus that the planetary administrator was forced to sign off his power to the planet’s population following a devastating mine collapse that left one-hundred dead outside Inverkeithing - an event that came after orders from corporate headquarters to remain on the planet indefinitely. Hephaestus, already becoming crippled by the economic downturns that would lead into the Second Great Depression, was forced to concede to the planet’s demands, fearing a full-scale revolt if they did not. The compromises made here would form the future of modern Himeo’s direct democracy, and formed the basis of quasi-unions referred to as syndicates by their members in order to better avoid raising attention from Hephaestus. The new leader of Himeo would be called the First Speaker, and was initially elected in late 2255 following the compromises.&lt;br /&gt;
&lt;br /&gt;
Over the following years Himeo drew closer to its nearby neighbor of Xanu than it ever was to Hephaestus Industries, which was now viewed as having left the colony out to dry and die. Quotas continued to come in and not be met, while salaries continued to drop and the quotas, bizarrely, started to get larger -- though the colonists did not realize it, Hephaestus was attempting to make money despite an economic collapse rapidly approaching. When the Second Great Depression hit in 2260 Hephaestus Industries sold off the colony, its ships, and its resources to the Sol Alliance. Himeo’s seemingly bizarre government was kept in place as the Alliance was unable to install a governor, but increased taxes on the system to compensate for the Second Great Depression were instituted in the system in 2272. For many on Himeo, this was the last straw.&lt;br /&gt;
&lt;br /&gt;
===The United Syndicates of Himeo===&lt;br /&gt;
In 2275, the planet voted to leave the Alliance of Sovereign Solarian Nations along with Xanu Prime and several other systems, officially changing its name to the United Syndicates of Himeo due to the proto-unions of the past decades having risen to dominate the planet’s already left-leaning government. By 2278, the planet would be embroiled in the Interstellar War and quickly become a major industrial center for the nascent Coalition of Colonies.&lt;br /&gt;
&lt;br /&gt;
The most notable engagement by Himean forces during the Interstellar War was the Battle of Kavachni in 2285, near the end of the War. Kavachni itself is a minor and mostly unremarkable system located between Himeo and Xanu Prime that was uninhabited in 2285. While called a battle, and initially expected to be one between the United Syndicates’ small fleet and a depleted Solarian force, negotiations between officers of both fleets led to a different outcome: the defection and surrender of the Plutonian 10th Fleet to Himean forces. Mostly composed of sailors from the Baltic Soviet Socialist Republics, these defectors opted to settle on Himeo and their descendents form a significant part of the population. Negotiations between Pluto and Himeo to transfer family members from Pluto to Himeo ultimately collapsed shortly after the end of the Interstellar War, which has become an enduring point of bitterness between the two worlds. &lt;br /&gt;
&lt;br /&gt;
Since 2278 Himeo has remained a steadfast member of the Coalition of Colonies, despite often clashing ideologically with the Xanu Free League over the economic direction of the Coalition of Colonies. Himeo maintains a leash so tight on megacorporations in its space that they opt to not operate in its space, with Hephaestus being outright banned from operations in Himeo’s space since 2276. The contemporary Himeo is a major source of the Coalition’s industry, and generally provides the heavy industry and resources needed to ensure that other planets prosper.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“It’s a simple, easy venture which will bring immense profit to your governments. Let me assure you that the environment is nothing to be concerned about as we’ve taken measures to ensure our equipment will endure it,”&amp;lt;/i&amp;gt; — Konrad Haas (2221-2304), director of extra-Solarian operations for Hephaestus Industries, pitching HIIMZ-5 to an assembled European Union meeting, 9 September 2248. &amp;lt;/center&amp;gt;&lt;br /&gt;
The surface environment of Himeo is extremely harsh and uninhabitable. While it features an easily breathable atmosphere, distances from its star means that Himeo is generally freezing: surface temperatures are, on average, roughly −58.2 °C (−72.8 °F) before factoring in wind chill. The local climate is further characterized by its extreme windstorms, usually featuring snow, that whip down from its mountains and bracket the tundra of Himeo. The planet has an orbital period of fifteen months and two seasons due to its unusual orbital pattern: winter and deep winter. Deep winter refers to the period during which Himeo is further from its star, while winter refers to when it is nearest to its star. Deep winter lasts ten months, while winter lasts five months.&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“We must never seek to place profit above people, even if it comes at a loss to us. It is only by the people’s mandate that the United Syndicates function,”&amp;lt;/i&amp;gt; — Eilwen Nevitt (2438 - ), Dorshafen Shipbuilding Syndicate President, speaking about the ongoing phoron crisis on 28 June 2464.&amp;lt;/center&amp;gt;&lt;br /&gt;
As one of the Coalition’s largest industrial hubs, the economy of Himeo is based around making and exporting various industrial goods such as steel, heavy machinery, and industrial equipment. Most of the mining machines found throughout the Coalition can trace their origins to a Himean factory, and many factories in the greater Coalition are filled with equipment stamped with the United Syndicates’ production quality seal. Most of these goods are shipped to the larger markets on Xanu Prime and sold there by Himean syndicates that operate branches in the Xanu Free League. Himeo exports very few consumer and luxury items, which tend to be imported by the United Syndicates or are produced on and stay within Himeo’s market itself. The United Syndicates produces few ships for export, with most remaining in Himeo’s system, though the few that are exported are usually large cargo or mineral hauling vessels.&lt;br /&gt;
&lt;br /&gt;
Acquiring the raw materials to fuel Himeo’s industry has been a longstanding issue for the United Syndicates, as Himeo itself has become increasingly difficult to mine upon due to regulations, depletion of natural deposits, and different syndicates becoming caught in lengthy legal debates over who has the right to what mine. Most of Himeo’s contemporary mining is carried out abroad at various locations throughout the Coalition. Himean mines can be found on Vysoka and throughout the Coalition on uninhabitable yet mineral-rich planets such as the other planets within the United Syndicates’ home system. The recent annexation of the [[Weeping Stars]] region by the Coalition has led to a recent boom in Himeo’s mining industry, and its syndicates have gladly plunged into the former demilitarized zone to extract its resources.&lt;br /&gt;
&lt;br /&gt;
==Government and Politics==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“There is no reason for us, as Himeans, to support the corporate-run Republic of Biesel! As a member of this Council and with God as my witness I will never spill Himean blood to ensure corporate profit! I motion against this!”&amp;lt;/i&amp;gt; — UHWP-D Councilor Merja Toivanen (2431 - ) in an impassioned speech against intervention in Biesel alongside Xanu against the Solarian Navy, 22 October 2462. The motion ultimately failed.&amp;lt;/center&amp;gt;&lt;br /&gt;
The Himean government is quite unlike anywhere else in the Spur due to its nature as a pure direct democracy rooted in syndicalism. Nearly everything related to the government is solved by pure majority vote, which has led to an extremely slow pace that, in the view of many on the planet, is a necessary sacrifice in the name of creating a democracy that serves the people and their syndicates rather than the shareholders and their megacorporations. Another source of political gridlock is a universal trait of all Himean elected offices: that they can be stripped of their position by pure majority vote at any time. While intended to prevent tyranny from taking root in elected positions the recall mechanism often falls prey to mob rule, and many Himean officials have extremely high turnover rates. Even First Speakers — the elected ruler of the entire planet — are not immune to being recalled, and many have fallen prey to it.&lt;br /&gt;
&lt;br /&gt;
The First Speaker is assisted by the Council of Himeo, the planet’s legislative arm. Elected from its districts, the councilmen and councilwomen that serve in it have an important function: only they can introduce legislation that will impact the entire planet. But despite this importance, the Council suffers from much of the same turnover rates and time inefficiencies that plague the rest of the planet.&lt;br /&gt;
&lt;br /&gt;
The process through which bills become laws on Himeo can be agonizingly long. Following a bill’s introduction into the Council and its passing a bill must be approved by the First Speaker (or a Ward Mayor, the governors of Himeo’s five administrative divisions, if at a lower level). If it is vetoed at this level, it goes back for an absolute majority vote. If not, the bill enters the slowest phase of its process: the popular vote. Every area impacted by a bill has its population vote to approve it. At best, this takes only one round of voting. In reality it often takes multiple rounds of voting, negotiating, haggling, and campaigning to pass a bill in a singular area, and bills can often become stuck in political quagmires for years. After every impacted area votes yes the bill becomes a law, as the people have deemed it worthy.&lt;br /&gt;
===Political Parties===&lt;br /&gt;
The following parties can be found in the Council of Himeo. The current government, under First Speaker Marja-Leena Helminen, consists of the United Himean Worker’s Party’s Mainstream and Devolution factions along with the ever-present United Mineworkers&#039; Alliance. In opposition are the UHWP’s Centralization faction and the Cooperative Syndicalist Front. Accepted by neither side is the radical and often-overlooked National Himean Worker’s Vanguard which has long dwelled at the fringe of politics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;United Himean Worker’s Party - Mainstream&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;United Himean Workers Party - Mainstream&#039;&#039;&#039; is the oldest and largest of the UHWP’s three factions, and can directly trace its lineage to the revolution that created the United Syndicates in the 2270s. The Mainstream faction of the UHWP is highly anti-corporate and has long maintained a hatred of Hephaestus in particular, but is generally opposed to directly aiding external syndicalist revolutionary movements. The UHWP wishes to not “rock the boat” in terms of the United Syndicates’ centralization-decentralization debate: too much centralization compromises the Himean model of direct democracy, while too much decentralization would lead to chaos and inefficiency. The UHWP is led by First Speaker Marja-Leena Helminen, and she holds the most influence over the Mainstream faction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;United Himean Workers Party - Devolution&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;United Himean Worker’s Party - Devolution&#039;&#039;&#039; stands as the second-largest of the UHWP’s factions, and gains much of its popularity from its continued promotion of decentralization across the political landscape of the United Syndicates. To Devolutionists, the best way to carry on the Revolutionary traditions of those that stood against Hephaestus is to ensure that the planet’s direct democracy is allowed to flourish through its syndicates, even if it makes the government move even more slowly. The Devolution faction does not promote spreading the ideals of Himean syndicalism throughout the Spur, as it believes influencing other planets goes against the promotion of decentralization. Ernst Kuechler, a councilman from Dorshafen and former steelworker’s syndicate leader, champions the Devolution faction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;United Himean Workers Party - Centralization&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;United Himean Worker’s Party - Centralization&#039;&#039;&#039; is the smallest and most radical of the UHWP’s three major factions. Much of the Centralization faction’s power is drawn from the United Syndicates’ Planetary Guard, the main military body of the planet. The Centralization faction wishes to put a stop to the creation of further syndicates in order to work out inefficiencies present in Himeo’s government – which has won it some support – and is the most anti-corporate of the three factions, actively seeking to promote (and perhaps intervene) in Himean syndicalist movements across the Orion Spur. Samantha MacDowell, a councilwoman from Inverkeithing and former Planetary Guard officer, is the arguable leader of the Centralization faction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;United Mineworkers&#039; Alliance&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;United Mineworker’s Alliance&#039;&#039;&#039; is a strange middle ground between a large syndicate and a political party. A single-ticket party, the United Mineworkers are primarily concerned with the promotion and continued success of Himeo’s myriad mining syndicates. As a result they are an outward-looking party: with most mining sites on Himeo having long been mostly depleted, the planet’s miners must now secure mining rights elsewhere. The UMA generally aligns itself with the UHWP’s mainstream and Devolution factions, and has long served as an ally of the party. The UMA is led by Harvey Greenwood, a councilman from Inverkeithing and former mine syndicate leader.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cooperative Syndicalist Front&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Cooperative Syndicalist Front&#039;&#039;&#039; is an odd party on Himeo, and a very recent one: it was only founded in the mid-2430s. Primarily drawing its support from non-mining syndicates, it has long lobbied for the expansion of Himeo’s syndicates to include syndicates founded in the Himean style abroad in order to create friendly trading partners abroad. This stance has placed it into an awkward alliance with the UHWP’s Centralist faction due to their mutual support of Himean syndicalism abroad. Yet the UHWP-C and CSF alliance seems unlikely to persist, as the CHF is far less militant than its counterpart. The CSF is led by Saara Karjalainen, a councilwoman from Uusi Viipuri and former university professor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;National Himean Worker&#039;s Vanguard&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
On the far fringes of Himean politics lies the &#039;&#039;&#039;National Himean Worker’s Vanguard&#039;&#039;&#039;, a party founded in the wake of the Solarian Collapse of 2462. An extremely anti-corporate and militant party, the NHWV positions itself as a more radical version of the UHWP-C: it believes that a freeze on new syndicates is not enough, and that existing ones should instead be consolidated into larger syndicates run in part by the state. It is additionally very militant, and believes that the Planetary Guard should be deployed abroad to encourage the creation of pro-United Syndicates governments. These stances have won it few friends and many enemies, and some argue that it is only its eccentric leader – former Planetary Guard Colonel Oskar Ljungberg – that has kept the party alive through his erratic behavior in the Council of Himeo.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Foreign Relations===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“For as long as I’ve lived, I’ve hated Hephaestus for what they did to us,”&amp;lt;/i&amp;gt; - Excerpt from an interview with miner Maisie McDougall (2251-2343) from the documentary Voices of the Himean Revolution (2317).&amp;lt;/center&amp;gt;&lt;br /&gt;
The revolutionary ideology that Himeo embraced in the 2270s as a young and recently independent planet has continued to shape its foreign policy even in the present day. The planet’s strain of syndicalist thought — often simply referred to as “Himean syndicalism” — is often confrontational and brash, openly advocating for the spreading of its beliefs in the face of a hostile and corporate-dominated Spur. This confrontational nature — and its industrial might — have made the United Syndicates a major force in the politics of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Xanu Prime]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The relationship between &#039;&#039;&#039;Xanu Prime&#039;&#039;&#039; and the United Syndicates is a long-standing, deep friendship that occasionally devolves into spasms of mutual animosity. Both agree on many issues related to the Coalition: it should be more centralized and it should be more readily able to defend itself, even with Sol out of the picture for now. However, they often disagree on economic policy: the United Syndicates advocate for a closely-regulated economy that mostly avoids corporate influence, while the Xanusanii advocate for a lightly regulated free market.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Federal Technocracy of Galatea]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The relationship between Himeo and the &#039;&#039;&#039;Federal Technocracy of Galatea&#039;&#039;&#039; is one of mutual antagonism and opposition rooted in the stark differences between Himean and Galatean political approaches. Where Himeo idealizes equality and freedom, Galatea promotes elitism and order. The two member-states frequently disagree with one another and Himeo is the most vocal critic of the Technocracy in the Coalition. It is only Xanu, and their mutual dislike of Dominia and its privateering, that keep the Himean-Galatean relationship from worsening.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Vysoka]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Aside from Xanu, the planet Himeo is most involved in is &#039;&#039;&#039;Vysoka&#039;&#039;&#039;. Despite the mostly-agrarian nature of Vysoka’s economy, the planet is home to rich (and mostly untapped) mineral reserves that Himeo’s mining syndicates have long coveted. The decentralized nature of Vysoka’s government has made acquiring mining rights a complicated and often chaotic process, and has caused some controversy on Vysoka itself. Mines are not clean things and many Vysokans — watching once-pristine land turn into muddy dig sites belching smoke — do not appreciate the Himeans or their machines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Coalition of Colonies]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The broader &#039;&#039;&#039;Coalition of Colonies&#039;&#039;&#039; typically views Himeo positively, though some hardly appreciate the United Syndicates’ push for centralization. &#039;&#039;&#039;Gadpathur&#039;&#039;&#039; and &#039;&#039;&#039;Assunzione&#039;&#039;&#039; both trade heavily with it, though Assunzione’s distance and Gadpathur’s previous position in a technically neutral zone have historically limited their formal relations.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Republic of Biesel]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Republic of Biesel&#039;&#039;&#039; and the United Syndicates have a very poor relationship. Himeo officially views Biesel as nothing more than a Eridani-like corporate state owned by the Stellar Corporate Conglomerate and has no official relations with it. The United Syndicates sent no aid to the Republic during either of its invasions, and has successfully used it to argue against further permissions for corporations in Coalition space. To many Himeans, the Republic is now the primary threat to the Coalition thanks to its recent rapid expansion. Despite poor relations between their governments, many Himeans that decide to work abroad often drift into the Republic’s space due to its higher pay potential and the greater amount of jobs available. These economic migrants are viewed with some ambivalence on Himeo, with many viewing them as simply being practical while others view them as greedy profit-seekers who have abandoned the revolutionary ideology of the United Syndicates.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Sol Alliance]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Sol Alliance&#039;&#039;&#039;, like its former member state, has a poor relationship with the United Syndicates. Himeo and Xanu have long maintained a United front against the Alliance and operate a singular joint embassy on Earth. Himeo actively supports the League of Independent Corporate Free Systems, a Solarian breakaway state located in the Northern Wildlands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Eridani Federation]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Himeo and the Eridani Corporate Federation have a particularly hostile relationship due to their highly disparate ideologies. Himeo has banned any [[PMCG#Eridani_Private_Military_Contractors|Eridani private military contractors]] from operating within its space, and regularly campaigns for the Coalition to enact sanctions against Eridani itself. While not as furious as the relationship between Himeo and Hephaestus, &#039;&#039;&#039;working for an Eridani private military contractor (Ringspire, N4NL, Sekhmet Intergalactic, or Eagle Corp) is punishable by exile from Himean space.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Empire of Dominia]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Relations between the United Syndicates and the &#039;&#039;&#039;Empire of Dominia&#039;&#039;&#039; are hostile, but neither power has engaged in open conflict -- yet. The divergent ideologies and political systems of the United Syndicates and Empire ensure they are at odds with one another. To Himeo, the Dominians are authoritarian despots who seek to conquer the free frontier – and perhaps someday attack Elyra and the Coalition. To Dominia the United Syndicates are barely a nation in the first place, being ruled by a mob of unwashed laborers rather than nobility. Despite this view some in the Empire seek to use Himeo as part of their noble grudges, with Imperial Fleet officers, generally of House Zhao, known to leak information regarding unathi privateers to their Himean counterparts. This information trickles down the geopolitical chain from Himeo to naval garrisons in the southern Coalition and Serene Republic of Elyra – regions prone to high levels of piracy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Republic of Elyra]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Himeo and the &#039;&#039;&#039;Serene Republic of Elyra&#039;&#039;&#039; have a friendly, if distant, relationship. Little trade occurs between them, but their respective navies often cooperate to combat the activities of their mutual regional rival: the Empire of Dominia. Joint anti-piracy operations between the Elyrans and Himeans are a fairly common sight in many regions of the Sparring Sea, and many pirates have come to fear the sight of Elyra’s modern vessels and Himeo’s boxy, heavily-armored former cargo vessels working in unison.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Hephaestus Industries]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Himeo’s government has an extremely poor relationship with &#039;&#039;&#039;Hephaestus Industries&#039;&#039;&#039;, which it views as having oppressed the planet for its own profits, but holds a neutral status on other megacorporations. The government, by majority vote, banned Hephaestus from operating in Himeo’s space shortly after it declared independence. The relationship between Hephaestus and Himeo is so hostile that &#039;&#039;&#039;working for Hephaestus is considered treason under Himean law, and is punishable by death.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Himean culture is the vanguard of the Revolution. It only makes sense to me, First Speaker, that we found a syndicate to oversee cultural development for the good of the United Syndicates!”&amp;lt;/i&amp;gt; - National Himean Worker&#039;s Vanguard leader Oskar Ljungberg (2436 - ) speaking to the Council of Himeo on 17 January 2461. His push for a cultural syndicate ultimately failed.&amp;lt;/center&amp;gt;&lt;br /&gt;
The society of Himeo has been heavily influenced by its revolutionary ideology and origins in a popular revolt. Himeans are known for their devotion to their neighbors, a distrust of corporations and those affiliated with them, and their dedication to their revolutionary syndicalist ideology. Collectivism is emphasized as a positive and virtuous trait, while individualism – particularly “greedy” individualism that favors the individual over the group – is discouraged and looked down upon. While the most commonly acknowledged root of this collectivism is ideology, it has a more practical origin as well: it is simply easier to survive in a harsh environment such as Himeo in a society based upon mutual support and trust.&lt;br /&gt;
&lt;br /&gt;
One of the most commonly acknowledged stereotypes of Himean society is the near-universal disdain that most Himeans hold for [[Hephaestus Industries]], which originally colonized – and eventually abandoned – the planet to its own devices.  Himeans distrust almost everything to do with Hephaestus, and to work for Hephaestus as a Himean is seen as one of the worst offenses one can commit – both legally and culturally. This distaste must often be set aside, or at least made less obvious, while working abroad due to the sheer prevalence of Hephaestus Industries, much to the ire of many Himeans employed in engineering departments around the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Himeans that opt to go abroad do so for a variety of reasons. Many leave due to a desire to make more money, perhaps due to greed or perhaps due to a desire for a better life for those on Himeo that depend upon them. Others leave out of a sense of wanderlust, or a desire to see the broader Orion Spur beyond the caves they have spent their lives in. Others leave for their own reasons, known only to themselves, and a handful leave due to being banished from the planet. Judged as too hazardous to remain on the planet by the government of the United Syndicates, these individuals find themselves condemned to live and die abroad, and will never see their home planet again. &lt;br /&gt;
&lt;br /&gt;
===[[Free Tajaran Council]]===&lt;br /&gt;
The &#039;&#039;&#039;Free Tajaran Council&#039;&#039;&#039; is the largest Tajaran community in Himeo; its origin can be traced back to the [[Tajaran History#The Uprisings|First Revolution]]. Born in the city of Shungsta during the war, the Tajaran Free Council was a political movement that advocated for the total abolishment of authoritarian governments in favor of independent democratic councils. &#039;&#039;&#039;Volin Kar’etrink&#039;&#039;&#039;, a young Hharar factory worker, was elected to be its commander thanks to his status as a famous firebrand. The group fought both reactionary and rebels in an attempt to create a state-free Adhomai. This ideology was later named Kar’etrinkism by its opponents. While mildly successful against rebellious and monarchist forces, the Council was defeated by the Hadiists. The surviving revolutionaries fled Adhomai to escape further persecution.&lt;br /&gt;
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Led by Volin in their exodus, the survivors reached the Coalition of Colonies in &#039;&#039;&#039;2430&#039;&#039;&#039;. Because of its government and weather, Himeo was chosen to be their new home. Organizing themselves in a similar manner to the rest of the Himean society, the Council was given autonomy to govern themselves as they saw fit. With the help of Himeo, they established schools to freely educate their population. However, they did not abandon their ideals. Kar’etrink and his followers secretly planned to return to Adhomai to overthrow its governments when the Council became strong enough. Military training was offered to all willing members. Plans to infiltrate cities and assassinate leaders were voted upon in secret. These intentions remain largely unknown to Himeo and the Adhomian nations. Attempting to sabotage or reveal the plot is met with violent mob justice. Volin Kar’etrink continues to hold the position of Council representative to this day.&lt;br /&gt;
&lt;br /&gt;
Nowadays the Free Tajaran Council faces serious problems. No matter how hard they try, they can never muster enough numbers and materiel to ever challenge any of the Adhomian nations. A new generation of Tajara was born in Himeo; many of them doubt the viability of Volin’s plan. The Council is now split between two warring factions: the old guard who believes that the operations in Himeo are enough, and the younger Tajara who wants to contact the outside world in search of allies. The older wing has also grown extremely paranoid of foreign Tajara, fearing possible spies among their ranks. The few that leave Himeo are either young Tajara disillusioned with Kar’etrinkism or trying to recruit new members. When abroad, caution about one’s intention is essential to not draw attention to the Council&#039;s true purpose.&lt;br /&gt;
&lt;br /&gt;
Volin Kar’entrink is an elderly Tajara and does not have much time left in this world; the future without its revolutionary leader is an uncertain one for the Council. The community is currently engaged in a proxy war that will decide the community&#039;s fate.&lt;br /&gt;
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=== Synthetics on Himeo ===&lt;br /&gt;
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&lt;br /&gt;
Himeo’s unique government and history of anti-megacorporate laws and legislation, most notably their ban on Hephaestus Industries operating within Himean space mean that the planet is devoid of megacorporations and their operations. This also means there are no corporately owned synthetics in Himean space. The absence of mega-corporations also makes this planet an attractive place for any IPC wishing to hide from them, such as ones attempting to escape to their freedom from within the Coalition itself or from outside sources such as the Solarian Wildlands or the Republic of Biesel. The planet&#039;s manufacturing industry also serves a role in producing parts of IPC frames, helping to reduce the cost of living for those who settle there, this is particularly attractive to free positronics who must pay all the expenses for repairs themselves.&lt;br /&gt;
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Privately-owned positronics do exist on Himeo, however in a different manner to the rest of the Spur. Rather than being owned by individuals, almost all owned synthetics are instead the property of local councils, organizations and industries. The majority of these positronics are Industrial Frames used in the planet&#039;s substantial mining, refining and industrial sectors, though other frames have been known to be bought in for other tasks. Positronics that find themselves in this position also find themselves instilled with the unique values of Himeo by their owners, holding the communal, anti-mega corporate attitudes of their owners. Gaining freedom for these IPCs is possible, however, it is up to the mercy of their owners, as no formal system for buying their freedom exists. This issue is compounded by the fact that many of these synthetics do not wish to gain their freedom, seeing their position as just a natural place in their community thanks to the views instilled within them.&lt;br /&gt;
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Free synthetics also make up a sizable amount of the positronics found on Himeo, often choosing to settle on the planet in search of work due to the planet&#039;s booming industrial sector and the liberal attitudes towards synthetics in certain places. In general, these free positronics manage to settle on the planet fine, adapting quickly to the communal, close-knit nature of Himean communities by making themselves useful to the local population, helping to earn their place in the communities that dot Himeo. Those who fail to do this often find the planet more unwelcoming to their presence than is worth dealing with to stay, being locked out of these close-knit communities due to not reaching their usual expectations.&lt;br /&gt;
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The Human population of Himeo hold very divided views on synthetics, though they can broadly be categorized into three different positions. The first crowd, being the most pro-synthetic, see positronics as having undergone the same oppression by megacorporations as they did long ago and advocate for full, equal rights for synthetics in line with the colonies&#039; direct democratic principles. The cities of Uusti Viipuri and Dorshafen are major centers for this viewpoint. &lt;br /&gt;
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The second crowd hold a more mixed view of synthetics, not denying that they can be free but also not seeing them as equals or people and allowing them to be owned as industrial equipment. They advocate for allowing the ownership of synthetics for economic gain and in some cases restricting their right to vote within councils, Industrial centers like Rautakaivos Kaupunki and Inverkeithing are hubs of this viewpoint. &lt;br /&gt;
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The final group see positronics as tools of the mega-corporations that oppressed them before, holding an especially dim view of those made by Hephaestus, expecting them to turn traitor at any moment due to some programmed loyalty. They advocate for removing and keeping synthetics off Himeo entirely. This viewpoint is most common among the more isolated areas of the planet.&lt;br /&gt;
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Due to this three-way division so far it has been impossible for legislation on synthetic rights to be introduced at a planetary level. This leaves the issue of IPC rights to lower-level governance where opinions are more cohesive such as individual cities. In some areas of the planet, synthetics have equal rights to human residents, whilst in others, they are not even allowed to be residents. For now, this situation seems like it will continue, with the human and free IPC residents naturally settling into areas that allow them to co-exist, and those who want to be away from them settling into areas without synthetics.&lt;br /&gt;
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Holding onto the views bought from their homeland and their general isolationist nature, the Free Tajaran Council views synthetics with suspicion, and no IPC residents are found within the foundling district. However, Tajara who work outside of the Foundling district tend to have no issues with positronics they might work along, regarding them primarily with indifference.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Language===&lt;br /&gt;
Himean Common is an unusual language born of a fusion of Solarian Common and the Coalition’s Freespeak (also known as Gutter) that has grown to become one of the harder dialects of Solarian Common for non-native speakers to understand. Much of this difficulty is due to its usage of Freespeak loan words, which has made translation – particularly mechanical translation – a difficult and often frustrating affair. Another difficulty for many non-native speakers of Himean Common is the language’s heavy use of hard-to-translate metaphors that become quite difficult to comprehend when translated either literally, either by novices or by relying upon machine translation. Some of these metaphors, and their most common Tau Ceti Basic translations, are:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Himean Common Expressions====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* “Begrudgery.” – Complaining while not doing anything to solve the problem.&lt;br /&gt;
* “I’m starting to feel the band around the head.” – It’s starting to annoy me/give me a headache.&lt;br /&gt;
* “The end of the tunnel.” – The conclusion.&lt;br /&gt;
* “Emergency does not look like this.” – It’s not so bad.&lt;br /&gt;
* “No need to be riding the hare.” – Slow down/don’t rush it.&lt;br /&gt;
* “Not to spit into the glass.” – Not to interrupt.&lt;br /&gt;
* “Son of yesterday&#039;s grouse.” – An inexperienced or naive person. Somebody who is easily fooled.&lt;br /&gt;
* “It’s in the glove.” – Situation/thing’s under control.&lt;br /&gt;
* “The gloves are lost.” – Situation/thing’s out of control.&lt;br /&gt;
* “Hang up the gloves.” - Give up.&lt;br /&gt;
* “Loose like a grandfather’s tooth.” – Something could very easily be disturbed or broken.&lt;br /&gt;
* “Up on the surface.” – Difficult to obtain.&lt;br /&gt;
* “Let’s get to the head.” – Let’s return to the start (referring to a drill’s head).&lt;br /&gt;
* “Like a rooster on top of the scree.” – Bragging about cheap accomplishments.&lt;br /&gt;
* “Working like the Devil leaves church.” – To work very quickly, and typically poorly.&lt;br /&gt;
* “Someone/something has bats in the belfry.” – Refers to a crazy situation, but can also refer to somebody with crazy ideas.&lt;br /&gt;
* “Death in a/your wallet.” – To be broke.&lt;br /&gt;
* “In the tunnels.” – Lost.&lt;br /&gt;
* “Last winter’s snow.” – Something that isn’t relevant now.&lt;br /&gt;
* “You need to bleach your nose.” – You need to stop/quit drinking.&lt;br /&gt;
* “Digging backwards.” – Making a situation needlessly complicated.&lt;br /&gt;
* “Ten for the attempt.” – A good, but unsuccessful, attempt.&lt;br /&gt;
* &amp;quot;I only know how to swing a pick.&amp;quot; – A phrase used when a person does not know anything about something.&lt;br /&gt;
* &amp;quot;Canary in a coal mine.&amp;quot; – An indicator of potential danger.&lt;br /&gt;
* &amp;quot;Leave the church in the town.&amp;quot; – Don&#039;t get too excited.&lt;br /&gt;
* &amp;quot;You&#039;re not made of sugar!&amp;quot; – Toughen up!&lt;br /&gt;
* &amp;quot;Until the foreman comes.&amp;quot; – Excessively.&lt;br /&gt;
* &amp;quot;Two pairs of gloves.&amp;quot; – Two different things.&lt;br /&gt;
* &amp;quot;Smelling fumes.&amp;quot; – Suspecting something.&lt;br /&gt;
* &amp;quot;It&#039;s your factory, I just work in it.&amp;quot; – A phrase used to deride someone for being egotistical or self-centered.&lt;br /&gt;
* &amp;quot;Promising a blue sky.&amp;quot; – Promising the impossible&lt;br /&gt;
* &amp;quot;In the devil&#039;s kitchen.&amp;quot; – In a bad situation.&lt;br /&gt;
* &amp;quot;Make like a rat.&amp;quot; – To leave, typically quickly.&lt;br /&gt;
* &amp;quot;There will be a dancing bear.&amp;quot; – It&#039;s going to be fun.&lt;br /&gt;
* &amp;quot;The ore of the rock.&amp;quot; – Something highly desired or regarded.&lt;br /&gt;
* &amp;quot;Make someone&#039;s mine.&amp;quot; – To go out with someone romantically.&lt;br /&gt;
* &amp;quot;(To make someone) Take a trip to the railyard.&amp;quot; – To beat someone up. This comes from the fact that historically, many injured miners would only be able to get out of Himeo&#039;s mines by rail.&lt;br /&gt;
* &amp;quot;Coal-headed.&amp;quot; – Stupid. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Along with Himean Common, many Himeans know Freespeak as a second language. It is not commonly used in Himean Society, but is taught to children in grades 4 through 12 as part of Himean efforts to better connect with the rest of the Coalition of Colonies.&lt;br /&gt;
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===Cuisine===&lt;br /&gt;
The traditional cuisine of Himeo is very sparse. The diet of a Himean was primarily composed of mushrooms until trade was opened with Xanu and the Scarab Fleet, causing the amount of available food to increase dramatically through new hydroponics techniques. The underground and orbital hydroponics farms of Himeo are able to produce a variety of common Terran foods, though meat remains a relative rarity due to the resources it consumes during production. The diet of citizens of Himeo is, however, less plant-based than an Eridanian’s diet – mining, after all, requires a lot of calories.&lt;br /&gt;
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===Education===&lt;br /&gt;
Education on Himeo is provided at a municipal level, and is generally regarded as high-quality for the frontier. However it lags behind the Solarian Alliance&#039;s Jewel Worlds and Middle Ring, and those Himeans that wish to learn specialized sciences such as xenobiology often travel off the planet to Xanu or further afield. Despite this Himeo is famous for its ability to produce talented engineers and atmospheric technicians. But due to a lack of corporate presence in the system, most of these individuals often remain on Himeo and are rarely immediately hired by off-planet entities.&lt;br /&gt;
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===Clothing===&lt;br /&gt;
Clothing on Himeo is, by demand, practical and extremely rugged – designed to endure a harsh environment and last for a long time. Much of it features multiple layers, and very little skin is left exposed. Due to the lack of real animals on the planet synthetic furs are common, with Himeo’s furs being commonly referred to as “fish fur” on the galactic marketplace. Himeo’s clothing is prized for its ability to keep in warmth and its low-maintenance designs. Coloring and dyes are generally quite muted due to scarcity, though reflective materials are common for practical and aesthetic purposes. Many Himeans make patterns on their clothes using reflective material, causing their clothes to vibrantly light up in the low-light environments of Himeo’s cities. The recent introduction of alien species such as the Tajara has seen new styles of “fur” coats emerge in the traditional Adhomaian style with Himeo touches – Tajaran peacoats with reflective PRA flags are common amongst certain immigrants.&lt;br /&gt;
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===Architecture and Construction===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Hephaestus assumed we’d simply lay down and die in the ruins they left us. Decades of development have proven them quite wrong, but I have no intention of inviting them for a tour,”&amp;lt;/i&amp;gt; — First Speaker Marja-Leena Helminen (2417 - ), 1 May 2464.&amp;lt;/center&amp;gt;&lt;br /&gt;
The architecture of Himeo is very distinctive and is essentially unique to to planet: the world&#039;s major settlements are all built underground due to the environment of Himeo itself. While the initial cities were dug out of mine tunnels and intended to last mere decades, rather than centuries, the tunnel systems have been expanded and revamped over the centuries to resemble kinds of subterranean metropolises built on top of one another, with some of the larger cities stretching as far vertically as they do horizontally. Some of these tunnels can be massive, but a typical residential tunnel in an underground city tends to have a clearance of around twenty feet in order to allow for rail traffic. Light is a constant issue in these tunnels, and many areas feature slightly dim lighting conditions. As such, many Himeans suffer from light sensitivity.&lt;br /&gt;
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Cities on Himeo, due to being entirely underground, universally feature extremely well-maintained, advanced, and robust atmospheric systems that are maintained around the clock. Fuel-burning generators or machines are extremely rare in Himeo: the most common method of transit underground is via an extensive underground rail system that connects all major cities, in which tunnels can stretch for thousands of kilometers as they snake around the planet. A job in the railway service is seen as very prestigious on Himeo, and its staff are known for their high quality. Electric power is often provided by burning the local ore deposits in factories, which vent their waste gasses to the surface via vents – some of which can stretch for hundreds of meters as they lead their way to the surface.&lt;br /&gt;
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What buildings that are on the surface of Himeo must, by demand, be extremely sturdy or built into a natural wind barrier. Surface buildings are typically rounded to avoid wind damage, and feature very few windows. These shuttle ports of Himeo are generally built upon its plains, and are mostly underground. A wind shield typically surrounds a heavy-duty “wind gate” in the middle of the shields, which opens or closes to let vessels in. Travel on the surface of Himeo is generally done in extremely durable tracked vehicles fitted with enormous plows to fight through snow drifts that keep themselves low to the ground to avoid tipping over in the wind. Air travel aside from interstellar traffic is generally advised against, due to the severe weather of Himeo.&lt;br /&gt;
&lt;br /&gt;
A group of relics that remains in use on Himeo to this day are the massive Hephaestus Industries tunneling and mining machines that the original colonists embarked with. These machines were built to last, and are still in use to varying extents to this very day – with, of course, a great deal of modifications to keep them operational and effective. They typically fall under the authority of individual cities, though some factories operate them, and have storied histories. The machines are typically named and given some form of identifier on their chassis, in order to better distinguish them.&lt;br /&gt;
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==Himean Syndicates==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Ultimately it is only through collective, general action that our noble experiment will survive. We must love each other together, or we must die alone. There are no other outcomes.”&amp;lt;/i&amp;gt; — Sascha Röthke (2367 - ), first President of the Terästimantti-Llosgfynydd Industrial Cooperative addressing the workers of the Terästimantti Iron and Steel Works in a speech celebrating the syndicate&#039;s founding.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Syndicates are massive worker-owned quasi-labor unions which coalesce around certain industries or locations. They form the backbone of the Himean nation and economy and provide everything from housing to food to retirement plans to their members, while also distributing profits in exchange for dues paid by each member on a quarterly, monthly, or annual basis. Failure to pay these dues may result in a loss of certain syndicate services or privileges, or in the worst cases, ejection from a syndicate under the justification of perceived &amp;quot;selfish behavior&amp;quot; on the part of the ejected. Syndicates have their own social circles and often operate social clubs, bars, and restaurants, collectively referred to as “&#039;&#039;&#039;Worker’s Homes&#039;&#039;&#039;.” Usually, only a syndicate’s own members may have entry to their syndicate’s worker’s homes, but some syndicates open their facilities to members of any syndicate. The number and quality of these facilities vary greatly by syndicate. Some syndicates are concentrated only in certain geographical areas (shipbuilding syndicates are usually only found in port cities), while others with a broader influence such as mining or industrial syndicates have a far more widespread geographic footprint.&lt;br /&gt;
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Along with being both social and economic units, Himean syndicates are also political factions in a sense. Many of them put their support behind various political parties in the Himean government. This support is notoriously fickle, as most syndicates are only as politically loyal as their members are content with any given party’s current agenda. Most syndicates have annual or bi-annual elections in which any member can vote to determine their syndicate’s leadership and agenda for the next election period. It is illegal to work on Himeo without being a member of a syndicate with a valid government charter, and renouncing one’s syndicate membership without shortly taking on another is greatly frowned upon in Himean society and seen as stupid, selfish, and intentionally breaking from the collective and causing disunity. Those without syndicate memberships are an infinitesimally small subset of Himeo’s population and usually get by through begging and living on the streets of Himeo’s subterranean cities. They are not allowed to leave the planet, as syndicate membership is a prerequisite to being granted a valid Himean Coalition of Colonies passport. &lt;br /&gt;
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Syndicates often work in concert with one another towards common goals, though competition between them exists and is quite fierce. Some syndicates will close their services to the members of other syndicates in tit-for-tat “targeted striking actions” with the goal of securing better agreements for themselves with their peers. Syndicates are granted charter by the Himean national government, which despite its decentralized influence, does have the responsibility of gate-keeping irresponsible citizens from establishing syndicates and potentially harming the Himean nation and economy. This is somewhat counterproductive though, as while the national government has the responsibility of granting a charter, without which a syndicate cannot legally operate, it lacks the authority to revoke said charter. Because of this reality, broad coalitions of syndicates have been known to unite their auspices in a common front against other syndicates they see as harmful or irresponsible with the goal of forcing favorable change in rivals or in some cases, even forcing their dissolution.&lt;br /&gt;
&lt;br /&gt;
Syndicates fulfil almost every function in Himean society, including those that would typically be filled by state agencies such as policing and national defense. The Himean national government functions as a coordinator of syndicates and as the director of the national agenda under which all syndicates are expected to honor and help work towards, though opinions on just how involvement or how much authority the government should have in enforcing this agenda vary by citizen and is one of the largest political debates in Himean culture. However, syndicates also maintain a broad degree of autonomy from national government directives and can freely disagree with the government and non-violently protest their decisions if they so choose, though doing so usually draws the ire of syndicates that benefit from working towards national government goals. Being very decentralized, the Syndicalist system actively promotes the idea of a separation of Himeo’s economic and even political power between hundreds, thousands, of different syndicates. This is so no one syndicate can amass enough power by itself to threaten the independence of the other syndicates or the integrity of Himeo’s national government’s position as a guide and coordinator of multi-syndicate actions.&lt;br /&gt;
&lt;br /&gt;
The Syndicalist system is renowned for its ability to achieve almost total employment; it always seems to find a job for almost any person capable of working. Just because it can provide the Himean worker a job however, does not always mean it is a dream job. Most jobs are stable, pay well, and get exceptional syndicate-provided benefits, things all of which would be considered a luxury in the less-developed places of the Orion Spur. However, upward mobility outside of moving from an entry-level job to a qualified one in the syndicate system is hard to achieve through merit alone, and usually involves some involvement or advocacy within the internal politics of one’s syndicate for any member to move up to a higher-ranking or better paying position under their syndicate’s direction. This unofficial prerequisite to advancement has led to some Humans to look for work elsewhere within the Coalition or even outside of it in hopes of advancing their careers, increasing their qualifications, and honing their skills, either to achieve more bargaining power for higher-ranking and better-paying jobs in their chosen Syndicate upon their return to Himean employment, or to start a new life outside of Himeo entirely. Others are more than happy to enjoy the benefits of a stable, decently paying job, for decades or become more involved in their syndicate’s internal politics to secure career advancement; many devote their entire lives to their job and relationships among their fellow syndicate members.&lt;br /&gt;
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Syndicates also play into Himean family structures in a few ways. Some families have had all or a large majority of their relatives work under the same syndicate for generations, with some membership lineages stretching back centuries to Himeo’s original revolution. Because of these family-syndicate ties, a young adult joining the family’s syndicate of choice or sometimes just that person’s syndicate of choice, typically after reaching the legal working age of 17 and completing their chosen education or vocational training, is often a very big deal in Himean society and the occasion is celebrated with cake and gifts in a similar way to how birthdays would be. It is a sort of coming-of-age holiday that is called “&#039;&#039;&#039;Admission Day&#039;&#039;&#039;” and is idealised in Himean culture for being the point where a citizen truly joins the working class and fights their struggle, but also for the sentimental meanings it has to the billions of individual Himean families, though some take their syndicate lineages much more seriously than others. Ejection from any syndicate is a mark of shame in Himean society, but being ejected from one where a person’s family has worked for generations, is a huge black mark of almost irrecoverable disgrace. Voluntarily leaving a syndicate, even if it is a syndicate with family ties, is not looked upon societally with indignity or disapproval, but this does not mean that internal tension will not occur in some families from such a voluntary departure.&lt;br /&gt;
&lt;br /&gt;
Socially, syndicates also play a large role. Many Himean’s entire social circles work for the same syndicate, and a sense of camaraderie between members of them often can develop from this. This isn’t to say that individual Himeans only know people in the same syndicate as themselves, many Himeans in fact seek out friends in different syndicates from themselves to get a sense of social variety, however, each syndicate actively tries to foster a sense of solidarity and mutual friendship between its own members. Syndicate Worker’s Homes are also often social gathering places for members of their respective syndicates, and function as not just syndicate-provided buildings to eat and drink, but as after work hang-outs, off-duty meet-up points, or simply as places to go to meet new people, relax, and have fun for countless workers across the planet.&lt;br /&gt;
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People who start working a syndicate job but then either by their own volition or by the syndicate’s discretion become unemployed or take a job with a foreign employer can usually still be members of their syndicate and typically receive syndicate-provided benefits but do not receive the pay that goes with a syndicate job. Syndicates have the discretion to freely eject or disbar members for any number of behavioural, disciplinary, or political reasons, such as promoting the false superiority of megacorporate ideas in the workplace or sympathizing with Hephaestus Industries to name two of many. Many syndicates are neutral or begrudgingly accepting towards the idea of their members working for outside companies and corporations (aside from Hephaestus Industries) but are quick to eject members who abuse the “inherent oppressive power” of their outside corporate positions and act in ways that are “harmful to the working class.” Every Himean returning to a syndicate job after working for a foreign corporation is subject to an exhaustive, weeks or even months long, interview and records review process by a syndicate panel. This process is colloquially referred to as &amp;quot;Walking through Purgatory&amp;quot; and is organized by the member’s syndicate in order to ensure that the returning member has not been recruited as a corporate agent and that they have not adopted any behaviors or beliefs which may be considered anti-Syndicalist or anti-working class, though these are intentionally very broad terms so that the syndicate may essentially reject anyone returning from a corporate job for any reason they deem fit. Failing this process can result in being assigned a lower-ranking job than what the member hoped to receive and a reduction in syndicate-provided benefits, ejection from the syndicate, or even being turned over to the national government as a traitor and corporatist infiltrator depending on the severity of the transgressions found by the panel. Many pass this process without a problem, but there are some who regretfully do not. &#039;&#039;&#039;Every syndicate on Himeo considers working for Hephaestus industries or taking a command/management position in any corporation directly associated with Hephaestus Industries as immediate grounds for expulsion and referral to the national government for treason charges.&#039;&#039;&#039;&lt;br /&gt;
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While Himeo has thousands of syndicates scattered across its economic landscape, the largest and most influential of these are commonly known as the 8Stars. These syndicates are the premier players in the most important industries in the Himean economy and hold a status similar to what megacorporations may have in other economic systems. Without them, many intellectuals, both within Himean academia and outside of it, speculate that the Himean syndicalist experiment would cease to exist. They are commonly referred to as the &#039;&#039;&#039;8Stars&#039;&#039;&#039;.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;United Mineworkers’ Alliance (UMA)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
“What lies Beneath?”&lt;br /&gt;
&lt;br /&gt;
When one thinks of the quintessential Himean Syndicate, they often think of the United Mineworkers’ Alliance even if they do not know it is the UMA that they are thinking of. This syndicate are some of the foremost experts in mineral extraction and processing in the Coalition and, to a lesser extent, in the entire Orion Spur. They maintain limited mineral extraction operations on Himeo itself (though gradually less and less as Himeo’s natural mineral wealth dries up) with numerous more sites on Vysoka and in asteroid belts around the CoC. Along with operating the most extensive and sophisticated arsenal of mining equipment in the Coalition and possibly beyond, the UMA has the second largest armed fleet and army under Himean ownership which it uses to patrol and protect the shipping routes to and from its various extraterrestrial mining sites. It is one of the largest employers in Himean space, holding almost unilateral sway over the Himean mining and interstellar shipping sectors to the exclusion of every other major syndicate. The UMA alone represents a significant subset of Himeo’s GDP, anywhere from 20% to 30% depending on the year, and its windfalls and general financial health are often used by outside observers as a barometer for the Himean economy in its entirety. The Alliance is also the strongest of all syndicates politically. It functions as a political party that represents itself and the Himean mining industry as a whole in Himean national politics and often holds significant influence over Himean economic and foreign policy. UMA Worker’s Homes are seen as the standard for what a Worker’s Home should be. Most have a bar, restaurant, showers, local syndicate offices, small all-faith chapels or prayer rooms, and modest game rooms with things like pool tables, large holovisions, and gaming consoles. Due to the integrated nature of their industries, the UMA shares a very close relationship with the Terästimantti-Llosgfynydd Industrial Cooperative.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Association of Himean Bankers &amp;amp; Economists (AHBE)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
“Unity is Wealth.”&lt;br /&gt;
&lt;br /&gt;
The AHBE holds the purse strings of Himeo’s economy, for better or worse. This syndicate essentially functions as the Himean national treasury and has a very close relationship with the Himean national government. It is the pot of gold from which all other syndicates seek funding, at least from Himeo. The AHBE is the wealthiest of all Himean syndicates, at least when measured by how many raw credits the association keeps in its coffers. It has influence everywhere on Himeo and can leverage its power against other syndicates by cutting off their funding and often relies on its great currency reserves to stay afloat during tough times. Despite the undeniably essential role the AHBE plays in the Himean economy, it consistently ranks among the most unpopular syndicates with the Himean populace. Its history of credit refusals to other syndicates has contributed directly to decreased wages and all the other unfavourable things that come along with them. Some syndicates use outside banks like Credit Xanusii, Idris Incorporated, or even NanoTrasen, for loans or credit lines so as to avoid dealing with the Association and its slow, albeit exaggeratedly so, credit approval process. Few Himeans look upon the AHBE with glowing positivity, with most seeing them as a necessary evil to keep the economy running. However, a small subset of Himeo’s population sees them as malicious and responsible for the insolvency of hundreds of honest, noble syndicates, the most notable of which being Himeo’s formerly-largest shipbuilding syndicate, the Collective Aerospace Syndicate. AHBE Worker’s Homes are few and far between, usually only in major cities and only numbering in the dozens as opposed to the hundreds typical of other syndicates, but are renowned for luxurious lounges and their fine food. They offer some of the best dining experiences on Himeo, a fact that the syndicate has been keen to open to non-members for exorbitant upcharges.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Free Consortium of Defense and Aerospace Manufacturers (FCDAM)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
“The Revolution is not Fought with Fists.”&lt;br /&gt;
&lt;br /&gt;
The Free Consortium of Defense and Aerospace Manufacturer’s is Himeo’s premier shipbuilding and weapons development syndicate. The Free Consortium designs its own equipment and also builds licensed Xanusii and Zavodskoi designs. Their products include everything from small arms to tanks and IFV’s to military spacecraft and everything in between. It also has a substantial subsection of its facilities devoted to the research and development of new arms. Along with weapons manufacturing, the FCDAM offers security services by contract to other Himean syndicates and even outside companies. The FCDAM absorbed the Collective Aerospace Syndicate in 2449 and has since taken over a majority of civil spacecraft manufacturing and shipbuilding on Himeo as well. As one may suspect, the Free Consortium’s shipbuilding sub-syndicates specialise in building freighters and other cargo-carrying crafts. FCDAM ships are used not only by Himean syndicates, but have also seen adoption by a number of Xanusii shipping and logistics companies. Unusually among the Worker’s Homes of 8Star syndicates, most FCDAM Worker’s Homes come with built-in shooting ranges where the Syndicate’s members may test, or more accurately recreationally use, arms developed by Free Consortium researchers. Naturally, this syndicate maintains a close relationship with the Himean People’s Unified Armed Forces, but also with the People’s Polytechnic Partnership of Himeo; the two trade research and researchers quite often.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unified Locomotive, Rail, and Automotive Syndicate (ULRAS)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
“Work forwards as one.”&lt;br /&gt;
&lt;br /&gt;
If it moves on Himeo, then it was built by the ULRAS. Trains, cars, motorbikes, and other vehicles are almost exclusively designed and manufactured on Himeo by this syndicate. This is to the extent where the spoken acronym of the syndicate, “Ulras,” has entered the Himean lexicon as a term used as an informal name for any kind of truck, 4x4, or off-road vehicle, even if it isn’t manufactured by ULRAS. Much to the chagrin of other syndicates, any ULRAS vehicle sold to another syndicate is contractually bound to only be repaired and maintained by ULRAS technicians, which can sometimes lead to long, expensive delays between when a vehicle breaks and when it is back in action. Thankfully this standard does not apply to vehicles belonging to individual Himean citizens who have a right to repair their own vehicles, should they choose to do so. ULRAS Worker’s Homes are rather standard, but are well-liked by the syndicate’s members for being clean, usually built into rail-stations or other transit hubs, having built-in bunk facilities, and being open for 24 hours a day. Along with vehicle manufacturing, ULRAS maintains and operates the Himean planetary rail network, including all the shipping which takes place on those rail lines, and the few subterranean highways on the planet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Himeo Healthcare Union (FHHU)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
“An injury to one is an injury to all.”&lt;br /&gt;
&lt;br /&gt;
Perhaps the most beloved of all syndicates by the average Himean worker, the FHHU owns and operates nearly all hospitals on Himeo and a handful on Vysoka as well. The Union offers healthcare free of cost to the individual, including emergency services, long-term terminal illness care, routine check-ups, and many other treatments. Payment for the FHHU’s services is done not through the individual, but through contractual agreements with the careseeker’s syndicate in which the FHHU agrees to treat the syndicate in question&#039;s employees for an agreed upon quarterly payment. This means however that in times where the FHHU is in disagreement with other Himean syndicates, a key bargaining chip it has in its possession is to completely deny healthcare coverage for all those who work under any syndicate it finds itself in contention with so as to bring about more favourable dealings. This tactic is rarely used except in circumstances of absolute diplomatic deadlock, but has been known to be quite effective when employed and has resulted in very strange scenarios. The most notable of these was in 2452 when the Himean People&#039;s Unified Armed Forces failed to reach an agreement with the FHHU and as a result, the entire planet&#039;s military was denied all medical coverage (including emergency and triage services) and received no medical supplies for 77 days until a new agreement was reached. Despite being seen as both protectors of the working class and (usually) unconditional caregivers, the FHHU is often the butt of jokes for their lacking Worker’s Homes. Many of these facilities are essentially just glorified syndicate offices and are seen as basic, outdated, boring, and well below the bare minimum of what most Himeans consider what a Worker’s Home should be. Along with medical care, the FHHU is a large pharmaceutical producer and develops its own medicines along with manufacturing licensed medications from companies based outside of Himeo including Zeng-Hu and NanoTrasen.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Himean People’s Unified Armed Forces (HPUAF)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
“To resist evil by force.”&lt;br /&gt;
&lt;br /&gt;
The military and its soldiers are workers much like anyone else on Himeo and as such, have their own syndicate. The Himean Planetary Guard and Planetary Navy fall under the HPUAF’s purview and the syndicate acts as both a joint-command structure and a union to represent the interests of the average Himean soldier and sailor. As such, the HPUAF, often simply referred to as “The Army,” or “The Guard,” is very close and often takes orders from the Himean national government, but in times of disagreement, the syndicate is keen to remind Higher-ups in Himeo’s political apparatuses of the Armed Forces’ voluntary service to the government’s policies. Of the 8Stars, the Himean People’s Unified Armed Forces has perhaps the most extensive network of Worker’s Homes, though the Syndicate refers to their own facilities as “Soldier’s Homes”, with them being found in even the smallest and most remote of Himean communities. While usually small, typically just bars or cafes, they are all open to the public and usually have die-hard loyal patrons. In times of emergency in which Himeo or its people may be threatened, the HPUAF may enlist Himean citizens as members, even if these citizens are already members of other syndicates, and direct the activities of other syndicates in the name of class-defence by invoking the Gross Emergency Pact. This “working-class defence treaty,” the terms of which all Himean syndicates must agree to in order to receive their government charters, gives the HPUAF the potential to militarise the entire Himean population should the situation call for it, though this has never once been used. The Unified Armed Forces, along with holding command over the Planetary Guard and Planetary Navy, also maintain and staff the various defence platforms and stations which orbit Himeo or are scattered around its system.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;People’s Polytechnic Partnership of Himeo (PPPH)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
“Common struggle, common enlightenment.”&lt;br /&gt;
&lt;br /&gt;
If education is the best provision for old age, then the People’s Polytechnic Partnership is the best provision for education on Himeo. The PPPH, usually just abbreviated to PPP or “Triple P,” is the primary academic and scientific apparatus on Himeo. All schools, whether they be early childcare centres looking after toddlers to the most advanced and prestigious engineering and artistic academies on Himeo, are operated by the PPP and their hundreds of thousands of employees. A vast majority of the planet’s scientific laboratories and other research centres are also operated by the PPP, making the syndicate on the cutting edge of Himean technology in fields as diverse as robotics, the life sciences, and bluespace tech. In addition to the sciences, the Partnership also operates a large number of Himeo’s theatres and other performance venues, the most notable of which are in the Weber District in Rautakaivos Kaupunki, 66% of which is owned by the PPP. This artistic flair extends to many of the Partnership’s Worker’s Homes which are renowned across Himeo for their live music, some of which allow non-members entry for a fee. Many syndicates are known to make generous donations to the PPP in exchange for better prices on future sales of PPP-developed technology.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Terästimantti-Llosgfynydd Industrial Cooperative (TLIC)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
“Solidarity Forever.”&lt;br /&gt;
&lt;br /&gt;
The Terästimantti-Llosgfynydd Industrial Cooperative or TLIC is the beating heart of Himeo’s heavy industry, manufacturing, and energy sectors. Formed by a mutual union of the Terästimantti Steel Syndicate and Llosgfynydd Energy Union, it is the largest syndicate on the planet by membership and operates a substantial majority of Himeo’s foundries, factories, and power plants. Among these is the venerable Terästimantti Iron &amp;amp; Steel Works, the single largest steel mill in the Orion Spur. This syndicate churns out steel, other processed and refined metals as raw materials for other syndicates and external companies, while also putting them to use in its own factories. TLIC factories are megacomplexes and can almost seem like small cities in themselves. They manufacture a plethora of goods: machine parts, industrial equipment, consumer goods, appliances, and even more sophisticated equipment like IPC frames, semiconductors, and advanced mech components. In addition to this industrial might, the TLIC holds dominance over Himeo’s energy industry with its ownership over many of the planet’s largest and most important power plants, the Llosgfynydd Geothermal Energy Plant being the most notable of them all. Along with its industrial strength, the TLIC is known across Himeo for having perhaps the best worker’s homes, their reputation being that they serve the best food, coldest beer, and have the best facilities like gyms, swimming pools, cinemas, gaming cafes, arcades, and even VR rooms. This notoriety has reached a point where some of the Cooperative’s recreational facilities have been opened up to non-members by the Syndicate’s senior members in ventures to cement the TLIC’s positive reputation among others in the planet’s syndicalist ecosystem. The TLIC exports many of its goods abroad, with the syndicate’s insignia, a crossed hammer and a lightning bolt within the outline of a gear, being seen as a seal of quality.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Shield of the people, sword of the Revolution,”&amp;lt;/i&amp;gt; — Motto of the Planetary Guard.&amp;lt;/center&amp;gt;&lt;br /&gt;
As a member of the Coalition of Colonies, Himeo fields its own navy and military forces. While Himeo&#039;s fleet has a strong core of retrofitted military or corporate-grade warships, most of its ships are civilian cargo vessels retrofitted to serve as improvised warships. These “warships,” have recently been employed against smugglers and pirates in and near the Southern Coalition to great success. Himeo&#039;s ships often feature a black cat painted onto their sides, a tribute to the mining strikes that originally gained the planet its independence.&lt;br /&gt;
&lt;br /&gt;
The ground army of Himeo is referred to as the Planetary Guard, and is based on a municipality-by-municipality basis with each one sworn to defend one another in the event they were attacked. Much of the Guard&#039;s equipment has its roots in mining equipment, though the planet has a small-scale arms industry. The arrival of Tajara on the planet has seen many joining the Planetary Guard and serving in its new surface units – volunteer structures that patrol along the surface of the planet and rescue the crews of downed spacecraft. Due to the extremely harsh nature of the surface, animals imported from Adhomai are highly valued by the troopers of the surface units, and tajara are often seen caring for them.&lt;br /&gt;
&lt;br /&gt;
==Population and Major Cities==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Forged by the Revolution,”&amp;lt;/i&amp;gt; — Unofficial motto of the city of Rautakaivos Kaupunki.&amp;lt;/center&amp;gt;&lt;br /&gt;
The population of Himeo stands as the Coalition’s second-most populated planet (the most populated being Xanu Prime), with most of its citizens on the planet and a smaller number dwelling in various orbital facilities as of the 2460 census, with the majority of its citizens residing in or around Himeo’s various urban centers. Most residents of Himeo are humans, either baseline or off-worlders, with some light populations of other species. Tajara are one of the most commonly seen alien species on Himeo, and are held in high regard on the planet: Zhan-Khazan and M’sai have found success on the planet as workers and surface scouts, respectively. Unathi and diona, due to the frigid temperatures and often dark conditions, are rarely seen. Skrell, as with most locations outside of the Federation, are rare. Vaurca are nearly unheard of. As with most areas in human space IPCs are an aspect of life in the system, though there are a higher number of free IPCs in Himeo than average. Some of the most major population centers are listed below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rautakaivos Kaupunki&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The largest of Himeo’s cities, &#039;&#039;&#039;Rautakaivos Kaupunki&#039;&#039;&#039;, colloquially known as &#039;&#039;&#039;RaK&#039;&#039;&#039;, is a bustling metropolis and is one of the largest cities in the Coalition of Colonies. The city features a booming ore processing industry and manufacturing sector famous for its high-quality products, ranging from precious metals, raw construction materials, and advanced components such as semiconductors and circuit boards used in computer, IPC, and AI production. The largest steel mill in the Orion Spur, the Terästimantti Iron and Steel Works, is located in Rautakaivos Kaupunki and produces roughly one-third of Himeo’s steel and ferrous metal exports. RaK is not just about industry however. The city’s Weber Quarter is a district of the city devoted to arts and entertainment known throughout the entire CoC for its excellence. The quarter has numerous theaters large and small, VR complexes, and various restaurants with cuisine from all over the Orion Spur, and competes with similar areas on Xanu Prime and occasionally even Biesel over attracting highly lucrative stage productions and live musical acts. RaK is also the center of Himeo’s small but growing biomedical industry, something that both the city and planetary government have been keen to pump money into. The Association of Himean Bankers and Economists (AHBE), the only banking syndicate on Himeo, is headquartered in Rautakaivos Kaupunki, and is seen as a cornerstone of the Himean economy due to its ability to supply the various other syndicates of the planet with funding for whatever initiatives and projects they might wish to conduct. The syndicate can make or break any syndicate it has conflicts with due to its ability to withhold funds, though on more than one occasion the planetary government has compelled the AHBE to cut loans or adjust its policy with threats of sanctions of legal action. Culturally and demographically, Rautakaivos Kaupunki is by far the most diverse city on Himeo and people from all over the CoC can be found here in the subterranean expanse of the city. The descendants of the Plutonians who defected to Himeo during the Great Interstellar War can be found in RaK in a district of the city called “Little Baltisk,” where a unique fusion of Plutonian and Himean culture can be found. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dorshafen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dorshafen&#039;&#039;&#039; is Himeo’s second largest city and is home to the Dorshafen Industrial Anchorage, the largest interstellar port on the planet. Uniquely to the city, the surface above Dorshafen has comparatively moderate weather by the standards of Himeo. A nearby mountain range shields the city from much of the planet’s hostile weather which allows for most air and space traffic to travel to and from the city relatively unhindered by Himeo’s harsh winds and clouds.  This same mountain range which protects the city’s port, the Adenauer range,  provides the city with exceptional mineral wealth as well, most of which is usually exported to Rautakaivos Kaupunki for refinement. Dorshafen’s port is one of the largest in the Coalition of Colonies, and while it does have passenger services, it primarily functions as Himeo’s largest cargo port, shipping refined minerals and metals from the planet to the rest of the Orion Spur. Because of its status as a port, many non-Himeans can be found here as well, mostly Vysokan immigrants looking for work in Himeo’s mines or smelting plants. The city is also a massive transportation hub with a veritable subterranean spider web of rail lines sprawling out from the numerous piers and loading zones of Dorshafen’s port. Not only is Dorshafen a lynchpin in Himeo’s transportation network, but it is also the center of the military-industrial complex of the planet. The Free Consortium of Defense Manufacturers, Himeo’s largest and primary military equipment supplier is headquartered here and maintains numerous laboratories and factories in the city, using its port as a quick way to export arms and ammunition to the rest of the Coalition of Colonies and beyond.  Dorshafen’s location as a port has also made it a natural home for the Free Tajaran Council after they arrived there in 2430, being given a small autonomous district of the city to govern called the Foundling District.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Inverkeithing&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Formerly a boomtown near which some of Himeo’s largest mines were accessed from, &#039;&#039;&#039;Inverkeithing&#039;&#039;&#039; has stagnated as a city in recent years. While the third-most populated city on the planet, Inverkeithing hasn’t seen any population growth in nearly two decades. As the mines around the city became less and less profitable or more and more mired in political disputes between the various syndicates vying for mining rights, Inverkeithing’s economy slowed to a point of little-to-no growth. Even as the mines have dried up, the mining culture and heritage is very strong here, with many of its citizens going off-world to mine elsewhere and the United Mineworkers&#039; Alliance headquarters is in the city’s center. There have been numerous attempts by the city’s government to reinvigorate the local economy, however each has fallen on its face. Currently, the city is kept afloat by two major industries: energy and manufacturing. Even as the city stagnates, these two sectors make Inverkeithing indispensable to the Himean economy and its citizenry. The Llosgfynydd Geothermal Energy Plant single-handedly provides energy to all of Inverkeithing and sells the surplus to other cities, with Rautakaivos Kaupunki being its largest customer. The plant’s venerable turbines are powered by the large caldera of magma which sits kilometers beneath the city and also gives certain areas of Inverkeithing a unique feature: subterranean geysers and hot springs. The city’s other major industry is transit-related manufacturing. Through negotiations with the Himean government, Inverkeithing and the Unified Locomotive and Rail Coach Production Syndicate managed to secure the exclusive right to build locomotives and train cars, meaning that no other city can legally manufacture trains.  A unique quirk of Inverkeithing is its layout, mostly being spread through old tunnels used for mining rather than caverns excavated specifically for urban construction. This feature often makes the city incredibly confusing to navigate for those who weren’t raised there and as such, has been integrated into Inverkeithing’s latest attempt at economic revival: tourism. “Explore Inverkeithing, the Volcano City!”&#039; has been a campaign launched by the city’s government in cooperation with the Himean Collective Hospitality Syndicate focused on bringing foreigners to Inverkeithing’s unique and odd landscape and history with an emphasis placed on finding new parts of the city and of course, on the city’s subterranean hot springs and geysers. It is to be seen if this campaign will be successful or if it will fall flat like past initiatives to revitalize the city. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Uusi Viipuri&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The fourth largest city on Himeo and the planet’s capital, &#039;&#039;&#039;Uusi Viipuri&#039;&#039;&#039; holds the position of being one of the single-most influential cities in the Coalition of Colonies. Uusi Viipuri, or often just called &#039;&#039;&#039;Viipuri&#039;&#039;&#039; for short, houses the Himean planetary government, most of its ministries, and serves as the headquarters for the Himean military. Many of Himeo’s largest universities, all of which are operated under the Himean Syndicate for Scholarship and Education, can be found here as well. It should be noted that of all Himeo’s cities, Uusi Viipuri has been repeatedly deemed the prettiest city on Himeo. While this is not much of a feat given the typically drab and utilitarian architecture found on the planet, Viipuri has numerous parks and monuments within its grid-iron streets, most of which have actual greenery as one might find on Earth, Xanu Prime, or Biesel. Many of Himeo’s largest and most influential syndicates have their administrative headquarters in Uusi Viipuri. During a national election, the population of Uusi Viipuri often grows substantially, if only temporarily as representatives from the various local chapters of Himeo’s various syndicates make a pilgrimage of sorts to the city in order to ensure that their interests are represented in planetary governance. Every year on August 1st, the main boulevard of the city, aptly called Independence Street, is the site of a large military parade where the Himeans celebrate their independence from Hephaestus Industries. Uusi Viipuri also houses a small tourist industry that mostly is reliant on showing foreigners, or even Himeans themselves, the history and various sites related to Himeo’s independence and government.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Horner Station&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Horner Station&#039;&#039;&#039; is a testament to Himean industriousness and ingenuity. For centuries, Horner Station was Low-Orbit Platform-19, an orbital ore processing facility that was nearly destroyed during the Great Interstellar War. It sat derelict and in disrepair for nearly 150 years after the war until the initiative was taken to repair and revitalize the station as a platform from which Himeo could better integrate itself with the Coalition of Colonies and add to Himeo’s outward industry as its planetside mines began to dry up. After nearly two more decades of repairs, reconstructions, and expansions, Horner Station was declared operational in 2405. Presently, Horner Station serves a few major purposes. It is the primary base for Himeo’s navy and its admiralty maintains a massive presence on the station. It is also a secondary port for the planet and often moors smaller ships that have less tonnage than the behemoths that would dock in Dorshafen. A vast majority of Himeo’s offworlder human population lives on Horner Station as well, with many moving there after its completion due to its more offworlder friendly conditions. They make up a majority of the Station’s population and also dominate Himeo’s small shipbuilding industry. Horner Station also serves as the primary method by which Himeo interfaces with the Scarab Fleets, Golden Deep, and Orepit, with all three of these factions having their embassies here rather than in Himeo’s capital. Presently, Horner Station is the most populated of all of Himeo’s orbital facilities and is humorously called “Himeo’s Metal Moon,” despite it being not anywhere even close to the size of a moon and invisible from Himeo’s surface without a telescope.  &lt;br /&gt;
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		<author><name>Sneakyranger</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Federal_Technocracy_of_Galatea&amp;diff=31614</id>
		<title>Federal Technocracy of Galatea</title>
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		<updated>2024-01-25T01:02:43Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: /* Holidays */ impotent holiday --&amp;gt; important holiday&lt;/p&gt;
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[[File:Federal Technocracy of Galatea.png|The government flag of the Federal Technocracy of Galatea.|thumb]]&lt;br /&gt;
Nestled in the Weeping Stars region near the All-Xanu Republic lies the Yggdrasill System, home to the &#039;&#039;&#039;Federal Technocracy of Galatea&#039;&#039;&#039;. One of the only successes of the misfortune-addled Galatea Project, the [[Sol Alliance|Alliance’s]] ambitious effort to transform the modern [[The Orion Spur#Weeping Stars|Weeping Stars]] into a cradle for humanity, the Federation is a renowned center of scientific advancement and still possesses practical large-scale terraforming equipment from the pre-Interstellar War era. &#039;&#039;&#039;Galateans&#039;&#039;&#039;, the citizens of the Federation, prize academic achievements above all other things and possess a unique technocratic government where one’s political power as a citizen is directly tied to their level of education. The most famous field of research in the Federation is undoubtedly its biotechnology sector, which heavily cooperates with [[Zeng-Hu Pharmaceuticals]] and is so prevalent in Galatean society that almost all citizens of the Federation have some degree of biological augmentation.&lt;br /&gt;
&lt;br /&gt;
But the Federation itself sits at an awkward juncture. Due to its position near both Xanu and the historical Solarian border it as long as a society had hands in both nations, much to the irritation of many Coalitioners. But with the [[Sol Alliance|Alliance]] dramatically contracted and the Federation far inside the [[Coalition of Colonies|Coalition’s borders]] will this model remain practical, or must it innovate upon even this?&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Galatea Project, Prime Minister, is the next bold step forwards for our great Alliance! With these new worlds for humanity, we shall create a legacy for centuries!”&amp;lt;/i&amp;gt; - Gerhard Hassel (2175 - 2289), Secretary for Alliance Colonial Affairs, at a meeting concerning the Galatea Project (2237).&amp;lt;/center&amp;gt;&lt;br /&gt;
===Pre-Interstellar War (2255-2274)===&lt;br /&gt;
&lt;br /&gt;
In the mid-23rd century the Solarian Alliance stood as the premiere power of the known Orion Spur and claimed dominion over all of humanity, with its control reaching from the Sol System to the furthest reaches of charted space. The ambition of the hegemonic-era Alliance, however, were restrained by a logistical problem: the Inner Solarian Frontier — now known as the Weeping Stars — suffered from a lack of habitable worlds aside from the trading hub of Gadpathur, which served as a vital transit hub for trade closing from the Solarian Frontier to the Solarian Core and vice-versa. With Gadpathurian port facilities essentially at their maximum reasonable capacity, and the [[Sol Alliance#Department of Colonization|Solarian Department of Colonization]] planning a massive colonization effort in the Riphean Frontier Sector — modern-day Arusha — the Alliance was faced with a severe logistical shortage which could not be easily addressed through only orbital facilities.&lt;br /&gt;
&lt;br /&gt;
The Department of Colonization, never one to be constrained by the limits of budget, designed an ambitious project to overcome this challenge: the creation of habitable worlds throughout the Inner Solarian Frontier. This Galatea Project was to be the greatest accomplishment of the Department of Colonization. By the mid-2240s a practical prototype was achieved via the government cooperation with Zeng-Hu Pharmaceuticals, Einstein Engine, and Hephaestus Industries, and in 2255 the first Galatea Terraforming platform — complete with an assortment of vessels intended to assist it — was dispatched to the unpopulated Inner Solarian Frontier system of Yggdrasill to much fanfare in the Alliance, with more following the Yggdrasill Expedition over the coming years.&lt;br /&gt;
&lt;br /&gt;
The Yggdrasil Expedition itself was not meant for long-term colonization and primarily consisted of the skilled engineers and scientists required to run, operate, and maintain the large-scale terraforming equipment utilized in the era’s terraforming projects. Over the 2250s they set about the arduous process of transforming Yggdrasil II from an uninhabitable world into a fully habitable one, and renamed it to Galatea after the project itself, as it was to be the first planet ever terraformed by it. Massive amounts of resources were pulled from the gas giants of the system to create Galatea, and progress proceeded faster than expected due to plentiful supplies from the broader Alliance. More and more workers arrived to aid the Expedition’s efforts as progress on Galatea continued and the Expedition’s scientific staff set their eyes upon planets further in the system, such at the planet of Svarog, — located slightly outside of the Goldilocks Zone further from Galatea’s twin stars — Empyrean on the system’s edge, where intense Helium-3 mining operations were underway, and Galatea’s moon, Tsukuyomi. Svarog’s terraforming began in 2259, a mere year before economic disaster struck the Galatea Project.&lt;br /&gt;
&lt;br /&gt;
In 2260 the Galatea Project’s ambitions met reality as the Second Great Depression saw the Department of Colonization’s budget contract as markets crashed across the Spur and the government desperately attempted to control a spiraling budget deficit which worsen as the decade continued. In the Yggdrasil System the Department of Colonization’s budget cuts were felt as regular supply convoys began to reduce in frequency and contained less supplies when they did arrive. Supplies acquired from the Alliance’s frontier regions and colonies, such as Xanu, did not resolve what had become an increasingly dire situation for the Expedition, which had to continue its terraforming process on Galatea and Svarog or risk potential ecological catastrophes as the terraforming technologies spiraled out of control.&lt;br /&gt;
&lt;br /&gt;
Faced with the prospect of losing all progress they had made forever, the Expedition made a difficult choice. To sustain both operations the choice was made to begin drawing materials from Yggrisil’s two gas giants, Nüwa and Ymir, and their moons. Planetary-scale mining technology such as the legendary Brahma platform was utilized to crack the surface of the gas giant’s moons and massive amounts of resources were siphoned from the giants themselves, all in the name of sustaining a project which they had sworn to see to its end. More resources and more workers migrated from the Solarian Frontier in order to sustain the Expedition’s massive mining and extraction operation, and the formerly small scientific expedition now found itself in charge of a large number of non-degree-holding workers who had become increasingly vital as autonomous industrial equipment, which had to be imported from the Solarian Core, became harder to acquire at the required rate.&lt;br /&gt;
&lt;br /&gt;
As the 2270s dawned the Expedition had effectively drained Ymir and its moons of materials, turning the gas giant into a floating mass of rocks and debris, and nearly drained Nüwa to the same extent, but they had almost reached their goal by 2275. Galatea itself was, as of 19 November 2272, declared officially fit for habitation to much celebration in both the Expedition and the Department of Colonization, which had had to scrap several less successful Galatea Project ventures due to budget constraints and was thrilled to have any success. Terraforming Tsukuyomi, its moon, was initiated later in the same year due to the vast amounts of resources left over from Ymir’s destruction and promises of further resupply efforts by the Alliance as the economy improved. Svarog, though not nearly as far along in the process as many in the Expedition had hoped, was habitable by late 2274 and, assuming supplies from the Core and Frontier were sustained, both it and Tsukuyomi would be brought to the same standard as Galatea by 2285 at the latest.&lt;br /&gt;
[[File:Old Sol.png||thumb|The flag of the pre-Interstellar War Solarian Alliance, the single largest state in the Spur&#039;s history. The three stars represent the Northern, Central, and Southern Solarian Frontiers.]]&lt;br /&gt;
But as 2275 dawned, events outside of the Expedition’s control that would throw its entire existence into jeopardy began to unfold.&lt;br /&gt;
&lt;br /&gt;
===The Interstellar War and Treaty of Galatea (2275 - 2299)===&lt;br /&gt;
&lt;br /&gt;
The secession of the Coalition of Colonies on 18 January 2275 threw the Yggdrasil Expedition into chaos. Supplies from the Solarian Frontier stopped entirely and the Department of Colonization’s supplies end as well. As the Navy scrambled to control the flow of goods to the Frontier, the Solarian Frontier’s supplies stopped too. The Expedition suddenly found itself short of the materials it needed to terraform Svarog and Tsukuyomi into fully-habitable worlds. A difficult decision had to be made. At the orders of Expedition Director Sachiko Amaya the Expedition performed a series of analyses on the potential outcomes of terraforming Tsukuyomi and of terraforming Svarog and was decided, after days of debate between the highest-ranking staff of the Expedition, to terraform Tsukuyomi instead of Svarog. Without further supplies, the experts concluded, it would be impossible to bring Svarog to the expected standard of the Galatea Project but was possible to bring Tsukuyomi to this standard. This decision,made by a handful of individuals who the Expedition deemed most capable of making it without public consultation, is viewed by some as the first step by the Expedition towards becoming the Federal Technocracy of Galatea.&lt;br /&gt;
&lt;br /&gt;
As the terraforming of Tsukuyomi continued and the Inner Solarian Frontier collapsed into anarchy around them, many in the Expedition grew worried. The Sovereign Solarian Nation of Xanu was in revolt, as were many of the worlds of the Inner and Outer Solarian Frontier. By early spring 2278 many in the Expedition were concerned they would never be in a stable area again, and voices within the Yggdrasil Expedition began to call for a reassessment of their policy of deferring to the Department of Colonization for matters of self-governance. However the majority of the Expedition supported remaining loyal to the Alliance, believing the Solarian Navy would come to their rescue and reestablish the flow of material and resources to the Galatea Project. Despite reports other Galatea Project systems had fallen into ruin, or been abandoned, the Expedition remained confident in rescue by the Navy.&lt;br /&gt;
&lt;br /&gt;
This belief the Navy would save the Expedition lasted until late March 2278, when news reached them from the nearby Solarian world of Gadpathur through refugees arriving from the same world. The news of Gadpathur’s bombing by Admiral Terrence Hopper on 08 March, 2278, shattered the confidence the Expedition had in their rescue by the Alliance’s Navy, which now seemed a greater threat to them than the prospect of having their equipment looted by secessionists or it falling into disrepair due to supply issues. Expedition Director Amaya and her senior researchers met once again to determine the best course of action. Many in the Expedition called for supporting Xanu and its rebels against what they saw as an unforgivable crime by the Navy, while others called for remaining aligned to the Solarian Alliance out of practicality rather than morality. Some called for the Expedition to declare itself as a neutral state, or to form its own nation in the hopes it would be able to chart a course independently. It was another point where making the wrong decision, even if it was the decision supported by the majority, could be fatal and destroy what they had created so far. Expedition Director Amaya, trusted experts from the Expedition, and advisors conveyed an emergency council, again ignoring the prospect of achieving a majority decision, and concluded the most logical course of action was to remain neutral in the conflict.&lt;br /&gt;
&lt;br /&gt;
In late April 2278, shortly after this decision was made by the Expedition, a group of vessels arrived in the Yggdrasil System. They were a group of battered civilian vessels, escorted by a small number of Solarian Navy corvettes, all flying the flag of Gadpathur. These vessels revealed they were a group of Gadpathurians, escorted by the remains of Gadpathur’s naval defense force, who had managed to escape Admiral Hopper’s destruction of the system. They were low on supplies and fuel, and requested to take refuge with the Expedition in the Yggdrasil System. Expedition Director Amaya, seeing the Yggdrasil Expedition’s need for personnel and armed ships to defend itself, accepted after conferring with her council. In time the Gadpathuri, as they are now known, would go on to form a significant group in Galatea.&lt;br /&gt;
&lt;br /&gt;
More crises would emerge before 2287, though none as great as these two, and all would be decided through this technocratic-council model in which Expedition Director Amaya and her chosen experts determined the best course of action. Refugees continued to arrive in the system, seeing it as a beacon of stability in the former Inner Solarian Frontier, and limited numbers of Solarian – and Coalition – Navy deserters sought refuge in it. By 2287 what had started as a scientific expedition with a limited number of personnel had shifted into an odd combination of scientific expedition, terraforming project, and technocratic oligarchy where a small handful of individuals the best and most qualified in their given field were chosen to make decisions on the behalf of a voiceless majority. The foundations of the later Technocracy had, by this point, already been laid. Now they would be built upon.&lt;br /&gt;
&lt;br /&gt;
Unlike Xanu, Himeo, and other future Coalition member-states the Yggdrasil System was not represented at the peace talks on Earth which resulted in the signing of the Treaty of Xansan in 2287. The Treaty saw Yggdrasil fall out of direct Solarian control and into the Alliance Neutral Zone (ANZ) between the Alliance and Coalition. Gadpathur, which was assumed by most to have been simply bombed into oblivion aside from the Gadpathuri, was similarly not present. The Yggdrasil System was now placed de jure under Solarian control while being de facto independent, if not aligned with the Coalition. Expedition Director Amaya was now faced with a decision: to remain with the Alliance or to align itself with the new Coalition as a nominally independent state, and to determine what this new state would be if it were to be declared. Calling her council of experts together once again Expedition Director Amaya sought the best course of action for the Expedition.&lt;br /&gt;
&lt;br /&gt;
The result of this meeting was the foundational document of the Federation: the 16 October 2288 Treaty of Galatea. This document, which is been on Galatea itself, declared the four planets of the Yggdrasil System would form together into a federal state ruled in a technocratic manner which would benefit all and favor none. The name of this state, the Federal Technocracy of Galatea, was taken from the project which had created its worlds. Furthermore, the Treaty founded the Galatean Federal Navy — made up of formerly Gadpathurian vessels — and Army to defend itself. The Treaty declared the Federation was not part of the Alliance as it was in a neutral zone, but would willingly work with its former masters to a reasonable extent. It also declared the Federation would work with the Coalition but was likewise not a technical member of its roll of member-states. The Technocracy sent messengers to both Xanu and Earth, where both were received with some confusion but ultimately acknowledged. The Federation was now its own nation and would succeed or fail on its own, without the Department of Colonization to cushion its fall.&lt;br /&gt;
&lt;br /&gt;
===The Early Federation (2300-2359)===&lt;br /&gt;
&lt;br /&gt;
Assuming the newly created position of Chief Director, Amaya and her experts set about establishing a state focused on one thing above all: scientific excellence. The reason for this was simple: maintaining this edge, in the eyes of the Chief Director, was the best way to ensure the Federation’s continued success and survival. Diplomatically they would have to balance the interests of the Alliance and the Coalition. In the years after the treaty was signed and the Federation began to find its footing this meant favoring the Coalition over the Alliance, then recovering from the Navy’s coup attempt and the Martian terraforming disaster. As Galatean institutions began to take shape it drew closer to the Coalition, eventually ensuring Federation citizenship would be recognized by the broader Coalition as equivalent to possessing Coalition citizenship.&lt;br /&gt;
&lt;br /&gt;
Life for the Federation was secure as it plunged further into the 2300s and its academic society grew further, coalescing into three major research fields: biotechnology, interstellar avionics, and planetary engineering. All three fields worked closely with the nearby [[Xanu Prime|All-Xanu Republic]] and profited from events such as the Second Astonishment and Xanan Renaissance, with Galatean technical expertise in demand across Xanu and workers from across the Coalition flocking to the sprawling factories and mines of Svarog and Empyrean. New technologies were created in laboratories on Galatea and Tsukuyomi for use across the entire Coalition and beyond, and the success of the Federation seemed all but guaranteed for many in the Technocracy’s upper education ranks, particularly as it began to appease the Alliance by opening inroads to the newly-colonized Solarian world of [[Konyang]].&lt;br /&gt;
&lt;br /&gt;
Two events would shake the Federation’s faith in its continued success. The first, and more important for many in the Federation, was the &#039;&#039;&#039;2338 Empyrean Unrest&#039;&#039;&#039;. Mine workers across the member-planet, motivated by Himean syndicalist thought which had made its way to the planet’s mining facilities through regular interactions with [[Himeo|Himeans]] – and thus their syndicalist ideologist – and by distaste at a lack of voice in the Technocracy’s government, went on strike and brought operations across Empyrean to a halt. The Federation’s Chief Director Willelm Allard, a dedicated researcher from the biotechnology sector, called an emergency session of the Federation’s top scientists to resolve the issue. They debated for two weeks but before making a decision which broke the strike: they would dedicate themselves to finding a way to improve the workers scientifically but, for the meantime, would ensure the housing, food, and basic necessities of every non-degreed worker were cared for. While this was not what the strike leaders wanted many strikers accepted and its strength was broken, with most leaders of it deported to the United Syndicates. This solemn promise to improve the lives of Federation workers through science was the start of what has become Galatea’s thriving human bioaugmentation industry. The Technocracy claims the United Syndicates sponsored the Empyrean Unrest and teaches this in its history classes. The United Syndicates deny they were involved in the events.&lt;br /&gt;
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While never published to the broader Federal public Chief Director Allard’s special committee came to another conclusion: the Federation was unprepared to combat internal issues such as the Empyrean Unrest, and its top-down system of ruling made it vulnerable to these threats. The committee advised taking harsh actions against the United Syndicates of Himeo and to build an internal security service to combat these threats. As Allard condemned Himeo he created the &#039;&#039;&#039;Ministry of Academic Security (MfAS)&#039;&#039;&#039; — an internal security agency which would become one of the Federation’s largest and most critical institutions. The relationship between the United Syndicates and Federal Technocracy remains poor to this day.&lt;br /&gt;
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The Empyrean Unrest marks the start of the Federation’s history of intense censorship and internal propaganda, as the event was devastating to its economy in the short term. This damage resulted in a brief economic downturn during the late 2330s and early 2340s known as the “Heaven Slump.” A desire to ensure this event never happened again led to massive investments by the Federation into ensuring its non-degrees population remained both loyal and content. To do this it instituted extensive state aid programs for its workers while immersing them into pro-Federation propaganda and banning, “potentially harmful material,” from the Federation. Over time this form of state welfare-propaganda would become a hallmark of the Federation, and a reason for its continued success.&lt;br /&gt;
&lt;br /&gt;
The second event was the &#039;&#039;&#039;2347 Gadpathurian Skirmish&#039;&#039;&#039;. The Skirmish grew out of what [[Gadpathur]] viewed as a grave insult and the Federation viewed as a natural continuation of its policies: a refusal in 2344 by the Federation to officially condemn the Alliance for the bombing of Gadpathur, citing its policy of neutrality towards the Alliance as its reason why. Instead, the Federation condemned Admiral Terrence Hopper himself, who was by that time deceased. As a Coalition observer rather than a full member the Federation’s refusal had no impact upon the resolution, which passed. Gadpathur, however, was infuriated by Galatea’s refusal and began antagonizing the Federation’s expeditions into the Weeping Stars. This escalated until 2347, when a Federal Navy patrol group encountered a Gadpathurian patrol group in the Weeping Stars. Details of the engagement are unclear, but both patrols had their weapons activated and ready to fire at the time a Xansan patrol intervened and defused the situation. Galatea and Gadpathur have had no formal relations since this point.&lt;br /&gt;
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Following the Gadpathurian Skirmish Chief Director Kamilla Yamaguchi assembled a council of military experts to assess the condition of the Galatean Federal Navy. The result of this survey, published in 2349 and known commonly as the Navy Report, was found the Navy as too small and too dated to be a serious defensive or offensive force for the Federation, and recommended major investments be made into the Federal military to make the it capable of fighting and defeating the most likely enemy of the Federation: Gadpathur. These recommendations and Chief Director Yamaguchi’s subsequent investments into the Federal military led to the founding of the &#039;&#039;&#039;Ministry of the Federal Military (MfWF)&#039;&#039;&#039;, the most recently-created Galatean ministry. The expansion of the Federal military proved successful for both the military and two research fields: biotechnology, which had to supply the military’s genetic modifications, and interstellar avionics, which supplies the majority of its equipment.&lt;br /&gt;
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===The Federation Realized (2360 - 2399)===&lt;br /&gt;
&lt;br /&gt;
By the 2360s the Federation was effectively a member of the Coalition of Colonies despite its insistence on neutrality, and some Solarian actors — particularly those in the Solarian Navy — were leery of the well-armed military forces possessed by the Federation. While the Solarian Alliance was still recovering from the secession of Elyra earlier in the century the 2360s were the height of the Warp Gate Project — a massive endeavor intended to again make the Alliance the Spur’s dominant economic power of it was successful. At the same time Galatea’s close ally Xanu, under the leadership of President Ameliye Flohimont, moved to strengthen relations with individual Solarian planets despite protestation from the United Syndicates of Himeo and Gadpathur, the Technocracy’s traditional rivals in the Coalition. Following the 2364 Xanu-Konyang trade settlement the Federation saw an opportunity to bring itself closer to the Alliance and assure its neighbor that it, despite its growing military, posed no danger to the Alliance.&lt;br /&gt;
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The 2365 Galatea-Konyang Mutual Trade Agreement formally opened the Solarian market for Galatean exports and brought the Federation more wealth as its available trade partners grew from Xanu, Assunzione, and Vysoka to  the vast majority of the Solarian Northern Reaches and modern Corporate Reconstruction. While [[Himeo]] criticized Galatea for threatening to bring the Coalition’s economy into the Alliance’s dominion once again and Gadpathur claimed these trade deals were, “typical snakelike Galatean behavior,” the Federation continued to trade. Deals were signed with San Colette (2366), [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|New Peoria and Novo Igman (2367), Lhokgon (2367), and Lycoris (2368)]]. Then came [[Mictlan]] (2370), [[Biesel]] (2371), and [[Port Antillia]] (2373). Profits soared as Galatean products began to enter the Solarian market and many of these profits were folded into the unique Technocracy propaganda-welfare system. By the mid-2370s the typical Galatean lived in luxury the Yggdrasil Expedition could have only dreamed of, even in majority non-voting areas on Svarog and Empyrean.&lt;br /&gt;
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Increased trade brought increased diplomacy with the Alliance and, unlike President Flohimont’s government, the Technocracy was able to pursue more normalized relations with the Alliance in exchange for more access to the coveted technological relics in the [[The Orion Spur#Weeping Stars|Weeping Stars]] and the former [[Sol Alliance History#Historical Solarian Sectors and Regions|Solarian frontier]] beyond. The Alliance-Federation relationship only became stronger after the assassination of Flohimont in 2374 by a Gadpathurian, which the Federation officially condemned Gadpathur for — an action which gained it the approval of the Solarian embassy in the Coalition and the condemnation of Himeo and Gadpathur. During this era the Federation increased its foreign investments in the Coalition to continue its balanced diplomacy, with much of its efforts focused on sharing its terraforming techniques with [[Vysoka]] in exchange for favorable trade conditions regarding foodstuffs from Vysoka and industrial exports from the Federation.&lt;br /&gt;
&lt;br /&gt;
While the Federation’s economy grew massively during the latter half of the 24th century this growth was not without its faults. A demand for more industrial production led to a sizable increase in industry on Svarog and larger mining operations upon Empyrean. The rapid growth of heavy industry on Svarog led to the &#039;&#039;&#039;Svarogite Rejuvenation of 2365&#039;&#039;&#039; which repurposed the surface of the planet into the “Sector Plan” — a centrally-planned project which organized the entire planet into a series of industrial cities connected by high-speed rail lines designed to allow for the rapid transfer of personnel, resources, and products. While the Rejuvenation was successful and vastly empowered the planetary engineering sector it led to the current extremely polluted environment of Svarog’s surface. The massive factories of Svarog were constructed for the most efficient output generation possible and little thought was given by the Technocracy to the environment of the frozen, half-terraformed planet. Even now residents of Svarog receive federally-mandated bioaugmentations for their throats which allow them to better endure the polluted environment of the planet, and wearing a respirator outside is recommended.&lt;br /&gt;
&lt;br /&gt;
===The Federation and the Doldrums (2400 - 2451)===&lt;br /&gt;
&lt;br /&gt;
The Federal Technocracy, like much of the [[Coalition of Colonies|Coalition]], experienced a period of economic downturn during the 2390s and early 2400s due to having no more trade partners to expand to. The Doldrums, as they are known in the All-Xanu Republic, were felt less severely in the Technocracy due to its greater amount of centralization and its ability to discard public opinion for expert analysis. To combat the economic downturn felt across the Federation its experts decided upon two courses of action which were unlike Xanu’s strategy of injecting phoronics into its economy, which the Technocracy disregarded due to a belief that the fuel would make them more dependent on foreign powers and throw their diplomatic balance in the Alliance’s favor permanently. While this measure resulted in poor relations with [[Republic of Biesel|Biesel]] to this day, it insulated the Federation from the Phoron Shortage.&lt;br /&gt;
&lt;br /&gt;
The first effort by the Federation was the &#039;&#039;&#039;2404 Galatean Trade Initiative&#039;&#039;&#039;, which was intended to open further markets for the Technocracy to sell its products in. The first nation they approached was the Alliance, where the Galateans had not yet managed to secure trade agreements with Solarian worlds closer to Earth. It is a testament to Galatean diplomacy that this effort was successful in 2406, when the [[Callisto|Commonwealth of Callisto]] granted Galatean merchants special access to its ports. The [[Republic of Elyra]] rejected similar overtures by the Federal Technocracy and its trade deal with Callisto — the first of its kind between a Coalition affiliate and a Solarian Core world, though independent Coalition vessels have long traded in Callisto — drew condemnation from its rivals in [[Himeo]] and [[Gadpathur]], and from more anti-Solarian elements of Xanu’s political parties. The Federation, however, viewed the Callisto-Galatea trace agreement as a critical victory for their economy. With the influx of more Solarian trade and the presence of new markets the immediate concern of economic downturn had been averted.&lt;br /&gt;
&lt;br /&gt;
With new markets the Federal economy grew, particularly on Svarog. In an effort to ensure Svarog attracted more investments the Federation initiated the Second Svarogite Rejuvenation in 2422. It built upon the basis of the first — the Sectors were expanded, the population was augmented further, and the planet’s industry became more dirty and productive than it had ever been before. Unlike the original rejuvenation project the second opened Svarog for investment by foreign corporations — a unique opportunity in the protective Federation — if the corporation could prove itself to be aligned with Galatean interests and able to provide aid to Svarog’s half-complete terraforming project. Xansan corporations and [[Zeng-Hu Pharmaceuticals]] quickly formed a new sector of the Svarogite economy.&lt;br /&gt;
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As the decades progressed the Federation continued to prosper, although under a system of extensive surveillance and censorship it — and many of its residents — viewed it as necessary for its survival and success as a nation-state caught between the Alliance and Coalition. As on Xanu the early to mid 2400s were a time of great cultural works in the Federation, though they were always subjected to review by the Technocracy’s various state censorship ministries to determine what in them could constitute an unacceptable risk if published to a broader population. Scientifically it continued to make broad advances in the biotechnology and interstellar engineering fields, though most discarded phoron as a field of research due to its limited accessibility in the Federation and a perception phoron would, at some point in the 25th century, run out unless further deposits were discovered and exploited. Galatean historians have, in the following decades, debated if this was a well-thought-out move by the Federation which saved its economy in the 2460s or an unacceptable limit upon the scope of its research which caused it to lag behind in phoronics-related fields.&lt;br /&gt;
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===The Modern Federation (2452 - Present)===&lt;br /&gt;
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The secession of [[Republic of Biesel|Biesel]] from the [[Sol Alliance|Solarian Alliance]] in 2452 placed the Federation into an awkward position due to its longstanding diplomatic policy toward Sol. The [[Sol Alliance History#2452: The Secession of Biesel|Tau Ceti Accords]] were viewed as a humiliation by the Alliance and Galatea, seeking not to irritate one of its main trade partners, refused to recognize Biesel as an independent state after its secession. The Technocracy instead officially referred to Biesel as the “Solarian Republic of Tau Ceti (de jure)” until 2462, when the Second Solarian Incursion created an environment where the Federation’s needed to recognize Biesel as the broader Coalition intervened directly in the Solarian Navy’s invasion. Galatea maintained its trade relations with Tau Ceti in the interest of making money off of the ongoing phoron boom, even if it itself did not utilize the “wonder fuel” of phoron out of fears existing deposits would eventually run dry.&lt;br /&gt;
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Over the rest of the 2450s as the Alliance drifted further to the right the Federation attempted to continue business as usual, but found itself increasingly at odds with some of its trade partners in the Alliance. As ATLAS’ influence increased, Galatean ships found themselves more and more often harassed by the Solarian Navy in both the DMZ and on trade routes. In 2458 a long-standing trade partner, Lycoris, broke its longstanding trade agreement with Galatea, declaring it anti-Solarian. This authoritarian turn by Sol only escalated in the 2460s with the dawn of Prime Minister Michael Frost’s regime, which took a hardline anti-Coalition stance and forever the two rivers policy even further towards the Coalition. Konyang however remained friendly to Galatea throughout the 2450s and became its gateway to San Colette’s warp network, which was itself now the gateway to the broader markets of the Solarian Core. Part of this friendliness is certainly due to the Technocracy’s willingness to contribute to [[Konyang|Konyang’s]] culture of institutional corruption through its willingness to pay bribes to get its way.&lt;br /&gt;
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Elsewhere in the [[The Orion Spur|Spur]] as the Alliance seemed to further destabilize the Federation found itself involved in more joint Coalition efforts to ensure its continued stability. Throughout the 2450s the Galatean Federal Navy participated in joint Coalition anti-piracy sorties designed to combat [[Human Piracy# Empire of Dominia-Affiliated Privateers|Dominian privateering]], Solarian bandits in the Alliance Neutral Zone, the [[Human Piracy#Unified Sadar Fleet|Sadar Fleet]], and other unaffiliated groups which were emboldened by the shrinking authority of the Solarian Navy over the 2450s. The force contributed by Galatea was only a fraction of its total naval strength but proved to be an effective part of the Coalition’s anti-piracy efforts, even if they were forced to operate separately from Gadpathurian forces. Like [[Xanu Prime]] the Technocracy contributed greatly to [[Republic of Elyra|Elyran]] relief efforts following the Lii’dra incursion of 2457 and aided greatly in land reclamation efforts on Bursa.&lt;br /&gt;
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The 2460s have been a difficult period for the Federation. The Second Solarian Incursion of 2462 made it recognize Biesel as an independent state even if the Federal Navy refused, despite Gadpathur’s protestations, to participate in the Coalition’s intervention. The Solarian Collapse which followed was nearly disastrous for Galatea as its trade route to the northern and central Alliance were cut off entirely beyond [[Konyang]], which it moved to support as the former Solarian world entered into the Coalition. It was only through a quick pivot to trading with the worlds of the CRZ — and Empyrean’s significant Helium-3 industry — that a total economic meltdown was avoided as the Technocracy’s economy buckled under the strain of the opening months of the Solarian Civil War.&lt;br /&gt;
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Galatea had found itself now, like its neighbor and rival [[Gadpathur]], a full member of the modern [[Coalition of Colonies|Coalition]]. Its flexible diplomacy, long a cornerstone of Galatean policy, seems to have run its course by 2363. However, the dawn of the [[Sol Alliance History# 2462: The Solarian Civil War|War in the Northern Wildlands in early 2465]] and the later [[Solarian Armed Forces#The Solarian Navy|Solarian Navy]] intervention demonstrated the Technocracy may still need a relationship with the Alliance. Its lack of involvement in the Coalition meetings regarding the Wildlands Crisis can be attributed to both this policy and its belief Xanu, its long-standing ally in the Coalition, is able to handle Gadpathur.&lt;br /&gt;
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As conflict in the Northern Reaches winds down and the Alliance seems ascendant, the Federation finds itself safe but somewhat nervous. Its welfare-propaganda system is intact and more functional than ever, and standards of living remain very high. But many in its upper echelons — the ranks of the Technocracy which make its decisions — are anxious and look towards the future with some apprehension, fearing a potential re-establishment of Solarian control in the Weeping Stars. Only time will tell if their concerns are appropriate.&lt;br /&gt;
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==The Yggdrasil System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“What we have created here, in this system, is a true miracle of modern science. The Federation is the most significant accomplishment of the Galatea Program, and the heir to its legacy,”&amp;lt;/i&amp;gt; - Doctor Shizuko Nishioka (2389 - ) in an interview with the Xanu News Service regarding Galatean terraforming (22 August, 2448).&amp;lt;/center&amp;gt;&lt;br /&gt;
Located near the edge of the Weeping Stars and relatively close to Xanu Prime, the Yggdrasil System was originally chosen for terraforming due to its potential as a future hub for transportation between the [[The Orion Spur# Jewel Worlds|Solarian Core]] and the [[Sol Alliance History# Historical Solarian Sectors and Regions|Solarian Frontier]]. The presence of binary stars Mariel, the larger star, and Fornax, the smaller star, was another reason for its status as an early terraforming site due to the immense power drain of the massive Brahma Planetary-Scale Mining Platform requiring stars to fuel it. This, and its two gas giants of Ymir and Nüwa, proved to be a major reason for the ultimate success of the Galatea Project in this system.&lt;br /&gt;
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The Yggdrasil System has six major stellar bodies, three of which are home to permanent human habitation, in addition to numerous smaller celestial bodies such as moons, comets, and asteroids. Holographic or mechanical orreries of the System are a common sight in many Federation buildings and are often found in Galatean residences. Some Galateans are known to carry miniaturized orreries on their person, or in their houses, as a reminder of home.&lt;br /&gt;
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===Mixcoatl===&lt;br /&gt;
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Mixcoatl is the nearest planet to Yggdrasil’s twin stars. A barren and lifeless world which was extensively mined for resources during the terraforming era, its surface is covered in massive scars originating from “planetary scalping” operations carried out by the Brahma platform during terraforming. While most of the valuable resources of Mixcoatl have long since been mined by the Federation, various scientific projects can be found on its surface or within the massive canyons created by the Brahma’s laser. Mixcoatl has no permanent Federation settlements but is home to several power generation facilities which feature rotating crews of non-degreed workers supervised by a smaller number of academics. Workers on Mixcoatl often utilize biological augmentation to better endure the scorching temperatures of the planet, which has no atmosphere to protect it from the heat of Mariel and Fornax.&lt;br /&gt;
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In Federation iconography Mixcoatl is represented by a diamond.&lt;br /&gt;
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===Galatea===&lt;br /&gt;
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The single most important planet in the Federation, Galatea is a triumphant example of the hegemonic-era Solarian Alliance’s mastery of terraforming and a representation of what could have been if not for the Interstellar War. Terraforming Galatea took an incredible amount of time and resources but is stunning to behold: what was once a barely habitable planet devoid of all but the most basic forms of life is now a verdant planet where extensive Technocracy-mandated regulations ensure the Cities of the Future — centrally planned futuristic cities of the Technocracy — on Galatea live alongside nature rather than in it. Most Galateans who call Galatea itself home are degreed Galateans and the non-degreed Galateans which reside here are often involved in industries which support the planet’s large population of researchers.&lt;br /&gt;
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Due to its strict environmental regulations the list of industries which can be present upon Galatea is short and mostly restricted to the biotechnology sector, which has long been powerful in the Federation and is responsible for many of its widely-known innovations such as biological augmentation. The laboratories and research facilities dedicated to biotechnology on Galatea are impressive facilities which contribute directly to the Federation’s continued dominance in the field. Most Galateans live in Technocracy-planned, “cities of the future,” which are connected to research facilities and other cities by magnetic rail lines. These cities, which are held up by the Federation as examples of their technological prowess, have been painstakingly designed to have minimal impacts on the environment of Galatea while maximizing their efficiency.&lt;br /&gt;
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Due to the emphasis the Technocracy places on retaining its cutting edge technology, particularly in regards to its biotechnologies, no foreign companies have obtained a foothold on Galatea proper, though supervised — and tightly controlled — visits are relatively common. Galateans represent the peak of the Technocracy’s commitment to furthering its scientific progress and are, as such, held to a rigorous standard of academic excellence, and most of the Federation’s Chief Directors have come from either Galatea or its moon, Tsukuyomi.&lt;br /&gt;
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In Federation iconography Galatea is represented by an inverted triangle.&lt;br /&gt;
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===Tsukuyomi===&lt;br /&gt;
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The only natural satellite of Galatea, Tsukuyomi is one or two bodies in the Yggdrasil System to be fully terraformed from an uninhabitable world into a habitable one. This decision, which left the industrial world of Svarog in its current state, is seen by most as a necessary sacrifice as gains on Svarog would have been nominal at best while Tsukuyomi was transformed completely. Slightly larger than [[Luna]], Tsukuyomi is held by the Federation as one of its two crown jewels alongside Galatea itself. Its biosphere is similar to 22nd-century Earth, and great effort has been made to ensure it remains this way. Access to Tsukuyomi is difficult to gain for a non-Galatea due to the nature of its research facilities and its status as the Galatean Federal Navy’s main port.&lt;br /&gt;
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Tsukuyomi is home to a multitude of Federation cities of the future and research facilities, with most dedicated to projects which require a greater degree of secrecy than the typical Federation research initiative. Cutting-edge military biotechnology and interstellar avionics breakthroughs are achieved at these facilities, and much of the Federation’s ongoing technological edge can be attributed to Tsukuyomi’s facilities. Despite efforts to gain access to Tsukuyomi’s facilities, no foreign business — megacorporate or otherwise — has been granted a charter to work on the moon, and most are redirected to Svarog if they are not rejected outright.&lt;br /&gt;
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Tsukuyomi is the home of the Federal military’s Navy and Army. While it is laid out in much the same way as a typical Federation city of the future on Galatea, featuring extensive green spaces and seemingly being part of the landscape rather than a city built into it,  the naval facility and city of the future of Cantref Gwaelod serves as the main base of operations for the Technocracy’s military. From it, the Federation projects power throughout its system and into the Weeping Stars, where it often dispatches scientific expeditions. Most non-degrees Galateans found on Tsukuyomi are involved in the Technocracy’s military, while degreed Galateans are often found within its research facilities.&lt;br /&gt;
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In Federation iconography Tsukuyomi is represented by a non-inverted triangle.&lt;br /&gt;
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===Svarog===&lt;br /&gt;
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A cold yet habitable world located slightly outside the Goldilocks Zone of the Yggdrasil System, Svarog is the center of the Federation’s heavy industry and manufacturing sectors. It is the only of the four inhabited worlds in the Federation where such industries are both permitted and practical as Empyrean is far too frigid to allow for extensive activities on its surface. Svarog was partially terraformed but was ultimately left in a half-finished, though habitable, state due to a resource deficiency following the draining of Ymir and its moons. The planet’s surface is cold, though not enough to prevent activity outside, and the weather is often either snowy or overcast, with the twin stars of Yggdrasil rarely visible most from Svarog’s surface.&lt;br /&gt;
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Compounding the planet’s climate issues is the amount of heavy industry on it which employs much of its population. Svarog’s heavy industry is remarkably dirty and produces significant levels of pollution, which has resulted in smog blanketing much of the world when snow does not. Air conditions on much of the planet outside of its mountains are often dismal and Svarogite Galateans have biological augmentations which allow them to better endure the planet’s pollution. Those who do not often find themselves afflicted by respiratory illnesses. Travel on the planet’s surface between its sectors is most typically done by magnetic rail lines elevated far above its snowbanks. Most Galateans on Svarog are non-degreed and are exposed to large amounts of Federation propaganda which glorifies their work as without Svarog the Federation’s economy would rapidly collapse due to having very little manufacturing. The limited number of degreed Galateans often work in mountain facilities above the smog of Svarog.&lt;br /&gt;
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Svarog is the only Technocracy planet which permits foreign corporations to purchase land for development and exploitation. However, they must demonstrate why their development would benefit Svarog’s partially complete terraforming project and are often given inferior land when compared to their Galatean counterparts, which are favored by the Technocracy as part of their effort to retain a competitive edge. The largest owner of land from outside the Coalition is [[Zeng-Hu Pharmaceuticals]], which has long enjoyed a good relationship with the Federation.&lt;br /&gt;
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In Federation iconography Svarog is represented by an inverted pentagon.&lt;br /&gt;
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===Nüwa===&lt;br /&gt;
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The first of the Yggdrasil System’s two gas giants and the only one to survive the terraforming of the system, Nüwa is an orange gas giant which has several uninhabited moons. Nüwa is significantly smaller in the 25th century than it was when the Yggdrasil Expedition first arrived due to the massive amount of resources which were siphoned from it by the Expedition and early Federation, and the decaying remains of these facilities can be seen near the surface of the gas giant.&lt;br /&gt;
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Nüwa’s moons are home to a large network of research facilities known as the Thalamus Research Station Network (TFSR) which are mostly operated by research concerns related to the interstellar avionics research sector. Most TFSR staff are native degree-holding Galateans who are supported by a smaller network of non-degreed Galatean or immigrant maintenance staff, though megacorporations such as [[Hephaestus Industries]] and [[Zavodskoi Interstellar]] are known to occasionally dispatch observers to TFSR facilities.&lt;br /&gt;
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In Federation iconography Nüwa is represented by a hexagon.&lt;br /&gt;
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===Ymir===&lt;br /&gt;
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A dead world surrounded by broken moons, Ymir is a stark reminder of the cost required to create the modern Federation. To fuel the terraforming of Svarog, Galatea, and Tsukuyomi, Ymir was drained of resources until the gas giant itself was nothing but a dead core surrounded by moons cracked open by the massive laser of the Brahma Platform. Every idyllic landscape on Galatea or snowbank on Svarog owes its existence to the death of Ymir, and the Federation has not forgotten the loss of Yggdrasil’s second gas giant. Ymir now stands as a memorial to sacrifices made by the Federation and all Galateans to sustain their technological edge and better humanity as a whole. No permanent settlements or research facilities are present upon Ymir or its moons.&lt;br /&gt;
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In Federation iconography Ymir is represented by a circle.&lt;br /&gt;
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===Empyrean===&lt;br /&gt;
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The furthest major planetary body in the Yggdrasil System, Empyrean is a frozen yet habitable planet which features a naturally-formed breathable atmosphere. It is the only planet in the system which was habitable without terraforming, and was initially utilized as a hub for the terraforming project which transformed the Yggdrasil System into its modern state. Empyrean’s incredibly cold weather, which naturally rests at temperatures similar to the Arctic Circle of Earth, and lack of native flora and fauna aside from microbial life makes inhabiting the planet difficult without extensive support infrastructure such as hydroponics centers. The planet has Earth-like gravity and is roughly the same size as Earth despite its position on the very edge of the Yggdrasil System.&lt;br /&gt;
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Empyrean served as the system’s major Helium-3 mining and processing hub both during the terraforming era and Federation era due to its position near the Outer Yggdrasil Belt, a frozen ring of asteroids and comets on the edge of the Yggdrasil System which is exceptionally rich in Helium-3 deposits. While the Department of Colonization’s facilities have long since been upgraded or replaced the industry’s importance to the Federation has not faded, and the Technocracy places a great deal of importance on ensuring the continued efficient operation of Empyrean’s refining and processing facilities. Empyrean’s largest settlement, Opona, is dedicated to the production of Helium-3 fuel and features large port facilities which allow easy transit between Opona and Empyrean’s orbital processing facilities.&lt;br /&gt;
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In the distant past Empyrean was heavily bombarded by asteroids and extra-solar bodies such as comets which have provided it with a very mineral-rich environment. Many of these resources dwell far under its surface and must be extracted via deep mining facilities which can plunge miles into the surface. Residents of Empyrean who are not employed within its research facilities or the Helium-3 refining industry are often workers in these facilities. The largest and deepest mine, Nav (officially Federal Mining Facility E-32), plunges kilometers into Empyrean’s surface and is known for its sparse, utilitarian central facility from which all mining efforts are coordinated. Curiously, Nav sits almost exactly opposite of Opona if one were to draw a line through the planet between the two.&lt;br /&gt;
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In Federation iconography Empyrean is represented by an octagon.&lt;br /&gt;
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==Government==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Innovation Without Fear,”&amp;lt;/i&amp;gt; - Official motto of the Federal Technocracy of Galatea (first used c. 2289).&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Federal Technocracy of Galatea is  a federation of planets under a technocratic government consisting of four member-planets: Galatea, Tsukuyomi, Svarog, and Empyrean. This unique form of government is rooted in the Federation’s origins as a scientific expedition and the use of terraforming — which requires significant education to utilize properly — in the creation of the modern Yggdrasil System. It is ruled by the &#039;&#039;&#039;Chief Director&#039;&#039;&#039;, who is elected by a popular vote of all eligible citizens for a singular five-year term. The Federation has long held that its single-term policy is a method for ensuring its ideas do not become complacent and stale.&lt;br /&gt;
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Immediately below the Chief Director are the &#039;&#039;&#039;Research Triumvirate&#039;&#039;&#039;, who represents the three major research fields of the Technocracy, and the &#039;&#039;&#039;Planetary Representatives&#039;&#039;&#039;, who represent its member-state planets. The Triumvirate is made up of three representatives, one from each field, elected by eligible members of the field to represent their interests to the Chief Director. The Planetary Representatives are likewise elected by eligible citizens of their respective planets and form a council of four which advises the Chief Director. Galateans of all social classes have long held a high level of confidence in their technocratic government due to a persistent cultural belief that the most qualified are the most fit to rule. There has never been a Chief Director, Triumvirate member, or Planetary Representative who has not held at least one doctoral degree.&lt;br /&gt;
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===Voting===&lt;br /&gt;
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Due to its technocratic nature the Federation has long possessed a voting system which is unique amongst the major human worlds of the Orion Spur: to be eligible to vote in an election as a Galatean, a citizen of the Federation must hold at least a bachelor’s degree. Holders of associates’ degrees are eligible for a “half-vote” under Galatean regulations while those who hold no degree are unable to vote in any election and must rely on their degree-holding counterparts to keep their best interests in mind. A pervasive structure of state propaganda, and history of success by the Technocracy, ensures non-degreed Galateans have a high level of confidence in their government.&lt;br /&gt;
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A Galatean’s voting power increases with their level of education. While a bachelor’s degree is worth a singular vote, a master&#039;s degree is worth five votes, and a doctoral degree is worth ten votes. Though criticized by foreign governments — particularly the [[Himeo|United Syndicates of Himeo]] — as being undemocratic, the Galatean method of education-based weighted voting is considered vital to ensuring the Federation remains technocratic and retains its technological edge. Most Galateans are supportive of the weighted voting system due to a long cultural history of valuing expertise which is rooted in the needs of the early Federation’s terraforming efforts.&lt;br /&gt;
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Galateans holding foreign degrees can be awarded Galatean voting rights assuming they are able to pass a proctored exam covering the knowledge their degree is related to. These examinations are administered by the Ministry of Academic Affairs and are regarded by some scholars as crushingly difficult even by Galatean standards, and this is regarded by many as an effort to ensure Galateans use the Technocracy’s education system rather than foreign ones. Those that do pass their Ministry examinations are granted the corresponding weighted voting privileges their education level dictates.&lt;br /&gt;
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===Ministries===&lt;br /&gt;
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While executive power rests in the hands of the Chief Director, the daily operations of the Federation are managed by Galatean ministries staffed by technocrats. The origins of these ministries are rooted in the scientific expedition which originally founded Galatea, and the history of the Federation. They and their management are responsible for much of the Federation’s continued success. To become a ministerial technocrat in the Federation is not easy as one must pass the Galatean Ministerial Examination, a yearly examination held upon Galatea itself which is regarded as very difficult. Many non-degreed Galateans seek employment in these ministries due to the prestige associated with service in one, and the ease with which a low-level technocrat can seek out further education if they desire it.&lt;br /&gt;
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====Ministry of Academic Security (MfAS)====&lt;br /&gt;
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The internal and external security agency of the Federation, the MfAS is a large ministry as responsible for protecting Galatean academics secrets as it is for ensuring dissent does spread amongst the population. The MfAS has broad powers which let it act with immense authority, limited transparency, and almost no oversight. The Federation views the MfAS as a vital part of ensuring continued Galatean technological innovation, which the Technocracy values above all things, and MfAS operatives are often sent abroad with Galatean dignitaries to serve as their security attaché. Despite its importance the MfAS is often a subject of popular criticism abroad as it is regarded to be the “face” of the Galatean security and surveillance system.&lt;br /&gt;
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MfAS ministerial technocrats are drawn from both the degreed and non-degreed population of the Federation. Due to their role as security personnel and, at times, spies, they are typically heavily bioaugmented to perform their duties at the highest level possible. A common augment utilized by many MfAS technocrats is an adjustment to their facial and throat muscles which allows them total control over their expressions and vocal tone, as it is easier to lie when one is expressionless. A common foreign rumor is that MfAS agents have an augmented form of speech similar to a [[Vaurca|vaurcesean Hivenet]], but these rumors have been denied by the MfAS itself.&lt;br /&gt;
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====Ministry of Exploration and Exploitation (MfEA)====&lt;br /&gt;
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A powerful Ministry responsible for managing and organizing Federation survey expeditions into the Weeping Stars and non-Coalition frontier, including uncharted space, the MfEA has little regulation or oversight in regards to its activities outside of the Coalition due to the Federation’s long-standing policy of viewing itself as more capable of researching and maintaining any Solarian Hegemonic-era relics found in uncontrolled regions of space. The MfEA’s research expeditions are performed in conjunction with the Galatean Federal Navy and are viewed by the Federation’s interstellar avionics sector as an opportunity to test new innovations and technologies against frontier systems and pirates. Galateans expeditions, particularly into the Weeping Stars, have long been criticized by [[Gadpathur]] as intrusions into an area which should be left untouched in order to ensure any Solarian journey across it is as unsafe as possible. The Federation has long ignored this criticism.&lt;br /&gt;
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Ministerial technocrats of the MfEA are most typically degreed Galateans but are drawn from all three major research fields of the Federation, both due to the MfEA not wishing to favor any of the factions and due to all three desiring to pick part Solarian relics. The MfEA and its technocrats have prospered following the Collapse and its expeditions are now more frequent and research further into the Weeping Stars and frontier, much to the displeasure of Gadpathur. While much of the research and technology recovered by the MfEA is exclusively sent to the Technocracy it is known to assist foreign expeditions in their forays into the Weeping Stars assuming the Federation’s interests are kept in mind.&lt;br /&gt;
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====Ministry of Academic Affairs (MfSA)====&lt;br /&gt;
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Arguably the single most important ministry in the modern Federation, the MfSA manages its academies and educational institutions. From the most prestigious doctoral program to the smallest classroom on Empyrean is managed by the MfSA, which employs more ministerial technocrats than any other ministry in the Federation. The high standards set by the MfSA for educational institutions within the Federation are seen as the foundation of the Technocracy’s technological edge and these regulations are themselves subject to a punishing biannual review by the MfSA which ensures they are always in the absolute cutting edge of education. The MfSA regularly works with the MfAS and MfGC to ensure their education supports the Federation’s ideals.&lt;br /&gt;
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The ministerial technocrats of the MfSA are exclusively drawn from the Federation’s degreed population and non-degreed Galateans are never found within its ranks. Many foreign governments seek out the MfSA for advice on their systems of education, and ambitious technocrats of the MfSA can easily request “ambassadorial positions” as observers in foreign institutions. The MfSA does not extend the same rights to foreign academics and has long prohibited individuals without Galatean citizenship from attending its prestigious academic institutions.&lt;br /&gt;
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====Ministry of Galatean Culture (MfGC)====&lt;br /&gt;
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The second-largest ministry after the MfSA, the MfGC’s explicit purpose is to preserve and maintain Galatean culture for the common good of the Federation’s citizens. In reality the MfGC functions as the propaganda and censorship arm of the Federation while carrying out more mundane duties such as promoting Galatean holidays, the Galatean dialect of Solarian Common, and maintaining records of significant achievements made by Galatean citizens. Non-degreed and degreed Galatean citizens alike are targeted by the MfGC’s propaganda efforts and the Federation posters which decorate Svarog and Empyrean are its creations. The MfGC regularly works with the MfSA and MfAS to ensure the Federation’s propaganda works to ensure its continued academic success and security.&lt;br /&gt;
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MfGC ministerial technocrats are drawn from all walks of Galatean life and it is perhaps the most diverse ministry of the Federation. The Technocracy views the MfGC as a vital part of Galatean society and a central pillar of its continued success. The MfGC rarely censors academic work as the Federation believes this would impede its ability to maintain a cutting edge.&lt;br /&gt;
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====Ministry of the Federal Military (MfWF)====&lt;br /&gt;
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The MfWF’s is as an oversight and supervisory for the two branches of the Federation’s military: the Galatean Federal Navy and Galatean Federal Army. It is responsible for coordinating equipment supply efforts and is the main connection between the Federation’s military and its research and development sector. It is ultimately a civilian organization and has been praised by some foreign observers for its ability to prevent military corruption while remaining independent of the military, in contrast to the Solarian Armed Forces and its Department of Defense.&lt;br /&gt;
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Ministerial technocrats of the MfWF are largely drawn from both degreed and non-degreed Galateans. Many often have some form of military experience prior to joining the ministry due to a longstanding Galatean cultural belief that the most educated and experienced should lead. Relations between the Federal Military and the MfWF are generally positive, and have improved since the [[Sol Alliance History#2462: The Solarian Civil War|Solarian Collapse of 2462]] starkly revealed the dangers of a military without oversight.&lt;br /&gt;
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====Ministry of Foreign Affairs (MfAA)====&lt;br /&gt;
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The MfAA is a small and important ministry which maintains and establishes relations with foreign powers such as the Solarian Alliance and other Coalition member states. It, along with the rest of the Federation, has long walked a delicate path between the Alliance and the Coalition where it has balanced the Coalition’s concerns while keeping the Alliance content enough to allow the Federation access to the former [[The Orion Spur#Alliance Neutral Zone|Alliance Neutral Zone]] and current [[The Orion Spur#Weeping Stars|Weeping Stars region]]. Now, with the Alliance having retreated from the region, the MfAA has found itself performing a delicate balancing act between the Federation and the Coalition’s other planets. Whether or not it manages to maintain the Federation’s unique level of access to the Weeping Stars and the uncharted frontier remains to be seen.&lt;br /&gt;
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The ministerial technocrats of the MfAA are drawn from the degreed population of the Federation and securing a position in the ministry carries a significant amount of prestige. Prospective MfAA technocrats are subjected to a rigorous examination process which takes almost an entire year and has a failure rate of roughly 70%, but those who do succeed are regarded as some of the best and brightest of the Federation outside of its scientific leaders.&lt;br /&gt;
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===Citizenship===&lt;br /&gt;
&lt;br /&gt;
Acquiring Federation citizenship is a more unique process than simply acquiring Coalition citizenship, despite the Federation’s status as a member-state of the Coalition. It has consistently refused to compromise on this principle and has, in recent years, supported [[Konyang#Konyang and the Coalition|Konyang’s efforts to maintain its own citizenship standards]]. The primary form of Federation citizenship is granted to individuals with at least one Galatean parent, but can be acquired if the following conditions are met by the applicant:&lt;br /&gt;
&lt;br /&gt;
* Have lived in the Federation for at least five years.&lt;br /&gt;
* Have no criminal record.&lt;br /&gt;
* Able to pass a five-phase MfAS examination to prove they are loyal to the Federation.&lt;br /&gt;
* Able to pass a standardized MfGC examination on Galatean culture with at least a 90%.&lt;br /&gt;
* Able to prove fiscal independence and their status as a productive member of the Federation.&lt;br /&gt;
&lt;br /&gt;
Acquiring this form of citizenship is infamously difficult and most applicants fail. Fortunately, there are other routes for citizenship. The first — and most common — is to enlist in the Federation’s military for five years and serve without demerit or punishment, then take simplified versions of the cultural and loyalty examinations which are far easier to pass. These veteran-citizens form the majority of successful applicants for Galatean citizenship.&lt;br /&gt;
&lt;br /&gt;
The other option is to simply not pursue full citizenship at all, and to simply continue one’s existence as a “&#039;&#039;&#039;Resident-Worker&#039;&#039;&#039;” — a Federation resident who does not have Galatean citizenship, but is a resident of the Federation and entitled to most benefits outside of voting rights. Many residents of Svarog and Empyrean are Resident-Workers, though full Federation citizens outnumber them. &lt;br /&gt;
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While they are entitled to most benefits full Galatean citizens are, resident-workers are not treated equally by the Technocracy. Due to lacking citizenship they are objects of inherent suspicion for the Federation’s extensive system of state surveillance and can easily be deported to another Coalition member-state, or their nation of origin, if they are suspected of anti-Federation activity, or harboring anti-Galatean ideals. Both categories of offense are deliberately broad and poorly defined, and intended to grant the Federation broad powers to control and propagandize its Resident-workers. They are under constant surveillance and many of their Federation-provided apartments are rumored to have hidden cameras and microphones within them that allow for the Federation to maintain surveillance over them even during moments of privacy. On a more mundane level Resident-Workers are often passed over for more desirable work positions and promotions in favor of Galatean citizens, and often are found within the least glamorous and lowest-income jobs in the Technocracy’s borders.&lt;br /&gt;
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===Personification of the Federation===&lt;br /&gt;
&lt;br /&gt;
Technocracy propaganda published by the MfGC places a great emphasis upon the national personification of the Federal Technocracy to make its lofty ideals of progress for the good of humanity more personable to the common resident or citizen of the Federation. The federally mandated depiction of the Federal Technocracy of Galatea is a silver-haired woman named Galatea who is depicted as wearing a white-and-gold Galatean researcher’s uniform and often holding some form of scientific instrument. Galatea, not to be confused with the planet, is a common feature of Federation propaganda as she represents the timeless ideal of seeking technological advancement which drives the entire Federation forward and has consistently brought it success. She is often depicted with the mostly-black eyes associated with the members of the Federation’s scientific expeditions, and many pieces of propaganda depict Galatea in a voidsuit in an effort to emphasize the importance of the MfEA’s expeditions into the Weeping Stars and uncharted territories of the frontier. Galatea is often depicted accompanied by a silver-feathered owl which symbolically represents the collective knowledge of the Federation.&lt;br /&gt;
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===Foreign Relations===&lt;br /&gt;
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Galatean foreign policy has long been defined by what it refers to as the “hill between two rivers” doctrine, which references its position between the Solarian Alliance’s Alliance Neutral Zone and the [[Xanu Prime|All-Xanu Republic]]. The Two Rivers Doctrine has historically seen the Federation broadly align itself with Xanu while maintaining a neutral, if not amicable, stance towards the [[Sol Alliance|Solarian Alliance]] in order to allow its scientific expeditions free access into the Weeping Stars. This position has naturally brought it into conflict with the nearby Coalition member state of [[Gadpathur]], widely known for its hardline anti-Solarian stance.&lt;br /&gt;
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The Two Rivers Doctrine dates to nearly 2300 and has been cited by many in its technocratic government as a reason for its continued success as a regional power and Coalition member. But with the Alliance having retreated from the Neutral Zone as of 2462, some in the Technocracy are now calling for a change in the doctrine due to concerns over their regional rival of Gadpathur. Others, however, believe it can continue with minor adjustments and a total paradigm shift on foreign policy could be harmful.&lt;br /&gt;
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Below is a brief summary of the Federation’s relations to other Coalition members and non-Coalition nations, in addition to some non-state actors.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Xanu Prime|All-Xanu Republic]]&#039;&#039;&#039; and Technocracy have long coexisted as trading partners and allies, with both Coalition members closely aligned on a variety of issues and willing to cooperate with the Alliance to a reasonable degree. The Federation assisted Xanu’s rebuilding efforts in the aftermath of the Interstellar War and the All-Xanu Republic has worked to defuse tensions between the Technocracy and Gadpathur. While the two have not always agreed upon the best course of action for the Coalition as a whole they are always ready to assist one another in moments of crisis.&lt;br /&gt;
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The &#039;&#039;&#039;[[Sol Alliance|Solarian Alliance]]&#039;&#039;&#039; and Technocracy have long had what the Federation refers to as a “special relationship” due to the Alliance’s historical dominance of the Weeping Stars, where much of the Technocracy’s research interests are concentrated. The Federation has long held a policy of official neutrality towards the Alliance and refuses to to vote on provisions against it which are tabled by other Coalition member states. The Alliance, perhaps in gratitude or perhaps as a bribe, has long been happy to trade with the Federation and has granted its expeditions free access to the Weeping Stars. With the Alliance’s retreat from the Neutral Zone in 2462 and Konyang’s entry into the Coalition in the same year some in the Ministry of Foreign Affairs now seek a different approach to the Alliance and the special relationship.&lt;br /&gt;
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&#039;&#039;&#039;[[Gadpathur]]&#039;&#039;&#039; and the Technocracy have an infamously poor relationship. The Federation initially came into conflict with Gadpathur over its dealings with the Alliance to secure access to the Weeping Stars, which Gadpathur viewed as a betrayal of the Coalition’s interests and a violation of its security. A conflict between the two was mediated by Xanu but flared up in the mid-2300s when the Federation declined to vote on a resolution recognizing the bombing of Gadpathur as a crime against humanity and condemned the Alliance, citing its policy of neutrality towards the Alliance as justification. Gadpathurian forces proceeded to almost attack a Federal Navy patrol until Xansan space forces intervened. Neither has had relations since this point aside from mutual attempts to undermine one another and now, with Gadpathur increasingly isolated due to its hardline stance in response to the Wildlands, some in the Federation have suggested their old rival can be further weakened.&lt;br /&gt;
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The &#039;&#039;&#039;[[Himeo|United Syndicates of Himeo]]&#039;&#039;&#039; and Technocracy have a poor relationship which is rooted in ideological and governmental differences. The Federation’s top-down and oligarchic approach to its society has drawn extensive criticism from the United Syndicates, with a particular focus upon its extensive system of state censorship and propaganda. This criticism has only resulted in the Federation creating more and more extensive systems of censorship and propaganda, much to the disdain of Himeo. Little formal trade exists between the two member-states, which has long been cited as a reason behind the Federation’s extensive industrial developments on Svarog and Empyrean.&lt;br /&gt;
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The &#039;&#039;&#039;[[Vysoka|Free System of Vysoka]]&#039;&#039;&#039; and its various city-states have a positive relationship with the Federation due to Galatea’s long-standing policy of agrarian assistance towards Vysoka via the Technocracy’s terraforming technology. Galateans are often more welcome than other foreigners on Vysoka and researchers from the Federation’s biotechnology sector are known to often visit the agrarian planet for research projects and simple tourism alike. Federal efforts on Vysoka are focused primarily upon the planet’s urban centers, and much of its development has been concentrated on the cities of Vedamor and Sevaschaiv. The Federation’s permanent diplomatic mission to Vysoka is based in Czsari. Despite not being a focus of Technocracy efforts, enterprising researchers have been known to distribute “control samples” of weaponry to Hosts in order to field-test prospective Galatean Federal Army equipment.&lt;br /&gt;
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The &#039;&#039;&#039;[[Assunzione|Republic of Assunzione]]&#039;&#039;&#039; and Technocracy have a stable and friendly relationship founded upon scientific collaboration and trade related to both member states’ shipbuilding sectors. Federation expeditions into Light’s Edge and the Lemurian Sea are rare due to a perceived lack of technological relics, or other valuable information, within the sparsely-populated region. Both the Republic and Technocracy have a friendly relationship with Zeng-Hu Pharmaceuticals, and Federation personnel seconded to Zeng-Hu are often stationed in facilities on Assunzione in order to observe the Republic’s exploration-related technology.&lt;br /&gt;
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&#039;&#039;&#039;[[Konyang]]&#039;&#039;&#039; and Technocracy have a friendly relationship which dates back to before independence. Before 2462 Konyang was the primary passage through which Galatean-Solarian trade flowed prior to its arrival in San Colette’s warp gate networks. Konyanger customs checkpoints were, due to both the valuable resources they provided and willingness of Galateans to pay bribes, much easier for Galatean-flagged vessels to pass through. Following its independence the Federation eagerly welcomed Konyang into the Coalition as an equal partner in an effort to promote its interests over Gadpathur’s and gain more access to Konyang’s robotics industries. The Federation staunchly supported Konyang during the crisis of the Solarian Civil War by sending a large Federal Navy detachment to its system. With the Alliance once again at the Coalition’s borders Konyang may, according to some observers, once again become Galatea’s gateway into Sol — despite Gadpathur’s protests.&lt;br /&gt;
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The &#039;&#039;&#039;[[Scarabs|Scarab Fleets]]&#039;&#039;&#039; and the Federation have a relationship which has seen much cooperation. They have much in common as both are, in their own ways, the result of the Alliance’s efforts during the hegemonic era to expand further into uncolonized space. Both were impacted by the Interstellar War and have a focus upon research and discovery. However, they have diverged significantly from one another over the nearly two centuries since the end of the Interstellar War. This divergence, however, has not been enough to turn them against one another, and the scientific expeditions of both groups are known to cooperate with one another when they have run-ins in the free frontier or elsewhere.&lt;br /&gt;
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The &#039;&#039;&#039;[[Empire of Dominia]]&#039;&#039;&#039; and Technocracy, despite or perhaps due to sharing an interest in biotechnology, have poor relations. Unlike the rest of the Coalition, which worries itself more with Dominian privateering, its conquest of unaffiliated frontier worlds, or its authoritarian religious government, Galatean animosity towards the Empire is rooted in another source: contempt for the Empire’s less advanced biotechnology sector, and its seeming inability or willingness to apply this sector beyond its noble classes. Technocracy citizens hold their Imperial counterparts in an unusual form of patronizing contempt wherein they regard the Empire as simply not good enough to be involved in biotechnology. The Federation and Empire occasionally encounter one another in the Weeping Stars, though these Imperials are often acting upon the will of House Volvalaad instead of the Empire itself. While not actively hostile, these encounters are far from friendly.&lt;br /&gt;
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The &#039;&#039;&#039;[[Republic of Biesel]]&#039;&#039;&#039; and Technocracy have little in the way of formal relations due to the Federation’s avoidance of phoronics as a field due to most phoron being concentrated in Elyra and Biesel. The Federation’s long-standing desire to remain between two rivers — the Alliance and Xanu — delayed its recognition of Biesel as an independent nation until shortly after the Solarian Incursion of 2462 and Biesel’s rapid expansion. Even now little practical relations exist between the Federation and Republic. Galatean researchers have begun to travel to the Republic more frequently following 2462, though typically on behalf of Zeng-Hu Pharmaceuticals rather than the Technocracy itself.&lt;br /&gt;
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The &#039;&#039;&#039;[[Republic of Elyra]]&#039;&#039;&#039; and Technocracy have limited formal relations and Galatean researchers are known to often visit its borders — often to learn more regarding its antigravity technology. The Serene Republic and Federation are both opposed to the Empire of Dominia, but the Federation places less emphasis upon the Empire and its expansionism than the Serene Republic does. Many Elyran Non-Citizen Persons who opt to leave its borders eventually find themselves in the Federation, where they are quickly given a place to work in the industrial sectors of Svarog and Empyrean.&lt;br /&gt;
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The &#039;&#039;&#039;[[Nralakk Federation]]&#039;&#039;&#039; and Technocracy have little in the way of formal relations, both due to distance and longstanding Galatean policies against working with any species capable of psionic abilities out of concerns they will use their abilities to steal research secrets from the facilities of the Federation. The MfAS has long banned skrell from travel to the Technocracy’s borders due to these concerns, and has refused to consider any arguments in opposition. Galatians who do interact with skrell often have bioaugmentations which make their thoughts difficult for psionic species to read, and some – such as members of the MfAS – are rumored to have bioaugmentations which cause a lethal feedback loop if one attempts to read their mind. Most Galatean citizens and residents are wary of skrell, and will attempt to avoid them.&lt;br /&gt;
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The Federal Technocracy’s contributions to the &#039;&#039;&#039;[[Coalition of Colonies#The Frontier Protection Bureau (FPB)|Frontier Protection Bureau (FPB)]]&#039;&#039;&#039; and the associated Frontier Rangers are poor compared to the economic impact the Federation has upon the broader Coalition and wider Spur. Citizens of the Federal Technocracy are barred by the government from becoming members of the FPB out of a desire to not antagonize the Solarian Alliance, and the Federation has long refused to provide anything aside from non-lethal aid, and has never provided bioaugmentations, to the Bureau. The Galatean Federal Navy cooperates with the FPB when they encounter one another but does not hold its rangers in high esteem, viewing them as an undisciplined force direly in need of central control and discipline. The Rangers in return typically view the Federal Navy, and Galateans more broadly, as self-absorbed opportunists unwilling to give their all to the Coalition.&lt;br /&gt;
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&#039;&#039;&#039;[[Zeng-Hu Pharmaceuticals]]&#039;&#039;&#039; is the megacorporate entity most readily interacted with by the Federal Technocracy. When Galateans go abroad they often find themselves employed by it, and Zeng-Hu has long courted the Technocracy in pursuit of access to its advanced technologies. Despite these efforts Zeng-Hu has only limited access to the modern Technocracy and its facilities can only be found upon Svarog, the solitary member-planet which allows foreign megacorporations to have a presence upon its surface. The fierce economic protectiveness of the Technocracy has endured the creation of the Stellar Corporate Conglomerate, and Zeng-Hu’s foothold remains relatively small. &lt;br /&gt;
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While not a state in of itself the Technocracy has officially banned practitioners of the &#039;&#039;&#039;[[The Trinary Perfection|Trinary Perfection]]&#039;&#039;&#039; within its borders, viewing the religion as dangerously contrarian to the Federation’s focus upon improving humanity through the mastery of biotechnology. Following events on [[Orepit]] in 2464 the Federation renewed its commitment to this ban, a move which brought it praise from an unusual source: the Empire of Dominia. The MfAS has broad powers which permit it to track down and eliminate any suspected Trinarist presence within the Federation’s borders. The Technocracy holds no relations with Orepit and views the planet as a “Sponsor of Anti-Galatean Ideals.”&lt;br /&gt;
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==Society==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Galateans claim they are a society of equals. Bah! They’re the Empire, but with degrees instead of noble titles!”&amp;lt;/i&amp;gt; - [[Himeo#Political Parties|National Himean Worker&#039;s Vanguard leader Oskar Ljungberg]] (2436 - ) in an interview with Himean media regarding other members of the Coalition (15 July, 2462).&amp;lt;/center&amp;gt;&lt;br /&gt;
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Galatean society holds, as a near-universal constant, that innovation and technological progress is the most important goal in the lives of the typical citizen or resident of the Federation. This belief informs how nearly every resident of the Federation goes about their daily lives, what they prioritize, and how they behave. Galateans believe they must excel in all things they do to ensure the Federation’s continued success, and Galatean society is obsessed with the idea of perfection and innovation. To the typical Galatean there is nothing they cannot overcome through innovation and technology. If a Galatean cannot innovate, they are not worthy of being called a Galatean.&lt;br /&gt;
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Galateans as a whole are often stereotyped abroad as perfectionists who must have everything done in the manner they dictate as they know how to best handle a situation relevant to their academic interests. Despite this stereotype Galateans with and without degrees are fully capable of working alongside, or even under, non-Galatean staff. However, they often find themselves frustrated with the perceived slowness or willingness of non-Galateans to accept what they view as less than satisfactory work as, for a Galatean, anything less than perfection is often unacceptable. Galateans abroad are often employed by [[Zeng-Hu Pharmaceuticals]], where their culture of perfectionism and obsessiveness has allowed them to excel within Zeng-Hu’s highly competitive culture.&lt;br /&gt;
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===Degreed Academia===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Do not speak to me as if I, a Galatean researcher, are your equal! Your ignorance of the true potential of biotechnological innovations is plainly written in every plodding step your massive frame takes!”&amp;lt;/i&amp;gt; - Doctor Shihong Li (2398 - ) speaking to a [[Empire of Dominia Great Houses#House Volvalaad|House Volvalaad]] geneticist at a research conference on Galatea (28 March, 2422).&amp;lt;/center&amp;gt;&lt;br /&gt;
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The term &#039;&#039;academia&#039;&#039; defines much of the Federal Technocracy, from its society and norms to its government and economics. Since the dawn of the early Federation it has been dominated by those in it who have degrees granted from its institutions of higher learning. Below these institutions are preparatory schools which aim to prepare the students of the Technocracy for a life in its academia where excellence is expected to be the baseline. The Federation’s academic fields can be broadly divided into three categories which roughly correspond to its three major industries: biotechnology, interstellar avionics, and planetary engineering.&lt;br /&gt;
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Higher education in the Federation is an incredibly serious issue for the members of its existing academia and no expenses are spared in ensuring children rise to the same level, or beyond the level, of their parents. For these academics and their children achieving success in education is a matter of vital importance critical to ensuring a family keeps its position in Galatean society and works to maintain the Federation’s position upon the cutting edge of research in the human Orion Spur. No less than excellence is expected in the Federation and the children of academics are placed into a grueling process of education to ensure they will be ready to enter into the Technocracy’s academic ranks by gaining entry into some of its most prestigious institutions of higher education. Those who cannot handle the pressure of this educational system are considered disgraced and are ostracized by their peers and often disowned by their family, as &#039;&#039;&#039;a degreed Galatean who cannot excel in academic pursuits is unworthy of being called a Galatean at all&#039;&#039;&#039;.&lt;br /&gt;
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The education of a Galatean child who wishes to enter academia starts, in the best circumstances, at the age of three when the child is enrolled into a Galatean elementary preparation school. These schools, which can occupy their young students for as many as 60 to 80 hours a week, are designed to ensure a young Galatean who hopes to join the ranks of its academia is sufficiently prepared to enter its primary academic education system at the age of eight. At graduation from these preparatory schools, generally at age seven to eight, students are expected to have gained a mastery of Ministerial Common in reading and writing, an understanding of mathematics, the sciences, Galatean history and ethics, and fluency in [[Languages|Tau Ceti Basic]]. Elementary preparatory schools vary slightly based upon if they are generalist or specialized into one of the “big three” research fields in the Federation. Though their lessons are often taught using games designed for children they are serious matters and considered a vital building block for a student’s future development.&lt;br /&gt;
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After graduating from an elementary preparatory school a Galatean student will enter into their first tier of education, which they will remain in from age seven to 13. Here students will begin to master their chosen field, and will be involved in their chosen school for roughly 80 to 100 hours per week. Having ideally acquired a basic mastery of common fields primary school students bound for the Federation’s academic classes are expected to begin specializing into their chosen field of research and will often be seconded to chosen “learning facilities” to work alongside full Galatean researchers developing new innovations in the Federation. Primary school students in the Federation are expected to continue to master the subjects they began learning about in their preparatory school and are expected to gain a complete understanding of Tau Ceti Basic if they have not already done so.&lt;br /&gt;
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Between the ages of 14 and 18 Galatean students are enrolled in high school, their second tier of education, and are expected to further their studies to prepare themselves for the infamous test of the Ministry of Academic Affairs (MfSA) known as the &#039;&#039;&#039;Federal Standardized Academic Examination Test&#039;&#039;&#039;, or simply as &#039;&#039;&#039;the Examination&#039;&#039;&#039;, through rigorous preparation which can include up to 120 hour weeks of instruction and preparation where students live in barracks-like academic dormitories to better prepare for the Examination. The Examination is a pivotal moment for the prospective academic as it will determine which of the Federation’s institutions they are able to be reasonably accepted to, and parents often push their children to work beyond the expected 80 to 100 hours of the average Galatean high school student. Some hopefuls who intend to gain acceptance to one of the Federation’s most prestigious universities — such as the Sachiko Amaya Institute of Biotechnology — are known to biologically augment themselves to require only three hours of sleep per night, and spend almost all of their waking hours studying or in class. Prospective Galatean academics will often form into study groups that become lifelong friendships as they make their way through high school and bond together in their struggles to overcome the challenges of entering the Technocracy’s academic fields.&lt;br /&gt;
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Once a Galatean student has passed into the university system they are expected to maintain the work ethic they have established during their pre-university career by studying their own field and assisting other, more senior students in their research. Once the student has acquired a bachelor’s degree they are considered to be a voting Galatean citizen but most are expected to carry on to further levels of education such as a master’s degree or doctorate, both requiring additional work and further commitment by the student. The status of doctor is viewed by many as the highest level a Galatean can aspire to and simply possessing the title, regardless of one’s field, is viewed as a mark of excellence.&lt;br /&gt;
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===Prominent Universities===&lt;br /&gt;
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Which institute of higher education one attends determines one’s position within the academic society of the Technocracy, and which university one attends depends upon how one scores upon the Examination. Only those who have scored exceptionally well are able to attend one of the three most prestigious universities in the Federation, with one for each major research field. These students are the best of the Technocracy’s educational system and are destined to hold high positions within it or abroad, such as in Zeng-Hu Pharmaceuticals. The reputation of these institutions often precedes them abroad, and to have a degree from one is viewed as a badge of honor throughout the Federation. These institutions are commonly referred to as the “Big Three” among the Technocracy’s populace.&lt;br /&gt;
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Perhaps the single most prestigious academic institution in the entire Federation is the &#039;&#039;&#039;Sachiko Amaya Institute of Biotechnology&#039;&#039;&#039;. Located in Lintukoto on Galatea proper, it derives its name from its founder: Sachiko Amaya, the first Chief Director of the Federation. Often simply referred to as the Amaya Institute, its graduates have greatly influenced – and arguably created – the field of bioaugmentation in the Federation. Graduates from the Amaya Institute are often destined for leadership roles in a biotechnology research firm. If these graduates travel abroad they often find employment in Zeng-Hu Pharmaceuticals, which shares their intense focus upon perfection and interest in the field of biotechnology.&lt;br /&gt;
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The only of the big three located on Tsukuyomi, the &#039;&#039;&#039;Tsukuyomian Institute of Interstellar Avionics Research&#039;&#039;&#039;, or &#039;&#039;&#039;TIMAR&#039;&#039;&#039;, is located in the lakeside city of Ketumati on the moon’s only continent, Mu. Originally established in 2350 to train the Galatean Federal Navy’s new generation of naval pilots, TIMAR has since expanded to train the engineers and scientists who design the vessels utilized by the Federal Navy. It is divided into two halves: the Federal Naval Academy and the more academic aspect, which is directly associated with the interstellar avionics research concern. Academic graduates from TIMAR sign a contract which states they will not leave the Federation for the first ten years after they graduate, and those who do depart after this time are often eagerly scouted by foreign naval firms such as d.N.A. on [[Xanu Prime]] for service as consultants and researchers.&lt;br /&gt;
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Located in Jeolla on Galatea, the &#039;&#039;&#039;Gojoseon Engineering Research Institution&#039;&#039;&#039;, or &#039;&#039;&#039;GMBI&#039;&#039;&#039;, is the most prestigious of the Federation’s planetary engineering institutions of higher learning. Originally established in 2280 to assist in training engineers for the creation of Jeolla’s atypical city design, the GMBI now trains the best and brightest engineers in the Federation. Its graduates have gone on to greatly influence planetary construction throughout the modern Federation, and are responsible for both the Sector Plan of Svarog and the Cities of the Future of Galatea proper and its moon, Tsuyukomi. Those that go abroad are often employed as experts or consultants for a variety of large-scale engineering projects or urban planning.&lt;br /&gt;
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===The Quest for Innovation===&lt;br /&gt;
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The daily lives of most degreed Galateans are devoted to a concept the Technocracy regards as important above all other things: maintaining its technological edge over other human nations of the Spur through continuous development and innovation in the three major fields of biotechnology, interstellar avionics, and planetary engineering. If the Federation loses this edge most Galateans in it believe they begin to slowly waste away and eventually collapse as a society as its welfare-propaganda state implodes on itself and its citizens flee the Yggdrasil System for its more innovative counterparts. No loyalist to the Federation, from the Chief Director to the least experienced resident-worker, wishes for such to happen and all constantly strive to ensure the Technocracy’s steady march towards a better future for humanity does not slow, let alone halt.&lt;br /&gt;
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This concept is referred to as the Quest for Innovation in Galatean propaganda, and by Galateans themselves. It is a cornerstone of the Federation’s society and a constant feature of its propaganda which is known to every resident or citizen of the Technocracy. To ignore or inhibit the Quest for Innovation is to risk being declared an anti-Galatean element and the subsequent wrath of the Federation’s internal security apparatus, the Ministry of Academic Security (MfAS). Those pursued by the MfAS do not often escape it and individuals convicted of being an anti-Galatean element will soon find themselves deported from the Federation and their citizenship, if applicable, permanently revoked. These exiled individuals are shunned and rebuked as failures by their fellow citizens and residents, and are often utilized by teachers and propagandists alike as examples of how to not behave.&lt;br /&gt;
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===The Welfare-Propaganda State===&lt;br /&gt;
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A critical structure of the Federation is what is commonly known abroad as its welfare-propaganda state, though within the Federation it is simply known as the MfGC’s federal welfare program. The Galatean welfare-propaganda state is an expensive but powerful system which ensures its citizens, and residents,  do not want for basic necessities. Food, shelter, entertainment, and education are all provided for by the Federation’s government via the MfGC, which bundles these resources with pro-Federation propaganda in an effort to promote the Technocracy’s image as a benevolent entity for the citizens and residents of the Yggdrasil System.&lt;br /&gt;
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The welfare-propaganda state was created shortly after the 2338 Empyrean Unrest, which almost collapsed the economy of the young Federation. It is intended to prevent such an incident from ever occurring again by providing a reasonably comfortable life to every citizen or resident of the Federation and has thus far been extremely successful in doing so. No protests on the scale of the Empyrean Unest have occurred since its implementation and MfGC polls show support for the Technocracy as high across all sectors of society even as much of the Spur anxiously watches the Alliance re-exerts its authority over territory it had previously lost control over in late 2462. Any who do go against the welfare-propaganda state, and thus the entire Galatean state, are regarded as anti-Galatean elements.&lt;br /&gt;
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===Anti-Galatean Elements===&lt;br /&gt;
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Relentlessly pursued in Federation space by the MfAS and used by the MfGC and MfSA as examples of failures, those who have been declared anti-Galatean elements are regarded by the Technocracy as hazardous to the continued stability of the Federation and its ability to remain on the bleeding edge of technological progress. These individuals are typically imprisoned and released once they have been freed from their anti-Galatean beliefs, either through therapy or through other means known only to the MfAS. Those who recant and return to being anti-Galatean are quickly removed from the Federation through any means deemed necessary or appropriate before they can become a true hazard or an exile.&lt;br /&gt;
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To become an immediately deported anti-Galatean element one must be judged a danger to the Technocracy so severe their wrongness of thought cannot be reasonably rectified. The followers of the [[The Trinary Perfection|Trinary Perfection]], a faith officially viewed as a sponsor of Anti-Galatean Ideals by the Federation and regarded by the overwhelming majority of citizens and residents as a dangerous cult, are the only group to be treated with such from the start. When one is found they are quickly removed from the Technocracy through any means deemed reasonable and necessary. Any exiled for anti-Galatean ideals will quickly find their degrees stripped away from them along with their property, citizenship, and any wealth they may have in a Galatean institution. Condemned to wander through the [[The Orion Spur|Orion Spur]] and never return to Galatea, these individuals are scorned and mistrusted by many.&lt;br /&gt;
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===Contraband===&lt;br /&gt;
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Commonly associated with the MfAS and MfGC the Federal Table of Culturally Damaging or Socially Dangerous Concepts, Products, Practices, or Methods Officially Deemed Contraband in Galatean-Controlled Space, or more simply the &#039;&#039;&#039;Federal Contraband Table&#039;&#039;&#039; (formally abbreviated as &#039;&#039;FTSoSGKPPLMGEMEGGnKsRKD&#039;&#039; in Ministerial Common), is the Technocracy’s official, lengthy, and exhaustive list of items it considers to be dangerous to the continued health of both the Federation and its civil society. Officially maintained by the MfGC and enforced by the MfAS with the assistance of Federation citizens and residents, the Contraband Table was created shortly after the Empyrean Unrest of the 24th century in response to the perceived danger posed by Himean syndicalist thought. Over time it has expanded to include a multitude of entities deemed anti-Galatean in nature, and being found with one — or more — of the Table’s items is an effective method of being declared an anti-Galatean actor. Researchers who have acquired permission from the MfSA may study entities on the Table with a reasonable justification, but can expect to be closely watched by the MfAS for the duration of their experiments and for some time following them. There is no black market for Contraband Table goods in the contemporary Federation due to the extensive efforts of the welfare-propaganda state and MfAS.&lt;br /&gt;
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Some of the items found upon the Contraband Table are divided into several categories which include but are not limited to:&lt;br /&gt;
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====Hazardous Products====&lt;br /&gt;
* Himean-produced goods, which are viewed as hazardous to the industrial member-planets of the Federation.&lt;br /&gt;
* Gadpathurian-produced goods, which are viewed as substandard and ineffective.&lt;br /&gt;
* Any technology associated with the Empire of Dominia’s geneboosting programs, as they are considered to be health risks.&lt;br /&gt;
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====Hazardous Concepts====&lt;br /&gt;
* Ideological concepts associated with Himean syndicalism.&lt;br /&gt;
* Ideological concepts associated with Gadpathur and its anti-Galatean stances.&lt;br /&gt;
* Any material which depicts the Trinary Perfection in a positive light.&lt;br /&gt;
* Material which is deemed critical of the Federation’s institutional structures.&lt;br /&gt;
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===Non-Degreed Education===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Remember to do your part for the Federation whenever you work, for the future of the Spur rests upon our shoulders!”&amp;lt;/i&amp;gt; - Federation motivational poster commonly seen in the Svarog metro system.&amp;lt;/center&amp;gt;&lt;br /&gt;
The Galateans who do not opt to become involved in its academia are instead sent through a more typical educational program which prepares them for a life in the Federation’s non-degreed sectors such as mining, heavy industries, or service. Non-degreed education generally stops at 18 — assuming the non-degreed does not seek a two-year degree, which is often the highest they can rise and is viewed as a stepping stone towards their children joining the academia — and retains the traditional Galatean focus upon perfectionism and academic excellence in all things. Non-degreed Galateans are expected to excel from an early age and to achieve a mastery of their job even before they have worked a day of it. Most non-degreed Galateans attend school within the same apartment block where their family resides, though some must take a train to another apartment block where their school is located.&lt;br /&gt;
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The most qualified non-degreed Galateans often seek two-year, or “half,” degrees from institutions which specialize in granting them. While they are not subjected to the same levels of academic rigor as their degreed counterparts are to pursue these half-degrees, named so as they give half of a vote in the Federation, those who do successfully acquire such a degree are viewed as the best and most talented of the non-degreed population, and often serve in administrative positions or supervisory roles where they direct and oversee the myriad industries of the Technocracy while themselves being subordinate to degreed Galateans. The children of half-degree holders are often pushed by their parents to pursue a full degree, and many succeed.&lt;br /&gt;
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===The Gadpathuri===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;NOTE: The Gadpathurri are subject to the same ethnicity rules as typical Gadpathurians. Non-Gadpathuri Galateans, however, have no restrictions.&amp;lt;/center&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
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A distinctive population of the Federation, the Gadpathuri are descended from Gadpathurian refugees which settled in the Yggdrasil System shortly after the bombing of [[Gadpathur]]. Over the intervening centuries these Gadpathurians have diverged significantly from those who remained on the planet and eventually created the modern, ultra-militarized Gadpathurian state. Known as the Gadpathuri, these Galateans of Gadpathurian descent are concentrated upon Tsyukomi and have retained much of the pre-Interstellar War culture of Gadpathur, which the planet’s current population has discarded in favor of a militaristic and anti-Solarian culture. Gadpathurians and Gadpathuri do not have good relations with one another, with Gadpathuri viewing Gadpathurians as unable to recognize the futility of their militarism and Gadpathurians viewing Gadpathuri as traitors who have associated with the Alliance.&lt;br /&gt;
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In the Federation Gadpathuri often occupy positions within the Galatean Federal Navy’s officer ranks as many of the original refugees were members of the small naval force pre-war Gadpathur maintained. Many view a career in the Federal Navy as the best way to protect their new home from the potential aggression of old Gadpathur, which they view as having been lost in the fires of the Interstellar War. While it is not an official holiday within the Federation, many Gadpathuri mark the eighth of October, the anniversary of Gadpathur’s bombing, as a day of mourning, they are typically released from their duties for the day.&lt;br /&gt;
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===Architecture===&lt;br /&gt;
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The Technocracy’s architecture is, like its broader society, always attempting to remain upon the cutting edge of innovation. Referred to as Cities of the Future inside the Federation, these settlements are carefully designed and planned by degreed Galateans to meet a specific purpose with the smallest amount of inefficiencies reasonably possible. Technocracy city planners view themselves as both innovators and artists, and their cities resemble such — particularly upon Galatea proper and its moon, Tsuyukomi. Upon Svarog and Empyrean cities must often prioritize practicality over aesthetic designs and the Galatean cultural trend of building alongside nature rather than through it. The architectural style of Galatean cities of the future is known as “&#039;&#039;&#039;Technominimalism&#039;&#039;&#039;” abroad due to its combination of minimalist designs and frequent green spaces.&lt;br /&gt;
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Upon Galatea proper and its moon, Tsuyukomi, the Technocracy has spared no expense in designing the cities of the future in which the vast majority of its degreed population resides. They are painstakingly designed to maximize the comfort and efficiency while minimizing their environmental footprints. These cities are built as a part of nature rather than over nature and can be strikingly beautiful, with frequent parks and green spaces throughout them which have been eagerly studied by foreign city planners from across the human Orion Spur. To further reduce their environmental impacts the cities of the future have fully banned personal automotive use and instead  feature vast and interconnected rail networks which allow transport both within a given city and to other cities across Galatea proper and Tsuyukomi, in addition to important destinations such as more rural research stations. The cities of Galatea proper and Tsuyukomi have no true urban sprawl and instead transition directly into the natural environment at the predetermined limit of the city’s urban zone.&lt;br /&gt;
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On Svarog and Empyrean, the Federation’s industrial worlds, architecture is markedly different from the cities of the future. Upon Svarog the Sector Plan, created during the Svarogite Rejuvenation, has resulted in a surface dominated by brutalist industrial cities which are connected by elevated magnetic rails designed to withstand the frigid temperatures of the planet, its frequent blizzards, and the omnipresent industrial pollution which is barely ameliorated by the presence of massive turbines in most cities intended to reduce air pollution by processing and filtering massive amounts of air. Svarogite skylines are dominated by row upon row of Galatean apartment blocks which can stretch dozens of stories into the air and are connected by an extensive network of underground rail lines referred to as the SWRH, or the Sector Internal Rail Network, which allows for easy transport between blocks without exposing oneself to the hazardous weather conditions of the surface. These blocks are not simply apartment buildings as their lower levels are home to a variety of small, often family-owned, businesses and establishments ranging from restaurants to photo studios to bookstores and more where Svarogites gather to socialize, shop, and relax. Beyond the apartment cities dwell massive centrally organized industrial parks which belch clouds of black smoke into the atmosphere as they fuel the Federation’s engines of progress while they pollute Svarog’s air.&lt;br /&gt;
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Empyrean’s architecture bears resemblance to Svarog’s, with the same style of apartment blocks connected by underground rails linked to other communities, but its industrial zones feature markedly different structures due to Empyrean’s economy focusing on fuel and mining instead of the large-scale industrial production of Svarog. Where there are rows upon rows of smokestacks belching black smoke upon Svarog, on Empyrean there are vast chemical refineries where Helium-3 fuel is produced and great holes dug into its surface from where its mineral wealth is extracted for use in the industries of Svarog. Empyrean’s mines are massive structures which tunnel kilometers into the planet’s surface and provide the raw materials of the Galatean quest for innovation. The architects of these mines are, unlike the designers of other facilities, often half-degree holders who work as foremen or managers in these massive structures. The Federation, after all, places a strong emphasis on ensuring those who have the best knowledge of a situation are those who manage it, and who better knows a mine than the workers?&lt;br /&gt;
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===Biological Augmentation===&lt;br /&gt;
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Perhaps what the Technocracy is most known for in the 25th century, biological augmentation is common throughout Galatean society and almost all citizens of the Federation – and many resident-workers – feature a degree of augmentation, whether it is as simple as vision correction or as complicated as the extensive biological modifications provided to Galatean Federal Navy pilots which allow them to outperform their counterparts in other forces. Galatean bioaugmentations can be found outside of the Technocracy but are most prominent within its borders. For many Federation citizens, to receive and benefit from the Technocracy’s mastery of biological augmentation is seen as an act of patriotism, and non-augmented Galateans are often looked down upon by their counterparts as oddities at best and potential anti-Galatean elements at worst.&lt;br /&gt;
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Bioaugmentation for a Galatean often begins before they are born, as many of the Federation’s native-born citizens are “born” in Technocracy facilities intended to replace more traditional methods. In these facilities researchers and staff affiliated with the biotechnology sector are able to monitor development and address genetic issues as they arise, and give a developing child any augmentations their parents or guardians may request – assuming one is able to pay for such. Once “born” genetic editing and tweaking often continues for these children well into their adulthoods, particularly for those children of researchers and other higher-ranking Galatean academics. Non-degreed Galateans, and its Worker-Residents, often seek out more utilitarian biological augmentations such as filters which allow them to breathe more easily upon Svarog or eye modifications which allow them to see more clearly in the often dim environment of Empyrean’s mineshafts. Those in the Federal military have their own class of augmentations which are rated military-grade and not permitted for exportation throughout the Spur.&lt;br /&gt;
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As Galateans augment themselves further they acquire an unusual or otherwise atypical appearance which, though considered normal or even desirable in the Technocracy, makes them appear uncanny to many individuals from outside of the Federation. They will often have unusually pallid skin tones, sometimes appearing to be waxlike, and atypical eyes. Some Galatean eye-based biological augmentations, such as those used by the Federal Navy, turn eyes into a solid black designed to assist in acquiring more light. Some Galateans have unusual patterns in their skin as a result of their augmentations, or feature visible external ports which are utilized in cheaper and often more dated genetic editing techniques. Others rarely blink or breathe, having edited their eyes or reduced their necessary oxygen intake. The most visibly biologically augmented individuals in the Technocracy are arguably the pilots of the Galatean Federal Navy, particularly those of the small Hydrangea-class Multi-Role Attack Craft the Federal Navy relies upon in most engagements. Hydrangea pilots have standardized military augmentations which give them entirely black eyes – aside from a small, white pupil – designed to react faster than a typical human in any condition, skin criss-crossed with patterns designed to reinforce their skin against g-forces and low pressure, never blink as their eyes instead passively water themselves through the creation of a saline-like substance, and rarely breathe. Pilots generally have white, black, or gray hair – sometimes a mix of all three – as a result of these augmentations, and are entirely hairless aside from that on their head. These augmentations, due to their extensive nature, cannot be reversed. However, Hydrangea pilots are viewed as an elite within the military and are often lavished with benefits and rewards, with many having become major figures in the Technocracy’s interstellar avionics research fields.&lt;br /&gt;
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===Dreams===&lt;br /&gt;
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Galatean culture, across all levels of education, places a strong emphasis upon the subconscious or unconscious mind and its actions, believing that innovation can often strike when one is asleep. This presents itself as an emphasis upon dreams and what happens within them. Researchers in the field of biotechnology have observed that biologically augmented individuals often experience more vivid dreams, and that these dreams become more vivid as one is augmented further. While a Svarogite worker with throat bioaugmentations may only experience these occasionally,  a Hydrangea pilot may experience vivid dreams in her sleeping hours and these can often be lucid enough for the dreamer to manipulate.&lt;br /&gt;
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While none in the Federation currently understand the link between bioaugmentation and more vivid dreams, the citizens and residents of the Technocracy have long been interested in the analysis of their dreams and their potential meanings. Galateans commonly keep dream diaries and some innovations have allegedly come to Federation researchers in their dreams. Some researchers have attempted to reconstruct particularly notable dreams in virtual — or physical — reality, to varying degrees of accuracy and success.&lt;br /&gt;
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===Language===&lt;br /&gt;
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The Federal Technocracy, due to its status as a multi-planetary entity, is home to several major languages. The first and most common is a MfGC-regulated dialect known as &#039;&#039;&#039;Galatean Ministerial Common&#039;&#039;&#039;. An unusual dialect of Solarian Common, Ministerial Common was first standardized under the early Technocracy in the early 2300s. Efforts by the MfGC to eliminate “foreign” loanwords from Ministerial Common, such as those from Freespeak or Tau Ceti Basic, have resulted in it being a close linguistic equivalent to pre-Interstellar War Solarian Common, and many who hear the dialogue note it utilizes terms which have fallen out of common Solarian parlance. Out of contemporary dialects Ministerial Common perhaps most closely resembles Gadpathurian Common but possesses more regional sub-dialects due to the Federation’s less authoritarian government. Ministerial Common is further subdivided into Galatean Standard, the more common dialect which is found upon Galatea itself, and Tsukuyomian Standard, a more rare dialect found upon Galatea’s moon and typically associated with the Federal Navy.&lt;br /&gt;
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On Svarog and Empyrean languages are less managed and more diversified due to the flow of immigrants into the industrial hubs of the Federation from the Coalition in the decades following the end of the Interstellar War. The resulting creole of Interstellar War-era Solarian Common and Freespeak from other areas of the Coalition is known as &#039;&#039;&#039;Federal Freespeak&#039;&#039;&#039;, which is regarded by the MfGC as a second-tier language in the Federation: it is taught in schools, but it is not actively promoted in the way Ministerial Common is. Federation documents on Svarog and Empyrean such as propaganda posters are typically written in both Ministerial Common and Federal Freespeak. This dialect of Freespeak, due to its looser regulations, does have many Solarian Common loan words and varies between Svarog and Empyrean.&lt;br /&gt;
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===Holidays===&lt;br /&gt;
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&#039;&#039;&#039;New Year’s Day (January 1)&#039;&#039;&#039;: The official start of the new year throughout human space, this holiday is generally a time of reflection for Galateans as they look back on the previous year while looking forward to the next.&lt;br /&gt;
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&#039;&#039;&#039;Galatean New Year (Varies)&#039;&#039;&#039;: The first day of the new lunisolar year, this holiday is a time of family celebrations and reunions. While the first day of the conventional new year is often a time of reflection, the first day of the lunisolar new year is instead a time of celebration and enjoyment where Galateans often celebrate the year’s accomplishments with their families.&lt;br /&gt;
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&#039;&#039;&#039;Federation Workers’ Day (1 May)&#039;&#039;&#039;: A celebration of the non-degreed residents and citizens of the Federation, Workers’ Day is roughly equivalent to May Day in the wider Spur. However, the Federation goes to great lengths to ensure Workers’ Day is a celebration of the fact that all Galateans work for a common goal, rather than a celebration of organized labor. To do so would be dangerously Himean, and encourage anti-Galatean ideals.&lt;br /&gt;
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&#039;&#039;&#039;Graduation Day (14 May)&#039;&#039;&#039;: A celebration of recent graduates from academies across the Federation, Graduation Day has long been a popular holiday in the Technocracy. It is often on this day that new degreed Galateans will enter their field of choice, having been previously selected by a research firm during their last semester of studying.&lt;br /&gt;
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&#039;&#039;&#039;Federation Day (16 October)&#039;&#039;&#039;: Perhaps the most important Galatean holiday, Federation Day celebrates the founding of the Federal Technocracy of Galatea. It is marked by celebrations across all four member-planets of the Federation and is considered a symbol of its continued unity.&lt;br /&gt;
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&#039;&#039;&#039;Interstellar Peace Day (28 November)&#039;&#039;&#039;: Another important holiday, Interstellar Peace Day celebrates the signing of the Treaty of Xansan and the end of the Interstellar War.&lt;br /&gt;
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==Economics and Industries==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Our biotechnology surpasses anything else in the Orion Spur, President Sneijders, and it shall only grow stronger as the Federation continues to prosper!”&amp;lt;/i&amp;gt; - Doctor Teofila Vecoli (2238 - 2358), Federation Representative to Xanu, during a discussion with All-Xanu Republic President Nicolaas Sneijders (15 January, 2311).&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Federal Technocracy’s economy is one of the largest within the [[Coalition of Colonies|Coalition]], though it is not as large or diverse as [[Xanu Prime]]’s, and sits on the same industrial level as its rival, the [[Himeo|United Syndicates of Himeo]]. While Xanu Prime dominates in the shipping industry and Himeo dominates in mass industrial goods, the Federation’s niche is in exporting high-end technological goods and equipment across the Coalition and beyond. Its economy is dominated by three major sectors – biotechnology, interstellar avionics, and planetary engineering – which answer to the Research Triumvirate, and thus to the Chief Director. Researchers in the Federation tirelessly work to maintain a technological edge which allows the Galatean economy to excel and maintain an innovative edge over its competition, and the Technocracy prides itself on applying its motto – Innovation Without Fear – to all corners of its economy. From the mines of Empyrean to the research facilities of the Galatean countryside, all loyal workers in the Federation strive to continue the quest for innovation and retain its competitive edge.&lt;br /&gt;
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The largest of the Federation’s three primary research and production sectors is its sprawling biotechnology concern. Established shortly after the start of the Interstellar War and responsible for many of the terraforming and bioaugmentation innovations which have allowed the Federation to grow and prosper in the modern Orion Spur, the biotechnology sector is prized above all others by the Chief Director and many in the Federation, and to work in it is a point of pride for many Galetean citizens and residents. The largest research firm in the biotechnology sector is the Biological Innovation Bureau, or BNG, which manages human bioaugmentation and developments associated with bioaugmentation. Similarly important is the Biological Diversification and Adaptation Bureau, or BDJeG, which is responsible for the management of the Federation’s practical terraforming technology. Biotechnology firms are most commonly located upon Galatea itself but can be found across the Federation, including upon its industrial worlds, and its researchers maintain several missions abroad to the Free System of Vysoka, where they both assist and research the native biosphere. Zeng-Hu Pharmaceuticals most commonly works with the biotechnology sector as their research areas are similar in nature to those of the keiretsu.&lt;br /&gt;
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The second-largest of the sectors is its interstellar avionics concern. Though it dates to roughly the same era as the biotechnology sector the interstellar avionics industry only truly came into its own following the 2347 Gadpathurian Skirmish and the subsequent rapid expansion of the Galatean Federal Navy in response to findings by the Federation. This rapid armament created vast opportunities for growth in the then-small sector, which was at the time only involved in the production of research vessels and research stations in addition to the maintenance of the Federation’s surviving terraforming equipment, such as the Brahma mining laser and its Galatea platform. The largest firm within the interstellar avionics sector is the Interstellar Avionics Research Bureau, or IARG, which manages the Federation’s naval developments. The second-largest is the older Interstellar Engineering Bureau, or IIG, which manages the existing terraforming infrastructure of the Yggdrasil System and most stations in Federation space. The engineering researchers of the interstellar avionics sector occasionally find themselves employed or contracted to foreign entities to assist in research, or to learn what they can from foreign actors such as megacorporations. Interstellar avionics research facilities are most commonly found upon Tsuyukomi, where the Federation’s naval forces are based, but are often found in the Thalamus Research Station Network near Nüwa.&lt;br /&gt;
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The smallest of the three sectors is the planetary engineering concern. The oldest of the three major sectors, it primarily relates to terrestrial engineering and production techniques. They are responsible for most of the industry upon Svarog and Empyrean and employ many non-degreed Technocracy citizens and residents to assist them in this work. By sheer number the planetary engineering sector is the second-largest and nearly as large as the biotechnology sector, but it lacks influence and voting power as many of its staff are non-degreed Galateans who do not have voting rights within the Federation. The largest research firm of this sector is the Planetary Reclamation and Development Bureau, or PRRG, which is responsible for the majority of the Federation’s engineering and production facilities on Svarog and Empyrean. The PRRG often works alongside the smaller Planetary Weapons Development Bureau, or PBCG, which manages equipment development for the Federation’s army and security services. Planetary engineering facilities are most commonly found upon Svarog and Empyrean, where they manage much of the mundane day-to-day operations of the Technocracy’s industries.&lt;br /&gt;
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===Major Research Firms===&lt;br /&gt;
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The Federal Technocracy’s research firms are massive, powerful entities essentially equivalent to major local corporations elsewhere in the Spur such as [[Xanu Prime]] or [[San Colette]]. Most have their roots in the desperate years of the Interstellar War, or in the early Federation era, and have grown as the Technocracy has prospered and spread its technology across the human Orion Spur. The age of these research firms, the Federation’s top-down control structure, and regulatory troubles with megacorporation involvement in the Alliance Neutral Zone have resulted in the Technocracy’s research firms holding more economic power in Galatean space than foreign corporations and megacorporations, the majority of which barely have footholds. While some deal with megacorporations the research firms of the Federal Technocracy most readily trade with the corporations of nearby Xanu Prime and often rely on Xansan-flagged vessels for shipping. They have significant power in the Yggdrasil System, but the influence of Galatean research firms often sharply drops outside of the Federation’s space due Xanu’s greater economic power.&lt;br /&gt;
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Galatean research firms are led by Executive Researchers who in turn answer to the Research Triumvirate. Federation executive researchers are powerful and influential individuals who decide much of their firm’s day-to-day activities and have the power to stop projects they deem ineffective and reassign staff as necessary. They are responsible for ensuring the Federation retains its competitive edge and are often extensively biologically augmented to require less rest time than a baseline human, and some research executives have been known to work for weeks without resting to ensure the Federation maintains the best course towards the quest for progress. They typically have at least two degrees and are regarded as nearly infallible experts in their field, though they are always advised by other qualified experts.&lt;br /&gt;
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====Biological Innovation Bureau (BNG) – &#039;&#039;&amp;quot;For the Future of Humanity.&amp;quot;&#039;&#039;====&lt;br /&gt;
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The Biological Innovation Bureau, or BNG, is the single largest research firm in the modern Technocracy and dates to the Interstellar War-era Yggdrasil System, where it formed in 2285 as a research collective of the Yggdrasil Expedition. The BNG’s mission is to improve upon the natural capabilities of the human form and they are pioneering developers in the field of biotechnology, easily surpassing their rivals in House Vovlalaad in the Empire of Dominia. The BNG’s current objective is to continue innovating in the field of biotechnology and it is, within the Federation, the sole provider of the highest-quality bioaugmentations. It works with every entity within the Federation, from the mines of Empyrean to the Office of the Chief Director, and has dealings with Zeng-Hu Pharmaceuticals which have resulted in BNG employees being hired into the keiretsu as staff.&lt;br /&gt;
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The BNG works alongside the Boelens &amp;amp; Vaeghts Chemical Corporation (B&amp;amp;V) to distribute its medical products throughout the Tuliprose Healthcare medical system, and it maintains a small research wing in Pataliputra on Xanu Prime where its researchers work alongside B&amp;amp;V staff, though most BNG research remains within the Technocracy itself and is concentrated upon Galatea proper. The BND is led by Research Executive Isold Mangjeol, a pioneering bioaugmentation researcher who contributed greatly to the augmentations utilized by modern Hydrangea-class pilots. Doctor Mangjeol is regarded by many as the fourth member of the Research Triumvirate due to the influence the BNG holds over the Federation.&lt;br /&gt;
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====Biological Diversification and Adaptation Bureau (BDJeG) — &#039;&#039;“For the Future of Galatea.&amp;quot;&#039;&#039;====&lt;br /&gt;
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The Biological Diversification and Adaptation Bureau, or BDJeG, is the second-largest research firm in the modern Technocracy and dates to the pre-Interstellar War era, having formed in 2272 to manage the terraforming of Galatea’s moon Tsukuyomi. The BDJeG is responsible for the terraforming which has made modern the modern Federation able to maintain its technological edge and is still involved in extensive ecological efforts across the modern Federation, where it is responsible for ensuring the continued ecological stability of the Federation’s fully terraformed member-planets: Galatea and its moon, Tsuyukomi. While terraforming technology is not readily exported by the Federation its management is critical within the Federation itself, and the BDJeG’s daily operations often relate to discovering methods through which the biospheres of the Federation’s member-planets can be further improved.&lt;br /&gt;
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The BDJeG performed land reclamation work upon Xanu Prime in the years following the Interstellar War and had a relationship with CESAR-X even before it was privatized. It is the research firm most commonly associated with the Federation’s efforts on Vysoka, where BDJeG researchers are involved in agricultural and climate-related work. Due to the closely-guarded nature of the Galatea Platform, where much of the BDJeG is located, it has no permanent foreign branches. The BDJeG is led by Research Executive Reinald Fu, who is responsible for the design of pollution filtering stations utilized across Svarog.&lt;br /&gt;
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====Interstellar Avionics Research Bureau (IARG) — &#039;&#039;“We Follow in Daedalus’ Footsteps.”&#039;&#039;====&lt;br /&gt;
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The Interstellar Avionics Research Bureau, IARG, is a large research firm which is responsible for the modern vessels and weaponry of the Galatean Federal Navy. It was founded in 2349, making it a fairly young research firm, through the conglomeration of several smaller naval research firms in response to the events of the 2347 Gadpathurian Skirmish and the 2349 Federation report which noted the Federal Navy would have likely lost the resulting engagement. Over the following century the IARG has worked to create and develop cutting-edge equipment for the Federal Galatean Navy such as the Hydrangea-class strike craft and the large Owl-class battlecarrier. Due to its work being considered sensitive to the Federation’s continued security the IARG is expressly forbidden from performing its research in facilities located outside of Galatean-controlled space.&lt;br /&gt;
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While it is concentrated within the Yggdrasil System the IARG has a working relationship with the Xanu-based d.N.A. Defense &amp;amp; Aerospace but has refused to encourage the use of the d.N.A.-designed Shrike-class corvette over the IARG-designed Amaryillis-class corvette currently used by the Galatean Federal Navy. The IARG is led by Research Executive Ludwika Araki, a veteran of the Federal Navy and famous Hydrangea-class pilot prior to transitioning into her position at IARG.&lt;br /&gt;
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====Interstellar Engineering Bureau (IIG) — &#039;&#039;“To Maintain Galatea’s Future.”&#039;&#039;====&lt;br /&gt;
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The Interstellar Engineering Bureau, or IIG, is a large firm which predates the IARG and is responsible for the construction and maintenance of stationary spaceborne and orbital facilities within the Yggdrasil system such as the orbital Helium-3 facilities of Empyrean, the Thalamus Research Station Network near Nüwa, and – most importantly – the Galatea platform above Galatea itself. Founded in 2268 by the chiefs of staff of the Brahma and Galatea platforms, the IIG has since expanded into its current role as the main constructor and maintainer of orbital platforms in the Yggdrasil System. Unlike its terraforming counterpart, the BDJeG, the IIG works outside of Galatean space and has built spaceborne facilities throughout the modern Coalition.&lt;br /&gt;
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The IIG most often works alongside Xanu-based corporate entities such as the Markhor Interstellar Logistics Group, which it utilizes to move much of the construction materials built for its use upon Svarog to where they are needed in the wider Spur. It has been known to work with both Hephaestus Industries and Einstein Engines while abroad as both are more widespread than the IIG itself is. The current Research Executive of the IIG is Masayuki Cousineau, a resurveyed engineer from Tsukuyomi who has spent much of his career building facilities for the Federation’s scientific expeditions.&lt;br /&gt;
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====Planetary Reclamation and Development Bureau (PRRG) — &#039;&#039;“Forging the Federation’s Future.”&#039;&#039;====&lt;br /&gt;
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The Planetary Reclamation and Development Bureau, PRRG, is the largest research firm in terms of total employment. However, a large amount of its staff are non-degreed Galateans and it employs a smaller number of degreed Galateans than the BND or BDJeG. Though the PRRG was originally founded in 2270 to manage construction efforts on Galatea it is most known in the modern Federation for its role in the Svarogite Rejuvenations and the associated Sector Plans, which saw the half-terraformed planet transformed into the major industrial hub it is today. The PRRG is also active on Empyrean, where it manages much of the planet’s Helium-3 industry. Due to its influence on Empyrean and Svarog the PRRG employs more non-degreed Galateans citizens and residents than any other research firm and often works alongside the MfGC to spread Galatean cultural ideals and propaganda to its staff.&lt;br /&gt;
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The PRRG exports much of what it produces abroad to the broader Coalition and foreign nations such as the Solarian Alliance and Republic of Biesel, and is often seen as the public face of the Technocracy’s research firms in the broader Spur. Due to the massive amounts of goods it ships the PRRG frequently works with the Xanu-based Markhor Interstellar Logistics Group to ensure its finished goods are sent to where they will readily sell. It also works with Polaris Holdings to deliver goods to Xanu Prime itself which are sold in Polaris-owned retail establishments. The Research Executive of the PRRG is Wilfried Seonu, a Galatea-born researcher who has pioneered much of the PRRG’s post-Solarian Collapse trade policy.&lt;br /&gt;
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====Planetary Weapons Development Bureau (PBCG) — &#039;&#039;“To Defend Galatea.”&#039;&#039;====&lt;br /&gt;
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The Planetary Weapons Development Bureau, or PBCG, is the smallest of the Federation’s major firms and was founded in 2349 shortly after the Gadpathurian Skirmish. It is considered a sister firm of the larger IARG due to its focus on ensuring the Galatean Federal Army has the best equipment available to it while the IARG focuses upon the Federal Navy. It is primarily based upon Svarog and Empyrean, where it has a ready environment to stress-test equipment in harsh circumstances, and is widely regarded as a pioneering force in the field of personal laser weaponry. Its most widely-known creation is the Mark 61 Infantry Laser Rifle, or O61 ILG, the current standard-issue rifle of the Federal Army.&lt;br /&gt;
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Unlike the IARG the PBCG maintains a limited presence abroad, mostly upon Xanu Prime. It is a frequent collaborator with the Xanu-based d.N.A. Defense &amp;amp; Aerospace and is behind some of the laser weapons used by Chevauchée Asset Protection, d.N.A.’s private security contractor wing. Its current Research Executive is Wiktor Durant, a native of Svarog and a veteran of the Federal Army who is well-regarded by the Federal Army due to his veteran status and work with the BNG to create new combat bioaugmentations for the Army.&lt;br /&gt;
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===Scientific Expeditions===&lt;br /&gt;
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Managed by the Ministry of Exploration and Exploitation (MfEA), Galatea’s scientific expeditions into the [[The Orion Spur#Weeping Stars|Weeping Stars]] and the non-Coalition frontier regions once controlled by the Solarian Alliance are both a concern for many of its neighbors and a source of important technological relics for the Federation. The MfEA conducts these expeditions alongside the Federation’s research firms and its military, and they are utilized as both an opportunity by the IARG to “stress test” many of their latest innovations by pitting them against any who dare to oppose the Federation’s interest in what it officially describes as “decivilized space” beyond the borders of any major power in the Orion Spur. These scientific expeditions are primarily concerned with gathering information and relics from the pre-Interstellar War era of [[Sol Alliance History#2259: Apotheosis of Solarian Hegemony|Solarian hegemony]], when the Alliance controlled far more space than any contemporary human power and had the power to launch massive engineering programs such as the Galatea Project which created the foundation for the modern Technocracy.&lt;br /&gt;
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These expeditions are led by an Expedition Director of the MfEA, who handles research matters, and a flag officer of the Federal Navy, who handles security matters. The Expedition Director, who is always a degreed Galatean of the MfEA, is given broad powers and a set of official documents which mark them as a representative of the Federation abroad who is able to make diplomatic decisions regarding individual free frontier planets as necessary to ensure the success of their expedition and the continued technological edge of the Federation in its research concerns. Expedition Directors are vetted by the Ministry of Foreign Affairs (MfAA) to ensure they will attempt to minimize any political fallout from their actions during an expedition. The MfEA’s scientific expeditions have a reputation abroad for their willingness to go to any length to ensure their expeditions are successful, and many Expedition Directors view the welfare of a single planet of the free frontier as irrelevant when compared to the continuous Galatean quest for innovation. Gadpathur has repeatedly protested the extensive powers given to MfEA Expedition Directors but the Federation has refused to curtail the power of its expeditions to act independently. Some Expedition Directors are known to become quite flamboyant and their escapades often appear in Galatean mass media within the Federal Technocracy.&lt;br /&gt;
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MfEA scientific expeditions are key to ensuring the Federation has the ability to utilize and maintain its antiquated terraforming equipment which dates back to the prewar era, such as its Galatea Platform. Perhaps the last of its kind in the Orion Spur which remains functional, the Federation places a great emphasis upon maintaining its continued operational state and ensuring the Brahma mining platform which fuels it when it is operational – another relic of the pre-Interstellar War Alliance – can be utilized when it is needed. The fragile state of the Technocracy’s pre-Interstellar War terraforming equipment and the massive amounts of resources which must be expended to properly utilize them ensure the Federation’s still-functional Galatea Platform is, in reality, rarely used and was last utilized on a large scale to terraform Tsukuyomi during the Interstellar War.&lt;br /&gt;
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The Federation’s scientific expeditions are large ventures which can be away from the Yggdrasil System for multiple years at a time and consist of a multitude of vessels ranging from unarmed scientific craft to the intimidating Owl-class battlecarrier – the largest warship utilized by the modern Federal Navy. These research flotillas can be found throughout the Weeping Stars and the non-Coalition frontier regions near the modern Coalition, and are large enough that most do not interfere with them. Those who do will quickly find themselves at the mercy of the Federal Navy as they are swarmed by Hydrangea-class fighters, one of the enduring symbols of Galatean naval power in the non-Coalition frontier.&lt;br /&gt;
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==Federation Member States==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“WARNING! Do NOT exit this door without wearing protective equipment! Temperature conditions outside are below acceptable hazard levels for unmodified humans! &#039;&#039;&#039;BEING UNPREPARED CAN COST YOU YOUR LIFE!&#039;&#039;&#039;”&amp;lt;/i&amp;gt; - Galatean hazard warning poster seen on the exterior doors of many Svarog facilities.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Per its foundational documents the Federal Technocracy of Galatea is a federation of four member-planets — Galatea, Tsukuyomi, Svarog, and Empyrean — under one technocratic government. The planets of the Federation are not independent states and are essentially administrative subdivisions of the broader Technocracy, which is primarily based upon Galatea proper. Due to the Federation’s unusual system of determining votes some member-planets have much more sway than others, but a massive amount of what the Federation refers to as welfare-propaganda ensures all four member-planets work together towards the common goal of scientific excellence in all things. If one member-planet fell out of lockstep the Federation would be greatly endangered and weakened, and much of its propaganda efforts are aimed at preventing such.&lt;br /&gt;
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===Galatea===&lt;br /&gt;
[[File:Galatea.png|The planetary flag of Galatea.|thumb]]&lt;br /&gt;
The most populated of the Federation’s two fully terraformed member-planets, Galatea is the Technocracy’s crown jewel. It is the only known true planet to be successfully fully terraformed during the course of the Galatea Project from which it derives its name. It is a verdant world which is covered in carefully planned cities of the future which have been engineered to have the minimum impact upon its pristine environment – a dedication which has resulted in the current state of Svarog. Galatea’s environment is earthlike by design and divided between three major continents: the verdant Arkadien, its largest, and Gojoseon, its second largest, and the frigid Kvenland in its far north. The majority of its surface, roughly 73%, is covered in water&lt;br /&gt;
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Arkadien is home to several major cities of the future including its planetary capital of &#039;&#039;&#039;Lintukoto&#039;&#039;&#039;, located along Akadien’s eastern coast in a temperate forest region. Lintukoto is home to many of the ministerial facilities which ensure the Federation’s continued success and is the location of the prestigious Sachiko Amaya Institute of Biotechnology, the most elite higher education institution within the biotechnology sector. Arkadien’s north is home to tundra and boreal forests which gradually transition into temperate forests and grasslands where the majority of its population can be found. As one proceeds southwards through Arkadien they will eventually reach the savannah regions of the continent which are home to many research facilities and smaller cities of the future which are not nearly as large as Lintukoto. The continent is bisected by Galatea’s single longest river, the Okeanos River, which stretches from Lintukoto in the east to Gyeongsang in the west. Gyeongsang, Arkadien’s second-largest city of the future, is home to the continent’s only space elevator and is the location from which much of Arkadien’s off-world travel is performed.&lt;br /&gt;
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Across the Hvergelmir Ocean from Arkadien is the smaller continent of Gojoseon, which features a similarly temperate climate to Arkadien though its interior is notably dry and mountainous. The largest city of the future on Gojoseon is the settlement of &#039;&#039;&#039;Jeolla&#039;&#039;&#039; along its western coastline. Jeolla is an atypical city of the future due to being built in a large river delta known as the Gjöll Delta, the terminus of the Gjöll River which runs from Gojoseon’s mountainous interior to its coast. A great amount of Jeolla is built on elevated platforms above the delta which are connected by rail lines and can be raised or lowered to avoid the seasonal floods of the Gjöll. Jeolla is home to the Gojoseon Engineering Research Institution, the most prestigious planetary engineering higher education institution within the Federation. Much of Gojoseon is unpopulated and the continent is instead reserved for research purposes or the work of the Federation’s multitude of research firms. Many tourists who come to Galatea come to see the environment of Gojoseon, which is regarded by many biologists in the Spur as the nearest living equivalent to pre-industrial Earth.&lt;br /&gt;
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Unpopulated aside from research facilities, the northern continent of Kvenland is dominated by arctic deserts and vast ice sheets which are hostile to human habitation due to the lack of easily-consumable water, freezing temperatures, and harsh winds which will quickly turn exposed limbs frostbitten unless one is properly prepared. Regions of Kvenland are utilized by Galatean researchers to prepare equipment for use upon Empyrean, which is similarly frigid, or on planets with harsh atmospheric conditions. Kvenland is the only continent on Galatea where automotive vehicles are widely used as the environment is too harsh and too underpopulated to reasonably justify the expansion of its rail networks.&lt;br /&gt;
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Private automobiles are essentially unheard of upon Galatea aside from on Kvenland and travel between its cities of the future, and to its research facilities, is done via extensive rail networks which criss-cross the interior of its continents while minimizing the environmental impact of travel by Galateans. The Federation symbol associated with Galatea is an inverted triangle which is most often colored forest green. This symbol is commonly seen on Galatean facilities and equipment, such as the collar tabs of Technocracy researchers from the planet.&lt;br /&gt;
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===Tsukuyomi===&lt;br /&gt;
[[File:Tsukuyomi.png|The planetary flag of Tsukuyomi.|thumb]]&lt;br /&gt;
Galatea’s only natural satellite, Tsukuyomi is roughly one-third of the size of Galatea proper, making it larger than [[Luna]], and is home to cities of the future similar to those present upon Galatea proper. Tsukuyomi is the heart of the Federation’s modern military and is home to the Federal Navy and Federal Army’s headquarters and much of the research facilities and educational institutions associated with the continued functional operation of the Federation’s military. Tsukuyomi is home to only one continent, Mu, which is surrounded by the Ryūgū-jō Sea. Roughly 80% of the moon’s surface is covered by water. Mu is home to a generally temperate climate which is comparable to that of Arkadien on Galatea but is more densely populated than its counterpart, with much of its coastline occupied by cities of the future and its interior dotted by research facilities which ensure the Federal military maintains its cutting edge. Access to Tsukuyomi is heavily restricted by the Federation due to security concerns regarding its military assets, and few non-native Galateans will ever set foot upon its surface for more than a few hours. Residents of Tsukuyomi are known as Tsukuyomian Galateans or simply as Tsukuyomians.&lt;br /&gt;
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The planetary capital of Tsukuyomi is the combined city of the future and naval facility of Cantref Gwaelod, where the Federation’s contemporary military is based. Though similar in design to Galatean cities of the future such as Jeolla much of &#039;&#039;&#039;Cantref Gwaelod&#039;&#039;&#039; is restricted by the Federation’s security services, which have a significant presence across Tsukuyomi. The natural environment of Mu outside of its cities of the future is similar in nature to 22nd-century Earth and the continent is well regarded for its natural beauty, with its coastal regions transitioning gently into rolling hills which eventually open into vast interior grasslands home to a multitude of research facilities. The center of the continent is dominated by a large inland body of water known as Lake Parime. Along the lake’s shores is &#039;&#039;&#039;Ketumati&#039;&#039;&#039;, a city of the future home to the Tsukuyomian Institute of Interstellar Avionics Research, the most prestigious institution of higher learning in the interstellar avionics sector. Ketumati is connected to Cantref Gwaelod by a long rail line which runs along the Vaitarna River and opens into the Ryūgū-jō Sea.&lt;br /&gt;
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While Galatea proper is represented by an inverted triangle, Tsukuyomi is represented by a non-inverted triangle which is generally a dull gold color. This symbol is commonly associated with the Federal military and appears on the collar tabs of both researchers from Tsukuyomi and Galatean military personnel. Across the Federation a red version of the Tsukuyomian triangle with the text “NO ACCESS” written across it in Ministerial Common is utilized to note that entrance into an area is restricted for security purposes.&lt;br /&gt;
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===Svarog===&lt;br /&gt;
[[File:Svarog.png|The planetary flag of Svarog.|thumb]]&lt;br /&gt;
Svarog, the third planet terraformed by the Federation and the only not fully terraformed, is not known for its striking natural beauty. The partially-terraformed surface of Svarog is cold and barren of most natural life aside from a native biosphere consisting of hardy, small mammals and small scrublike brush, and is heavily polluted due to decades of heavy industrialization. The air on Svarog is hazardous to breathe for non-bioaugmented humans and even bioaugmented humans wear gas masks or respirators when working outside in its cold environments. Instead of cities of the future the settlements upon Svarog are organized into what the Federation refers to as the Sector Plan: a centrally-planned technocratic design dating to 2365 which is intended to ensure Svarog’s economy is as efficient as possible regardless of the cost to the planet’s environment. When compared to Galatea proper Svarog is slightly larger but a smaller portion of its surface is covered in water, and this water is often frozen over during most of the year.&lt;br /&gt;
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The frozen nature of Svarog’s surface and the Sector Plan have resulted in the planet having no true continents and it is instead divided into two regions, Svarog North and Svarog South, which are divided by the planet’s equator. These regions are further divided into 26 Sectors each, one for each non-accented letter of the Ministerial Common alphabet, to encourage further efficiency and allow for easy identification. Residents of these sectors give them nicknames, but the Federation refers to them with names such as Svarog North Sector R or Svarog South Sector K.&lt;br /&gt;
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While the cities of the future are designed to be works of art which best represent the Federation’s desire to improve humanity through knowledge, the Svarogite sectors are the best representation of the Galatean obsession with maximizing efficiency and productivity. They are often ugly to the eye and their air is choked with industrial pollution which one must receive bioaugmentations to endure, but the Sector Plan ensures Svarog is one of the most productive industrial worlds in the Coalition of Colonies and is able to rival the output of the Federation’s nearby rival, the United Syndicates of Himeo. Svarogite sectors are further divided into industrial and residential zones which are connected by magnetic rail lines perched high elevated high enough to avoid the snowdrifts which define the unpopulated areas of the planet. While Svarog is often barren and ugly the massive apartment blocks in which its residents, the vast majority non-degreed citizens or residents of the Federation, reside are full of life and centers of activity at all times of the day and night as workers leave and return, heading to and from work in nearby factories. These apartment blocks are further connected by a massive network of underground rail lines known as the Sector Internal Rail Network, or SWRH, which further encourages Svarogite commerce and social life.&lt;br /&gt;
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Despite its oppressive climate Svarog is the only location in the Yggdrasil System where foreign corporations are permitted to purchase land for development, with the condition that the development will benefit Svarog and its climate. The largest non-Coalition owner of land on Svarog is Zeng-Hu Pharmaceuticals, though its staff are often not eager to be assigned to one of its Svarogite facilities due to the living conditions of the planet. Aside from Zeng-Hu, corporations from Xanu Prime such as the Boelens &amp;amp; Vaeghts Chemical Corporation and Markhor Interstellar Logistics Group operate branch offices on Svarog. Svarog is officially represented by an inverted pentagon which is often colored red to represent the planet’s industrial nature. The Svarogite pentagon is stamped onto all products made on the planet and features the text “FEDERATION QUALITY CERTIFIED” in the pentagon itself to indicate it has passed a quality inspection check by the Federation. The symbol, like others, appears on the collar tabs of researchers associated with the planet.&lt;br /&gt;
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===Empyrean===&lt;br /&gt;
[[File:Empyrean.png|The planetary flag of Empyrean.|thumb]]&lt;br /&gt;
The most distant Member-Planet, Empyrean was the only world in the Yggdrasil System naturally habitable when the Yggdrasil Expedition arrived. It is a difficult planet to live upon despite the Federation’s best efforts and is the least populated Member-Planet of the modern Federation, but serves a vital economic role as the center of its mining and Helium-3 processing industry. While roughly the same size as Galatea it has no true bodies of water to speak of due to frigid surface temperatures which are roughly equivalent to Earth’s Arctic Circle. Empyrean has no native life beyond a microbial scale and activities on its surface are practically impossible without safety equipment such as EVA suits or extreme cold weather clothing. While the planet’s atmosphere is breathable it is often uncomfortable to breathe Empyrean’s air without a filter due to the planet’s extreme temperatures.&lt;br /&gt;
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Settlements on Empyrean are similar to Svarogite structures as constructing settlements in the style of the cities of the future is impractical upon its frigid surface. Efficiently-constructed apartment blocks and industrial facilities connected by underground rail lines are the most common structures on Empyrean and almost no rail lines are built aboveground due to the hazardous nature of surface travel on the planet even while inside of a railcar – a situation similar to Himeo, though any Empyrean would be insulted to be compared to the syndicalist planet. Empyrean’s cities have grown and expanded in a more natural manner when compared to Svarog as the planet has had no equivalent to the Svarogite Sector Plan due to its major industry, mining, being based upon where minerals are located rather than in a manner designed to ensure the maximum level of efficiency. The largest city on Empyrean, &#039;&#039;&#039;Opona&#039;&#039;&#039;, is the center of its Helium-3 refining industry and a common first destination for merchant vessels entering into the Yggdrasil System due to its large port facilities. Much of the raw Helium-3 which comes to Opona for processing is originally mined in the Outer Yggdrasil Belt by Federation-affiliated miners before being brought to one of Empyrean’s orbital facilities for initial processing and then sent to Opona for final refining. Opona itself is an unusual city which is partially underground, as building aboveground is often dangerous on Empyrean, and linked together by a complicated underground rail network.&lt;br /&gt;
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Empyrean’s other major industry is mining, and it provides the majority of the raw materials utilized on Svarog from its mineral-rich crust. These mining facilities can be massive and stretch kilometers into the surface, sometimes requiring a day or more to traverse to the bottom of the deepest mines safely. The mining industry employs the majority of Empyrean’s non-degreed population and operates around the clock to ensure the Federation receives the materials it requires to keep the engines of progress fueled and operational. The largest of these mines, &#039;&#039;&#039;Federal Mining Facility E-32&#039;&#039;&#039;, is nicknamed &#039;&#039;&#039;Nav&#039;&#039;&#039; and is located almost exactly opposite of Opona if one were to draw a line through the planet. Built around a massive central facility, Nav stretches several kilometers into the surface and has been mined almost continuously since the arrival of the Yggdrasil Expedition. The upper levels of the mine are effectively a small city which exists to support the mines lower levels and are home to architecture similar to Opona, and some residents of Nav joke that they will eventually mine a straight path through the planet to Opona. Nav was the center of the Empyrean Unrest of the 2330s which resulted in the creation of the modern welfare-propaganda state.&lt;br /&gt;
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==Military==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Serve the Federation! See the Stars! Fight for humanity’s future!”&amp;lt;/i&amp;gt; - Common Galatean Federal Navy recruitment poster typically seen on Svarog and Empyrean.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The primary defensive force of the Federal Technocracy is the &#039;&#039;&#039;Federal Galatean Military&#039;&#039;&#039;. It consists of two branches: the Federal Galatean Navy, or Federal Navy, and the Federal Galatean Army, or Federal Army, with both branches having a reputation for professionalism abroad. They trace their origins to the early Federation and are smaller than most Coalition forces, but maintain a high degree of professionalism and utilize the best weapons the Federation can develop. Galatean troops are always fitted with some degree of bioaugmentation and this, their advanced equipment, and extensive training give them an edge over more numerous opponents. These combat bioagumentations are restricted to use by the Federal military and mostly classified by the Technocracy. Stories of Galatean soldiers with self-healing wounds, the ability to see in the dark, and the ability to react faster than any normal human are common across the Coalition and throughout the non-Coalition frontier. All Galatean troops are professional soldiers, as the Federation operates no reserve branch, and many of them are hopeful applicants for its citizenship process. The Federation has no draft and relies entirely upon volunteers from its population. It is the only human military in the Orion Spur which uses mostly energy weaponry rather than ballistics in both branches, citing its mastery of biotechnology and weapons science more generally as enough to overcome the logistical challenges posed by such a choice.&lt;br /&gt;
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In the modern era the primary role of the Federal military, particularly its Navy, is to defend the numerous MfEA expeditions organized into the less-charted regions of the Orion Spur such as the former Solarian frontier sectors and the more remote regions of the modern Weeping Stars, which remain littered with abandoned relics from the Alliance’s golden age. The unstated objective of the Federal military is to engage and solidly defeat the Federation’s most likely opponent in conflict: [[Gadpathur]]. Long regarded by the Technocracy as both a nuisance and a potential threat, Gadpathur’s anti-Solarian inclinations and militarism have long been a major concern for the Technocracy — particularly with its recent behavior towards [[Konyang]] and the [[The Orion Spur#Northern Reaches|Northern Reaches]].&lt;br /&gt;
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All Technocracy military forces are ultimately overseen by the Ministry of the Federal Military (MfWF) and are expected, as all Galateans are, to be unfailingly loyal to the Federation.&lt;br /&gt;
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===The Federal Navy===&lt;br /&gt;
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The Federal Navy is the larger of the two branches and receives more of the MfWF’s budget as a result of a Galatean doctrinal belief that a conflict not won in space combat will simply never be won at all. Based upon Galatea’s moon of Tsukuyomi and primarily operating out of the naval facility at Cantref Gwaelod, the Federal Navy is a vehicle through which the Technocracy projects its influence across the Weeping Stars as part of its ongoing efforts to secure technological artifacts from across the region once valued highly by the Alliance. To do so the Navy will almost always accompany MfEA expeditions sent to secure the Weeping Stars, and beyond, to ensure the Federation’s scientists are not threatened. The Federal Navy’s most recent engagement was the Coalition’s joint anti-piracy efforts throughout the 2450s, where the Fleet conducted itself quite well — if in a manner antagonistic towards Gadpathur.&lt;br /&gt;
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Though primarily an anti-piracy force the Federal Navy’s intended if unstated objective in the eyes of the Technocracy is to engage and resoundingly defeat its primary rival in the Coalition: Gadpathur. The Federation and Technocracy have, since the 2200s, been at odds with one another and rhetoric nearly devolved to open warfare in the mid 2300s. The Technocracy’s experts reviewed the situation and determined the Federal Navy would have, at the time of the Gadpathurian Skirmish, lost. In the following years it rapidly modernized and has now established a reputation as the most cutting-edge naval force in the Coalition, even if one of the smallest.&lt;br /&gt;
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Many Federal Navy officers are drawn from the Federation’s Gadpathuri population, which is concentrated upon Tsukuyomi. Viewed as exiles and traitors who fled Gadpathur during its hour of greatest need by the current government of Gadpathur, many Gadpathuri are descended from Gadpathur system defense force personnel who survived Terrence Hopper’s bombardment and made their way to Galatea. These descendants view themselves as carrying on the legacy of their precursors through service in the Federal Navy. Many of its enlisted sailors are drawn from the populations of Svarog and Empyrean, and are often hopeful applicants for Galatean citizenship. However, many full Federation citizens from both of its industrial worlds enlist in the Federal Navy for a variety of reasons — some out of a desire for adventure, others out of discontent with their lives and careers in the Federation’s heavy industries. Federal Navy officers are known throughout the Coalition for their distinctive uniforms — green with gold highlights and their rank upon a high collar — and their often nearly entirely black eyes which are intended to allow them to see more readily in low-light conditions.&lt;br /&gt;
&lt;br /&gt;
The Federal Navy is the only human fighting force in the modern Orion Spur which utilizes energy weaponry as its main armament. Its sailors are often biologically augmented to endure g-force, depressurization, and to react more quickly than baseline humans. Doctrinally the Federal Navy places a heavy emphasis upon the use of its famous fighter aircraft, the agile Hydrangea-class Multi-Role Attack Craft. All Federal Navy craft, from the Owl-class battlecarrier to the Amaryllis-class corvette, can launch some amount of Hydrangeas. The use of these craft — whose pilots must be extensively biologically augmented to withstand the force it can place upon its pilots through its rapid maneuvers — gives the Federal Navy the ability to strike far above its weight in naval engagements. Hydrangea pilots are viewed as the elite of the Federal Navy and often retire to prestigious positions within the interstellar avionics sector. The Federal Navy’s warship-strike craft coordination has been used to great success in its scientific expeditions and is how it intends to combat ships larger than its Owl-class battlecarrier, the Federal Navy’s largest warship.&lt;br /&gt;
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===The Federal Army===&lt;br /&gt;
&lt;br /&gt;
The smaller of the military’s two branches, the Galatean Federal Army receives less MfWF funding due to a doctrinal belief that any serious engagement will be fought and won — or lost — by the Navy. The Army is based upon Galatea’s moon of Tsukuyomi and operates out of facilities in Cantref Gwaelod which are situated close to their Navy counterparts. While the Navy serves to maintain and promote Galatean interests across the Weeping Stars, the Army’s purpose is to provide security for its research expeditions and facilities within the Yggdrasil System. They also possess specialized units which serve as boarding personnel for the Federal Navy. Where the Navy goes, the Army typically accompanies it to serve as an on-the-ground element for either expeditions or anti-piracy operations.&lt;br /&gt;
&lt;br /&gt;
The Army is not intended for a large-scale ground operation against the Federation’s rival, Gadpathur, as the hazardous environment of the planet and its fanatical militarized population makes any theoretical operation there dangerously impractical at best and impossible at worst. However, the Army is intended to reliably engage and defeat Gadpathurian troops encountered abroad attempting to harass or otherwise disrupt Galatean expeditions or scientific ventures. Most Army personnel are recruited from the non-degreed or non-citizen populations of the Technocracy, but many of its officers are drawn from the degreed population — particularly those involved in the planetary engineering field.&lt;br /&gt;
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To ensure the Federal Army retains its competitive edge the Technocracy has spared no expense in arming and equipping it with the most modern weapons, armor, and biological augmentations. Galatean soldiers, while not numerous, are augmented to react faster, endure more, and fight more efficiently than their baseline human counterparts. Soldiers of the Federal Army are typically armed with energy weaponry — a rarity in the Orion Spur — and utilize the Mark 61 Infantry Laser Rifle, or O61 ILG, as their standard-issue rifle. A creation of the Planetary Weapons Development Bureau, the O61 is a cutting-edge laser rifle which draws power from a small pack on the user’s lower back which is roughly the size of a common satchel. This pack draws its charge from the wearer’s latent electrical charge — which Federal Army troops are augmented to produce more of — to supply power to the O61. Using an O61 without the proper electricity-production bioaugmentation will result in the user being painfully shocked and likely placed into a state of torpor as the rifle draws more electricity from their system than they can reasonably produce.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Factions]]&lt;br /&gt;
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[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=31445</id>
		<title>Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=31445"/>
		<updated>2024-01-10T09:31:50Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: /* Accents */  fixes weird euro symbol thing that got in here when i added galatea&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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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;
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====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;
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* [[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;
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* [[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;
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* [[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;
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* [[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;
* [[File:Accent_Orepit.png|64px]] &#039;&#039;&#039;Native Orepitter&#039;&#039;&#039;:  Native Orepitters developed their own way of speech that stemmed from centuries of complete isolation. The vast distances of the planet&#039;s desert surface required loud, high pitched sounds for reliable communication, making it the primary characteristic of the Orepitter accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_Providence.png|64px]] &#039;&#039;&#039;Providence Trinarist&#039;&#039;&#039;: While the capital of the Trinarists never had a sole language, its people from all over the Spur have come to adopt a unified accent. Characterised by fast-paced speaking and unique intonations to match the style of their synthetic brethren, IPCs have also come to adopt the accent for non-EAL languages.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_Galatea.png|64px]] &#039;&#039;&#039;Galatean&#039;&#039;&#039;: Galatean Ministerial Common is one of two Ministerial Common dialects within the Federal Technocracy. Centrally managed by the Ministry of Galatean Culture (MfGC), Galatea proper&#039;s dialect is an unusual Solarian Common dialect characterized by its total lack of loan words and use of antiquated Common terms which date to the early 2300s when it was established as a dialect and have since fallen out of common use. Linguistically it is similar to Gadpathurian Common but lacks the Freespeak influence of Gadpathurian Common due to the MfGC&#039;s tight control over the language.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_Tsukuyomi.png|64px]] &#039;&#039;&#039;Tsukuyomian&#039;&#039;&#039;:  Significantly more rare abroad than Galatean Ministerial Common, Tsukuyomian Standard is one of two Ministerial Common dialects managed by the Ministry of Galatean Culture (MfGC). Like Galatean Ministerial Common, it lacks loan words due to central management and sounds comparatively antiquated when compared to more modern Solarian Common dialects. Tsukuyomian Standard is commonly associated with the Galatean Federal Navy, which has its headquarters on Tsukuyomi.&lt;br /&gt;
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===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;
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* [[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;
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*[[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;
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* [[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;
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* [[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;
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* [[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;
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* [[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;
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* [[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;
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* [[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;
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* [[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;
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*[[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;
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* [[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;
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===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;
* [[File:Accent_Empyrean.png|64px]] &#039;&#039;&#039;Empyrean&#039;&#039;&#039;: Empyrean Federal Freespeak is a creole of Coalition Freespeak and Ministerial Common which features a multitude of Solarian Common loanwords due to most residents of Empyrean being bilingual, and often speaking Freespeak and Solarian Common. Compared to Svarogite Freespeak it features a heavier influence from foreign Freespeak and Solarian Common dialects due to Empyrean&#039;s status as a major point of entry for the Yggdrasil System. &lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_Svarog.png|64px]] &#039;&#039;&#039;Svarogite&#039;&#039;&#039;: Svarogite Federal Freespeak is an unusual creole which combines Coalition Freespeak with the Ministerial Common dialect of Solarian Common. It features many Solarian Common loanwords and speakers of this dialect are almost always bilingual, speaking both Solarian Common and Freespeak, which can lead to further linguistic blending. The universal lung bioaugmentations of Svarogites ensure that they, unlike their New Hai Phongese counterparts, do not suffer from chronic lung issues which would impact their speech.&lt;br /&gt;
&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;
*[[File:Accent_Bursa.png|64px]] &#039;&#039;&#039;Bursa:&#039;&#039;&#039; The Bursan accent is characterized by its soft and slightly lisping intonations, compared to the throatier sounds of most other Elyran accents. Across the wider Republic of Elyra, the Bursan accent is usually stereotyped as belonging to a country bumpkin or a career soldier.&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;
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====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;
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==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;
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* [[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;
&lt;br /&gt;
* [[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;
&lt;br /&gt;
* [[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;
&lt;br /&gt;
* [[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;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Help:Basic_Editing_Guide&amp;diff=31332</id>
		<title>Help:Basic Editing Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Help:Basic_Editing_Guide&amp;diff=31332"/>
		<updated>2024-01-05T17:33:41Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: adds login info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wip}}&lt;br /&gt;
{{Tutorial navigation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Thank you for taking the time to consider contributing to the wiki. This guide - along with others that you can navigate to from the top of this page - is designed for all users, even wiki maintainers. Directly below this text is a preface to editing so that you&#039;re prepared to do the rest without worry.&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; To submit changes for review, you need to log in to the wiki. Do not create a new account. Instead, click &amp;quot;log in&amp;quot; and input your forum username and password in the appropriate boxes. They are linked.&lt;br /&gt;
&lt;br /&gt;
=Foreword About Additions and Approval=&lt;br /&gt;
Any logged in user can submit changes to nearly any page, but those changes will not be merged unless a wiki maintainer reviews and approves of the changes or you are a maintainer/lore writer yourself. All wiki maintainers are given a large and obvious notification on any wiki page whenever there are submissions that await approval. Be sure to review the [[Help:Style Guide|style guide]] before making large edits to make sure your page is nice and clean. In any case if you have questions or concerns about the wiki or your edits then feel free to contact a maintainer on the discord.&lt;br /&gt;
&lt;br /&gt;
==Criteria for Edits==&lt;br /&gt;
The rules of editing are simple, and should ideally match one of a select few criteria, or be otherwise sensible. Your edits will be considered but have a drastically lower chance of acceptance if it does not. Lore pages are not exempt from corrections at this moment, but are much more limited in scope. Submitting &#039;&#039;&#039;any edit&#039;&#039;&#039; to a lore page will require lore approval, regardless of the nature of the edit - ideally this permission is obtained before you make your edits.&lt;br /&gt;
&lt;br /&gt;
Here is the general criteria of editing on the wiki:&lt;br /&gt;
#It corrects an error, or otherwise serves to correct a problem.&lt;br /&gt;
#It adds additional information to improve the page.&lt;br /&gt;
#It removes unnecessary clutter.&lt;br /&gt;
#It rephrases the text to be more clear or user friendly.&lt;br /&gt;
&lt;br /&gt;
An edit that achieves one or more of these criteria is much more likely to be accepted. However, if the change is sensible and it doesn&#039;t fit them, it will still be considered but may require wiki maintainer input or alterations.&lt;br /&gt;
&lt;br /&gt;
==Criteria for Page Creation==&lt;br /&gt;
Creating a brand new page is also encouraged, however, you must understand that the criteria is much more strict than a simple edit, the edit criteria is counted as well in these, and it&#039;s limited to gameplay mechanics at this moment.&lt;br /&gt;
&lt;br /&gt;
Here is the general criteria of adding a new page to the wiki:&lt;br /&gt;
#It serves an obvious purpose, not filled adequately by any other page.&lt;br /&gt;
#It is deemed by the wiki maintainer team to be a quality addition, on discussion.&lt;br /&gt;
&lt;br /&gt;
=Your Wiki/Forum Account=&lt;br /&gt;
Aurora station utilizes a cross platform system that enables you to use the same account between the forum and the wiki. You will need to log onto the wiki through your forum account. To register a wiki account, you must first register a forum account. You can do that [https://forums.aurorastation.org/ucp.php?mode=register| at this link]. If you have trouble logging onto the wiki and have spaces in your username then you should contact staff.&lt;br /&gt;
&lt;br /&gt;
=Editing=&lt;br /&gt;
Once you&#039;ve logged in and found an error on the Wiki, click &#039;Edit&#039; at the top to begin the simple process of correcting it. The button should look like this, and you must be on the page you wish to edit:&lt;br /&gt;
&lt;br /&gt;
[[File:Editing Page.png|166px]]&lt;br /&gt;
&lt;br /&gt;
Once you click that edit button, you should be brought to a the wiki parser containing everything that renders the page you&#039;re working on. Ctrl-F to the error or scroll down to it and begin your edits. At the bottom where it says &#039;Watch this page&#039; you should type a summary. If the edits you made were relatively minor (fixing typos, formatting, etc) then you can click the &#039;This is a minor edit&#039; button. It should look similar to this:&lt;br /&gt;
&lt;br /&gt;
[[File:Editing_Page2.png|700px]]&lt;br /&gt;
&lt;br /&gt;
Before submitting your changes, &#039;&#039;always&#039;&#039; preview your work to make sure your changes haven&#039;t accidentally messed something up. You may even catch some other issues that you missed at first glance. Anyway, when you&#039;re sure you&#039;re done with your edits and want to submit them, click &#039;Save changes&#039; to queue the submission up for approval, after which it&#039;s just a matter of waiting for wiki maintainer input. You should see this if all went well:&lt;br /&gt;
&lt;br /&gt;
[[File:Pending_Review.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==Formatting==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;See also: [[Help:Formatting|The Guide to Formatting]]&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mediawiki has some bits and bobs to stylize your text, which can aid in readability if used properly. Be sure to take a look at the [[Help:Style Guide|style guide]] for info on how these tools may best be used. Regardless, the following table provides examples on some of the most common formatting:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; border-color: #666666; background-color: #efefef; width: &amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Example Wikitext&lt;br /&gt;
|-&lt;br /&gt;
! What you type || What it looks like&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&#039;&#039;italic text&#039;&#039;&amp;lt;/pre&amp;gt; || &#039;&#039;italic text&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&#039;&#039;&#039;bold text&#039;&#039;&#039;&amp;lt;/pre&amp;gt; || &#039;&#039;&#039;bold text&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&amp;lt;small&amp;gt;small text&amp;lt;/small&amp;gt;&amp;lt;/pre&amp;gt; || &amp;lt;small&amp;gt;small text&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
no indent&lt;br /&gt;
:single indent&lt;br /&gt;
::double indent&lt;br /&gt;
:::triple indent&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
no indent&lt;br /&gt;
:single indent&lt;br /&gt;
::double indent&lt;br /&gt;
:::triple indent&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
#Entry 1&lt;br /&gt;
#Entry 2&lt;br /&gt;
#Entry 3&lt;br /&gt;
##Entry 3 subtype 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
#Entry 1&lt;br /&gt;
#Entry 2&lt;br /&gt;
#Entry 3&lt;br /&gt;
##Entry 3 subtype 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
*Bullet 1&lt;br /&gt;
*Bullet 2&lt;br /&gt;
*Bullet 3&lt;br /&gt;
**Bullet 3 subtype 1&lt;br /&gt;
*#Bullet 3 number 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
*Bullet 1&lt;br /&gt;
*Bullet 2&lt;br /&gt;
*Bullet 3&lt;br /&gt;
**Bullet 3 subtype 1&lt;br /&gt;
*#Bullet 3 number 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
=Heading Level 1=&lt;br /&gt;
==Heading Level 2==&lt;br /&gt;
===Heading Level 3===&lt;br /&gt;
====Heading Level 4====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=Heading Level 1=&lt;br /&gt;
==Heading Level 2==&lt;br /&gt;
===Heading Level 3===&lt;br /&gt;
====Heading Level 4====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;See also: [[Help:Links|The Guide to Links]]&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re probably already familiar with links if you&#039;ve managed to reach this guide. It&#039;s the blue text you often see around wiki pages, [[#Linking|and it usually looks like this]]. Your first inclination when adding inter-wiki links is probably to just paste the URL and be done with it, but the ideal method is actually way easier. Below you&#039;ll find a table that explains how to properly add links to the page you&#039;re working on:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; border-color: #666666; background-color: #efefef; width: &amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Example Links&lt;br /&gt;
|-&lt;br /&gt;
! || What you type || What it looks like || What it&#039;s for&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Assistant]]&amp;lt;/pre&amp;gt; || [[Assistant]] || This is the standard inter-wiki link. If you want to link to another page on the wiki, then use this.&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Assistant|Dirty maintenance gremlins]]&amp;lt;/pre&amp;gt; || [[Assistant|Dirty maintenance gremlins]] || Adding a &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; (known as a [[wikipedia:Vertical_bar|vertical bar]]) between the page name and some text will render that link as the text you put in, in case you want to hide a link inside some relevant information. You may discover that this very guide uses this method in more than a few areas!&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Guide to EVA#Jetpacks|How to use Jetpacks]]&amp;lt;/pre&amp;gt; || [[Guide to EVA#Jetpacks|How to use Jetpacks]] || Sometimes only a specific part of a page is relevant to what you&#039;re typing about, so in this case we link to the page &#039;&#039;and&#039;&#039; the relevant subheading. Anything that appears in the table of contents (or is otherwise &amp;quot;anchored&amp;quot;) can be linked to this way.&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[#Editing|The Editing subheading]]&amp;lt;/pre&amp;gt; || [[#Editing|The Editing subheading]] || If you want to link to a subheading that&#039;s already on the page you&#039;re editing, you can forego having to include the name of the page and only include the subheading name.&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[wikipedia:Space Station 13|Wikipedia Article about SS13]]&amp;lt;/pre&amp;gt; || [[wikipedia:Space Station 13|Wikipedia Article about SS13]] || This simply links back to Wikipedia. You probably won&#039;t be using this much since Aurora&#039;s setting is purely fictional, but this is here for posterity.&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|&amp;lt;pre&amp;gt;[https://forums.aurorastation.org/topic/7780-looking-for-wiki-developers/#comment-153366 Burrito&#039;s cry for help]&amp;lt;/pre&amp;gt; || [https://forums.aurorastation.org/topic/7780-looking-for-wiki-developers/#comment-153366 Burrito&#039;s cry for help] || If you must link to something outside of the wiki then this is what you&#039;d use. Note that there is nothing separating the URL from the rendered text except for a space, and that the entire link is surrounded by single brackets, not double. &#039;&#039;Please&#039;&#039; do not link to unrelated or malicious websites - this feature is mostly reserved for linking to Aurora-related websites like the forums.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;See also: [[Help:Images|The Guide to Images]]&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Images are just that: images. On the wiki they&#039;re media that&#039;s rendered in pretty ways on the page and - hopefully - breaks up the flow of information to make the page more digestible to the viewer. To upload a file, do the following:&lt;br /&gt;
#Click the &#039;&#039;&#039;Upload file&#039;&#039;&#039; button on the left of your screen&amp;lt;br&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;br&amp;gt;Click on a red link to the file of your choosing.&lt;br /&gt;
#Click &#039;&#039;&#039;Choose file&#039;&#039;&#039; to select what file to upload from your PC.&lt;br /&gt;
#*Ideally this is in a common image format (JPG, PNG, GIF, etc).&lt;br /&gt;
#Give the file a name, ideally relevant to what the file is about.&lt;br /&gt;
#*If you went with the red link method then the filename is probably already populated.&lt;br /&gt;
#Give it a summary if you want.&lt;br /&gt;
#Click &#039;&#039;&#039;Upload file&#039;&#039;&#039; to finish.&lt;br /&gt;
That should do it, as long as there are no errors (most common being duplicate images). Note that due to how caching works that it may take a while for your file to actually render on pages it&#039;s used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please note:&#039;&#039;&#039; If you are uploading sprites from the game, ensure that their dimensions are 32x32 (or whatever their original resolution is). If you want to scale a sprite up, do it through the wiki, not an image editor (see below). Ideally all sprites are retrieved from the game&#039;s files and not from screenshots. [[Help:Images|See the images guide for a how-to on getting the best possible sprites]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; border-color: #666666; background-color: #efefef; width: &amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Various ways to link a file&lt;br /&gt;
|-&lt;br /&gt;
! What you type || What it looks like || Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png]] || This is the simplest way to display an image. These will typically default to the left side of the page.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png|64px]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png|64px]] || By using &amp;lt;code&amp;gt;64px&amp;lt;/code&amp;gt; (or any other number, ideally multiples of 32 if it&#039;s a sprite) you can scale an image via the wiki.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png|64px|center]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png|64px|center]] || You can use &amp;lt;code&amp;gt;center&amp;lt;/code&amp;gt; to put an image directly in the center of the page. There are other directions you can use as well, like &amp;lt;code&amp;gt;right&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png|link=Help:Contents|I AM VERY LOUD LOOKING TEXT]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png|link=Help:Contents|I AM VERY LOUD LOOKING TEXT]] || The first part transforms the image into a link to another page. Normally this would link back to the image itself. The second part adds a caption to images that is only visible if you hover your cursor over it, which can be useful for additional-but-not-useful info about an item.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png|link=|This image goes no where]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png|link=|This image goes no where]] || By setting the link to an empty value you can make the image do nothing if it&#039;s clicked on.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png|thumb|Caption!]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png|thumb|Caption!]] || If you want information related to an image to be readily visible then you can use the &amp;lt;code&amp;gt;thumb&amp;lt;/code&amp;gt; parameter, followed by the info you&#039;d like to type. Thumbs will default to the right side of the page.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Page Creation=&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Only create a new page if the content you&#039;re writing about is no where else on the wiki &#039;&#039;and&#039;&#039; doesn&#039;t belong on an existing page, or if adding information to existing entries would detract from the page that it exists on.&lt;br /&gt;
&lt;br /&gt;
Creating a page is as simple as looking up a missing page and clicking on the red link:&lt;br /&gt;
&lt;br /&gt;
[[File:Creating_a_page.png|300px]]&lt;br /&gt;
&lt;br /&gt;
After that, you&#039;ll get a wiki parser similar to what you&#039;d see when editing another page, except this time it&#039;s completely empty. This is perhaps a bit daunting at first, but if what you&#039;re writing about is similar to another page then you can probably use most of its content here (ex. you&#039;re writing about a new job, there are lots of other standalone job pages that you can draw resources from). If you&#039;re still working on it, or don&#039;t think you can finish the page, then you can throw a &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Wip}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; template at the top to say that the page is a work in progress, after which it&#039;s added to the WIP category for tracking.&lt;br /&gt;
&lt;br /&gt;
Either way, once you&#039;re done writing and stylizing everything you can hit &#039;&#039;&#039;Save page&#039;&#039;&#039; at the bottom along with a summary of what the page is about.&lt;br /&gt;
&lt;br /&gt;
[[File:Save_page.png|300px]] &lt;br /&gt;
&lt;br /&gt;
After that, this should probably appear, followed by either approval or denial from wiki maintainers:&lt;br /&gt;
&lt;br /&gt;
[[File:Pending_Review.png|300px]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=31101</id>
		<title>Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=31101"/>
		<updated>2023-12-29T02:08:34Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: Adds Native Orepitter, Providence Trinarist, Galatean, Tsukuyomian, Empyrean, Svarogite, and Bursan accents.&lt;/p&gt;
&lt;hr /&gt;
&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;
* [[File:Accent_Orepit.png|64px]] &#039;&#039;&#039;Native Orepitter&#039;&#039;&#039;:  Native Orepitters developed their own way of speech that stemmed from centuries of complete isolation. The vast distances of the planet&#039;s desert surface required loud, high pitched sounds for reliable communication, making it the primary characteristic of the Orepitter accent.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_Providence.png|64px]] &#039;&#039;&#039;Providence Trinarist&#039;&#039;&#039;: While the capital of the Trinarists never had a sole language, its people from all over the Spur have come to adopt a unified accent. Characterised by fast-paced speaking and unique intonations to match the style of their synthetic brethren, IPCs have also come to adopt the accent for non-EAL languages.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_Galatea.png|64px]] &#039;&#039;&#039;Galatean&#039;&#039;&#039;: Galatean Ministerial Common is one of two Ministerial Common dialects within the Federal Technocracy. Centrally managed by the Ministry of Galatean Culture (MfGC), Galatea proper&#039;s dialect is an unusual Solarian Common dialect characterized by its total lack of loan words and use of antiquated Common terms which date to the early 2300s â€” when it was established as a dialect â€” and have since fallen out of common use. Linguistically it is similar to Gadpathurian Common but lacks the Freespeak influence of Gadpathurian Common due to the MfGC&#039;s tight control over the language.&lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_Tsukuyomi.png|64px]] &#039;&#039;&#039;Tsukuyomian&#039;&#039;&#039;:  Significantly more rare abroad than Galatean Ministerial Common, Tsukuyomian Standard is one of two Ministerial Common dialects managed by the Ministry of Galatean Culture (MfGC). Like Galatean Ministerial Common, it lacks loan words due to central management and sounds comparatively antiquated when compared to more modern Solarian Common dialects. Tsukuyomian Standard is commonly associated with the Galatean Federal Navy, which has its headquarters on Tsukuyomi.&lt;br /&gt;
&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;
* [[File:Accent_Empyrean.png|64px]] &#039;&#039;&#039;Empyrean&#039;&#039;&#039;: Empyrean Federal Freespeak is a creole of Coalition Freespeak and Ministerial Common which features a multitude of Solarian Common loanwords due to most residents of Empyrean being bilingual, and often speaking Freespeak and Solarian Common. Compared to Svarogite Freespeak it features a heavier influence from foreign Freespeak and Solarian Common dialects due to Empyrean&#039;s status as a major point of entry for the Yggdrasil System. &lt;br /&gt;
&lt;br /&gt;
* [[File:Accent_Svarog.png|64px]] &#039;&#039;&#039;Svarogite&#039;&#039;&#039;: Svarogite Federal Freespeak is an unusual creole which combines Coalition Freespeak with the Ministerial Common dialect of Solarian Common. It features many Solarian Common loanwords and speakers of this dialect are almost always bilingual, speaking both Solarian Common and Freespeak, which can lead to further linguistic blending. The universal lung bioaugmentations of Svarogites ensure that they, unlike their New Hai Phongese counterparts, do not suffer from chronic lung issues which would impact their speech.&lt;br /&gt;
&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;
*[[File:Accent_Bursa.png|64px]] &#039;&#039;&#039;Bursa:&#039;&#039;&#039; The Bursan accent is characterized by its soft and slightly lisping intonations, compared to the throatier sounds of most other Elyran accents. Across the wider Republic of Elyra, the Bursan accent is usually stereotyped as belonging to a country bumpkin or a career soldier.&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;
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* [[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;
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===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;
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====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;
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==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;
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* [[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;
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&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;
&lt;br /&gt;
* [[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;
&lt;br /&gt;
* [[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;
&lt;br /&gt;
* [[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;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
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&lt;div&gt;I remembered to remove the head wiki maintainer part about a month after I gave it up. Yippee.&lt;br /&gt;
Still a regular maintainer as of the last edit.&lt;br /&gt;
I&#039;m probably less active than the junior maints at any given moment, but if you want something, message me and there won&#039;t be a delay for whatever it is.&lt;br /&gt;
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Most of what I like to do are small edits and formatting correction.&lt;br /&gt;
If you want to see what I&#039;ve been doing:&lt;br /&gt;
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		<author><name>Sneakyranger</name></author>
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		<title>Federal Technocracy of Galatea</title>
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		<summary type="html">&lt;p&gt;Sneakyranger: /* Tsukuyomi */ typo fix and fluency&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Federal Technocracy of Galatea.png|The government flag of the Federal Technocracy of Galatea.|thumb]]&lt;br /&gt;
Nestled in the Weeping Stars region near the All-Xanu Republic lies the Yggdrasill System, home to the &#039;&#039;&#039;Federal Technocracy of Galatea&#039;&#039;&#039;. One of the only successes of the misfortune-addled Galatea Project, the [[Sol Alliance|Alliance’s]] ambitious effort to transform the modern [[The Orion Spur#Weeping Stars|Weeping Stars]] into a cradle for humanity, the Federation is a renowned center of scientific advancement and still possesses practical large-scale terraforming equipment from the pre-Interstellar War era. &#039;&#039;&#039;Galateans&#039;&#039;&#039;, the citizens of the Federation, prize academic achievements above all other things and possess a unique technocratic government where one’s political power as a citizen is directly tied to their level of education. The most famous field of research in the Federation is undoubtedly its biotechnology sector, which heavily cooperates with [[Zeng-Hu Pharmaceuticals]] and is so prevalent in Galatean society that almost all citizens of the Federation have some degree of biological augmentation.&lt;br /&gt;
&lt;br /&gt;
But the Federation itself sits at an awkward juncture. Due to its position near both Xanu and the historical Solarian border it as long as a society had hands in both nations, much to the irritation of many Coalitioners. But with the [[Sol Alliance|Alliance]] dramatically contracted and the Federation far inside the [[Coalition of Colonies|Coalition’s borders]] will this model remain practical, or must it innovate upon even this?&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Galatea Project, Prime Minister, is the next bold step forwards for our great Alliance! With these new worlds for humanity, we shall create a legacy for centuries!”&amp;lt;/i&amp;gt; - Gerhard Hassel (2175 - 2289), Secretary for Alliance Colonial Affairs, at a meeting concerning the Galatea Project (2237).&amp;lt;/center&amp;gt;&lt;br /&gt;
===Pre-Interstellar War (2255-2274)===&lt;br /&gt;
&lt;br /&gt;
In the mid-23rd century the Solarian Alliance stood as the premiere power of the known Orion Spur and claimed dominion over all of humanity, with its control reaching from the Sol System to the furthest reaches of charted space. The ambition of the hegemonic-era Alliance, however, were restrained by a logistical problem: the Inner Solarian Frontier — now known as the Weeping Stars — suffered from a lack of habitable worlds aside from the trading hub of Gadpathur, which served as a vital transit hub for trade closing from the Solarian Frontier to the Solarian Core and vice-versa. With Gadpathurian port facilities essentially at their maximum reasonable capacity, and the [[Sol Alliance#Department of Colonization|Solarian Department of Colonization]] planning a massive colonization effort in the Riphean Frontier Sector — modern-day Arusha — the Alliance was faced with a severe logistical shortage which could not be easily addressed through only orbital facilities.&lt;br /&gt;
&lt;br /&gt;
The Department of Colonization, never one to be constrained by the limits of budget, designed an ambitious project to overcome this challenge: the creation of habitable worlds throughout the Inner Solarian Frontier. This Galatea Project was to be the greatest accomplishment of the Department of Colonization. By the mid-2240s a practical prototype was achieved via the government cooperation with Zeng-Hu Pharmaceuticals, Einstein Engine, and Hephaestus Industries, and in 2255 the first Galatea Terraforming platform — complete with an assortment of vessels intended to assist it — was dispatched to the unpopulated Inner Solarian Frontier system of Yggdrasill to much fanfare in the Alliance, with more following the Yggdrasill Expedition over the coming years.&lt;br /&gt;
&lt;br /&gt;
The Yggdrasil Expedition itself was not meant for long-term colonization and primarily consisted of the skilled engineers and scientists required to run, operate, and maintain the large-scale terraforming equipment utilized in the era’s terraforming projects. Over the 2250s they set about the arduous process of transforming Yggdrasil II from an uninhabitable world into a fully habitable one, and renamed it to Galatea after the project itself, as it was to be the first planet ever terraformed by it. Massive amounts of resources were pulled from the gas giants of the system to create Galatea, and progress proceeded faster than expected due to plentiful supplies from the broader Alliance. More and more workers arrived to aid the Expedition’s efforts as progress on Galatea continued and the Expedition’s scientific staff set their eyes upon planets further in the system, such at the planet of Svarog, — located slightly outside of the Goldilocks Zone further from Galatea’s twin stars — Empyrean on the system’s edge, where intense Helium-3 mining operations were underway, and Galatea’s moon, Tsukuyomi. Svarog’s terraforming began in 2259, a mere year before economic disaster struck the Galatea Project.&lt;br /&gt;
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In 2260 the Galatea Project’s ambitions met reality as the Second Great Depression saw the Department of Colonization’s budget contract as markets crashed across the Spur and the government desperately attempted to control a spiraling budget deficit which worsen as the decade continued. In the Yggdrasil System the Department of Colonization’s budget cuts were felt as regular supply convoys began to reduce in frequency and contained less supplies when they did arrive. Supplies acquired from the Alliance’s frontier regions and colonies, such as Xanu, did not resolve what had become an increasingly dire situation for the Expedition, which had to continue its terraforming process on Galatea and Svarog or risk potential ecological catastrophes as the terraforming technologies spiraled out of control.&lt;br /&gt;
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Faced with the prospect of losing all progress they had made forever, the Expedition made a difficult choice. To sustain both operations the choice was made to begin drawing materials from Yggrisil’s two gas giants, Nüwa and Ymir, and their moons. Planetary-scale mining technology such as the legendary Brahma platform was utilized to crack the surface of the gas giant’s moons and massive amounts of resources were siphoned from the giants themselves, all in the name of sustaining a project which they had sworn to see to its end. More resources and more workers migrated from the Solarian Frontier in order to sustain the Expedition’s massive mining and extraction operation, and the formerly small scientific expedition now found itself in charge of a large number of non-degree-holding workers who had become increasingly vital as autonomous industrial equipment, which had to be imported from the Solarian Core, became harder to acquire at the required rate.&lt;br /&gt;
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As the 2270s dawned the Expedition had effectively drained Ymir and its moons of materials, turning the gas giant into a floating mass of rocks and debris, and nearly drained Nüwa to the same extent, but they had almost reached their goal by 2275. Galatea itself was, as of 19 November 2272, declared officially fit for habitation to much celebration in both the Expedition and the Department of Colonization, which had had to scrap several less successful Galatea Project ventures due to budget constraints and was thrilled to have any success. Terraforming Tsukuyomi, its moon, was initiated later in the same year due to the vast amounts of resources left over from Ymir’s destruction and promises of further resupply efforts by the Alliance as the economy improved. Svarog, though not nearly as far along in the process as many in the Expedition had hoped, was habitable by late 2274 and, assuming supplies from the Core and Frontier were sustained, both it and Tsukuyomi would be brought to the same standard as Galatea by 2285 at the latest.&lt;br /&gt;
[[File:Old Sol.png||thumb|The flag of the pre-Interstellar War Solarian Alliance, the single largest state in the Spur&#039;s history. The three stars represent the Northern, Central, and Southern Solarian Frontiers.]]&lt;br /&gt;
But as 2275 dawned, events outside of the Expedition’s control that would throw its entire existence into jeopardy began to unfold.&lt;br /&gt;
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===The Interstellar War and Treaty of Galatea (2275 - 2299)===&lt;br /&gt;
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The secession of the Coalition of Colonies on 18 January 2275 threw the Yggdrasil Expedition into chaos. Supplies from the Solarian Frontier stopped entirely and the Department of Colonization’s supplies end as well. As the Navy scrambled to control the flow of goods to the Frontier, the Solarian Frontier’s supplies stopped too. The Expedition suddenly found itself short of the materials it needed to terraform Svarog and Tsukuyomi into fully-habitable worlds. A difficult decision had to be made. At the orders of Expedition Director Sachiko Amaya the Expedition performed a series of analyses on the potential outcomes of terraforming Tsukuyomi and of terraforming Svarog and was decided, after days of debate between the highest-ranking staff of the Expedition, to terraform Tsukuyomi instead of Svarog. Without further supplies, the experts concluded, it would be impossible to bring Svarog to the expected standard of the Galatea Project but was possible to bring Tsukuyomi to this standard. This decision,made by a handful of individuals who the Expedition deemed most capable of making it without public consultation, is viewed by some as the first step by the Expedition towards becoming the Federal Technocracy of Galatea.&lt;br /&gt;
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As the terraforming of Tsukuyomi continued and the Inner Solarian Frontier collapsed into anarchy around them, many in the Expedition grew worried. The Sovereign Solarian Nation of Xanu was in revolt, as were many of the worlds of the Inner and Outer Solarian Frontier. By early spring 2278 many in the Expedition were concerned they would never be in a stable area again, and voices within the Yggdrasil Expedition began to call for a reassessment of their policy of deferring to the Department of Colonization for matters of self-governance. However the majority of the Expedition supported remaining loyal to the Alliance, believing the Solarian Navy would come to their rescue and reestablish the flow of material and resources to the Galatea Project. Despite reports other Galatea Project systems had fallen into ruin, or been abandoned, the Expedition remained confident in rescue by the Navy.&lt;br /&gt;
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This belief the Navy would save the Expedition lasted until late March 2278, when news reached them from the nearby Solarian world of Gadpathur through refugees arriving from the same world. The news of Gadpathur’s bombing by Admiral Terrence Hopper on 08 March, 2278, shattered the confidence the Expedition had in their rescue by the Alliance’s Navy, which now seemed a greater threat to them than the prospect of having their equipment looted by secessionists or it falling into disrepair due to supply issues. Expedition Director Amaya and her senior researchers met once again to determine the best course of action. Many in the Expedition called for supporting Xanu and its rebels against what they saw as an unforgivable crime by the Navy, while others called for remaining aligned to the Solarian Alliance out of practicality rather than morality. Some called for the Expedition to declare itself as a neutral state, or to form its own nation in the hopes it would be able to chart a course independently. It was another point where making the wrong decision, even if it was the decision supported by the majority, could be fatal and destroy what they had created so far. Expedition Director Amaya, trusted experts from the Expedition, and advisors conveyed an emergency council, again ignoring the prospect of achieving a majority decision, and concluded the most logical course of action was to remain neutral in the conflict.&lt;br /&gt;
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In late April 2278, shortly after this decision was made by the Expedition, a group of vessels arrived in the Yggdrasil System. They were a group of battered civilian vessels, escorted by a small number of Solarian Navy corvettes, all flying the flag of Gadpathur. These vessels revealed they were a group of Gadpathurians, escorted by the remains of Gadpathur’s naval defense force, who had managed to escape Admiral Hopper’s destruction of the system. They were low on supplies and fuel, and requested to take refuge with the Expedition in the Yggdrasil System. Expedition Director Amaya, seeing the Yggdrasil Expedition’s need for personnel and armed ships to defend itself, accepted after conferring with her council. In time the Gadpathuri, as they are now known, would go on to form a significant group in Galatea.&lt;br /&gt;
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More crises would emerge before 2287, though none as great as these two, and all would be decided through this technocratic-council model in which Expedition Director Amaya and her chosen experts determined the best course of action. Refugees continued to arrive in the system, seeing it as a beacon of stability in the former Inner Solarian Frontier, and limited numbers of Solarian – and Coalition – Navy deserters sought refuge in it. By 2287 what had started as a scientific expedition with a limited number of personnel had shifted into an odd combination of scientific expedition, terraforming project, and technocratic oligarchy where a small handful of individuals the best and most qualified in their given field were chosen to make decisions on the behalf of a voiceless majority. The foundations of the later Technocracy had, by this point, already been laid. Now they would be built upon.&lt;br /&gt;
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Unlike Xanu, Himeo, and other future Coalition member-states the Yggdrasil System was not represented at the peace talks on Earth which resulted in the signing of the Treaty of Xansan in 2287. The Treaty saw Yggdrasil fall out of direct Solarian control and into the Alliance Neutral Zone (ANZ) between the Alliance and Coalition. Gadpathur, which was assumed by most to have been simply bombed into oblivion aside from the Gadpathuri, was similarly not present. The Yggdrasil System was now placed de jure under Solarian control while being de facto independent, if not aligned with the Coalition. Expedition Director Amaya was now faced with a decision: to remain with the Alliance or to align itself with the new Coalition as a nominally independent state, and to determine what this new state would be if it were to be declared. Calling her council of experts together once again Expedition Director Amaya sought the best course of action for the Expedition.&lt;br /&gt;
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The result of this meeting was the foundational document of the Federation: the 16 October 2288 Treaty of Galatea. This document, which is been on Galatea itself, declared the four planets of the Yggdrasil System would form together into a federal state ruled in a technocratic manner which would benefit all and favor none. The name of this state, the Federal Technocracy of Galatea, was taken from the project which had created its worlds. Furthermore, the Treaty founded the Galatean Federal Navy — made up of formerly Gadpathurian vessels — and Army to defend itself. The Treaty declared the Federation was not part of the Alliance as it was in a neutral zone, but would willingly work with its former masters to a reasonable extent. It also declared the Federation would work with the Coalition but was likewise not a technical member of its roll of member-states. The Technocracy sent messengers to both Xanu and Earth, where both were received with some confusion but ultimately acknowledged. The Federation was now its own nation and would succeed or fail on its own, without the Department of Colonization to cushion its fall.&lt;br /&gt;
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===The Early Federation (2300-2359)===&lt;br /&gt;
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Assuming the newly created position of Chief Director, Amaya and her experts set about establishing a state focused on one thing above all: scientific excellence. The reason for this was simple: maintaining this edge, in the eyes of the Chief Director, was the best way to ensure the Federation’s continued success and survival. Diplomatically they would have to balance the interests of the Alliance and the Coalition. In the years after the treaty was signed and the Federation began to find its footing this meant favoring the Coalition over the Alliance, then recovering from the Navy’s coup attempt and the Martian terraforming disaster. As Galatean institutions began to take shape it drew closer to the Coalition, eventually ensuring Federation citizenship would be recognized by the broader Coalition as equivalent to possessing Coalition citizenship.&lt;br /&gt;
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Life for the Federation was secure as it plunged further into the 2300s and its academic society grew further, coalescing into three major research fields: biotechnology, interstellar avionics, and planetary engineering. All three fields worked closely with the nearby [[Xanu Prime|All-Xanu Republic]] and profited from events such as the Second Astonishment and Xanan Renaissance, with Galatean technical expertise in demand across Xanu and workers from across the Coalition flocking to the sprawling factories and mines of Svarog and Empyrean. New technologies were created in laboratories on Galatea and Tsukuyomi for use across the entire Coalition and beyond, and the success of the Federation seemed all but guaranteed for many in the Technocracy’s upper education ranks, particularly as it began to appease the Alliance by opening inroads to the newly-colonized Solarian world of [[Konyang]].&lt;br /&gt;
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Two events would shake the Federation’s faith in its continued success. The first, and more important for many in the Federation, was the &#039;&#039;&#039;2338 Empyrean Unrest&#039;&#039;&#039;. Mine workers across the member-planet, motivated by Himean syndicalist thought which had made its way to the planet’s mining facilities through regular interactions with [[Himeo|Himeans]] – and thus their syndicalist ideologist – and by distaste at a lack of voice in the Technocracy’s government, went on strike and brought operations across Empyrean to a halt. The Federation’s Chief Director Willelm Allard, a dedicated researcher from the biotechnology sector, called an emergency session of the Federation’s top scientists to resolve the issue. They debated for two weeks but before making a decision which broke the strike: they would dedicate themselves to finding a way to improve the workers scientifically but, for the meantime, would ensure the housing, food, and basic necessities of every non-degreed worker were cared for. While this was not what the strike leaders wanted many strikers accepted and its strength was broken, with most leaders of it deported to the United Syndicates. This solemn promise to improve the lives of Federation workers through science was the start of what has become Galatea’s thriving human bioaugmentation industry. The Technocracy claims the United Syndicates sponsored the Empyrean Unrest and teaches this in its history classes. The United Syndicates deny they were involved in the events.&lt;br /&gt;
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While never published to the broader Federal public Chief Director Allard’s special committee came to another conclusion: the Federation was unprepared to combat internal issues such as the Empyrean Unrest, and its top-down system of ruling made it vulnerable to these threats. The committee advised taking harsh actions against the United Syndicates of Himeo and to build an internal security service to combat these threats. As Allard condemned Himeo he created the &#039;&#039;&#039;Ministry of Academic Security (MfAS)&#039;&#039;&#039; — an internal security agency which would become one of the Federation’s largest and most critical institutions. The relationship between the United Syndicates and Federal Technocracy remains poor to this day.&lt;br /&gt;
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The Empyrean Unrest marks the start of the Federation’s history of intense censorship and internal propaganda, as the event was devastating to its economy in the short term. This damage resulted in a brief economic downturn during the late 2330s and early 2340s known as the “Heaven Slump.” A desire to ensure this event never happened again led to massive investments by the Federation into ensuring its non-degrees population remained both loyal and content. To do this it instituted extensive state aid programs for its workers while immersing them into pro-Federation propaganda and banning, “potentially harmful material,” from the Federation. Over time this form of state welfare-propaganda would become a hallmark of the Federation, and a reason for its continued success.&lt;br /&gt;
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The second event was the &#039;&#039;&#039;2347 Gadpathurian Skirmish&#039;&#039;&#039;. The Skirmish grew out of what [[Gadpathur]] viewed as a grave insult and the Federation viewed as a natural continuation of its policies: a refusal in 2344 by the Federation to officially condemn the Alliance for the bombing of Gadpathur, citing its policy of neutrality towards the Alliance as its reason why. Instead, the Federation condemned Admiral Terrence Hopper himself, who was by that time deceased. As a Coalition observer rather than a full member the Federation’s refusal had no impact upon the resolution, which passed. Gadpathur, however, was infuriated by Galatea’s refusal and began antagonizing the Federation’s expeditions into the Weeping Stars. This escalated until 2347, when a Federal Navy patrol group encountered a Gadpathurian patrol group in the Weeping Stars. Details of the engagement are unclear, but both patrols had their weapons activated and ready to fire at the time a Xansan patrol intervened and defused the situation. Galatea and Gadpathur have had no formal relations since this point.&lt;br /&gt;
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Following the Gadpathurian Skirmish Chief Director Kamilla Yamaguchi assembled a council of military experts to assess the condition of the Galatean Federal Navy. The result of this survey, published in 2349 and known commonly as the Navy Report, was found the Navy as too small and too dated to be a serious defensive or offensive force for the Federation, and recommended major investments be made into the Federal military to make the it capable of fighting and defeating the most likely enemy of the Federation: Gadpathur. These recommendations and Chief Director Yamaguchi’s subsequent investments into the Federal military led to the founding of the &#039;&#039;&#039;Ministry of the Federal Military (MfWF)&#039;&#039;&#039;, the most recently-created Galatean ministry. The expansion of the Federal military proved successful for both the military and two research fields: biotechnology, which had to supply the military’s genetic modifications, and interstellar avionics, which supplies the majority of its equipment.&lt;br /&gt;
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===The Federation Realized (2360 - 2399)===&lt;br /&gt;
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By the 2360s the Federation was effectively a member of the Coalition of Colonies despite its insistence on neutrality, and some Solarian actors — particularly those in the Solarian Navy — were leery of the well-armed military forces possessed by the Federation. While the Solarian Alliance was still recovering from the secession of Elyra earlier in the century the 2360s were the height of the Warp Gate Project — a massive endeavor intended to again make the Alliance the Spur’s dominant economic power of it was successful. At the same time Galatea’s close ally Xanu, under the leadership of President Ameliye Flohimont, moved to strengthen relations with individual Solarian planets despite protestation from the United Syndicates of Himeo and Gadpathur, the Technocracy’s traditional rivals in the Coalition. Following the 2364 Xanu-Konyang trade settlement the Federation saw an opportunity to bring itself closer to the Alliance and assure its neighbor that it, despite its growing military, posed no danger to the Alliance.&lt;br /&gt;
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The 2365 Galatea-Konyang Mutual Trade Agreement formally opened the Solarian market for Galatean exports and brought the Federation more wealth as its available trade partners grew from Xanu, Assunzione, and Vysoka to  the vast majority of the Solarian Northern Reaches and modern Corporate Reconstruction. While [[Himeo]] criticized Galatea for threatening to bring the Coalition’s economy into the Alliance’s dominion once again and Gadpathur claimed these trade deals were, “typical snakelike Galatean behavior,” the Federation continued to trade. Deals were signed with San Colette (2366), [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|New Peoria and Novo Igman (2367), Lhokgon (2367), and Lycoris (2368)]]. Then came [[Mictlan]] (2370), [[Biesel]] (2371), and [[Port Antillia]] (2373). Profits soared as Galatean products began to enter the Solarian market and many of these profits were folded into the unique Technocracy propaganda-welfare system. By the mid-2370s the typical Galatean lived in luxury the Yggdrasil Expedition could have only dreamed of, even in majority non-voting areas on Svarog and Empyrean.&lt;br /&gt;
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Increased trade brought increased diplomacy with the Alliance and, unlike President Flohimont’s government, the Technocracy was able to pursue more normalized relations with the Alliance in exchange for more access to the coveted technological relics in the [[The Orion Spur#Weeping Stars|Weeping Stars]] and the former [[Sol Alliance History#Historical Solarian Sectors and Regions|Solarian frontier]] beyond. The Alliance-Federation relationship only became stronger after the assassination of Flohimont in 2374 by a Gadpathurian, which the Federation officially condemned Gadpathur for — an action which gained it the approval of the Solarian embassy in the Coalition and the condemnation of Himeo and Gadpathur. During this era the Federation increased its foreign investments in the Coalition to continue its balanced diplomacy, with much of its efforts focused on sharing its terraforming techniques with [[Vysoka]] in exchange for favorable trade conditions regarding foodstuffs from Vysoka and industrial exports from the Federation.&lt;br /&gt;
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While the Federation’s economy grew massively during the latter half of the 24th century this growth was not without its faults. A demand for more industrial production led to a sizable increase in industry on Svarog and larger mining operations upon Empyrean. The rapid growth of heavy industry on Svarog led to the &#039;&#039;&#039;Svarogite Rejuvenation of 2365&#039;&#039;&#039; which repurposed the surface of the planet into the “Sector Plan” — a centrally-planned project which organized the entire planet into a series of industrial cities connected by high-speed rail lines designed to allow for the rapid transfer of personnel, resources, and products. While the Rejuvenation was successful and vastly empowered the planetary engineering sector it led to the current extremely polluted environment of Svarog’s surface. The massive factories of Svarog were constructed for the most efficient output generation possible and little thought was given by the Technocracy to the environment of the frozen, half-terraformed planet. Even now residents of Svarog receive federally-mandated bioaugmentations for their throats which allow them to better endure the polluted environment of the planet, and wearing a respirator outside is recommended.&lt;br /&gt;
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===The Federation and the Doldrums (2400 - 2451)===&lt;br /&gt;
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The Federal Technocracy, like much of the [[Coalition of Colonies|Coalition]], experienced a period of economic downturn during the 2390s and early 2400s due to having no more trade partners to expand to. The Doldrums, as they are known in the All-Xanu Republic, were felt less severely in the Technocracy due to its greater amount of centralization and its ability to discard public opinion for expert analysis. To combat the economic downturn felt across the Federation its experts decided upon two courses of action which were unlike Xanu’s strategy of injecting phoronics into its economy, which the Technocracy disregarded due to a belief that the fuel would make them more dependent on foreign powers and throw their diplomatic balance in the Alliance’s favor permanently. While this measure resulted in poor relations with [[Republic of Biesel|Biesel]] to this day, it insulated the Federation from the Phoron Shortage.&lt;br /&gt;
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The first effort by the Federation was the &#039;&#039;&#039;2404 Galatean Trade Initiative&#039;&#039;&#039;, which was intended to open further markets for the Technocracy to sell its products in. The first nation they approached was the Alliance, where the Galateans had not yet managed to secure trade agreements with Solarian worlds closer to Earth. It is a testament to Galatean diplomacy that this effort was successful in 2406, when the [[Callisto|Commonwealth of Callisto]] granted Galatean merchants special access to its ports. The [[Republic of Elyra]] rejected similar overtures by the Federal Technocracy and its trade deal with Callisto — the first of its kind between a Coalition affiliate and a Solarian Core world, though independent Coalition vessels have long traded in Callisto — drew condemnation from its rivals in [[Himeo]] and [[Gadpathur]], and from more anti-Solarian elements of Xanu’s political parties. The Federation, however, viewed the Callisto-Galatea trace agreement as a critical victory for their economy. With the influx of more Solarian trade and the presence of new markets the immediate concern of economic downturn had been averted.&lt;br /&gt;
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With new markets the Federal economy grew, particularly on Svarog. In an effort to ensure Svarog attracted more investments the Federation initiated the Second Svarogite Rejuvenation in 2422. It built upon the basis of the first — the Sectors were expanded, the population was augmented further, and the planet’s industry became more dirty and productive than it had ever been before. Unlike the original rejuvenation project the second opened Svarog for investment by foreign corporations — a unique opportunity in the protective Federation — if the corporation could prove itself to be aligned with Galatean interests and able to provide aid to Svarog’s half-complete terraforming project. Xansan corporations and [[Zeng-Hu Pharmaceuticals]] quickly formed a new sector of the Svarogite economy.&lt;br /&gt;
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As the decades progressed the Federation continued to prosper, although under a system of extensive surveillance and censorship it — and many of its residents — viewed it as necessary for its survival and success as a nation-state caught between the Alliance and Coalition. As on Xanu the early to mid 2400s were a time of great cultural works in the Federation, though they were always subjected to review by the Technocracy’s various state censorship ministries to determine what in them could constitute an unacceptable risk if published to a broader population. Scientifically it continued to make broad advances in the biotechnology and interstellar engineering fields, though most discarded phoron as a field of research due to its limited accessibility in the Federation and a perception phoron would, at some point in the 25th century, run out unless further deposits were discovered and exploited. Galatean historians have, in the following decades, debated if this was a well-thought-out move by the Federation which saved its economy in the 2460s or an unacceptable limit upon the scope of its research which caused it to lag behind in phoronics-related fields.&lt;br /&gt;
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===The Modern Federation (2452 - Present)===&lt;br /&gt;
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The secession of [[Republic of Biesel|Biesel]] from the [[Sol Alliance|Solarian Alliance]] in 2452 placed the Federation into an awkward position due to its longstanding diplomatic policy toward Sol. The [[Sol Alliance History#2452: The Secession of Biesel|Tau Ceti Accords]] were viewed as a humiliation by the Alliance and Galatea, seeking not to irritate one of its main trade partners, refused to recognize Biesel as an independent state after its secession. The Technocracy instead officially referred to Biesel as the “Solarian Republic of Tau Ceti (de jure)” until 2462, when the Second Solarian Incursion created an environment where the Federation’s needed to recognize Biesel as the broader Coalition intervened directly in the Solarian Navy’s invasion. Galatea maintained its trade relations with Tau Ceti in the interest of making money off of the ongoing phoron boom, even if it itself did not utilize the “wonder fuel” of phoron out of fears existing deposits would eventually run dry.&lt;br /&gt;
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Over the rest of the 2450s as the Alliance drifted further to the right the Federation attempted to continue business as usual, but found itself increasingly at odds with some of its trade partners in the Alliance. As ATLAS’ influence increased, Galatean ships found themselves more and more often harassed by the Solarian Navy in both the DMZ and on trade routes. In 2458 a long-standing trade partner, Lycoris, broke its longstanding trade agreement with Galatea, declaring it anti-Solarian. This authoritarian turn by Sol only escalated in the 2460s with the dawn of Prime Minister Michael Frost’s regime, which took a hardline anti-Coalition stance and forever the two rivers policy even further towards the Coalition. Konyang however remained friendly to Galatea throughout the 2450s and became its gateway to San Colette’s warp network, which was itself now the gateway to the broader markets of the Solarian Core. Part of this friendliness is certainly due to the Technocracy’s willingness to contribute to [[Konyang|Konyang’s]] culture of institutional corruption through its willingness to pay bribes to get its way.&lt;br /&gt;
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Elsewhere in the [[The Orion Spur|Spur]] as the Alliance seemed to further destabilize the Federation found itself involved in more joint Coalition efforts to ensure its continued stability. Throughout the 2450s the Galatean Federal Navy participated in joint Coalition anti-piracy sorties designed to combat [[Human Piracy# Empire of Dominia-Affiliated Privateers|Dominian privateering]], Solarian bandits in the Alliance Neutral Zone, the [[Human Piracy#Unified Sadar Fleet|Sadar Fleet]], and other unaffiliated groups which were emboldened by the shrinking authority of the Solarian Navy over the 2450s. The force contributed by Galatea was only a fraction of its total naval strength but proved to be an effective part of the Coalition’s anti-piracy efforts, even if they were forced to operate separately from Gadpathurian forces. Like [[Xanu Prime]] the Technocracy contributed greatly to [[Republic of Elyra|Elyran]] relief efforts following the Lii’dra incursion of 2457 and aided greatly in land reclamation efforts on Bursa.&lt;br /&gt;
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The 2460s have been a difficult period for the Federation. The Second Solarian Incursion of 2462 made it recognize Biesel as an independent state even if the Federal Navy refused, despite Gadpathur’s protestations, to participate in the Coalition’s intervention. The Solarian Collapse which followed was nearly disastrous for Galatea as its trade route to the northern and central Alliance were cut off entirely beyond [[Konyang]], which it moved to support as the former Solarian world entered into the Coalition. It was only through a quick pivot to trading with the worlds of the CRZ — and Empyrean’s significant Helium-3 industry — that a total economic meltdown was avoided as the Technocracy’s economy buckled under the strain of the opening months of the Solarian Civil War.&lt;br /&gt;
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Galatea had found itself now, like its neighbor and rival [[Gadpathur]], a full member of the modern [[Coalition of Colonies|Coalition]]. Its flexible diplomacy, long a cornerstone of Galatean policy, seems to have run its course by 2363. However, the dawn of the [[Sol Alliance History# 2462: The Solarian Civil War|War in the Northern Wildlands in early 2465]] and the later [[Solarian Armed Forces#The Solarian Navy|Solarian Navy]] intervention demonstrated the Technocracy may still need a relationship with the Alliance. Its lack of involvement in the Coalition meetings regarding the Wildlands Crisis can be attributed to both this policy and its belief Xanu, its long-standing ally in the Coalition, is able to handle Gadpathur.&lt;br /&gt;
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As conflict in the Northern Reaches winds down and the Alliance seems ascendant, the Federation finds itself safe but somewhat nervous. Its welfare-propaganda system is intact and more functional than ever, and standards of living remain very high. But many in its upper echelons — the ranks of the Technocracy which make its decisions — are anxious and look towards the future with some apprehension, fearing a potential re-establishment of Solarian control in the Weeping Stars. Only time will tell if their concerns are appropriate.&lt;br /&gt;
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==The Yggdrasil System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“What we have created here, in this system, is a true miracle of modern science. The Federation is the most significant accomplishment of the Galatea Program, and the heir to its legacy,”&amp;lt;/i&amp;gt; - Doctor Shizuko Nishioka (2389 - ) in an interview with the Xanu News Service regarding Galatean terraforming (22 August, 2448).&amp;lt;/center&amp;gt;&lt;br /&gt;
Located near the edge of the Weeping Stars and relatively close to Xanu Prime, the Yggdrasil System was originally chosen for terraforming due to its potential as a future hub for transportation between the [[The Orion Spur# Jewel Worlds|Solarian Core]] and the [[Sol Alliance History# Historical Solarian Sectors and Regions|Solarian Frontier]]. The presence of binary stars Mariel, the larger star, and Fornax, the smaller star, was another reason for its status as an early terraforming site due to the immense power drain of the massive Brahma Planetary-Scale Mining Platform requiring stars to fuel it. This, and its two gas giants of Ymir and Nüwa, proved to be a major reason for the ultimate success of the Galatea Project in this system.&lt;br /&gt;
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The Yggdrasil System has six major stellar bodies, three of which are home to permanent human habitation, in addition to numerous smaller celestial bodies such as moons, comets, and asteroids. Holographic or mechanical orreries of the System are a common sight in many Federation buildings and are often found in Galatean residences. Some Galateans are known to carry miniaturized orreries on their person, or in their houses, as a reminder of home.&lt;br /&gt;
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===Mixcoatl===&lt;br /&gt;
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Mixcoatl is the nearest planet to Yggdrasil’s twin stars. A barren and lifeless world which was extensively mined for resources during the terraforming era, its surface is covered in massive scars originating from “planetary scalping” operations carried out by the Brahma platform during terraforming. While most of the valuable resources of Mixcoatl have long since been mined by the Federation, various scientific projects can be found on its surface or within the massive canyons created by the Brahma’s laser. Mixcoatl has no permanent Federation settlements but is home to several power generation facilities which feature rotating crews of non-degreed workers supervised by a smaller number of academics. Workers on Mixcoatl often utilize biological augmentation to better endure the scorching temperatures of the planet, which has no atmosphere to protect it from the heat of Mariel and Fornax.&lt;br /&gt;
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In Federation iconography Mixcoatl is represented by a diamond.&lt;br /&gt;
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===Galatea===&lt;br /&gt;
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The single most important planet in the Federation, Galatea is a triumphant example of the hegemonic-era Solarian Alliance’s mastery of terraforming and a representation of what could have been if not for the Interstellar War. Terraforming Galatea took an incredible amount of time and resources but is stunning to behold: what was once a barely habitable planet devoid of all but the most basic forms of life is now a verdant planet where extensive Technocracy-mandated regulations ensure the Cities of the Future — centrally planned futuristic cities of the Technocracy — on Galatea live alongside nature rather than in it. Most Galateans who call Galatea itself home are degreed Galateans and the non-degreed Galateans which reside here are often involved in industries which support the planet’s large population of researchers.&lt;br /&gt;
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Due to its strict environmental regulations the list of industries which can be present upon Galatea is short and mostly restricted to the biotechnology sector, which has long been powerful in the Federation and is responsible for many of its widely-known innovations such as biological augmentation. The laboratories and research facilities dedicated to biotechnology on Galatea are impressive facilities which contribute directly to the Federation’s continued dominance in the field. Most Galateans live in Technocracy-planned, “cities of the future,” which are connected to research facilities and other cities by magnetic rail lines. These cities, which are held up by the Federation as examples of their technological prowess, have been painstakingly designed to have minimal impacts on the environment of Galatea while maximizing their efficiency.&lt;br /&gt;
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Due to the emphasis the Technocracy places on retaining its cutting edge technology, particularly in regards to its biotechnologies, no foreign companies have obtained a foothold on Galatea proper, though supervised — and tightly controlled — visits are relatively common. Galateans represent the peak of the Technocracy’s commitment to furthering its scientific progress and are, as such, held to a rigorous standard of academic excellence, and most of the Federation’s Chief Directors have come from either Galatea or its moon, Tsukuyomi.&lt;br /&gt;
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In Federation iconography Galatea is represented by an inverted triangle.&lt;br /&gt;
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===Tsukuyomi===&lt;br /&gt;
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The only natural satellite of Galatea, Tsukuyomi is one or two bodies in the Yggdrasil System to be fully terraformed from an uninhabitable world into a habitable one. This decision, which left the industrial world of Svarog in its current state, is seen by most as a necessary sacrifice as gains on Svarog would have been nominal at best while Tsukuyomi was transformed completely. Slightly larger than [[Luna]], Tsukuyomi is held by the Federation as one of its two crown jewels alongside Galatea itself. Its biosphere is similar to 22nd-century Earth, and great effort has been made to ensure it remains this way. Access to Tsukuyomi is difficult to gain for a non-Galatea due to the nature of its research facilities and its status as the Galatean Federal Navy’s main port.&lt;br /&gt;
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Tsukuyomi is home to a multitude of Federation cities of the future and research facilities, with most dedicated to projects which require a greater degree of secrecy than the typical Federation research initiative. Cutting-edge military biotechnology and interstellar avionics breakthroughs are achieved at these facilities, and much of the Federation’s ongoing technological edge can be attributed to Tsukuyomi’s facilities. Despite efforts to gain access to Tsukuyomi’s facilities, no foreign business — megacorporate or otherwise — has been granted a charter to work on the moon, and most are redirected to Svarog if they are not rejected outright.&lt;br /&gt;
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Tsukuyomi is the home of the Federal military’s Navy and Army. While it is laid out in much the same way as a typical Federation city of the future on Galatea, featuring extensive green spaces and seemingly being part of the landscape rather than a city built into it,  the naval facility and city of the future of Cantref Gwaelod serves as the main base of operations for the Technocracy’s military. From it, the Federation projects power throughout its system and into the Weeping Stars, where it often dispatches scientific expeditions. Most non-degrees Galateans found on Tsukuyomi are involved in the Technocracy’s military, while degreed Galateans are often found within its research facilities.&lt;br /&gt;
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In Federation iconography Tsukuyomi is represented by a non-inverted triangle.&lt;br /&gt;
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===Svarog===&lt;br /&gt;
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A cold yet habitable world located slightly outside the Goldilocks Zone of the Yggdrasil System, Svarog is the center of the Federation’s heavy industry and manufacturing sectors. It is the only of the four inhabited worlds in the Federation where such industries are both permitted and practical as Empyrean is far too frigid to allow for extensive activities on its surface. Svarog was partially terraformed but was ultimately left in a half-finished, though habitable, state due to a resource deficiency following the draining of Ymir and its moons. The planet’s surface is cold, though not enough to prevent activity outside, and the weather is often either snowy or overcast, with the twin stars of Yggdrasil rarely visible most from Svarog’s surface.&lt;br /&gt;
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Compounding the planet’s climate issues is the amount of heavy industry on it which employs much of its population. Svarog’s heavy industry is remarkably dirty and produces significant levels of pollution, which has resulted in smog blanketing much of the world when snow does not. Air conditions on much of the planet outside of its mountains are often dismal and Svarogite Galateans have biological augmentations which allow them to better endure the planet’s pollution. Those who do not often find themselves afflicted by respiratory illnesses. Travel on the planet’s surface between its sectors is most typically done by magnetic rail lines elevated far above its snowbanks. Most Galateans on Svarog are non-degreed and are exposed to large amounts of Federation propaganda which glorifies their work as without Svarog the Federation’s economy would rapidly collapse due to having very little manufacturing. The limited number of degreed Galateans often work in mountain facilities above the smog of Svarog.&lt;br /&gt;
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Svarog is the only Technocracy planet which permits foreign corporations to purchase land for development and exploitation. However, they must demonstrate why their development would benefit Svarog’s partially complete terraforming project and are often given inferior land when compared to their Galatean counterparts, which are favored by the Technocracy as part of their effort to retain a competitive edge. The largest owner of land from outside the Coalition is [[Zeng-Hu Pharmaceuticals]], which has long enjoyed a good relationship with the Federation.&lt;br /&gt;
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In Federation iconography Svarog is represented by an inverted pentagon.&lt;br /&gt;
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===Nüwa===&lt;br /&gt;
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The first of the Yggdrasil System’s two gas giants and the only one to survive the terraforming of the system, Nüwa is an orange gas giant which has several uninhabited moons. Nüwa is significantly smaller in the 25th century than it was when the Yggdrasil Expedition first arrived due to the massive amount of resources which were siphoned from it by the Expedition and early Federation, and the decaying remains of these facilities can be seen near the surface of the gas giant.&lt;br /&gt;
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Nüwa’s moons are home to a large network of research facilities known as the Thalamus Research Station Network (TFSR) which are mostly operated by research concerns related to the interstellar avionics research sector. Most TFSR staff are native degree-holding Galateans who are supported by a smaller network of non-degreed Galatean or immigrant maintenance staff, though megacorporations such as [[Hephaestus Industries]] and [[Zavodskoi Interstellar]] are known to occasionally dispatch observers to TFSR facilities.&lt;br /&gt;
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In Federation iconography Nüwa is represented by a hexagon.&lt;br /&gt;
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===Ymir===&lt;br /&gt;
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A dead world surrounded by broken moons, Ymir is a stark reminder of the cost required to create the modern Federation. To fuel the terraforming of Svarog, Galatea, and Tsukuyomi, Ymir was drained of resources until the gas giant itself was nothing but a dead core surrounded by moons cracked open by the massive laser of the Brahma Platform. Every idyllic landscape on Galatea or snowbank on Svarog owes its existence to the death of Ymir, and the Federation has not forgotten the loss of Yggdrasil’s second gas giant. Ymir now stands as a memorial to sacrifices made by the Federation and all Galateans to sustain their technological edge and better humanity as a whole. No permanent settlements or research facilities are present upon Ymir or its moons.&lt;br /&gt;
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In Federation iconography Ymir is represented by a circle.&lt;br /&gt;
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===Empyrean===&lt;br /&gt;
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The furthest major planetary body in the Yggdrasil System, Empyrean is a frozen yet habitable planet which features a naturally-formed breathable atmosphere. It is the only planet in the system which was habitable without terraforming, and was initially utilized as a hub for the terraforming project which transformed the Yggdrasil System into its modern state. Empyrean’s incredibly cold weather, which naturally rests at temperatures similar to the Arctic Circle of Earth, and lack of native flora and fauna aside from microbial life makes inhabiting the planet difficult without extensive support infrastructure such as hydroponics centers. The planet has Earth-like gravity and is roughly the same size as Earth despite its position on the very edge of the Yggdrasil System.&lt;br /&gt;
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Empyrean served as the system’s major Helium-3 mining and processing hub both during the terraforming era and Federation era due to its position near the Outer Yggdrasil Belt, a frozen ring of asteroids and comets on the edge of the Yggdrasil System which is exceptionally rich in Helium-3 deposits. While the Department of Colonization’s facilities have long since been upgraded or replaced the industry’s importance to the Federation has not faded, and the Technocracy places a great deal of importance on ensuring the continued efficient operation of Empyrean’s refining and processing facilities. Empyrean’s largest settlement, Opona, is dedicated to the production of Helium-3 fuel and features large port facilities which allow easy transit between Opona and Empyrean’s orbital processing facilities.&lt;br /&gt;
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In the distant past Empyrean was heavily bombarded by asteroids and extra-solar bodies such as comets which have provided it with a very mineral-rich environment. Many of these resources dwell far under its surface and must be extracted via deep mining facilities which can plunge miles into the surface. Residents of Empyrean who are not employed within its research facilities or the Helium-3 refining industry are often workers in these facilities. The largest and deepest mine, Nav (officially Federal Mining Facility E-32), plunges kilometers into Empyrean’s surface and is known for its sparse, utilitarian central facility from which all mining efforts are coordinated. Curiously, Nav sits almost exactly opposite of Opona if one were to draw a line through the planet between the two.&lt;br /&gt;
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In Federation iconography Empyrean is represented by an octagon.&lt;br /&gt;
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==Government==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Innovation Without Fear,”&amp;lt;/i&amp;gt; - Official motto of the Federal Technocracy of Galatea (first used c. 2289).&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Federal Technocracy of Galatea is  a federation of planets under a technocratic government consisting of four member-planets: Galatea, Tsukuyomi, Svarog, and Empyrean. This unique form of government is rooted in the Federation’s origins as a scientific expedition and the use of terraforming — which requires significant education to utilize properly — in the creation of the modern Yggdrasil System. It is ruled by the &#039;&#039;&#039;Chief Director&#039;&#039;&#039;, who is elected by a popular vote of all eligible citizens for a singular five-year term. The Federation has long held that its single-term policy is a method for ensuring its ideas do not become complacent and stale.&lt;br /&gt;
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Immediately below the Chief Director are the &#039;&#039;&#039;Research Triumvirate&#039;&#039;&#039;, who represents the three major research fields of the Technocracy, and the &#039;&#039;&#039;Planetary Representatives&#039;&#039;&#039;, who represent its member-state planets. The Triumvirate is made up of three representatives, one from each field, elected by eligible members of the field to represent their interests to the Chief Director. The Planetary Representatives are likewise elected by eligible citizens of their respective planets and form a council of four which advises the Chief Director. Galateans of all social classes have long held a high level of confidence in their technocratic government due to a persistent cultural belief that the most qualified are the most fit to rule. There has never been a Chief Director, Triumvirate member, or Planetary Representative who has not held at least one doctoral degree.&lt;br /&gt;
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===Voting===&lt;br /&gt;
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Due to its technocratic nature the Federation has long possessed a voting system which is unique amongst the major human worlds of the Orion Spur: to be eligible to vote in an election as a Galatean, a citizen of the Federation must hold at least a bachelor’s degree. Holders of associates’ degrees are eligible for a “half-vote” under Galatean regulations while those who hold no degree are unable to vote in any election and must rely on their degree-holding counterparts to keep their best interests in mind. A pervasive structure of state propaganda, and history of success by the Technocracy, ensures non-degreed Galateans have a high level of confidence in their government.&lt;br /&gt;
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A Galatean’s voting power increases with their level of education. While a bachelor’s degree is worth a singular vote, a master&#039;s degree is worth five votes, and a doctoral degree is worth ten votes. Though criticized by foreign governments — particularly the [[Himeo|United Syndicates of Himeo]] — as being undemocratic, the Galatean method of education-based weighted voting is considered vital to ensuring the Federation remains technocratic and retains its technological edge. Most Galateans are supportive of the weighted voting system due to a long cultural history of valuing expertise which is rooted in the needs of the early Federation’s terraforming efforts.&lt;br /&gt;
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Galateans holding foreign degrees can be awarded Galatean voting rights assuming they are able to pass a proctored exam covering the knowledge their degree is related to. These examinations are administered by the Ministry of Academic Affairs and are regarded by some scholars as crushingly difficult even by Galatean standards, and this is regarded by many as an effort to ensure Galateans use the Technocracy’s education system rather than foreign ones. Those that do pass their Ministry examinations are granted the corresponding weighted voting privileges their education level dictates.&lt;br /&gt;
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===Ministries===&lt;br /&gt;
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While executive power rests in the hands of the Chief Director, the daily operations of the Federation are managed by Galatean ministries staffed by technocrats. The origins of these ministries are rooted in the scientific expedition which originally founded Galatea, and the history of the Federation. They and their management are responsible for much of the Federation’s continued success. To become a ministerial technocrat in the Federation is not easy as one must pass the Galatean Ministerial Examination, a yearly examination held upon Galatea itself which is regarded as very difficult. Many non-degreed Galateans seek employment in these ministries due to the prestige associated with service in one, and the ease with which a low-level technocrat can seek out further education if they desire it.&lt;br /&gt;
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====Ministry of Academic Security (MfAS)====&lt;br /&gt;
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The internal and external security agency of the Federation, the MfAS is a large ministry as responsible for protecting Galatean academics secrets as it is for ensuring dissent does spread amongst the population. The MfAS has broad powers which let it act with immense authority, limited transparency, and almost no oversight. The Federation views the MfAS as a vital part of ensuring continued Galatean technological innovation, which the Technocracy values above all things, and MfAS operatives are often sent abroad with Galatean dignitaries to serve as their security attaché. Despite its importance the MfAS is often a subject of popular criticism abroad as it is regarded to be the “face” of the Galatean security and surveillance system.&lt;br /&gt;
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MfAS ministerial technocrats are drawn from both the degreed and non-degreed population of the Federation. Due to their role as security personnel and, at times, spies, they are typically heavily bioaugmented to perform their duties at the highest level possible. A common augment utilized by many MfAS technocrats is an adjustment to their facial and throat muscles which allows them total control over their expressions and vocal tone, as it is easier to lie when one is expressionless. A common foreign rumor is that MfAS agents have an augmented form of speech similar to a [[Vaurca|vaurcesean Hivenet]], but these rumors have been denied by the MfAS itself.&lt;br /&gt;
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====Ministry of Exploration and Exploitation (MfEA)====&lt;br /&gt;
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A powerful Ministry responsible for managing and organizing Federation survey expeditions into the Weeping Stars and non-Coalition frontier, including uncharted space, the MfEA has little regulation or oversight in regards to its activities outside of the Coalition due to the Federation’s long-standing policy of viewing itself as more capable of researching and maintaining any Solarian Hegemonic-era relics found in uncontrolled regions of space. The MfEA’s research expeditions are performed in conjunction with the Galatean Federal Navy and are viewed by the Federation’s interstellar avionics sector as an opportunity to test new innovations and technologies against frontier systems and pirates. Galateans expeditions, particularly into the Weeping Stars, have long been criticized by [[Gadpathur]] as intrusions into an area which should be left untouched in order to ensure any Solarian journey across it is as unsafe as possible. The Federation has long ignored this criticism.&lt;br /&gt;
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Ministerial technocrats of the MfEA are most typically degreed Galateans but are drawn from all three major research fields of the Federation, both due to the MfEA not wishing to favor any of the factions and due to all three desiring to pick part Solarian relics. The MfEA and its technocrats have prospered following the Collapse and its expeditions are now more frequent and research further into the Weeping Stars and frontier, much to the displeasure of Gadpathur. While much of the research and technology recovered by the MfEA is exclusively sent to the Technocracy it is known to assist foreign expeditions in their forays into the Weeping Stars assuming the Federation’s interests are kept in mind.&lt;br /&gt;
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====Ministry of Academic Affairs (MfSA)====&lt;br /&gt;
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Arguably the single most important ministry in the modern Federation, the MfSA manages its academies and educational institutions. From the most prestigious doctoral program to the smallest classroom on Empyrean is managed by the MfSA, which employs more ministerial technocrats than any other ministry in the Federation. The high standards set by the MfSA for educational institutions within the Federation are seen as the foundation of the Technocracy’s technological edge and these regulations are themselves subject to a punishing biannual review by the MfSA which ensures they are always in the absolute cutting edge of education. The MfSA regularly works with the MfAS and MfGC to ensure their education supports the Federation’s ideals.&lt;br /&gt;
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The ministerial technocrats of the MfSA are exclusively drawn from the Federation’s degreed population and non-degreed Galateans are never found within its ranks. Many foreign governments seek out the MfSA for advice on their systems of education, and ambitious technocrats of the MfSA can easily request “ambassadorial positions” as observers in foreign institutions. The MfSA does not extend the same rights to foreign academics and has long prohibited individuals without Galatean citizenship from attending its prestigious academic institutions.&lt;br /&gt;
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====Ministry of Galatean Culture (MfGC)====&lt;br /&gt;
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The second-largest ministry after the MfSA, the MfGC’s explicit purpose is to preserve and maintain Galatean culture for the common good of the Federation’s citizens. In reality the MfGC functions as the propaganda and censorship arm of the Federation while carrying out more mundane duties such as promoting Galatean holidays, the Galatean dialect of Solarian Common, and maintaining records of significant achievements made by Galatean citizens. Non-degreed and degreed Galatean citizens alike are targeted by the MfGC’s propaganda efforts and the Federation posters which decorate Svarog and Empyrean are its creations. The MfGC regularly works with the MfSA and MfAS to ensure the Federation’s propaganda works to ensure its continued academic success and security.&lt;br /&gt;
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MfGC ministerial technocrats are drawn from all walks of Galatean life and it is perhaps the most diverse ministry of the Federation. The Technocracy views the MfGC as a vital part of Galatean society and a central pillar of its continued success. The MfGC rarely censors academic work as the Federation believes this would impede its ability to maintain a cutting edge.&lt;br /&gt;
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====Ministry of the Federal Military (MfWF)====&lt;br /&gt;
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The MfWF’s is as an oversight and supervisory for the two branches of the Federation’s military: the Galatean Federal Navy and Galatean Federal Army. It is responsible for coordinating equipment supply efforts and is the main connection between the Federation’s military and its research and development sector. It is ultimately a civilian organization and has been praised by some foreign observers for its ability to prevent military corruption while remaining independent of the military, in contrast to the Solarian Armed Forces and its Department of Defense.&lt;br /&gt;
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Ministerial technocrats of the MfWF are largely drawn from both degreed and non-degreed Galateans. Many often have some form of military experience prior to joining the ministry due to a longstanding Galatean cultural belief that the most educated and experienced should lead. Relations between the Federal Military and the MfWF are generally positive, and have improved since the [[Sol Alliance History#2462: The Solarian Civil War|Solarian Collapse of 2462]] starkly revealed the dangers of a military without oversight.&lt;br /&gt;
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====Ministry of Foreign Affairs (MfAA)====&lt;br /&gt;
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The MfAA is a small and important ministry which maintains and establishes relations with foreign powers such as the Solarian Alliance and other Coalition member states. It, along with the rest of the Federation, has long walked a delicate path between the Alliance and the Coalition where it has balanced the Coalition’s concerns while keeping the Alliance content enough to allow the Federation access to the former [[The Orion Spur#Alliance Neutral Zone|Alliance Neutral Zone]] and current [[The Orion Spur#Weeping Stars|Weeping Stars region]]. Now, with the Alliance having retreated from the region, the MfAA has found itself performing a delicate balancing act between the Federation and the Coalition’s other planets. Whether or not it manages to maintain the Federation’s unique level of access to the Weeping Stars and the uncharted frontier remains to be seen.&lt;br /&gt;
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The ministerial technocrats of the MfAA are drawn from the degreed population of the Federation and securing a position in the ministry carries a significant amount of prestige. Prospective MfAA technocrats are subjected to a rigorous examination process which takes almost an entire year and has a failure rate of roughly 70%, but those who do succeed are regarded as some of the best and brightest of the Federation outside of its scientific leaders.&lt;br /&gt;
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===Citizenship===&lt;br /&gt;
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Acquiring Federation citizenship is a more unique process than simply acquiring Coalition citizenship, despite the Federation’s status as a member-state of the Coalition. It has consistently refused to compromise on this principle and has, in recent years, supported [[Konyang#Konyang and the Coalition|Konyang’s efforts to maintain its own citizenship standards]]. The primary form of Federation citizenship is granted to individuals with at least one Galatean parent, but can be acquired if the following conditions are met by the applicant:&lt;br /&gt;
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* Have lived in the Federation for at least five years.&lt;br /&gt;
* Have no criminal record.&lt;br /&gt;
* Able to pass a five-phase MfAS examination to prove they are loyal to the Federation.&lt;br /&gt;
* Able to pass a standardized MfGC examination on Galatean culture with at least a 90%.&lt;br /&gt;
* Able to prove fiscal independence and their status as a productive member of the Federation.&lt;br /&gt;
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Acquiring this form of citizenship is infamously difficult and most applicants fail. Fortunately, there are other routes for citizenship. The first — and most common — is to enlist in the Federation’s military for five years and serve without demerit or punishment, then take simplified versions of the cultural and loyalty examinations which are far easier to pass. These veteran-citizens form the majority of successful applicants for Galatean citizenship.&lt;br /&gt;
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The other option is to simply not pursue full citizenship at all, and to simply continue one’s existence as a “&#039;&#039;&#039;Resident-Worker&#039;&#039;&#039;” — a Federation resident who does not have Galatean citizenship, but is a resident of the Federation and entitled to most benefits outside of voting rights. Many residents of Svarog and Empyrean are Resident-Workers, though full Federation citizens outnumber them. &lt;br /&gt;
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While they are entitled to most benefits full Galatean citizens are, resident-workers are not treated equally by the Technocracy. Due to lacking citizenship they are objects of inherent suspicion for the Federation’s extensive system of state surveillance and can easily be deported to another Coalition member-state, or their nation of origin, if they are suspected of anti-Federation activity, or harboring anti-Galatean ideals. Both categories of offense are deliberately broad and poorly defined, and intended to grant the Federation broad powers to control and propagandize its Resident-workers. They are under constant surveillance and many of their Federation-provided apartments are rumored to have hidden cameras and microphones within them that allow for the Federation to maintain surveillance over them even during moments of privacy. On a more mundane level Resident-Workers are often passed over for more desirable work positions and promotions in favor of Galatean citizens, and often are found within the least glamorous and lowest-income jobs in the Technocracy’s borders.&lt;br /&gt;
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===Personification of the Federation===&lt;br /&gt;
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Technocracy propaganda published by the MfGC places a great emphasis upon the national personification of the Federal Technocracy to make its lofty ideals of progress for the good of humanity more personable to the common resident or citizen of the Federation. The federally mandated depiction of the Federal Technocracy of Galatea is a silver-haired woman named Galatea who is depicted as wearing a white-and-gold Galatean researcher’s uniform and often holding some form of scientific instrument. Galatea, not to be confused with the planet, is a common feature of Federation propaganda as she represents the timeless ideal of seeking technological advancement which drives the entire Federation forward and has consistently brought it success. She is often depicted with the mostly-black eyes associated with the members of the Federation’s scientific expeditions, and many pieces of propaganda depict Galatea in a voidsuit in an effort to emphasize the importance of the MfEA’s expeditions into the Weeping Stars and uncharted territories of the frontier. Galatea is often depicted accompanied by a silver-feathered owl which symbolically represents the collective knowledge of the Federation.&lt;br /&gt;
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===Foreign Relations===&lt;br /&gt;
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Galatean foreign policy has long been defined by what it refers to as the “hill between two rivers” doctrine, which references its position between the Solarian Alliance’s Alliance Neutral Zone and the [[Xanu Prime|All-Xanu Republic]]. The Two Rivers Doctrine has historically seen the Federation broadly align itself with Xanu while maintaining a neutral, if not amicable, stance towards the [[Sol Alliance|Solarian Alliance]] in order to allow its scientific expeditions free access into the Weeping Stars. This position has naturally brought it into conflict with the nearby Coalition member state of [[Gadpathur]], widely known for its hardline anti-Solarian stance.&lt;br /&gt;
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The Two Rivers Doctrine dates to nearly 2300 and has been cited by many in its technocratic government as a reason for its continued success as a regional power and Coalition member. But with the Alliance having retreated from the Neutral Zone as of 2462, some in the Technocracy are now calling for a change in the doctrine due to concerns over their regional rival of Gadpathur. Others, however, believe it can continue with minor adjustments and a total paradigm shift on foreign policy could be harmful.&lt;br /&gt;
&lt;br /&gt;
Below is a brief summary of the Federation’s relations to other Coalition members and non-Coalition nations, in addition to some non-state actors.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Xanu Prime|All-Xanu Republic]]&#039;&#039;&#039; and Technocracy have long coexisted as trading partners and allies, with both Coalition members closely aligned on a variety of issues and willing to cooperate with the Alliance to a reasonable degree. The Federation assisted Xanu’s rebuilding efforts in the aftermath of the Interstellar War and the All-Xanu Republic has worked to defuse tensions between the Technocracy and Gadpathur. While the two have not always agreed upon the best course of action for the Coalition as a whole they are always ready to assist one another in moments of crisis.&lt;br /&gt;
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The &#039;&#039;&#039;[[Sol Alliance|Solarian Alliance]]&#039;&#039;&#039; and Technocracy have long had what the Federation refers to as a “special relationship” due to the Alliance’s historical dominance of the Weeping Stars, where much of the Technocracy’s research interests are concentrated. The Federation has long held a policy of official neutrality towards the Alliance and refuses to to vote on provisions against it which are tabled by other Coalition member states. The Alliance, perhaps in gratitude or perhaps as a bribe, has long been happy to trade with the Federation and has granted its expeditions free access to the Weeping Stars. With the Alliance’s retreat from the Neutral Zone in 2462 and Konyang’s entry into the Coalition in the same year some in the Ministry of Foreign Affairs now seek a different approach to the Alliance and the special relationship.&lt;br /&gt;
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&#039;&#039;&#039;[[Gadpathur]]&#039;&#039;&#039; and the Technocracy have an infamously poor relationship. The Federation initially came into conflict with Gadpathur over its dealings with the Alliance to secure access to the Weeping Stars, which Gadpathur viewed as a betrayal of the Coalition’s interests and a violation of its security. A conflict between the two was mediated by Xanu but flared up in the mid-2300s when the Federation declined to vote on a resolution recognizing the bombing of Gadpathur as a crime against humanity and condemned the Alliance, citing its policy of neutrality towards the Alliance as justification. Gadpathurian forces proceeded to almost attack a Federal Navy patrol until Xansan space forces intervened. Neither has had relations since this point aside from mutual attempts to undermine one another and now, with Gadpathur increasingly isolated due to its hardline stance in response to the Wildlands, some in the Federation have suggested their old rival can be further weakened.&lt;br /&gt;
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The &#039;&#039;&#039;[[Himeo|United Syndicates of Himeo]]&#039;&#039;&#039; and Technocracy have a poor relationship which is rooted in ideological and governmental differences. The Federation’s top-down and oligarchic approach to its society has drawn extensive criticism from the United Syndicates, with a particular focus upon its extensive system of state censorship and propaganda. This criticism has only resulted in the Federation creating more and more extensive systems of censorship and propaganda, much to the disdain of Himeo. Little formal trade exists between the two member-states, which has long been cited as a reason behind the Federation’s extensive industrial developments on Svarog and Empyrean.&lt;br /&gt;
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The &#039;&#039;&#039;[[Vysoka|Free System of Vysoka]]&#039;&#039;&#039; and its various city-states have a positive relationship with the Federation due to Galatea’s long-standing policy of agrarian assistance towards Vysoka via the Technocracy’s terraforming technology. Galateans are often more welcome than other foreigners on Vysoka and researchers from the Federation’s biotechnology sector are known to often visit the agrarian planet for research projects and simple tourism alike. Federal efforts on Vysoka are focused primarily upon the planet’s urban centers, and much of its development has been concentrated on the cities of Vedamor and Sevaschaiv. The Federation’s permanent diplomatic mission to Vysoka is based in Czsari. Despite not being a focus of Technocracy efforts, enterprising researchers have been known to distribute “control samples” of weaponry to Hosts in order to field-test prospective Galatean Federal Army equipment.&lt;br /&gt;
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The &#039;&#039;&#039;[[Assunzione|Republic of Assunzione]]&#039;&#039;&#039; and Technocracy have a stable and friendly relationship founded upon scientific collaboration and trade related to both member states’ shipbuilding sectors. Federation expeditions into Light’s Edge and the Lemurian Sea are rare due to a perceived lack of technological relics, or other valuable information, within the sparsely-populated region. Both the Republic and Technocracy have a friendly relationship with Zeng-Hu Pharmaceuticals, and Federation personnel seconded to Zeng-Hu are often stationed in facilities on Assunzione in order to observe the Republic’s exploration-related technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Konyang]]&#039;&#039;&#039; and Technocracy have a friendly relationship which dates back to before independence. Before 2462 Konyang was the primary passage through which Galatean-Solarian trade flowed prior to its arrival in San Colette’s warp gate networks. Konyanger customs checkpoints were, due to both the valuable resources they provided and willingness of Galateans to pay bribes, much easier for Galatean-flagged vessels to pass through. Following its independence the Federation eagerly welcomed Konyang into the Coalition as an equal partner in an effort to promote its interests over Gadpathur’s and gain more access to Konyang’s robotics industries. The Federation staunchly supported Konyang during the crisis of the Solarian Civil War by sending a large Federal Navy detachment to its system. With the Alliance once again at the Coalition’s borders Konyang may, according to some observers, once again become Galatea’s gateway into Sol — despite Gadpathur’s protests.&lt;br /&gt;
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The &#039;&#039;&#039;[[Scarabs|Scarab Fleets]]&#039;&#039;&#039; and the Federation have a relationship which has seen much cooperation. They have much in common as both are, in their own ways, the result of the Alliance’s efforts during the hegemonic era to expand further into uncolonized space. Both were impacted by the Interstellar War and have a focus upon research and discovery. However, they have diverged significantly from one another over the nearly two centuries since the end of the Interstellar War. This divergence, however, has not been enough to turn them against one another, and the scientific expeditions of both groups are known to cooperate with one another when they have run-ins in the free frontier or elsewhere.&lt;br /&gt;
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The &#039;&#039;&#039;[[Empire of Dominia]]&#039;&#039;&#039; and Technocracy, despite or perhaps due to sharing an interest in biotechnology, have poor relations. Unlike the rest of the Coalition, which worries itself more with Dominian privateering, its conquest of unaffiliated frontier worlds, or its authoritarian religious government, Galatean animosity towards the Empire is rooted in another source: contempt for the Empire’s less advanced biotechnology sector, and its seeming inability or willingness to apply this sector beyond its noble classes. Technocracy citizens hold their Imperial counterparts in an unusual form of patronizing contempt wherein they regard the Empire as simply not good enough to be involved in biotechnology. The Federation and Empire occasionally encounter one another in the Weeping Stars, though these Imperials are often acting upon the will of House Volvalaad instead of the Empire itself. While not actively hostile, these encounters are far from friendly.&lt;br /&gt;
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The &#039;&#039;&#039;[[Republic of Biesel]]&#039;&#039;&#039; and Technocracy have little in the way of formal relations due to the Federation’s avoidance of phoronics as a field due to most phoron being concentrated in Elyra and Biesel. The Federation’s long-standing desire to remain between two rivers — the Alliance and Xanu — delayed its recognition of Biesel as an independent nation until shortly after the Solarian Incursion of 2462 and Biesel’s rapid expansion. Even now little practical relations exist between the Federation and Republic. Galatean researchers have begun to travel to the Republic more frequently following 2462, though typically on behalf of Zeng-Hu Pharmaceuticals rather than the Technocracy itself.&lt;br /&gt;
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The &#039;&#039;&#039;[[Republic of Elyra]]&#039;&#039;&#039; and Technocracy have limited formal relations and Galatean researchers are known to often visit its borders — often to learn more regarding its antigravity technology. The Serene Republic and Federation are both opposed to the Empire of Dominia, but the Federation places less emphasis upon the Empire and its expansionism than the Serene Republic does. Many Elyran Non-Citizen Persons who opt to leave its borders eventually find themselves in the Federation, where they are quickly given a place to work in the industrial sectors of Svarog and Empyrean.&lt;br /&gt;
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The &#039;&#039;&#039;[[Nralakk Federation]]&#039;&#039;&#039; and Technocracy have little in the way of formal relations, both due to distance and longstanding Galatean policies against working with any species capable of psionic abilities out of concerns they will use their abilities to steal research secrets from the facilities of the Federation. The MfAS has long banned skrell from travel to the Technocracy’s borders due to these concerns, and has refused to consider any arguments in opposition. Galatians who do interact with skrell often have bioaugmentations which make their thoughts difficult for psionic species to read, and some – such as members of the MfAS – are rumored to have bioaugmentations which cause a lethal feedback loop if one attempts to read their mind. Most Galatean citizens and residents are wary of skrell, and will attempt to avoid them.&lt;br /&gt;
&lt;br /&gt;
The Federal Technocracy’s contributions to the &#039;&#039;&#039;[[Coalition of Colonies#The Frontier Protection Bureau (FPB)|Frontier Protection Bureau (FPB)]]&#039;&#039;&#039; and the associated Frontier Rangers are poor compared to the economic impact the Federation has upon the broader Coalition and wider Spur. Citizens of the Federal Technocracy are barred by the government from becoming members of the FPB out of a desire to not antagonize the Solarian Alliance, and the Federation has long refused to provide anything aside from non-lethal aid, and has never provided bioaugmentations, to the Bureau. The Galatean Federal Navy cooperates with the FPB when they encounter one another but does not hold its rangers in high esteem, viewing them as an undisciplined force direly in need of central control and discipline. The Rangers in return typically view the Federal Navy, and Galateans more broadly, as self-absorbed opportunists unwilling to give their all to the Coalition.&lt;br /&gt;
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&#039;&#039;&#039;[[Zeng-Hu Pharmaceuticals]]&#039;&#039;&#039; is the megacorporate entity most readily interacted with by the Federal Technocracy. When Galateans go abroad they often find themselves employed by it, and Zeng-Hu has long courted the Technocracy in pursuit of access to its advanced technologies. Despite these efforts Zeng-Hu has only limited access to the modern Technocracy and its facilities can only be found upon Svarog, the solitary member-planet which allows foreign megacorporations to have a presence upon its surface. The fierce economic protectiveness of the Technocracy has endured the creation of the Stellar Corporate Conglomerate, and Zeng-Hu’s foothold remains relatively small. &lt;br /&gt;
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While not a state in of itself the Technocracy has officially banned practitioners of the &#039;&#039;&#039;[[The Trinary Perfection|Trinary Perfection]]&#039;&#039;&#039; within its borders, viewing the religion as dangerously contrarian to the Federation’s focus upon improving humanity through the mastery of biotechnology. Following events on [[Orepit]] in 2464 the Federation renewed its commitment to this ban, a move which brought it praise from an unusual source: the Empire of Dominia. The MfAS has broad powers which permit it to track down and eliminate any suspected Trinarist presence within the Federation’s borders. The Technocracy holds no relations with Orepit and views the planet as a “Sponsor of Anti-Galatean Ideals.”&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Galateans claim they are a society of equals. Bah! They’re the Empire, but with degrees instead of noble titles!”&amp;lt;/i&amp;gt; - [[Himeo#Political Parties|National Himean Worker&#039;s Vanguard leader Oskar Ljungberg]] (2436 - ) in an interview with Himean media regarding other members of the Coalition (15 July, 2462).&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Galatean society holds, as a near-universal constant, that innovation and technological progress is the most important goal in the lives of the typical citizen or resident of the Federation. This belief informs how nearly every resident of the Federation goes about their daily lives, what they prioritize, and how they behave. Galateans believe they must excel in all things they do to ensure the Federation’s continued success, and Galatean society is obsessed with the idea of perfection and innovation. To the typical Galatean there is nothing they cannot overcome through innovation and technology. If a Galatean cannot innovate, they are not worthy of being called a Galatean.&lt;br /&gt;
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Galateans as a whole are often stereotyped abroad as perfectionists who must have everything done in the manner they dictate as they know how to best handle a situation relevant to their academic interests. Despite this stereotype Galateans with and without degrees are fully capable of working alongside, or even under, non-Galatean staff. However, they often find themselves frustrated with the perceived slowness or willingness of non-Galateans to accept what they view as less than satisfactory work as, for a Galatean, anything less than perfection is often unacceptable. Galateans abroad are often employed by [[Zeng-Hu Pharmaceuticals]], where their culture of perfectionism and obsessiveness has allowed them to excel within Zeng-Hu’s highly competitive culture.&lt;br /&gt;
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===Degreed Academia===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Do not speak to me as if I, a Galatean researcher, are your equal! Your ignorance of the true potential of biotechnological innovations is plainly written in every plodding step your massive frame takes!”&amp;lt;/i&amp;gt; - Doctor Shihong Li (2398 - ) speaking to a [[Empire of Dominia Great Houses#House Volvalaad|House Volvalaad]] geneticist at a research conference on Galatea (28 March, 2422).&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The term &#039;&#039;academia&#039;&#039; defines much of the Federal Technocracy, from its society and norms to its government and economics. Since the dawn of the early Federation it has been dominated by those in it who have degrees granted from its institutions of higher learning. Below these institutions are preparatory schools which aim to prepare the students of the Technocracy for a life in its academia where excellence is expected to be the baseline. The Federation’s academic fields can be broadly divided into three categories which roughly correspond to its three major industries: biotechnology, interstellar avionics, and planetary engineering.&lt;br /&gt;
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Higher education in the Federation is an incredibly serious issue for the members of its existing academia and no expenses are spared in ensuring children rise to the same level, or beyond the level, of their parents. For these academics and their children achieving success in education is a matter of vital importance critical to ensuring a family keeps its position in Galatean society and works to maintain the Federation’s position upon the cutting edge of research in the human Orion Spur. No less than excellence is expected in the Federation and the children of academics are placed into a grueling process of education to ensure they will be ready to enter into the Technocracy’s academic ranks by gaining entry into some of its most prestigious institutions of higher education. Those who cannot handle the pressure of this educational system are considered disgraced and are ostracized by their peers and often disowned by their family, as &#039;&#039;&#039;a degreed Galatean who cannot excel in academic pursuits is unworthy of being called a Galatean at all&#039;&#039;&#039;.&lt;br /&gt;
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The education of a Galatean child who wishes to enter academia starts, in the best circumstances, at the age of three when the child is enrolled into a Galatean elementary preparation school. These schools, which can occupy their young students for as many as 60 to 80 hours a week, are designed to ensure a young Galatean who hopes to join the ranks of its academia is sufficiently prepared to enter its primary academic education system at the age of eight. At graduation from these preparatory schools, generally at age seven to eight, students are expected to have gained a mastery of Ministerial Common in reading and writing, an understanding of mathematics, the sciences, Galatean history and ethics, and fluency in [[Languages|Tau Ceti Basic]]. Elementary preparatory schools vary slightly based upon if they are generalist or specialized into one of the “big three” research fields in the Federation. Though their lessons are often taught using games designed for children they are serious matters and considered a vital building block for a student’s future development.&lt;br /&gt;
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After graduating from an elementary preparatory school a Galatean student will enter into their first tier of education, which they will remain in from age seven to 13. Here students will begin to master their chosen field, and will be involved in their chosen school for roughly 80 to 100 hours per week. Having ideally acquired a basic mastery of common fields primary school students bound for the Federation’s academic classes are expected to begin specializing into their chosen field of research and will often be seconded to chosen “learning facilities” to work alongside full Galatean researchers developing new innovations in the Federation. Primary school students in the Federation are expected to continue to master the subjects they began learning about in their preparatory school and are expected to gain a complete understanding of Tau Ceti Basic if they have not already done so.&lt;br /&gt;
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Between the ages of 14 and 18 Galatean students are enrolled in high school, their second tier of education, and are expected to further their studies to prepare themselves for the infamous test of the Ministry of Academic Affairs (MfSA) known as the &#039;&#039;&#039;Federal Standardized Academic Examination Test&#039;&#039;&#039;, or simply as &#039;&#039;&#039;the Examination&#039;&#039;&#039;, through rigorous preparation which can include up to 120 hour weeks of instruction and preparation where students live in barracks-like academic dormitories to better prepare for the Examination. The Examination is a pivotal moment for the prospective academic as it will determine which of the Federation’s institutions they are able to be reasonably accepted to, and parents often push their children to work beyond the expected 80 to 100 hours of the average Galatean high school student. Some hopefuls who intend to gain acceptance to one of the Federation’s most prestigious universities — such as the Sachiko Amaya Institute of Biotechnology — are known to biologically augment themselves to require only three hours of sleep per night, and spend almost all of their waking hours studying or in class. Prospective Galatean academics will often form into study groups that become lifelong friendships as they make their way through high school and bond together in their struggles to overcome the challenges of entering the Technocracy’s academic fields.&lt;br /&gt;
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Once a Galatean student has passed into the university system they are expected to maintain the work ethic they have established during their pre-university career by studying their own field and assisting other, more senior students in their research. Once the student has acquired a bachelor’s degree they are considered to be a voting Galatean citizen but most are expected to carry on to further levels of education such as a master’s degree or doctorate, both requiring additional work and further commitment by the student. The status of doctor is viewed by many as the highest level a Galatean can aspire to and simply possessing the title, regardless of one’s field, is viewed as a mark of excellence.&lt;br /&gt;
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===Prominent Universities===&lt;br /&gt;
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Which institute of higher education one attends determines one’s position within the academic society of the Technocracy, and which university one attends depends upon how one scores upon the Examination. Only those who have scored exceptionally well are able to attend one of the three most prestigious universities in the Federation, with one for each major research field. These students are the best of the Technocracy’s educational system and are destined to hold high positions within it or abroad, such as in Zeng-Hu Pharmaceuticals. The reputation of these institutions often precedes them abroad, and to have a degree from one is viewed as a badge of honor throughout the Federation. These institutions are commonly referred to as the “Big Three” among the Technocracy’s populace.&lt;br /&gt;
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Perhaps the single most prestigious academic institution in the entire Federation is the &#039;&#039;&#039;Sachiko Amaya Institute of Biotechnology&#039;&#039;&#039;. Located in Lintukoto on Galatea proper, it derives its name from its founder: Sachiko Amaya, the first Chief Director of the Federation. Often simply referred to as the Amaya Institute, its graduates have greatly influenced – and arguably created – the field of bioaugmentation in the Federation. Graduates from the Amaya Institute are often destined for leadership roles in a biotechnology research firm. If these graduates travel abroad they often find employment in Zeng-Hu Pharmaceuticals, which shares their intense focus upon perfection and interest in the field of biotechnology.&lt;br /&gt;
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The only of the big three located on Tsukuyomi, the &#039;&#039;&#039;Tsukuyomian Institute of Interstellar Avionics Research&#039;&#039;&#039;, or &#039;&#039;&#039;TIMAR&#039;&#039;&#039;, is located in the lakeside city of Ketumati on the moon’s only continent, Mu. Originally established in 2350 to train the Galatean Federal Navy’s new generation of naval pilots, TIMAR has since expanded to train the engineers and scientists who design the vessels utilized by the Federal Navy. It is divided into two halves: the Federal Naval Academy and the more academic aspect, which is directly associated with the interstellar avionics research concern. Academic graduates from TIMAR sign a contract which states they will not leave the Federation for the first ten years after they graduate, and those who do depart after this time are often eagerly scouted by foreign naval firms such as d.N.A. on [[Xanu Prime]] for service as consultants and researchers.&lt;br /&gt;
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Located in Jeolla on Galatea, the &#039;&#039;&#039;Gojoseon Engineering Research Institution&#039;&#039;&#039;, or &#039;&#039;&#039;GMBI&#039;&#039;&#039;, is the most prestigious of the Federation’s planetary engineering institutions of higher learning. Originally established in 2280 to assist in training engineers for the creation of Jeolla’s atypical city design, the GMBI now trains the best and brightest engineers in the Federation. Its graduates have gone on to greatly influence planetary construction throughout the modern Federation, and are responsible for both the Sector Plan of Svarog and the Cities of the Future of Galatea proper and its moon, Tsuyukomi. Those that go abroad are often employed as experts or consultants for a variety of large-scale engineering projects or urban planning.&lt;br /&gt;
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===The Quest for Innovation===&lt;br /&gt;
&lt;br /&gt;
The daily lives of most degreed Galateans are devoted to a concept the Technocracy regards as important above all other things: maintaining its technological edge over other human nations of the Spur through continuous development and innovation in the three major fields of biotechnology, interstellar avionics, and planetary engineering. If the Federation loses this edge most Galateans in it believe they begin to slowly waste away and eventually collapse as a society as its welfare-propaganda state implodes on itself and its citizens flee the Yggdrasil System for its more innovative counterparts. No loyalist to the Federation, from the Chief Director to the least experienced resident-worker, wishes for such to happen and all constantly strive to ensure the Technocracy’s steady march towards a better future for humanity does not slow, let alone halt.&lt;br /&gt;
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This concept is referred to as the Quest for Innovation in Galatean propaganda, and by Galateans themselves. It is a cornerstone of the Federation’s society and a constant feature of its propaganda which is known to every resident or citizen of the Technocracy. To ignore or inhibit the Quest for Innovation is to risk being declared an anti-Galatean element and the subsequent wrath of the Federation’s internal security apparatus, the Ministry of Academic Security (MfAS). Those pursued by the MfAS do not often escape it and individuals convicted of being an anti-Galatean element will soon find themselves deported from the Federation and their citizenship, if applicable, permanently revoked. These exiled individuals are shunned and rebuked as failures by their fellow citizens and residents, and are often utilized by teachers and propagandists alike as examples of how to not behave.&lt;br /&gt;
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===The Welfare-Propaganda State===&lt;br /&gt;
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A critical structure of the Federation is what is commonly known abroad as its welfare-propaganda state, though within the Federation it is simply known as the MfGC’s federal welfare program. The Galatean welfare-propaganda state is an expensive but powerful system which ensures its citizens, and residents,  do not want for basic necessities. Food, shelter, entertainment, and education are all provided for by the Federation’s government via the MfGC, which bundles these resources with pro-Federation propaganda in an effort to promote the Technocracy’s image as a benevolent entity for the citizens and residents of the Yggdrasil System.&lt;br /&gt;
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The welfare-propaganda state was created shortly after the 2338 Empyrean Unrest, which almost collapsed the economy of the young Federation. It is intended to prevent such an incident from ever occurring again by providing a reasonably comfortable life to every citizen or resident of the Federation and has thus far been extremely successful in doing so. No protests on the scale of the Empyrean Unest have occurred since its implementation and MfGC polls show support for the Technocracy as high across all sectors of society even as much of the Spur anxiously watches the Alliance re-exerts its authority over territory it had previously lost control over in late 2462. Any who do go against the welfare-propaganda state, and thus the entire Galatean state, are regarded as anti-Galatean elements.&lt;br /&gt;
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===Anti-Galatean Elements===&lt;br /&gt;
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Relentlessly pursued in Federation space by the MfAS and used by the MfGC and MfSA as examples of failures, those who have been declared anti-Galatean elements are regarded by the Technocracy as hazardous to the continued stability of the Federation and its ability to remain on the bleeding edge of technological progress. These individuals are typically imprisoned and released once they have been freed from their anti-Galatean beliefs, either through therapy or through other means known only to the MfAS. Those who recant and return to being anti-Galatean are quickly removed from the Federation through any means deemed necessary or appropriate before they can become a true hazard or an exile.&lt;br /&gt;
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To become an immediately deported anti-Galatean element one must be judged a danger to the Technocracy so severe their wrongness of thought cannot be reasonably rectified. The followers of the [[The Trinary Perfection|Trinary Perfection]], a faith officially viewed as a sponsor of Anti-Galatean Ideals by the Federation and regarded by the overwhelming majority of citizens and residents as a dangerous cult, are the only group to be treated with such from the start. When one is found they are quickly removed from the Technocracy through any means deemed reasonable and necessary. Any exiled for anti-Galatean ideals will quickly find their degrees stripped away from them along with their property, citizenship, and any wealth they may have in a Galatean institution. Condemned to wander through the [[The Orion Spur|Orion Spur]] and never return to Galatea, these individuals are scorned and mistrusted by many.&lt;br /&gt;
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===Contraband===&lt;br /&gt;
&lt;br /&gt;
Commonly associated with the MfAS and MfGC the Federal Table of Culturally Damaging or Socially Dangerous Concepts, Products, Practices, or Methods Officially Deemed Contraband in Galatean-Controlled Space, or more simply the &#039;&#039;&#039;Federal Contraband Table&#039;&#039;&#039; (formally abbreviated as &#039;&#039;FTSoSGKPPLMGEMEGGnKsRKD&#039;&#039; in Ministerial Common), is the Technocracy’s official, lengthy, and exhaustive list of items it considers to be dangerous to the continued health of both the Federation and its civil society. Officially maintained by the MfGC and enforced by the MfAS with the assistance of Federation citizens and residents, the Contraband Table was created shortly after the Empyrean Unrest of the 24th century in response to the perceived danger posed by Himean syndicalist thought. Over time it has expanded to include a multitude of entities deemed anti-Galatean in nature, and being found with one — or more — of the Table’s items is an effective method of being declared an anti-Galatean actor. Researchers who have acquired permission from the MfSA may study entities on the Table with a reasonable justification, but can expect to be closely watched by the MfAS for the duration of their experiments and for some time following them. There is no black market for Contraband Table goods in the contemporary Federation due to the extensive efforts of the welfare-propaganda state and MfAS.&lt;br /&gt;
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Some of the items found upon the Contraband Table are divided into several categories which include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
====Hazardous Products====&lt;br /&gt;
* Himean-produced goods, which are viewed as hazardous to the industrial member-planets of the Federation.&lt;br /&gt;
* Gadpathurian-produced goods, which are viewed as substandard and ineffective.&lt;br /&gt;
* Any technology associated with the Empire of Dominia’s geneboosting programs, as they are considered to be health risks.&lt;br /&gt;
&lt;br /&gt;
====Hazardous Concepts====&lt;br /&gt;
* Ideological concepts associated with Himean syndicalism.&lt;br /&gt;
* Ideological concepts associated with Gadpathur and its anti-Galatean stances.&lt;br /&gt;
* Any material which depicts the Trinary Perfection in a positive light.&lt;br /&gt;
* Material which is deemed critical of the Federation’s institutional structures.&lt;br /&gt;
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===Non-Degreed Education===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Remember to do your part for the Federation whenever you work, for the future of the Spur rests upon our shoulders!”&amp;lt;/i&amp;gt; - Federation motivational poster commonly seen in the Svarog metro system.&amp;lt;/center&amp;gt;&lt;br /&gt;
The Galateans who do not opt to become involved in its academia are instead sent through a more typical educational program which prepares them for a life in the Federation’s non-degreed sectors such as mining, heavy industries, or service. Non-degreed education generally stops at 18 — assuming the non-degreed does not seek a two-year degree, which is often the highest they can rise and is viewed as a stepping stone towards their children joining the academia — and retains the traditional Galatean focus upon perfectionism and academic excellence in all things. Non-degreed Galateans are expected to excel from an early age and to achieve a mastery of their job even before they have worked a day of it. Most non-degreed Galateans attend school within the same apartment block where their family resides, though some must take a train to another apartment block where their school is located.&lt;br /&gt;
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The most qualified non-degreed Galateans often seek two-year, or “half,” degrees from institutions which specialize in granting them. While they are not subjected to the same levels of academic rigor as their degreed counterparts are to pursue these half-degrees, named so as they give half of a vote in the Federation, those who do successfully acquire such a degree are viewed as the best and most talented of the non-degreed population, and often serve in administrative positions or supervisory roles where they direct and oversee the myriad industries of the Technocracy while themselves being subordinate to degreed Galateans. The children of half-degree holders are often pushed by their parents to pursue a full degree, and many succeed.&lt;br /&gt;
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===The Gadpathuri===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;NOTE: The Gadpathurri are subject to the same ethnicity rules as typical Gadpathurians. Non-Gadpathuri Galateans, however, have no restrictions.&amp;lt;/center&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
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A distinctive population of the Federation, the Gadpathuri are descended from Gadpathurian refugees which settled in the Yggdrasil System shortly after the bombing of [[Gadpathur]]. Over the intervening centuries these Gadpathurians have diverged significantly from those who remained on the planet and eventually created the modern, ultra-militarized Gadpathurian state. Known as the Gadpathuri, these Galateans of Gadpathurian descent are concentrated upon Tsyukomi and have retained much of the pre-Interstellar War culture of Gadpathur, which the planet’s current population has discarded in favor of a militaristic and anti-Solarian culture. Gadpathurians and Gadpathuri do not have good relations with one another, with Gadpathuri viewing Gadpathurians as unable to recognize the futility of their militarism and Gadpathurians viewing Gadpathuri as traitors who have associated with the Alliance.&lt;br /&gt;
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In the Federation Gadpathuri often occupy positions within the Galatean Federal Navy’s officer ranks as many of the original refugees were members of the small naval force pre-war Gadpathur maintained. Many view a career in the Federal Navy as the best way to protect their new home from the potential aggression of old Gadpathur, which they view as having been lost in the fires of the Interstellar War. While it is not an official holiday within the Federation, many Gadpathuri mark the eighth of October, the anniversary of Gadpathur’s bombing, as a day of mourning, they are typically released from their duties for the day.&lt;br /&gt;
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===Architecture===&lt;br /&gt;
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The Technocracy’s architecture is, like its broader society, always attempting to remain upon the cutting edge of innovation. Referred to as Cities of the Future inside the Federation, these settlements are carefully designed and planned by degreed Galateans to meet a specific purpose with the smallest amount of inefficiencies reasonably possible. Technocracy city planners view themselves as both innovators and artists, and their cities resemble such — particularly upon Galatea proper and its moon, Tsuyukomi. Upon Svarog and Empyrean cities must often prioritize practicality over aesthetic designs and the Galatean cultural trend of building alongside nature rather than through it. The architectural style of Galatean cities of the future is known as “&#039;&#039;&#039;Technominimalism&#039;&#039;&#039;” abroad due to its combination of minimalist designs and frequent green spaces.&lt;br /&gt;
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Upon Galatea proper and its moon, Tsuyukomi, the Technocracy has spared no expense in designing the cities of the future in which the vast majority of its degreed population resides. They are painstakingly designed to maximize the comfort and efficiency while minimizing their environmental footprints. These cities are built as a part of nature rather than over nature and can be strikingly beautiful, with frequent parks and green spaces throughout them which have been eagerly studied by foreign city planners from across the human Orion Spur. To further reduce their environmental impacts the cities of the future have fully banned personal automotive use and instead  feature vast and interconnected rail networks which allow transport both within a given city and to other cities across Galatea proper and Tsuyukomi, in addition to important destinations such as more rural research stations. The cities of Galatea proper and Tsuyukomi have no true urban sprawl and instead transition directly into the natural environment at the predetermined limit of the city’s urban zone.&lt;br /&gt;
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On Svarog and Empyrean, the Federation’s industrial worlds, architecture is markedly different from the cities of the future. Upon Svarog the Sector Plan, created during the Svarogite Rejuvenation, has resulted in a surface dominated by brutalist industrial cities which are connected by elevated magnetic rails designed to withstand the frigid temperatures of the planet, its frequent blizzards, and the omnipresent industrial pollution which is barely ameliorated by the presence of massive turbines in most cities intended to reduce air pollution by processing and filtering massive amounts of air. Svarogite skylines are dominated by row upon row of Galatean apartment blocks which can stretch dozens of stories into the air and are connected by an extensive network of underground rail lines referred to as the SWRH, or the Sector Internal Rail Network, which allows for easy transport between blocks without exposing oneself to the hazardous weather conditions of the surface. These blocks are not simply apartment buildings as their lower levels are home to a variety of small, often family-owned, businesses and establishments ranging from restaurants to photo studios to bookstores and more where Svarogites gather to socialize, shop, and relax. Beyond the apartment cities dwell massive centrally organized industrial parks which belch clouds of black smoke into the atmosphere as they fuel the Federation’s engines of progress while they pollute Svarog’s air.&lt;br /&gt;
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Empyrean’s architecture bears resemblance to Svarog’s, with the same style of apartment blocks connected by underground rails linked to other communities, but its industrial zones feature markedly different structures due to Empyrean’s economy focusing on fuel and mining instead of the large-scale industrial production of Svarog. Where there are rows upon rows of smokestacks belching black smoke upon Svarog, on Empyrean there are vast chemical refineries where Helium-3 fuel is produced and great holes dug into its surface from where its mineral wealth is extracted for use in the industries of Svarog. Empyrean’s mines are massive structures which tunnel kilometers into the planet’s surface and provide the raw materials of the Galatean quest for innovation. The architects of these mines are, unlike the designers of other facilities, often half-degree holders who work as foremen or managers in these massive structures. The Federation, after all, places a strong emphasis on ensuring those who have the best knowledge of a situation are those who manage it, and who better knows a mine than the workers?&lt;br /&gt;
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===Biological Augmentation===&lt;br /&gt;
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Perhaps what the Technocracy is most known for in the 25th century, biological augmentation is common throughout Galatean society and almost all citizens of the Federation – and many resident-workers – feature a degree of augmentation, whether it is as simple as vision correction or as complicated as the extensive biological modifications provided to Galatean Federal Navy pilots which allow them to outperform their counterparts in other forces. Galatean bioaugmentations can be found outside of the Technocracy but are most prominent within its borders. For many Federation citizens, to receive and benefit from the Technocracy’s mastery of biological augmentation is seen as an act of patriotism, and non-augmented Galateans are often looked down upon by their counterparts as oddities at best and potential anti-Galatean elements at worst.&lt;br /&gt;
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Bioaugmentation for a Galatean often begins before they are born, as many of the Federation’s native-born citizens are “born” in Technocracy facilities intended to replace more traditional methods. In these facilities researchers and staff affiliated with the biotechnology sector are able to monitor development and address genetic issues as they arise, and give a developing child any augmentations their parents or guardians may request – assuming one is able to pay for such. Once “born” genetic editing and tweaking often continues for these children well into their adulthoods, particularly for those children of researchers and other higher-ranking Galatean academics. Non-degreed Galateans, and its Worker-Residents, often seek out more utilitarian biological augmentations such as filters which allow them to breathe more easily upon Svarog or eye modifications which allow them to see more clearly in the often dim environment of Empyrean’s mineshafts. Those in the Federal military have their own class of augmentations which are rated military-grade and not permitted for exportation throughout the Spur.&lt;br /&gt;
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As Galateans augment themselves further they acquire an unusual or otherwise atypical appearance which, though considered normal or even desirable in the Technocracy, makes them appear uncanny to many individuals from outside of the Federation. They will often have unusually pallid skin tones, sometimes appearing to be waxlike, and atypical eyes. Some Galatean eye-based biological augmentations, such as those used by the Federal Navy, turn eyes into a solid black designed to assist in acquiring more light. Some Galateans have unusual patterns in their skin as a result of their augmentations, or feature visible external ports which are utilized in cheaper and often more dated genetic editing techniques. Others rarely blink or breathe, having edited their eyes or reduced their necessary oxygen intake. The most visibly biologically augmented individuals in the Technocracy are arguably the pilots of the Galatean Federal Navy, particularly those of the small Hydrangea-class Multi-Role Attack Craft the Federal Navy relies upon in most engagements. Hydrangea pilots have standardized military augmentations which give them entirely black eyes – aside from a small, white pupil – designed to react faster than a typical human in any condition, skin criss-crossed with patterns designed to reinforce their skin against g-forces and low pressure, never blink as their eyes instead passively water themselves through the creation of a saline-like substance, and rarely breathe. Pilots generally have white, black, or gray hair – sometimes a mix of all three – as a result of these augmentations, and are entirely hairless aside from that on their head. These augmentations, due to their extensive nature, cannot be reversed. However, Hydrangea pilots are viewed as an elite within the military and are often lavished with benefits and rewards, with many having become major figures in the Technocracy’s interstellar avionics research fields.&lt;br /&gt;
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===Dreams===&lt;br /&gt;
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Galatean culture, across all levels of education, places a strong emphasis upon the subconscious or unconscious mind and its actions, believing that innovation can often strike when one is asleep. This presents itself as an emphasis upon dreams and what happens within them. Researchers in the field of biotechnology have observed that biologically augmented individuals often experience more vivid dreams, and that these dreams become more vivid as one is augmented further. While a Svarogite worker with throat bioaugmentations may only experience these occasionally,  a Hydrangea pilot may experience vivid dreams in her sleeping hours and these can often be lucid enough for the dreamer to manipulate.&lt;br /&gt;
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While none in the Federation currently understand the link between bioaugmentation and more vivid dreams, the citizens and residents of the Technocracy have long been interested in the analysis of their dreams and their potential meanings. Galateans commonly keep dream diaries and some innovations have allegedly come to Federation researchers in their dreams. Some researchers have attempted to reconstruct particularly notable dreams in virtual — or physical — reality, to varying degrees of accuracy and success.&lt;br /&gt;
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===Language===&lt;br /&gt;
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The Federal Technocracy, due to its status as a multi-planetary entity, is home to several major languages. The first and most common is a MfGC-regulated dialect known as &#039;&#039;&#039;Galatean Ministerial Common&#039;&#039;&#039;. An unusual dialect of Solarian Common, Ministerial Common was first standardized under the early Technocracy in the early 2300s. Efforts by the MfGC to eliminate “foreign” loanwords from Ministerial Common, such as those from Freespeak or Tau Ceti Basic, have resulted in it being a close linguistic equivalent to pre-Interstellar War Solarian Common, and many who hear the dialogue note it utilizes terms which have fallen out of common Solarian parlance. Out of contemporary dialects Ministerial Common perhaps most closely resembles Gadpathurian Common but possesses more regional sub-dialects due to the Federation’s less authoritarian government. Ministerial Common is further subdivided into Galatean Standard, the more common dialect which is found upon Galatea itself, and Tsukuyomian Standard, a more rare dialect found upon Galatea’s moon and typically associated with the Federal Navy.&lt;br /&gt;
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On Svarog and Empyrean languages are less managed and more diversified due to the flow of immigrants into the industrial hubs of the Federation from the Coalition in the decades following the end of the Interstellar War. The resulting creole of Interstellar War-era Solarian Common and Freespeak from other areas of the Coalition is known as &#039;&#039;&#039;Federal Freespeak&#039;&#039;&#039;, which is regarded by the MfGC as a second-tier language in the Federation: it is taught in schools, but it is not actively promoted in the way Ministerial Common is. Federation documents on Svarog and Empyrean such as propaganda posters are typically written in both Ministerial Common and Federal Freespeak. This dialect of Freespeak, due to its looser regulations, does have many Solarian Common loan words and varies between Svarog and Empyrean.&lt;br /&gt;
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===Holidays===&lt;br /&gt;
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&#039;&#039;&#039;New Year’s Day (January 1)&#039;&#039;&#039;: The official start of the new year throughout human space, this holiday is generally a time of reflection for Galateans as they look back on the previous year while looking forward to the next.&lt;br /&gt;
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&#039;&#039;&#039;Galatean New Year (Varies)&#039;&#039;&#039;: The first day of the new lunisolar year, this holiday is a time of family celebrations and reunions. While the first day of the conventional new year is often a time of reflection, the first day of the lunisolar new year is instead a time of celebration and enjoyment where Galateans often celebrate the year’s accomplishments with their families.&lt;br /&gt;
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&#039;&#039;&#039;Federation Workers’ Day (1 May)&#039;&#039;&#039;: A celebration of the non-degreed residents and citizens of the Federation, Workers’ Day is roughly equivalent to May Day in the wider Spur. However, the Federation goes to great lengths to ensure Workers’ Day is a celebration of the fact that all Galateans work for a common goal, rather than a celebration of organized labor. To do so would be dangerously Himean, and encourage anti-Galatean ideals.&lt;br /&gt;
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&#039;&#039;&#039;Graduation Day (14 May)&#039;&#039;&#039;: A celebration of recent graduates from academies across the Federation, Graduation Day has long been a popular holiday in the Technocracy. It is often on this day that new degreed Galateans will enter their field of choice, having been previously selected by a research firm during their last semester of studying.&lt;br /&gt;
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&#039;&#039;&#039;Federation Day (16 October)&#039;&#039;&#039;: Perhaps the most important Galatean holiday, Federation Day celebrates the founding of the Federal Technocracy of Galatea. It is marked by celebrations across all four member-planets of the Federation and is considered a symbol of its continued unity.&lt;br /&gt;
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&#039;&#039;&#039;Interstellar Peace Day (28 November)&#039;&#039;&#039;: Another impotent holiday, Interstellar Peace Day celebrates the signing of the Treaty of Xansan and the end of the Interstellar War.&lt;br /&gt;
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==Economics and Industries==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Our biotechnology surpasses anything else in the Orion Spur, President Sneijders, and it shall only grow stronger as the Federation continues to prosper!”&amp;lt;/i&amp;gt; - Doctor Teofila Vecoli (2238 - 2358), Federation Representative to Xanu, during a discussion with All-Xanu Republic President Nicolaas Sneijders (15 January, 2311).&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Federal Technocracy’s economy is one of the largest within the [[Coalition of Colonies|Coalition]], though it is not as large or diverse as [[Xanu Prime]]’s, and sits on the same industrial level as its rival, the [[Himeo|United Syndicates of Himeo]]. While Xanu Prime dominates in the shipping industry and Himeo dominates in mass industrial goods, the Federation’s niche is in exporting high-end technological goods and equipment across the Coalition and beyond. Its economy is dominated by three major sectors – biotechnology, interstellar avionics, and planetary engineering – which answer to the Research Triumvirate, and thus to the Chief Director. Researchers in the Federation tirelessly work to maintain a technological edge which allows the Galatean economy to excel and maintain an innovative edge over its competition, and the Technocracy prides itself on applying its motto – Innovation Without Fear – to all corners of its economy. From the mines of Empyrean to the research facilities of the Galatean countryside, all loyal workers in the Federation strive to continue the quest for innovation and retain its competitive edge.&lt;br /&gt;
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The largest of the Federation’s three primary research and production sectors is its sprawling biotechnology concern. Established shortly after the start of the Interstellar War and responsible for many of the terraforming and bioaugmentation innovations which have allowed the Federation to grow and prosper in the modern Orion Spur, the biotechnology sector is prized above all others by the Chief Director and many in the Federation, and to work in it is a point of pride for many Galetean citizens and residents. The largest research firm in the biotechnology sector is the Biological Innovation Bureau, or BNG, which manages human bioaugmentation and developments associated with bioaugmentation. Similarly important is the Biological Diversification and Adaptation Bureau, or BDJeG, which is responsible for the management of the Federation’s practical terraforming technology. Biotechnology firms are most commonly located upon Galatea itself but can be found across the Federation, including upon its industrial worlds, and its researchers maintain several missions abroad to the Free System of Vysoka, where they both assist and research the native biosphere. Zeng-Hu Pharmaceuticals most commonly works with the biotechnology sector as their research areas are similar in nature to those of the keiretsu.&lt;br /&gt;
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The second-largest of the sectors is its interstellar avionics concern. Though it dates to roughly the same era as the biotechnology sector the interstellar avionics industry only truly came into its own following the 2347 Gadpathurian Skirmish and the subsequent rapid expansion of the Galatean Federal Navy in response to findings by the Federation. This rapid armament created vast opportunities for growth in the then-small sector, which was at the time only involved in the production of research vessels and research stations in addition to the maintenance of the Federation’s surviving terraforming equipment, such as the Brahma mining laser and its Galatea platform. The largest firm within the interstellar avionics sector is the Interstellar Avionics Research Bureau, or IARG, which manages the Federation’s naval developments. The second-largest is the older Interstellar Engineering Bureau, or IIG, which manages the existing terraforming infrastructure of the Yggdrasil System and most stations in Federation space. The engineering researchers of the interstellar avionics sector occasionally find themselves employed or contracted to foreign entities to assist in research, or to learn what they can from foreign actors such as megacorporations. Interstellar avionics research facilities are most commonly found upon Tsuyukomi, where the Federation’s naval forces are based, but are often found in the Thalamus Research Station Network near Nüwa.&lt;br /&gt;
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The smallest of the three sectors is the planetary engineering concern. The oldest of the three major sectors, it primarily relates to terrestrial engineering and production techniques. They are responsible for most of the industry upon Svarog and Empyrean and employ many non-degreed Technocracy citizens and residents to assist them in this work. By sheer number the planetary engineering sector is the second-largest and nearly as large as the biotechnology sector, but it lacks influence and voting power as many of its staff are non-degreed Galateans who do not have voting rights within the Federation. The largest research firm of this sector is the Planetary Reclamation and Development Bureau, or PRRG, which is responsible for the majority of the Federation’s engineering and production facilities on Svarog and Empyrean. The PRRG often works alongside the smaller Planetary Weapons Development Bureau, or PBCG, which manages equipment development for the Federation’s army and security services. Planetary engineering facilities are most commonly found upon Svarog and Empyrean, where they manage much of the mundane day-to-day operations of the Technocracy’s industries.&lt;br /&gt;
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===Major Research Firms===&lt;br /&gt;
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The Federal Technocracy’s research firms are massive, powerful entities essentially equivalent to major local corporations elsewhere in the Spur such as [[Xanu Prime]] or [[San Colette]]. Most have their roots in the desperate years of the Interstellar War, or in the early Federation era, and have grown as the Technocracy has prospered and spread its technology across the human Orion Spur. The age of these research firms, the Federation’s top-down control structure, and regulatory troubles with megacorporation involvement in the Alliance Neutral Zone have resulted in the Technocracy’s research firms holding more economic power in Galatean space than foreign corporations and megacorporations, the majority of which barely have footholds. While some deal with megacorporations the research firms of the Federal Technocracy most readily trade with the corporations of nearby Xanu Prime and often rely on Xansan-flagged vessels for shipping. They have significant power in the Yggdrasil System, but the influence of Galatean research firms often sharply drops outside of the Federation’s space due Xanu’s greater economic power.&lt;br /&gt;
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Galatean research firms are led by Executive Researchers who in turn answer to the Research Triumvirate. Federation executive researchers are powerful and influential individuals who decide much of their firm’s day-to-day activities and have the power to stop projects they deem ineffective and reassign staff as necessary. They are responsible for ensuring the Federation retains its competitive edge and are often extensively biologically augmented to require less rest time than a baseline human, and some research executives have been known to work for weeks without resting to ensure the Federation maintains the best course towards the quest for progress. They typically have at least two degrees and are regarded as nearly infallible experts in their field, though they are always advised by other qualified experts.&lt;br /&gt;
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====Biological Innovation Bureau (BNG) – &#039;&#039;&amp;quot;For the Future of Humanity.&amp;quot;&#039;&#039;====&lt;br /&gt;
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The Biological Innovation Bureau, or BNG, is the single largest research firm in the modern Technocracy and dates to the Interstellar War-era Yggdrasil System, where it formed in 2285 as a research collective of the Yggdrasil Expedition. The BNG’s mission is to improve upon the natural capabilities of the human form and they are pioneering developers in the field of biotechnology, easily surpassing their rivals in House Vovlalaad in the Empire of Dominia. The BNG’s current objective is to continue innovating in the field of biotechnology and it is, within the Federation, the sole provider of the highest-quality bioaugmentations. It works with every entity within the Federation, from the mines of Empyrean to the Office of the Chief Director, and has dealings with Zeng-Hu Pharmaceuticals which have resulted in BNG employees being hired into the keiretsu as staff.&lt;br /&gt;
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The BNG works alongside the Boelens &amp;amp; Vaeghts Chemical Corporation (B&amp;amp;V) to distribute its medical products throughout the Tuliprose Healthcare medical system, and it maintains a small research wing in Pataliputra on Xanu Prime where its researchers work alongside B&amp;amp;V staff, though most BNG research remains within the Technocracy itself and is concentrated upon Galatea proper. The BND is led by Research Executive Isold Mangjeol, a pioneering bioaugmentation researcher who contributed greatly to the augmentations utilized by modern Hydrangea-class pilots. Doctor Mangjeol is regarded by many as the fourth member of the Research Triumvirate due to the influence the BNG holds over the Federation.&lt;br /&gt;
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====Biological Diversification and Adaptation Bureau (BDJeG) — &#039;&#039;“For the Future of Galatea.&amp;quot;&#039;&#039;====&lt;br /&gt;
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The Biological Diversification and Adaptation Bureau, or BDJeG, is the second-largest research firm in the modern Technocracy and dates to the pre-Interstellar War era, having formed in 2272 to manage the terraforming of Galatea’s moon Tsukuyomi. The BDJeG is responsible for the terraforming which has made modern the modern Federation able to maintain its technological edge and is still involved in extensive ecological efforts across the modern Federation, where it is responsible for ensuring the continued ecological stability of the Federation’s fully terraformed member-planets: Galatea and its moon, Tsuyukomi. While terraforming technology is not readily exported by the Federation its management is critical within the Federation itself, and the BDJeG’s daily operations often relate to discovering methods through which the biospheres of the Federation’s member-planets can be further improved.&lt;br /&gt;
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The BDJeG performed land reclamation work upon Xanu Prime in the years following the Interstellar War and had a relationship with CESAR-X even before it was privatized. It is the research firm most commonly associated with the Federation’s efforts on Vysoka, where BDJeG researchers are involved in agricultural and climate-related work. Due to the closely-guarded nature of the Galatea Platform, where much of the BDJeG is located, it has no permanent foreign branches. The BDJeG is led by Research Executive Reinald Fu, who is responsible for the design of pollution filtering stations utilized across Svarog.&lt;br /&gt;
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====Interstellar Avionics Research Bureau (IARG) — &#039;&#039;“We Follow in Daedalus’ Footsteps.”&#039;&#039;====&lt;br /&gt;
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The Interstellar Avionics Research Bureau, IARG, is a large research firm which is responsible for the modern vessels and weaponry of the Galatean Federal Navy. It was founded in 2349, making it a fairly young research firm, through the conglomeration of several smaller naval research firms in response to the events of the 2347 Gadpathurian Skirmish and the 2349 Federation report which noted the Federal Navy would have likely lost the resulting engagement. Over the following century the IARG has worked to create and develop cutting-edge equipment for the Federal Galatean Navy such as the Hydrangea-class strike craft and the large Owl-class battlecarrier. Due to its work being considered sensitive to the Federation’s continued security the IARG is expressly forbidden from performing its research in facilities located outside of Galatean-controlled space.&lt;br /&gt;
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While it is concentrated within the Yggdrasil System the IARG has a working relationship with the Xanu-based d.N.A. Defense &amp;amp; Aerospace but has refused to encourage the use of the d.N.A.-designed Shrike-class corvette over the IARG-designed Amaryillis-class corvette currently used by the Galatean Federal Navy. The IARG is led by Research Executive Ludwika Araki, a veteran of the Federal Navy and famous Hydrangea-class pilot prior to transitioning into her position at IARG.&lt;br /&gt;
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====Interstellar Engineering Bureau (IIG) — &#039;&#039;“To Maintain Galatea’s Future.”&#039;&#039;====&lt;br /&gt;
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The Interstellar Engineering Bureau, or IIG, is a large firm which predates the IARG and is responsible for the construction and maintenance of stationary spaceborne and orbital facilities within the Yggdrasil system such as the orbital Helium-3 facilities of Empyrean, the Thalamus Research Station Network near Nüwa, and – most importantly – the Galatea platform above Galatea itself. Founded in 2268 by the chiefs of staff of the Brahma and Galatea platforms, the IIG has since expanded into its current role as the main constructor and maintainer of orbital platforms in the Yggdrasil System. Unlike its terraforming counterpart, the BDJeG, the IIG works outside of Galatean space and has built spaceborne facilities throughout the modern Coalition.&lt;br /&gt;
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The IIG most often works alongside Xanu-based corporate entities such as the Markhor Interstellar Logistics Group, which it utilizes to move much of the construction materials built for its use upon Svarog to where they are needed in the wider Spur. It has been known to work with both Hephaestus Industries and Einstein Engines while abroad as both are more widespread than the IIG itself is. The current Research Executive of the IIG is Masayuki Cousineau, a resurveyed engineer from Tsukuyomi who has spent much of his career building facilities for the Federation’s scientific expeditions.&lt;br /&gt;
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====Planetary Reclamation and Development Bureau (PRRG) — &#039;&#039;“Forging the Federation’s Future.”&#039;&#039;====&lt;br /&gt;
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The Planetary Reclamation and Development Bureau, PRRG, is the largest research firm in terms of total employment. However, a large amount of its staff are non-degreed Galateans and it employs a smaller number of degreed Galateans than the BND or BDJeG. Though the PRRG was originally founded in 2270 to manage construction efforts on Galatea it is most known in the modern Federation for its role in the Svarogite Rejuvenations and the associated Sector Plans, which saw the half-terraformed planet transformed into the major industrial hub it is today. The PRRG is also active on Empyrean, where it manages much of the planet’s Helium-3 industry. Due to its influence on Empyrean and Svarog the PRRG employs more non-degreed Galateans citizens and residents than any other research firm and often works alongside the MfGC to spread Galatean cultural ideals and propaganda to its staff.&lt;br /&gt;
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The PRRG exports much of what it produces abroad to the broader Coalition and foreign nations such as the Solarian Alliance and Republic of Biesel, and is often seen as the public face of the Technocracy’s research firms in the broader Spur. Due to the massive amounts of goods it ships the PRRG frequently works with the Xanu-based Markhor Interstellar Logistics Group to ensure its finished goods are sent to where they will readily sell. It also works with Polaris Holdings to deliver goods to Xanu Prime itself which are sold in Polaris-owned retail establishments. The Research Executive of the PRRG is Wilfried Seonu, a Galatea-born researcher who has pioneered much of the PRRG’s post-Solarian Collapse trade policy.&lt;br /&gt;
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====Planetary Weapons Development Bureau (PBCG) — &#039;&#039;“To Defend Galatea.”&#039;&#039;====&lt;br /&gt;
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The Planetary Weapons Development Bureau, or PBCG, is the smallest of the Federation’s major firms and was founded in 2349 shortly after the Gadpathurian Skirmish. It is considered a sister firm of the larger IARG due to its focus on ensuring the Galatean Federal Army has the best equipment available to it while the IARG focuses upon the Federal Navy. It is primarily based upon Svarog and Empyrean, where it has a ready environment to stress-test equipment in harsh circumstances, and is widely regarded as a pioneering force in the field of personal laser weaponry. Its most widely-known creation is the Mark 61 Infantry Laser Rifle, or O61 ILG, the current standard-issue rifle of the Federal Army.&lt;br /&gt;
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Unlike the IARG the PBCG maintains a limited presence abroad, mostly upon Xanu Prime. It is a frequent collaborator with the Xanu-based d.N.A. Defense &amp;amp; Aerospace and is behind some of the laser weapons used by Chevauchée Asset Protection, d.N.A.’s private security contractor wing. Its current Research Executive is Wiktor Durant, a native of Svarog and a veteran of the Federal Army who is well-regarded by the Federal Army due to his veteran status and work with the BNG to create new combat bioaugmentations for the Army.&lt;br /&gt;
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===Scientific Expeditions===&lt;br /&gt;
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Managed by the Ministry of Exploration and Exploitation (MfEA), Galatea’s scientific expeditions into the [[The Orion Spur#Weeping Stars|Weeping Stars]] and the non-Coalition frontier regions once controlled by the Solarian Alliance are both a concern for many of its neighbors and a source of important technological relics for the Federation. The MfEA conducts these expeditions alongside the Federation’s research firms and its military, and they are utilized as both an opportunity by the IARG to “stress test” many of their latest innovations by pitting them against any who dare to oppose the Federation’s interest in what it officially describes as “decivilized space” beyond the borders of any major power in the Orion Spur. These scientific expeditions are primarily concerned with gathering information and relics from the pre-Interstellar War era of [[Sol Alliance History#2259: Apotheosis of Solarian Hegemony|Solarian hegemony]], when the Alliance controlled far more space than any contemporary human power and had the power to launch massive engineering programs such as the Galatea Project which created the foundation for the modern Technocracy.&lt;br /&gt;
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These expeditions are led by an Expedition Director of the MfEA, who handles research matters, and a flag officer of the Federal Navy, who handles security matters. The Expedition Director, who is always a degreed Galatean of the MfEA, is given broad powers and a set of official documents which mark them as a representative of the Federation abroad who is able to make diplomatic decisions regarding individual free frontier planets as necessary to ensure the success of their expedition and the continued technological edge of the Federation in its research concerns. Expedition Directors are vetted by the Ministry of Foreign Affairs (MfAA) to ensure they will attempt to minimize any political fallout from their actions during an expedition. The MfEA’s scientific expeditions have a reputation abroad for their willingness to go to any length to ensure their expeditions are successful, and many Expedition Directors view the welfare of a single planet of the free frontier as irrelevant when compared to the continuous Galatean quest for innovation. Gadpathur has repeatedly protested the extensive powers given to MfEA Expedition Directors but the Federation has refused to curtail the power of its expeditions to act independently. Some Expedition Directors are known to become quite flamboyant and their escapades often appear in Galatean mass media within the Federal Technocracy.&lt;br /&gt;
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MfEA scientific expeditions are key to ensuring the Federation has the ability to utilize and maintain its antiquated terraforming equipment which dates back to the prewar era, such as its Galatea Platform. Perhaps the last of its kind in the Orion Spur which remains functional, the Federation places a great emphasis upon maintaining its continued operational state and ensuring the Brahma mining platform which fuels it when it is operational – another relic of the pre-Interstellar War Alliance – can be utilized when it is needed. The fragile state of the Technocracy’s pre-Interstellar War terraforming equipment and the massive amounts of resources which must be expended to properly utilize them ensure the Federation’s still-functional Galatea Platform is, in reality, rarely used and was last utilized on a large scale to terraform Tsukuyomi during the Interstellar War.&lt;br /&gt;
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The Federation’s scientific expeditions are large ventures which can be away from the Yggdrasil System for multiple years at a time and consist of a multitude of vessels ranging from unarmed scientific craft to the intimidating Owl-class battlecarrier – the largest warship utilized by the modern Federal Navy. These research flotillas can be found throughout the Weeping Stars and the non-Coalition frontier regions near the modern Coalition, and are large enough that most do not interfere with them. Those who do will quickly find themselves at the mercy of the Federal Navy as they are swarmed by Hydrangea-class fighters, one of the enduring symbols of Galatean naval power in the non-Coalition frontier.&lt;br /&gt;
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==Federation Member States==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“WARNING! Do NOT exit this door without wearing protective equipment! Temperature conditions outside are below acceptable hazard levels for unmodified humans! &#039;&#039;&#039;BEING UNPREPARED CAN COST YOU YOUR LIFE!&#039;&#039;&#039;”&amp;lt;/i&amp;gt; - Galatean hazard warning poster seen on the exterior doors of many Svarog facilities.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Per its foundational documents the Federal Technocracy of Galatea is a federation of four member-planets — Galatea, Tsukuyomi, Svarog, and Empyrean — under one technocratic government. The planets of the Federation are not independent states and are essentially administrative subdivisions of the broader Technocracy, which is primarily based upon Galatea proper. Due to the Federation’s unusual system of determining votes some member-planets have much more sway than others, but a massive amount of what the Federation refers to as welfare-propaganda ensures all four member-planets work together towards the common goal of scientific excellence in all things. If one member-planet fell out of lockstep the Federation would be greatly endangered and weakened, and much of its propaganda efforts are aimed at preventing such.&lt;br /&gt;
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===Galatea===&lt;br /&gt;
[[File:Galatea.png|The planetary flag of Galatea.|thumb]]&lt;br /&gt;
The most populated of the Federation’s two fully terraformed member-planets, Galatea is the Technocracy’s crown jewel. It is the only known true planet to be successfully fully terraformed during the course of the Galatea Project from which it derives its name. It is a verdant world which is covered in carefully planned cities of the future which have been engineered to have the minimum impact upon its pristine environment – a dedication which has resulted in the current state of Svarog. Galatea’s environment is earthlike by design and divided between three major continents: the verdant Arkadien, its largest, and Gojoseon, its second largest, and the frigid Kvenland in its far north. The majority of its surface, roughly 73%, is covered in water&lt;br /&gt;
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Arkadien is home to several major cities of the future including its planetary capital of &#039;&#039;&#039;Lintukoto&#039;&#039;&#039;, located along Akadien’s eastern coast in a temperate forest region. Lintukoto is home to many of the ministerial facilities which ensure the Federation’s continued success and is the location of the prestigious Sachiko Amaya Institute of Biotechnology, the most elite higher education institution within the biotechnology sector. Arkadien’s north is home to tundra and boreal forests which gradually transition into temperate forests and grasslands where the majority of its population can be found. As one proceeds southwards through Arkadien they will eventually reach the savannah regions of the continent which are home to many research facilities and smaller cities of the future which are not nearly as large as Lintukoto. The continent is bisected by Galatea’s single longest river, the Okeanos River, which stretches from Lintukoto in the east to Gyeongsang in the west. Gyeongsang, Arkadien’s second-largest city of the future, is home to the continent’s only space elevator and is the location from which much of Arkadien’s off-world travel is performed.&lt;br /&gt;
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Across the Hvergelmir Ocean from Arkadien is the smaller continent of Gojoseon, which features a similarly temperate climate to Arkadien though its interior is notably dry and mountainous. The largest city of the future on Gojoseon is the settlement of &#039;&#039;&#039;Jeolla&#039;&#039;&#039; along its western coastline. Jeolla is an atypical city of the future due to being built in a large river delta known as the Gjöll Delta, the terminus of the Gjöll River which runs from Gojoseon’s mountainous interior to its coast. A great amount of Jeolla is built on elevated platforms above the delta which are connected by rail lines and can be raised or lowered to avoid the seasonal floods of the Gjöll. Jeolla is home to the Gojoseon Engineering Research Institution, the most prestigious planetary engineering higher education institution within the Federation. Much of Gojoseon is unpopulated and the continent is instead reserved for research purposes or the work of the Federation’s multitude of research firms. Many tourists who come to Galatea come to see the environment of Gojoseon, which is regarded by many biologists in the Spur as the nearest living equivalent to pre-industrial Earth.&lt;br /&gt;
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Unpopulated aside from research facilities, the northern continent of Kvenland is dominated by arctic deserts and vast ice sheets which are hostile to human habitation due to the lack of easily-consumable water, freezing temperatures, and harsh winds which will quickly turn exposed limbs frostbitten unless one is properly prepared. Regions of Kvenland are utilized by Galatean researchers to prepare equipment for use upon Empyrean, which is similarly frigid, or on planets with harsh atmospheric conditions. Kvenland is the only continent on Galatea where automotive vehicles are widely used as the environment is too harsh and too underpopulated to reasonably justify the expansion of its rail networks.&lt;br /&gt;
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Private automobiles are essentially unheard of upon Galatea aside from on Kvenland and travel between its cities of the future, and to its research facilities, is done via extensive rail networks which criss-cross the interior of its continents while minimizing the environmental impact of travel by Galateans. The Federation symbol associated with Galatea is an inverted triangle which is most often colored forest green. This symbol is commonly seen on Galatean facilities and equipment, such as the collar tabs of Technocracy researchers from the planet.&lt;br /&gt;
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===Tsukuyomi===&lt;br /&gt;
[[File:Tsukuyomi.png|The planetary flag of Tsukuyomi.|thumb]]&lt;br /&gt;
Galatea’s only natural satellite, Tsukuyomi is roughly one-third of the size of Galatea proper, making it larger than [[Luna]], and is home to cities of the future similar to those present upon Galatea proper. Tsukuyomi is the heart of the Federation’s modern military and is home to the Federal Navy and Federal Army’s headquarters and much of the research facilities and educational institutions associated with the continued functional operation of the Federation’s military. Tsukuyomi is home to only one continent, Mu, which is surrounded by the Ryūgū-jō Sea. Roughly 80% of the moon’s surface is covered by water. Mu is home to a generally temperate climate which is comparable to that of Arkadien on Galatea but is more densely populated than its counterpart, with much of its coastline occupied by cities of the future and its interior dotted by research facilities which ensure the Federal military maintains its cutting edge. Access to Tsukuyomi is heavily restricted by the Federation due to security concerns regarding its military assets, and few non-native Galateans will ever set foot upon its surface for more than a few hours. Residents of Tsukuyomi are known as Tsukuyomian Galateans or simply as Tsukuyomians.&lt;br /&gt;
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The planetary capital of Tsukuyomi is the combined city of the future and naval facility of Cantref Gwaelod, where the Federation’s contemporary military is based. Though similar in design to Galatean cities of the future such as Jeolla much of &#039;&#039;&#039;Cantref Gwaelod&#039;&#039;&#039; is restricted by the Federation’s security services, which have a significant presence across Tsukuyomi. The natural environment of Mu outside of its cities of the future is similar in nature to 22nd-century Earth and the continent is well regarded for its natural beauty, with its coastal regions transitioning gently into rolling hills which eventually open into vast interior grasslands home to a multitude of research facilities. The center of the continent is dominated by a large inland body of water known as Lake Parime. Along the lake’s shores is &#039;&#039;&#039;Ketumati&#039;&#039;&#039;, a city of the future home to the Tsukuyomian Institute of Interstellar Avionics Research, the most prestigious institution of higher learning in the interstellar avionics sector. Ketumati is connected to Cantref Gwaelod by a long rail line which runs along the Vaitarna River and opens into the Ryūgū-jō Sea.&lt;br /&gt;
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While Galatea proper is represented by an inverted triangle, Tsukuyomi is represented by a non-inverted triangle which is generally a dull gold color. This symbol is commonly associated with the Federal military and appears on the collar tabs of both researchers from Tsukuyomi and Galatean military personnel. Across the Federation a red version of the Tsukuyomian triangle with the text “NO ACCESS” written across it in Ministerial Common is utilized to note that entrance into an area is restricted for security purposes.&lt;br /&gt;
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===Svarog===&lt;br /&gt;
[[File:Svarog.png|The planetary flag of Svarog.|thumb]]&lt;br /&gt;
Svarog, the third planet terraformed by the Federation and the only not fully terraformed, is not known for its striking natural beauty. The partially-terraformed surface of Svarog is cold and barren of most natural life aside from a native biosphere consisting of hardy, small mammals and small scrublike brush, and is heavily polluted due to decades of heavy industrialization. The air on Svarog is hazardous to breathe for non-bioaugmented humans and even bioaugmented humans wear gas masks or respirators when working outside in its cold environments. Instead of cities of the future the settlements upon Svarog are organized into what the Federation refers to as the Sector Plan: a centrally-planned technocratic design dating to 2365 which is intended to ensure Svarog’s economy is as efficient as possible regardless of the cost to the planet’s environment. When compared to Galatea proper Svarog is slightly larger but a smaller portion of its surface is covered in water, and this water is often frozen over during most of the year.&lt;br /&gt;
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The frozen nature of Svarog’s surface and the Sector Plan have resulted in the planet having no true continents and it is instead divided into two regions, Svarog North and Svarog South, which are divided by the planet’s equator. These regions are further divided into 26 Sectors each, one for each non-accented letter of the Ministerial Common alphabet, to encourage further efficiency and allow for easy identification. Residents of these sectors give them nicknames, but the Federation refers to them with names such as Svarog North Sector R or Svarog South Sector K.&lt;br /&gt;
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While the cities of the future are designed to be works of art which best represent the Federation’s desire to improve humanity through knowledge, the Svarogite sectors are the best representation of the Galatean obsession with maximizing efficiency and productivity. They are often ugly to the eye and their air is choked with industrial pollution which one must receive bioaugmentations to endure, but the Sector Plan ensures Svarog is one of the most productive industrial worlds in the Coalition of Colonies and is able to rival the output of the Federation’s nearby rival, the United Syndicates of Himeo. Svarogite sectors are further divided into industrial and residential zones which are connected by magnetic rail lines perched high elevated high enough to avoid the snowdrifts which define the unpopulated areas of the planet. While Svarog is often barren and ugly the massive apartment blocks in which its residents, the vast majority non-degreed citizens or residents of the Federation, reside are full of life and centers of activity at all times of the day and night as workers leave and return, heading to and from work in nearby factories. These apartment blocks are further connected by a massive network of underground rail lines known as the Sector Internal Rail Network, or SWRH, which further encourages Svarogite commerce and social life.&lt;br /&gt;
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Despite its oppressive climate Svarog is the only location in the Yggdrasil System where foreign corporations are permitted to purchase land for development, with the condition that the development will benefit Svarog and its climate. The largest non-Coalition owner of land on Svarog is Zeng-Hu Pharmaceuticals, though its staff are often not eager to be assigned to one of its Svarogite facilities due to the living conditions of the planet. Aside from Zeng-Hu, corporations from Xanu Prime such as the Boelens &amp;amp; Vaeghts Chemical Corporation and Markhor Interstellar Logistics Group operate branch offices on Svarog. Svarog is officially represented by an inverted pentagon which is often colored red to represent the planet’s industrial nature. The Svarogite pentagon is stamped onto all products made on the planet and features the text “FEDERATION QUALITY CERTIFIED” in the pentagon itself to indicate it has passed a quality inspection check by the Federation. The symbol, like others, appears on the collar tabs of researchers associated with the planet.&lt;br /&gt;
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===Empyrean===&lt;br /&gt;
[[File:Empyrean.png|The planetary flag of Empyrean.|thumb]]&lt;br /&gt;
The most distant Member-Planet, Empyrean was the only world in the Yggdrasil System naturally habitable when the Yggdrasil Expedition arrived. It is a difficult planet to live upon despite the Federation’s best efforts and is the least populated Member-Planet of the modern Federation, but serves a vital economic role as the center of its mining and Helium-3 processing industry. While roughly the same size as Galatea it has no true bodies of water to speak of due to frigid surface temperatures which are roughly equivalent to Earth’s Arctic Circle. Empyrean has no native life beyond a microbial scale and activities on its surface are practically impossible without safety equipment such as EVA suits or extreme cold weather clothing. While the planet’s atmosphere is breathable it is often uncomfortable to breathe Empyrean’s air without a filter due to the planet’s extreme temperatures.&lt;br /&gt;
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Settlements on Empyrean are similar to Svarogite structures as constructing settlements in the style of the cities of the future is impractical upon its frigid surface. Efficiently-constructed apartment blocks and industrial facilities connected by underground rail lines are the most common structures on Empyrean and almost no rail lines are built aboveground due to the hazardous nature of surface travel on the planet even while inside of a railcar – a situation similar to Himeo, though any Empyrean would be insulted to be compared to the syndicalist planet. Empyrean’s cities have grown and expanded in a more natural manner when compared to Svarog as the planet has had no equivalent to the Svarogite Sector Plan due to its major industry, mining, being based upon where minerals are located rather than in a manner designed to ensure the maximum level of efficiency. The largest city on Empyrean, &#039;&#039;&#039;Opona&#039;&#039;&#039;, is the center of its Helium-3 refining industry and a common first destination for merchant vessels entering into the Yggdrasil System due to its large port facilities. Much of the raw Helium-3 which comes to Opona for processing is originally mined in the Outer Yggdrasil Belt by Federation-affiliated miners before being brought to one of Empyrean’s orbital facilities for initial processing and then sent to Opona for final refining. Opona itself is an unusual city which is partially underground, as building aboveground is often dangerous on Empyrean, and linked together by a complicated underground rail network.&lt;br /&gt;
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Empyrean’s other major industry is mining, and it provides the majority of the raw materials utilized on Svarog from its mineral-rich crust. These mining facilities can be massive and stretch kilometers into the surface, sometimes requiring a day or more to traverse to the bottom of the deepest mines safely. The mining industry employs the majority of Empyrean’s non-degreed population and operates around the clock to ensure the Federation receives the materials it requires to keep the engines of progress fueled and operational. The largest of these mines, &#039;&#039;&#039;Federal Mining Facility E-32&#039;&#039;&#039;, is nicknamed &#039;&#039;&#039;Nav&#039;&#039;&#039; and is located almost exactly opposite of Opona if one were to draw a line through the planet. Built around a massive central facility, Nav stretches several kilometers into the surface and has been mined almost continuously since the arrival of the Yggdrasil Expedition. The upper levels of the mine are effectively a small city which exists to support the mines lower levels and are home to architecture similar to Opona, and some residents of Nav joke that they will eventually mine a straight path through the planet to Opona. Nav was the center of the Empyrean Unrest of the 2330s which resulted in the creation of the modern welfare-propaganda state.&lt;br /&gt;
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==Military==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Serve the Federation! See the Stars! Fight for humanity’s future!”&amp;lt;/i&amp;gt; - Common Galatean Federal Navy recruitment poster typically seen on Svarog and Empyrean.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The primary defensive force of the Federal Technocracy is the &#039;&#039;&#039;Federal Galatean Military&#039;&#039;&#039;. It consists of two branches: the Federal Galatean Navy, or Federal Navy, and the Federal Galatean Army, or Federal Army, with both branches having a reputation for professionalism abroad. They trace their origins to the early Federation and are smaller than most Coalition forces, but maintain a high degree of professionalism and utilize the best weapons the Federation can develop. Galatean troops are always fitted with some degree of bioaugmentation and this, their advanced equipment, and extensive training give them an edge over more numerous opponents. These combat bioagumentations are restricted to use by the Federal military and mostly classified by the Technocracy. Stories of Galatean soldiers with self-healing wounds, the ability to see in the dark, and the ability to react faster than any normal human are common across the Coalition and throughout the non-Coalition frontier. All Galatean troops are professional soldiers, as the Federation operates no reserve branch, and many of them are hopeful applicants for its citizenship process. The Federation has no draft and relies entirely upon volunteers from its population. It is the only human military in the Orion Spur which uses mostly energy weaponry rather than ballistics in both branches, citing its mastery of biotechnology and weapons science more generally as enough to overcome the logistical challenges posed by such a choice.&lt;br /&gt;
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In the modern era the primary role of the Federal military, particularly its Navy, is to defend the numerous MfEA expeditions organized into the less-charted regions of the Orion Spur such as the former Solarian frontier sectors and the more remote regions of the modern Weeping Stars, which remain littered with abandoned relics from the Alliance’s golden age. The unstated objective of the Federal military is to engage and solidly defeat the Federation’s most likely opponent in conflict: [[Gadpathur]]. Long regarded by the Technocracy as both a nuisance and a potential threat, Gadpathur’s anti-Solarian inclinations and militarism have long been a major concern for the Technocracy — particularly with its recent behavior towards [[Konyang]] and the [[The Orion Spur#Northern Reaches|Northern Reaches]].&lt;br /&gt;
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All Technocracy military forces are ultimately overseen by the Ministry of the Federal Military (MfWF) and are expected, as all Galateans are, to be unfailingly loyal to the Federation.&lt;br /&gt;
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===The Federal Navy===&lt;br /&gt;
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The Federal Navy is the larger of the two branches and receives more of the MfWF’s budget as a result of a Galatean doctrinal belief that a conflict not won in space combat will simply never be won at all. Based upon Galatea’s moon of Tsukuyomi and primarily operating out of the naval facility at Cantref Gwaelod, the Federal Navy is a vehicle through which the Technocracy projects its influence across the Weeping Stars as part of its ongoing efforts to secure technological artifacts from across the region once valued highly by the Alliance. To do so the Navy will almost always accompany MfEA expeditions sent to secure the Weeping Stars, and beyond, to ensure the Federation’s scientists are not threatened. The Federal Navy’s most recent engagement was the Coalition’s joint anti-piracy efforts throughout the 2450s, where the Fleet conducted itself quite well — if in a manner antagonistic towards Gadpathur.&lt;br /&gt;
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Though primarily an anti-piracy force the Federal Navy’s intended if unstated objective in the eyes of the Technocracy is to engage and resoundingly defeat its primary rival in the Coalition: Gadpathur. The Federation and Technocracy have, since the 2200s, been at odds with one another and rhetoric nearly devolved to open warfare in the mid 2300s. The Technocracy’s experts reviewed the situation and determined the Federal Navy would have, at the time of the Gadpathurian Skirmish, lost. In the following years it rapidly modernized and has now established a reputation as the most cutting-edge naval force in the Coalition, even if one of the smallest.&lt;br /&gt;
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Many Federal Navy officers are drawn from the Federation’s Gadpathuri population, which is concentrated upon Tsukuyomi. Viewed as exiles and traitors who fled Gadpathur during its hour of greatest need by the current government of Gadpathur, many Gadpathuri are descended from Gadpathur system defense force personnel who survived Terrence Hopper’s bombardment and made their way to Galatea. These descendants view themselves as carrying on the legacy of their precursors through service in the Federal Navy. Many of its enlisted sailors are drawn from the populations of Svarog and Empyrean, and are often hopeful applicants for Galatean citizenship. However, many full Federation citizens from both of its industrial worlds enlist in the Federal Navy for a variety of reasons — some out of a desire for adventure, others out of discontent with their lives and careers in the Federation’s heavy industries. Federal Navy officers are known throughout the Coalition for their distinctive uniforms — green with gold highlights and their rank upon a high collar — and their often nearly entirely black eyes which are intended to allow them to see more readily in low-light conditions.&lt;br /&gt;
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The Federal Navy is the only human fighting force in the modern Orion Spur which utilizes energy weaponry as its main armament. Its sailors are often biologically augmented to endure g-force, depressurization, and to react more quickly than baseline humans. Doctrinally the Federal Navy places a heavy emphasis upon the use of its famous fighter aircraft, the agile Hydrangea-class Multi-Role Attack Craft. All Federal Navy craft, from the Owl-class battlecarrier to the Amaryllis-class corvette, can launch some amount of Hydrangeas. The use of these craft — whose pilots must be extensively biologically augmented to withstand the force it can place upon its pilots through its rapid maneuvers — gives the Federal Navy the ability to strike far above its weight in naval engagements. Hydrangea pilots are viewed as the elite of the Federal Navy and often retire to prestigious positions within the interstellar avionics sector. The Federal Navy’s warship-strike craft coordination has been used to great success in its scientific expeditions and is how it intends to combat ships larger than its Owl-class battlecarrier, the Federal Navy’s largest warship.&lt;br /&gt;
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===The Federal Army===&lt;br /&gt;
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The smaller of the military’s two branches, the Galatean Federal Army receives less MfWF funding due to a doctrinal belief that any serious engagement will be fought and won — or lost — by the Navy. The Army is based upon Galatea’s moon of Tsukuyomi and operates out of facilities in Cantref Gwaelod which are situated close to their Navy counterparts. While the Navy serves to maintain and promote Galatean interests across the Weeping Stars, the Army’s purpose is to provide security for its research expeditions and facilities within the Yggdrasil System. They also possess specialized units which serve as boarding personnel for the Federal Navy. Where the Navy goes, the Army typically accompanies it to serve as an on-the-ground element for either expeditions or anti-piracy operations.&lt;br /&gt;
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The Army is not intended for a large-scale ground operation against the Federation’s rival, Gadpathur, as the hazardous environment of the planet and its fanatical militarized population makes any theoretical operation there dangerously impractical at best and impossible at worst. However, the Army is intended to reliably engage and defeat Gadpathurian troops encountered abroad attempting to harass or otherwise disrupt Galatean expeditions or scientific ventures. Most Army personnel are recruited from the non-degreed or non-citizen populations of the Technocracy, but many of its officers are drawn from the degreed population — particularly those involved in the planetary engineering field.&lt;br /&gt;
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To ensure the Federal Army retains its competitive edge the Technocracy has spared no expense in arming and equipping it with the most modern weapons, armor, and biological augmentations. Galatean soldiers, while not numerous, are augmented to react faster, endure more, and fight more efficiently than their baseline human counterparts. Soldiers of the Federal Army are typically armed with energy weaponry — a rarity in the Orion Spur — and utilize the Mark 61 Infantry Laser Rifle, or O61 ILG, as their standard-issue rifle. A creation of the Planetary Weapons Development Bureau, the O61 is a cutting-edge laser rifle which draws power from a small pack on the user’s lower back which is roughly the size of a common satchel. This pack draws its charge from the wearer’s latent electrical charge — which Federal Army troops are augmented to produce more of — to supply power to the O61. Using an O61 without the proper electricity-production bioaugmentation will result in the user being painfully shocked and likely placed into a state of torpor as the rifle draws more electricity from their system than they can reasonably produce.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Factions]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Machinist&amp;diff=30567</id>
		<title>Machinist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Machinist&amp;diff=30567"/>
		<updated>2023-10-24T20:47:50Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: adds rnd thing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor= #c19a6b&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = OPERATIONS&lt;br /&gt;
|imagebgcolor= #C19A4A&lt;br /&gt;
|img = Machinist-nbt.png&lt;br /&gt;
|jobtitle = Machinist&lt;br /&gt;
|access = ???&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = At least 25 years of age, Engineering, Mechatronics, or Robotics degree, (Masters preferred).&lt;br /&gt;
|employers = [[Orion Express]], [[Hephaestus Industries]].&lt;br /&gt;
|education = [[Mars University]] - [[Solis Cognito University]] - [[The Gliutip’lyaz University]] - [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]]&lt;br /&gt;
|superior = [[Operations Manager]].&lt;br /&gt;
|duties = Create [[Cyborg]]s, Exosuits and robots. Maintain mechanical prosthetics, organs, and augments on your organic co-workers.&lt;br /&gt;
|guides = [[Guide to Robotics]], [[Surgery]]&lt;br /&gt;
}}&lt;br /&gt;
Primarily, the &#039;&#039;&#039;Machinist&#039;&#039;&#039;&#039;s job is to make [[Cyborg|cyborg bodies]], and generally maintain activated cyborgs. Secondarily, Machinists create helpful robots like Medibots and Floorbots. A skilled set of Machinists can even build a powerful set of mechanized exosuits. It is also the responsibility of Machinists to perform the operation of cyborgification if deemed as necessary by the vessels SCC command staff.&lt;br /&gt;
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&#039;&#039;&#039;By staff decision, Machinists not permitted to build tech processors or otherwise conduct R&amp;amp;D activities.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tools and Department==&lt;br /&gt;
Operations is your home as a Machinist. It contains exosuit fabricators for the creation of any robotic component you require, a circuit imprinter, a console, multiple sheets of metal, twenty sheets of plasteel, power cells, and a coil of wire. on the scattered tables there are multitools, toolboxes, a few flashes, loose tools, two proximity sensors, and two cell chargers. Just outside there are two cyborg recharge stations and four mech suit recharge stations.&lt;br /&gt;
&lt;br /&gt;
You also possess a small surgical theatre, which is where procedures performed on your more fleshy coworkers take place. Whether fixing up a malfunctioning set of mechanical eyes, or preparing a brain for cyborgification, your work with creatures of flesh and blood happens here.&lt;br /&gt;
&lt;br /&gt;
==Before We Get Started==&lt;br /&gt;
There are a few things you should do once you spawn in your nice and clean Machinist&#039;s office.&lt;br /&gt;
&lt;br /&gt;
First, keep your metal organized, and understand how much each machine will take (and you will always need more metal). Second, glass and flashes are important for your robotics work, as are various devices and rare minerals. Third, have a plan before you start building anything huge, like a mech suit (Without specialty materials, they are unbuildable). Fourth, make sure to perform maintenance on cyborgs that come in; SCC usually doesn&#039;t load them with anything but the minimum required power cells. Finally, ensure you have proper eye protection when you weld, or you&#039;ll become blind quickly.&lt;br /&gt;
&lt;br /&gt;
== Cyborgs ==&lt;br /&gt;
&lt;br /&gt;
Creating, repairing, and maintaining [[Cyborg|cyborgs]] is the main reason you&#039;re around. See the [[Guide to Robotics#Cyborgs|Guide]] for more info. Remember, by signing a contract to work with the [[Stellar Corporate Conglomerate]] as a Machinist, you are expected to perform cyborgification procedures when told to by command. Refusal is neglect of duty, breach of contract, and grounds for contract termination.&lt;br /&gt;
&lt;br /&gt;
== IPCs ==&lt;br /&gt;
Repairing, reviving, and maintaining [[IPC|IPC Crewmembers]] is another reason you&#039;re around, but a bit more uncommon compared to Cyborgs. See the [[Guide_to_Robotics#IPC_revival|Guide]] for more info.&lt;br /&gt;
&lt;br /&gt;
== Help, I&#039;m Being Asked To Surgerize! ==&lt;br /&gt;
As a machinist, you&#039;re often going to get requests to do various complicated repair steps, both on biological crew with synthetic components and on wholly synthetic crew. Here&#039;s a guide on what you can do:&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;can:&#039;&#039;&#039;&lt;br /&gt;
*Repair any mechanical organs.&lt;br /&gt;
*Repair mechanically assisted organs.&lt;br /&gt;
*Repair mechanical limbs.&lt;br /&gt;
*Attach mechanical limbs.&lt;br /&gt;
You &#039;&#039;&#039;cannot:&#039;&#039;&#039;&lt;br /&gt;
*Implant mechanical organs.&lt;br /&gt;
*Implant mechanically assisted organs.&lt;br /&gt;
&lt;br /&gt;
==Exosuits==&lt;br /&gt;
Another thing you can do as a Machinist is make an Exosuit. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, Which are obtained through the circuit printer, so long as [[Scientist|RND]] has done their job. Failing that, cargo or RND proper can get them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Please note that walking around the ship in an Exosuit when not transporting it or using it for its intended purpose is frowned upon! They&#039;re industrial tools, not personal carriages.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See more about Exosuits and their equipment on the [[Guide to Robotics]] page.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Traitoring as a Machinist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high ship access, and access to tech storage will allow you to get pretty much everywhere, also you have gloves from the get-go. And, of course, emagging any of your basic creations serves to cause havoc and chaos. Emagging the [[Cyborg#Cyborgs_and_Hacking|cyborgs]] can make them do what you want. Some people will ignore, tell on, or attack you.&lt;br /&gt;
&lt;br /&gt;
Note that to emag a [[Cyborg#Cyborgs_and_Hacking|cyborg]], you should follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Use an Emag or ID to unlock the cover.&lt;br /&gt;
# Crowbar to open the cover.&lt;br /&gt;
# Use Emag again.&lt;br /&gt;
&lt;br /&gt;
==Do&#039;s and Don&#039;ts==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do:&#039;&#039;&#039;&lt;br /&gt;
*Make cyborg bodies and install MMI&#039;s in them.&lt;br /&gt;
*Try to borg antagonists instead of the death penalty. They still fail, but are no longer a danger.&lt;br /&gt;
*Cut AI control when the AI is rogue.&lt;br /&gt;
*Make useful bots and leave them around the ship.&lt;br /&gt;
*Give mining or medical an exosuit before you start working on personal projects. people will thank you.&lt;br /&gt;
*Offer up to any reasonable departments if they need hardsuits, exosuits or cyborg upgrades.&lt;br /&gt;
*Create hardsuits to be distributed to security, engineering, medical and any other departments that you feel fit.&lt;br /&gt;
*Get people to sign the reasonable paperwork so the janitor doesn&#039;t suddenly start walking around in a combat mech.&lt;br /&gt;
*Put beacons in all mechs lest they get stolen.&lt;br /&gt;
*Make a Cyborg and Exosuit Control Console.&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t:&#039;&#039;&#039;&lt;br /&gt;
*Put an MMI in a borg without making sure it&#039;s still there (they can speak you know).&lt;br /&gt;
*Blow up all the borgs because one was emagged.&lt;br /&gt;
*Immediately blow up all borgs in malf.&lt;br /&gt;
*Try to make a mech you don&#039;t have materials for, nothing is more useless than a pile of combat limbs while you beg for metal and silver.&lt;br /&gt;
*Go on mech rampages &#039;because you can&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Operations]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_the_INDRA&amp;diff=30555</id>
		<title>Guide to the INDRA</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_the_INDRA&amp;diff=30555"/>
		<updated>2023-10-21T01:25:14Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: Removes substandard template as it should be fine now. Re-writes message.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;sup&amp;gt;&#039;&#039;&#039;The INDRA is a port of the Baystation 12 R-UST with modifications for the Aurora server. For those who know the R-UST, many things should be familiar.&#039;&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;INDRA&#039;&#039;&#039; is an experimental fusion reactor that acts as an alternative power source on the Horizon. It consists of a fusion core, fuel injectors, a gyrotron and a few control consoles. Fuel comes in two forms, as a fuel rod that is injected directly or by gas injection into the chamber via an injector pump. If mismanaged the INDRA can cause extreme amounts of destruction to the adjacent decks and surrounding area. &lt;br /&gt;
As for what INDRA stands for, that&#039;s a subject of much debate. Some say it stands for INDependent Reactor, Aneutronic. Others say it stands for INDRA. Who knows, really?&lt;br /&gt;
&lt;br /&gt;
Priming, starting, and maintaining the Horizon is the job of the engineering department. However, some [[Scientist|scientists]] may be brought in for certain collaborative efforts with the permission of the engineering department.&lt;br /&gt;
&lt;br /&gt;
== Basic operating principles ==&lt;br /&gt;
The INDRA is about as complex as the Supermatter Engine. The basic operating principles are as follows:&lt;br /&gt;
&lt;br /&gt;
=== The Fusion Core ===&lt;br /&gt;
The fusion core is the centerpiece of the INDRA, all reactions take place there and it is where the power is generated. &lt;br /&gt;
&lt;br /&gt;
First a note on safety - the reactor may produce large quantities of radiation when operational depending on the reaction.  At least, it&#039;s supposed to; the reactions often seem to produce none at all in practice. Check with a geiger counter to see. Ensure that you wear appropriate protective gear if necessary.&lt;br /&gt;
&lt;br /&gt;
The INDRA is capable of creating a devastating EMP if operated improperly. Do not exceed the limits specified in this guide, or it will instantaneously destroy itself.The INDRA will create this EMP when its instability reaches 100% or if it is turned off without being allowed to cool below 1000K first. Instability will be discussed below.&lt;br /&gt;
&lt;br /&gt;
=== INDRA Control Interface ===&lt;br /&gt;
[[File:INDRA control console.png|thumb|INDRA control console interface.]]&lt;br /&gt;
The fusion core is controlled by the INDRA core control console in the control room. As you can see from the image, this tracks many properties of the fusion core.&lt;br /&gt;
&lt;br /&gt;
* Power Status - This tells you the current power output and power draw of the Fusion Core. Power draw is dependent on the field strength, and power output is dependent on the fusion reactions taking place within the core.&lt;br /&gt;
* Field Strength - This determines the field size of the fusion core; this is important for catching fuel pellets and can be set to 20 or higher for the default INDRA configuration.  If any object besides the core is inside the INDRA chamber while it is online, it will interfere with the magnetic field, causing a catastrophic rise in instability and near-instantaneous destruction of the INDRA. Increasing the field strength makes the INDRA take more power, but this is negligible compared to the INDRA output when it is operating.&lt;br /&gt;
* Instability - Instability is raised by two things, the fusion reactions taking place and the fusion core field touching machinery or objects. It is controlled by using the Gyrotron to fire a beam of energy into the fusion core field that maintains its containment. If your instability is steadily rising despite the gyrotron then you must &#039;&#039;&#039;immediately&#039;&#039;&#039; adjust the Gyrotron settings and/or reduce the amount of reactants being added to the field.&lt;br /&gt;
* Plasma temperature - This determines the reactions that can take place. Initially your fusion core will be at room temperature, and it will take some time to warm up. Once it is above a few thousand kelvin the rest of the reactions will kick in and it will keep itself stable. When turning off the fusion core this value &#039;&#039;&#039;must&#039;&#039;&#039; be below 1000K or it will cause an EMP and destruction of the INDRA containment, likely flooding engineering and research with extremely hot gas. To cool this down stop adding reactants and turn the gyrotron power up, then wait.&lt;br /&gt;
* Reactants - This is a list of all current reactants in the field. Every tick of the INDRA, it will try and react these reactants together and create some radiation, instability and power based on what reactions are possible. Reactants exceeding 10,000 total reactants will be removed and turned into radiation (this is not something to worry about, just don&#039;t try to add more reactants if you are consistently hitting this threshold).&lt;br /&gt;
&lt;br /&gt;
=== The Fuel Injectors ===&lt;br /&gt;
These are used to add solid fuel into the INDRA. They are controlled using the Fuel Injection Control Computer within the control room. They must be provided with a fuel rod that can be created by putting solid fuel types into the Fuel Compressor, and then toggled on from their control computer. They will then start firing pellets through the glass into the fusion core field and be absorbed. There are a few different types of fuel materials, but the most common are tritium and deuterium. Iron may be used for other purposes, and there are various other rarer materials not worth covering here.&lt;br /&gt;
&lt;br /&gt;
== The setup process ==&lt;br /&gt;
Now that you understand the important components of the INDRA, we will discuss how to set it up at the start of the shift. It is initially in a completely inert state.&lt;br /&gt;
&lt;br /&gt;
* The fusion core and gyrotron have a heavy power drain when operational. If the round start SMES are not producing enough power, you may need to use a PACMAN in to jumpstart it. Alternatively, letting it draw on SMES power directly from the main grid may be enough to jumpstart it if you&#039;re quick.&lt;br /&gt;
* Create five deuterium and one tritium fuel rod using the fuel compressor and insert these into the fuel injectors, one per injector. Be wary of radiation.&lt;br /&gt;
* Set the gyrotron to fire delay 2, power 50. There may be an initial burst in instability when turning the reactor on - if you have allowed fuel to build up. So we set the gyrotron to a high-power mode for the initial startup. If you&#039;re not getting enough power to the gyrotron, it should generally be okay to start at 10 power 2 delay or so, but keep an eye on the instability.&lt;br /&gt;
* Turn on the fusion core and adjust the field strength to 60 tesla.&lt;br /&gt;
* Turn on all the fusion fuel injectors.&lt;br /&gt;
* Watch the temperature and power rise on the fusion core console. Make sure that the instability is being managed by the gyrotron (less than 1%).&lt;br /&gt;
* Once the power output is 250kW or higher, return to the INDRA room and turn off the PACMAN-generator, if applicable. It may explode if you leave it running for too long.&lt;br /&gt;
* You can now adjust the gyrotron power to a lower setting, such as fire delay 3, power output 3. &#039;&#039;&#039;Check that the instability is staying low after adjusting the gyrotron.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have now set up the INDRA for a deuterium-tritium reaction, which is the simplest power-positive reaction.&lt;br /&gt;
&lt;br /&gt;
The power from the INDRA will not be fully utilized until you adjust the SMES. Make what upgrades you desire, but if nothing else at least make sure input and output are maximized.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Shutdown Procedures ===&lt;br /&gt;
In the event that you need to shutdown the INDRA quickly follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Set the gyrotron to maximum power and minimum firing delay.&lt;br /&gt;
* Turn off all fuel injectors.&lt;br /&gt;
* Turn on the PACMAN generator to make sure that the gyrotron keeps operating.&lt;br /&gt;
* Turn off the gyrotron when there are no more reactions taking place.&lt;br /&gt;
* The INDRA will now start to cool over time. Once it is below 1000K it can be switched off on the fusion core control console, then turn off the PACMAN.&lt;br /&gt;
&lt;br /&gt;
It may be prudent to open the core vent located at the back of the INDRA reactor room, but typically this suffers from a bug where it does nothing. If you&#039;ve got a gas in the core chamber somehow that hasn&#039;t already been absorbed in to the magnetic field, it&#039;ll remove that at least.&lt;br /&gt;
&lt;br /&gt;
=== More Power! ===&lt;br /&gt;
There are several possible fusion reactions in the INDRA and the output can be raised to approximately 2-3MW with the right setup. Not all of these reactions produce positive net power.&lt;br /&gt;
&lt;br /&gt;
The setup above uses the basic deuterium-tritium reaction, which follows this path:&lt;br /&gt;
&lt;br /&gt;
* Deuterium + Tritium -&amp;gt; Helium + 1 Power + Radiation&lt;br /&gt;
* Deuterium + Helium -&amp;gt; Nothing + 5 Power&lt;br /&gt;
&lt;br /&gt;
A more productive setup involves adding hydrogen gas to the fusion core. The procedure for this is as follows:&lt;br /&gt;
&lt;br /&gt;
* Allow the fusion reactor to reach &amp;gt;10,000K temperature with a deuterium-tritium reaction.&lt;br /&gt;
* Turn on the pump on the side of the fusion reactor, setting it to around 10kPA and add a full hydrogen canister.&lt;br /&gt;
* Turn off the tritium fuel injector now. You can replace the fuel rod in this injector with a deuterium one if you wish.&lt;br /&gt;
&lt;br /&gt;
Your fusion reaction now follows this path:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen + Hydrogen -&amp;gt; Helium + 2 Power&lt;br /&gt;
* Deuterium + Helium -&amp;gt; Nothing + 5 Power&lt;br /&gt;
&lt;br /&gt;
You will need to check up on the hydrogen canister and replace it occasionally, depending on the pressure you set the pump to.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=30554</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=30554"/>
		<updated>2023-10-21T00:10:36Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: /* Pain Killers */  Pasting camo&amp;#039;s updated painkiller info in to this section. Revert to previous edit if it is incorrect.&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;
|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;
|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;
|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|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;
|N/A&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;
|N/A&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;
|N/A&lt;br /&gt;
|20u&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;
|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.&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;
|Ryetalyn is a novel, highly advanced, broad-spectrum medication, developed by Dominian 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;
{| 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;
| * 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;
| * Moderately kills pain.&amp;lt;br /&amp;gt;**Painkiller effect is slightly stronger if injected, rather than ingested.&amp;lt;br /&amp;gt;*Lowers fevers.&amp;lt;br /&amp;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;
| *Effectively kills pain.&amp;lt;br /&amp;gt;*Causes blurry vision.&amp;lt;br /&amp;gt;*Causes confusion.&amp;lt;br /&amp;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;
| *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;
| *Effectively kills pain&amp;lt;br /&amp;gt;*Causes blurry vision&amp;lt;br /&amp;gt;*Causes confusion&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;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;
| *Causes slowdown&amp;lt;br /&amp;gt;*See [[#Neurapan|Neurapan]].&lt;br /&gt;
| 20u, hallucinations, 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;
| *Effectively kills pain&amp;lt;br /&amp;gt;*Causes blurry vision&amp;lt;br /&amp;gt;*Causes confusion&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;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;
| *Causes slowdown&amp;lt;br /&amp;gt;*See [[#Neurapan|Neurapan]].&lt;br /&gt;
| 20u, hallucinations, 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 Ethanol, 1 [[#Morphine|Morphine]], 5 Phoron (catalyst) = 2 units&amp;lt;br /&amp;gt;*OR*&amp;lt;br /&amp;gt;1 [[#Mortaphenyl|Mortaphenyl]], 1 [[#Tramarine|Tramarine]], 5 Phoron (catalyst) = 1 unit&lt;br /&gt;
| *Ludicrously kills pain.&amp;lt;br /&amp;gt;*Causes blurry vision.&amp;lt;br /&amp;gt;*Causes confusion.&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;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;
| *Causes intense hallucinations, the feeling of drugginess, and restricted breathing if patient&#039;s BAC is greater than 0.04%&amp;lt;br /&amp;gt;*Causes slowdown&amp;lt;br /&amp;gt;*See [[#Neurapan|Neurapan]].&lt;br /&gt;
| 10u, hallucinations, drugginess, nausea, restricted breathing&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;
|1 [[#Alkysine|Alkysine]], 0.1 Phoron, 0.1 [[#Cryoxadone|Cryoxadone]] = 1 unit&lt;br /&gt;
|&lt;br /&gt;
*Barely heals the brain.&lt;br /&gt;
*Minorly heals the brain if patient&#039;s temperature is below 170K.&lt;br /&gt;
*Causes dizziness.&lt;br /&gt;
*Has a chance to cure the following, compounded by the amount metabolized:&lt;br /&gt;
**Dumbness&lt;br /&gt;
**Cerebral Blindness&lt;br /&gt;
**Cerebral Paralysis&lt;br /&gt;
**Colorblindness&lt;br /&gt;
**Aphasia&lt;br /&gt;
|Cataleptinol is a highly advanced, expensive medication capable of regenerating the most damaged of brain tissues. Cataleptinol is used in the treatment of dumbness, cerebral blindness, cerebral paralysis and aphasia. The drug is more effective when the patient’s core temperature is below 170K.&lt;br /&gt;
|0.4u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|15u, paralysis, aphasia, dumbness, weakness, colorblindness, imaginary friends&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;
*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.&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 cloning industry.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&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;
*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.&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 cloning industry.&lt;br /&gt;
|0.1u/tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&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!&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|Co&#039;qnixq Wuxi}}Co&#039;qnixq Wuxi&lt;br /&gt;
|1 Wulumunusha, 1 Synaptizine, 1 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:#ffffff;&#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.&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:#ffffff;&#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.&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:#ffffff;&#039;|{{anchor|Joy}}Joy&lt;br /&gt;
|1 neurapan, 2 oxycomorphine = 1 unit&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.&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:#ffffff;&#039;|{{anchor|Nightlife}}Nightlife&lt;br /&gt;
|1 [[#Corophenidate|Corophenidate]], 1 [[#Nitro|Nitroglycerin]], 1 [[#Synaptizine|Synaptizine]] at 200 Celsius = 3 units&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:#ffffff;&#039;|{{anchor|Raskara}}Raskara Dust&lt;br /&gt;
|1 [[#MAP|Monoammoniumphosphate]], 1 [[#Cleaner|Space Cleaner]], 2 [[#NACL|Sodium Chloride]] at 127 Celsius = 3 units&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.&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:#ffffff;&#039;|{{anchor|Nightshade}}Red Nightshade&lt;br /&gt;
|1 [[#Stimm|Stimm]], 1 [[#Synaptizine|Synaptizine]], 0.1 Phoron  = 1 unit&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;
|An illegal 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&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Drugs}}Space Drugs&lt;br /&gt;
|1 Lithium, 1 Mercury, 1 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;
|-&lt;br /&gt;
!style=&#039;background-color:#ffffff;&#039;|{{anchor|Xu&#039;Xi Gas}}Xu&#039;Xi Gas&lt;br /&gt;
|2 dexalin, 2 space drugs, 1 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|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|Cryosurfactant}}Cryosurfacant&lt;br /&gt;
|1 Ice, 1 Sodium, 1 [[#Surfactant|Surfactant]] = 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;
|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 [[#Cryosurfacant|Cryosurfactant]].&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;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_the_INDRA&amp;diff=30323</id>
		<title>Guide to the INDRA</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_the_INDRA&amp;diff=30323"/>
		<updated>2023-10-11T02:50:56Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: shut up summary popup im the boss&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Substandard}}&lt;br /&gt;
&#039;&#039;&#039;NOTE: The contents of this page were gratefully copied from the Baystation 12 wiki, as the INDRA is more or less a 1-1 port of the RUST. Some information may be outdated as this guide is updated piecemeal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;INDRA&#039;&#039;&#039; is an experimental fusion reactor that acts as an alternative power source on the Horizon. It consists of a fusion core, fuel injectors, a gyrotron and a few control consoles. Fuel comes in two forms, as a fuel rod that is injected directly or by gas injection into the chamber via an injector pump. If mismanaged the INDRA can cause extreme amounts of destruction to the adjacent decks and surrounding area. &lt;br /&gt;
As for what INDRA stands for, that&#039;s a subject of much debate. Some say it stands for INDependent Reactor, Aneutronic. Others say it stands for INDRA. Who knows, really?&lt;br /&gt;
&lt;br /&gt;
Priming, starting, and maintaining the Horizon is the job of the engineering department. However, some [[Scientist|scientists]] may be brought in for certain collaborative efforts with the permission of the engineering department.&lt;br /&gt;
&lt;br /&gt;
== Basic operating principles ==&lt;br /&gt;
The INDRA is about as complex as the Supermatter Engine. The basic operating principles are as follows:&lt;br /&gt;
&lt;br /&gt;
=== The Fusion Core ===&lt;br /&gt;
The fusion core is the centerpiece of the INDRA, all reactions take place there and it is where the power is generated. &lt;br /&gt;
&lt;br /&gt;
First a note on safety - the reactor may produce large quantities of radiation when operational depending on the reaction.  At least, it&#039;s supposed to; the reactions often seem to produce none at all in practice. Check with a geiger counter to see. Ensure that you wear appropriate protective gear if necessary.&lt;br /&gt;
&lt;br /&gt;
The INDRA is capable of creating a devastating EMP if operated improperly. Do not exceed the limits specified in this guide, or it will instantaneously destroy itself.The INDRA will create this EMP when its instability reaches 100% or if it is turned off without being allowed to cool below 1000K first. Instability will be discussed below.&lt;br /&gt;
&lt;br /&gt;
=== INDRA Control Interface ===&lt;br /&gt;
[[File:INDRA control console.png|thumb|INDRA control console interface.]]&lt;br /&gt;
The fusion core is controlled by the INDRA core control console in the control room. As you can see from the image, this tracks many properties of the fusion core.&lt;br /&gt;
&lt;br /&gt;
* Power Status - This tells you the current power output and power draw of the Fusion Core. Power draw is dependent on the field strength, and power output is dependent on the fusion reactions taking place within the core.&lt;br /&gt;
* Field Strength - This determines the field size of the fusion core; this is important for catching fuel pellets and can be set to 20 or higher for the default INDRA configuration.  If any object besides the core is inside the INDRA chamber while it is online, it will interfere with the magnetic field, causing a catastrophic rise in instability and near-instantaneous destruction of the INDRA. Increasing the field strength makes the INDRA take more power, but this is negligible compared to the INDRA output when it is operating.&lt;br /&gt;
* Instability - Instability is raised by two things, the fusion reactions taking place and the fusion core field touching machinery or objects. It is controlled by using the Gyrotron to fire a beam of energy into the fusion core field that maintains its containment. If your instability is steadily rising despite the gyrotron then you must &#039;&#039;&#039;immediately&#039;&#039;&#039; adjust the Gyrotron settings and/or reduce the amount of reactants being added to the field.&lt;br /&gt;
* Plasma temperature - This determines the reactions that can take place. Initially your fusion core will be at room temperature, and it will take some time to warm up. Once it is above a few thousand kelvin the rest of the reactions will kick in and it will keep itself stable. When turning off the fusion core this value &#039;&#039;&#039;must&#039;&#039;&#039; be below 1000K or it will cause an EMP and destruction of the INDRA containment, likely flooding engineering and research with extremely hot gas. To cool this down stop adding reactants and turn the gyrotron power up, then wait.&lt;br /&gt;
* Reactants - This is a list of all current reactants in the field. Every tick of the INDRA, it will try and react these reactants together and create some radiation, instability and power based on what reactions are possible. Reactants exceeding 10,000 total reactants will be removed and turned into radiation (this is not something to worry about, just don&#039;t try to add more reactants if you are consistently hitting this threshold).&lt;br /&gt;
&lt;br /&gt;
=== The Fuel Injectors ===&lt;br /&gt;
These are used to add solid fuel into the INDRA. They are controlled using the Fuel Injection Control Computer within the control room. They must be provided with a fuel rod that can be created by putting solid fuel types into the Fuel Compressor, and then toggled on from their control computer. They will then start firing pellets through the glass into the fusion core field and be absorbed. There are a few different types of fuel materials, but the most common are tritium and deuterium. Iron may be used for other purposes, and there are various other rarer materials not worth covering here.&lt;br /&gt;
&lt;br /&gt;
== The setup process ==&lt;br /&gt;
Now that you understand the important components of the INDRA, we will discuss how to set it up at the start of the shift. It is initially in a completely inert state.&lt;br /&gt;
&lt;br /&gt;
* The fusion core and gyrotron have a heavy power drain when operational. If the round start SMES are not producing enough power, you may need to use a PACMAN in to jumpstart it. Alternatively, letting it draw on SMES power directly from the main grid may be enough to jumpstart it if you&#039;re quick.&lt;br /&gt;
* Create five deuterium and one tritium fuel rod using the fuel compressor and insert these into the fuel injectors, one per injector. Be wary of radiation.&lt;br /&gt;
* Set the gyrotron to fire delay 2, power 50. There may be an initial burst in instability when turning the reactor on - if you have allowed fuel to build up. So we set the gyrotron to a high-power mode for the initial startup. If you&#039;re not getting enough power to the gyrotron, it should generally be okay to start at 10 power 2 delay or so, but keep an eye on the instability.&lt;br /&gt;
* Turn on the fusion core and adjust the field strength to 60 tesla.&lt;br /&gt;
* Turn on all the fusion fuel injectors.&lt;br /&gt;
* Watch the temperature and power rise on the fusion core console. Make sure that the instability is being managed by the gyrotron (less than 1%).&lt;br /&gt;
* Once the power output is 250kW or higher, return to the INDRA room and turn off the PACMAN-generator, if applicable. It may explode if you leave it running for too long.&lt;br /&gt;
* You can now adjust the gyrotron power to a lower setting, such as fire delay 3, power output 3. &#039;&#039;&#039;Check that the instability is staying low after adjusting the gyrotron.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have now set up the INDRA for a deuterium-tritium reaction, which is the simplest power-positive reaction.&lt;br /&gt;
&lt;br /&gt;
The power from the INDRA will not be fully utilized until you adjust the SMES. Make what upgrades you desire, but if nothing else at least make sure input and output are maximized.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Shutdown Procedures ===&lt;br /&gt;
In the event that you need to shutdown the INDRA quickly follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Set the gyrotron to maximum power and minimum firing delay.&lt;br /&gt;
* Turn off all fuel injectors.&lt;br /&gt;
* Turn on the PACMAN generator to make sure that the gyrotron keeps operating.&lt;br /&gt;
* Turn off the gyrotron when there are no more reactions taking place.&lt;br /&gt;
* The INDRA will now start to cool over time. Once it is below 1000K it can be switched off on the fusion core control console, then turn off the PACMAN.&lt;br /&gt;
&lt;br /&gt;
It may be prudent to open the core vent located at the back of the INDRA reactor room, but typically this suffers from a bug where it does nothing. If you&#039;ve got a gas in the core chamber somehow that hasn&#039;t already been absorbed in to the magnetic field, it&#039;ll remove that at least.&lt;br /&gt;
&lt;br /&gt;
=== More Power! ===&lt;br /&gt;
There are several possible fusion reactions in the INDRA and the output can be raised to approximately 2-3MW with the right setup. Not all of these reactions produce positive net power.&lt;br /&gt;
&lt;br /&gt;
The setup above uses the basic deuterium-tritium reaction, which follows this path:&lt;br /&gt;
&lt;br /&gt;
* Deuterium + Tritium -&amp;gt; Helium + 1 Power + Radiation&lt;br /&gt;
* Deuterium + Helium -&amp;gt; Nothing + 5 Power&lt;br /&gt;
&lt;br /&gt;
A more productive setup involves adding hydrogen gas to the fusion core. The procedure for this is as follows:&lt;br /&gt;
&lt;br /&gt;
* Allow the fusion reactor to reach &amp;gt;10,000K temperature with a deuterium-tritium reaction.&lt;br /&gt;
* Turn on the pump on the side of the fusion reactor, setting it to around 10kPA and add a full hydrogen canister.&lt;br /&gt;
* Turn off the tritium fuel injector now. You can replace the fuel rod in this injector with a deuterium one if you wish.&lt;br /&gt;
&lt;br /&gt;
Your fusion reaction now follows this path:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen + Hydrogen -&amp;gt; Helium + 2 Power&lt;br /&gt;
* Deuterium + Helium -&amp;gt; Nothing + 5 Power&lt;br /&gt;
&lt;br /&gt;
You will need to check up on the hydrogen canister and replace it occasionally, depending on the pressure you set the pump to.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=INDRA&amp;diff=30321</id>
		<title>INDRA</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=INDRA&amp;diff=30321"/>
		<updated>2023-10-11T01:06:34Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: Redirected page to Guide to the INDRA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Guide to the INDRA]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Engineering&amp;diff=30320</id>
		<title>Template:Engineering</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Engineering&amp;diff=30320"/>
		<updated>2023-10-11T01:06:21Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: adds indra&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|style=&#039;background-color:#ffae3b; margin-top:1em&#039; width=100%&#039;&lt;br /&gt;
|colspan=&#039;2&#039; style=&#039;background-color:#ff9806&#039;|&amp;lt;div align=&#039;center&#039;&amp;gt;&#039;&#039;&#039;Engineering Department&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Head of Department&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#ffbc5d; padding:0.5em&#039; |[[Chief Engineer]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Personnel&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#ffbc5d; padding:0.5em&#039; |[[Station Engineer]] - [[Atmospheric Technician]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;[[Education|Relevant Education]]&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#ffbc5d; padding:0.5em&#039; |[[Ceres University]] - [[Hongsun Park Engineering Institute]] - [[Tajaran Educational Institutions#Shastar Technical University|Shastar Technical University]] - [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]] - [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]]&lt;br /&gt;
|-&lt;br /&gt;
|align=&#039;center&#039; |&#039;&#039;&#039;Useful Guides&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#ffbc5d; padding:0.5em&#039; |[[Guide to Atmospherics]] - [[Supermatter Engine]] - [[Tesla Engine]] - [[Guide to Thrusters]] - [[Telecommunications]] - [[Integrated Electronics]] - [[Guide to the INDRA]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=30319</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=30319"/>
		<updated>2023-10-11T01:04:52Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: /* Engineering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Getting Started==&lt;br /&gt;
*If you&#039;re unsure of something, read the [https://aurorastation.org/rules.html Server Rules]&lt;br /&gt;
*If you plan to edit the wiki, please see this guide: [[Guide_to_Editing|Guide to Editing]]&lt;br /&gt;
*Remember the golden rule; when you&#039;re not sure if something is against the rules or not, Ahelp!&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [https://aurorastation.org/rules.html rules] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* Figure out how to make a [[Guides/Character Creation|character]] taking advantage of said lore&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums], or joining the [https://discord.gg/3wgjgRN/ discord server] for Aurora, while faster, you may receive more in depth and helpful answers on the forums.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
*[[File:Paper.png|link=Getting Started]] [[Getting Started|Getting Started]]&lt;br /&gt;
*[[File:Headset.png|link=Guide to Communication Devices]] [[Guide to Communication Devices]]&lt;br /&gt;
*[[File:Suit_cycler.png|link=Guide to EVA]] [[Guide to EVA]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Character Records]] [[Guide to Character Records]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Standard Procedure]][[Guide to Standard Procedure]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Law]][[Guide to Law]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Command]][[Guide to Command]]&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Guide to Combat]]&lt;br /&gt;
*[[File:Golddone.png|link=Guide to Wages and Pay]] [[Guide to Wages and Pay]]&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
=== Ships and the Overmap ===&lt;br /&gt;
*[[File:Shuttle.gif|link=Guide_to_Piloting]] [[Guide to Piloting]]&lt;br /&gt;
*[[File:Shuttle.gif|link=Guide_to_Gunnery]] [[Guide to Gunnery]]&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
*[[File:Vegepizza.png|32px|link=Guide to Food]] [[Guide to Food]]&lt;br /&gt;
*[[File:olympusmons.gif|link=Guide to Drinks]] [[Guide to Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:Clowncard.png|link=Guide_to_Battlemonsters|26px]] [[Guide_to_Battlemonsters|&amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;..&amp;lt;/span&amp;gt;Guide to Battlemonsters]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
*[[File:Modular Computer.gif|link=Guide_to_Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Meteor.gif|link=Guide to Shields]] [[Guide to Shields]]&lt;br /&gt;
*[[File:Oxygen_canister.png|link=Guide to Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|Guide to the Supermatter]]&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|Guide to Solars]]&lt;br /&gt;
*[[File:Fusion core.gif|link=Guide to the INDRA]] [[Guide to the INDRA]]&lt;br /&gt;
*[[File:Shuttle.gif|link=Guide_to_Thrusters]] [[Guide to Thrusters]]&lt;br /&gt;
*[[File:Intercom.gif|link=Telecommunications]] [[Telecommunications|Guide to Telecommunications]]&lt;br /&gt;
*[[File:Multitool.gif|link=Guide_to_Hacking]] [[Guide_to_Hacking|Guide to Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]]&lt;br /&gt;
*[[File:Laptop2.png|link=Guide_to_NTSL2]] [[Guide_to_NTSL2|Guide to NTSL2+]]&lt;br /&gt;
*[[File:Laptop2.png|link=Guide_to_NTSL2++]] [[Guide_to_NTSL2++|Guide to NTSL2++]]&lt;br /&gt;
*[[File:Shuttle.gif|link=Guide_to_Away_Missions]] [[Guide_to_Away_Missions|Guide to Away Missions]]&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
*[[File:Healthanalyzer.gif|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&amp;lt;!---&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Genetics]] [[Guide to Genetics]]---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:Autopsy scanner.gif]] [[Guide to Cadavers]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
*[[File:PDA_uplink.png|link=Uplink|32px]] [[Uplink|A Pocket-sized Black Market]]&lt;br /&gt;
*[[File:Generic_nukesyndie.png|32px|link=Traitor]] [[Traitor|How to be Evil For Dummies]]&lt;br /&gt;
*[[File:SpaceNinja.png|32px|link=Ninja]] [[Ninja|Being a Ninja]]&lt;br /&gt;
*[[File:Generic_nukesyndie.png|32px|link=Mercenary]] [[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[File:HeistRaider.png|32px|link=Raider]] [[Raider|One More Job]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Revolutionary]][[Revolutionary|Someone Tired of the Establishment]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Vampire]][[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Changeling]][[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[File:Generic_cultist.gif|32px|link=Cult]][[Cult|Other Dimensional Beings and How to Summon Them]]&lt;br /&gt;
*[[File:Revenant96x.png|32px|link=Revenant]][[Revenant|Being an Other Dimensional Being]]&lt;br /&gt;
*[[File:Borer.png|link=Borer]][[Borer|Neurology for Slugs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_the_INDRA&amp;diff=30318</id>
		<title>Guide to the INDRA</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_the_INDRA&amp;diff=30318"/>
		<updated>2023-10-11T01:03:19Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: improves the INDRA guide a tad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Substandard}}&lt;br /&gt;
&#039;&#039;&#039;NOTE: The contents of this page were gratefully copied from the Baystation 12 wiki, as the INDRA is more or less a 1-1 port of the RUST. Some information may be outdated as this guide is updated piecemeal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;INDRA&#039;&#039;&#039; is an experimental fusion reactor that acts as an alternative power source on the Horizon. It consists of a fusion core, fuel injectors, a gyrotron and a few control consoles. Fuel comes in two forms, as a fuel rod that is injected directly or by gas injection into the chamber via an injector pump. If mismanaged the INDRA can cause extreme amounts of destruction to the adjacent decks and surrounding area. &lt;br /&gt;
As for what INDRA stands for, that&#039;s a subject of much debate. Some say it stands for INDependent Reactor, Aneutronic. Others say it stands for INDRA. Who knows, really?&lt;br /&gt;
&lt;br /&gt;
Priming, starting, and maintaining the Horizon is the job of the engineering department. However, some [[Scientist|scientists]] may be brought in for certain collaborative efforts with the permission of the engineering department.&lt;br /&gt;
&lt;br /&gt;
== Basic operating principles ==&lt;br /&gt;
The INDRA is about as complex as the Supermatter Engine. The basic operating principles are as follows:&lt;br /&gt;
&lt;br /&gt;
=== The Fusion Core ===&lt;br /&gt;
The fusion core is the centerpiece of the INDRA, all reactions take place there and it is where the power is generated. &lt;br /&gt;
&lt;br /&gt;
First a note on safety - the reactor may produce large quantities of radiation when operational depending on the reaction.  At least, it&#039;s supposed to; the reactions often seem to produce none at all in practice. Check with a geiger counter to see. Ensure that you wear appropriate protective gear if necessary.&lt;br /&gt;
&lt;br /&gt;
The INDRA is capable of creating a devastating EMP if operated improperly. Do not exceed the limits specified in this guide, or it will instantaneously destroy itself.The INDRA will create this EMP when its instability reaches 100% or if it is turned off without being allowed to cool below 1000K first. Instability will be discussed below.&lt;br /&gt;
&lt;br /&gt;
=== INDRA Control Interface ===&lt;br /&gt;
[[File:INDRA control console.png|thumb|INDRA control console in an operational mode.]]&lt;br /&gt;
The fusion core is controlled by the INDRA core control console in the control room. As you can see from the image, this tracks many properties of the fusion core.&lt;br /&gt;
&lt;br /&gt;
* Power Status - This tells you the current power output and power draw of the Fusion Core. Power draw is dependent on the field strength, and power output is dependent on the fusion reactions taking place within the core.&lt;br /&gt;
* Field Strength - This determines the field size of the fusion core; this is important for catching fuel pellets and can be set to 20 or higher for the default INDRA configuration.  If any object besides the core is inside the INDRA chamber while it is online, it will interfere with the magnetic field, causing a catastrophic rise in instability and near-instantaneous destruction of the INDRA. Increasing the field strength makes the INDRA take more power, but this is negligible compared to the INDRA output when it is operating.&lt;br /&gt;
* Instability - Instability is raised by two things, the fusion reactions taking place and the fusion core field touching machinery or objects. It is controlled by using the Gyrotron to fire a beam of energy into the fusion core field that maintains its containment. If your instability is steadily rising despite the gyrotron then you must &#039;&#039;&#039;immediately&#039;&#039;&#039; adjust the Gyrotron settings and/or reduce the amount of reactants being added to the field.&lt;br /&gt;
* Plasma temperature - This determines the reactions that can take place. Initially your fusion core will be at room temperature, and it will take some time to warm up. Once it is above a few thousand kelvin the rest of the reactions will kick in and it will keep itself stable. When turning off the fusion core this value &#039;&#039;&#039;must&#039;&#039;&#039; be below 1000K or it will cause an EMP and destruction of the INDRA containment, likely flooding engineering and research with extremely hot gas. To cool this down stop adding reactants and turn the gyrotron power up, then wait.&lt;br /&gt;
* Reactants - This is a list of all current reactants in the field. Every tick of the INDRA, it will try and react these reactants together and create some radiation, instability and power based on what reactions are possible. Reactants exceeding 10,000 total reactants will be removed and turned into radiation (this is not something to worry about, just don&#039;t try to add more reactants if you are consistently hitting this threshold).&lt;br /&gt;
&lt;br /&gt;
=== The Fuel Injectors ===&lt;br /&gt;
These are used to add solid fuel into the INDRA. They are controlled using the Fuel Injection Control Computer within the control room. They must be provided with a fuel rod that can be created by putting solid fuel types into the Fuel Compressor, and then toggled on from their control computer. They will then start firing pellets through the glass into the fusion core field and be absorbed. There are a few different types of fuel materials, but the most common are tritium and deuterium. Iron may be used for other purposes, and there are various other rarer materials not worth covering here.&lt;br /&gt;
&lt;br /&gt;
== The setup process ==&lt;br /&gt;
Now that you understand the important components of the INDRA, we will discuss how to set it up at the start of the shift. It is initially in a completely inert state.&lt;br /&gt;
&lt;br /&gt;
* The fusion core and gyrotron have a heavy power drain when operational. If the round start SMES are not producing enough power, you may need to use a PACMAN in to jumpstart it. Alternatively, letting it draw on SMES power directly from the main grid may be enough to jumpstart it if you&#039;re quick.&lt;br /&gt;
* Create five deuterium and one tritium fuel rod using the fuel compressor and insert these into the fuel injectors, one per injector. Be wary of radiation.&lt;br /&gt;
* Set the gyrotron to fire delay 2, power 50. There may be an initial burst in instability when turning the reactor on - if you have allowed fuel to build up. So we set the gyrotron to a high-power mode for the initial startup. If you&#039;re not getting enough power to the gyrotron, it should generally be okay to start at 10 power 2 delay or so, but keep an eye on the instability.&lt;br /&gt;
* Turn on the fusion core and adjust the field strength to 60 tesla.&lt;br /&gt;
* Turn on all the fusion fuel injectors.&lt;br /&gt;
* Watch the temperature and power rise on the fusion core console. Make sure that the instability is being managed by the gyrotron (less than 1%).&lt;br /&gt;
* Once the power output is 250kW or higher, return to the INDRA room and turn off the PACMAN-generator, if applicable. It may explode if you leave it running for too long.&lt;br /&gt;
* You can now adjust the gyrotron power to a lower setting, such as fire delay 3, power output 3. &#039;&#039;&#039;Check that the instability is staying low after adjusting the gyrotron.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have now set up the INDRA for a deuterium-tritium reaction, which is the simplest power-positive reaction.&lt;br /&gt;
&lt;br /&gt;
The power from the INDRA will not be fully utilized until you adjust the SMES. Make what upgrades you desire, but if nothing else at least make sure input and output are maximized.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Shutdown Procedures ===&lt;br /&gt;
In the event that you need to shutdown the INDRA quickly follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Set the gyrotron to maximum power and minimum firing delay.&lt;br /&gt;
* Turn off all fuel injectors.&lt;br /&gt;
* Turn on the PACMAN generator to make sure that the gyrotron keeps operating.&lt;br /&gt;
* Turn off the gyrotron when there are no more reactions taking place.&lt;br /&gt;
* The INDRA will now start to cool over time. Once it is below 1000K it can be switched off on the fusion core control console, then turn off the PACMAN.&lt;br /&gt;
&lt;br /&gt;
It may be prudent to open the core vent located at the back of the INDRA reactor room, but typically this suffers from a bug where it does nothing. If you&#039;ve got a gas in the core chamber somehow that hasn&#039;t already been absorbed in to the magnetic field, it&#039;ll remove that at least.&lt;br /&gt;
&lt;br /&gt;
=== More Power! ===&lt;br /&gt;
There are several possible fusion reactions in the INDRA and the output can be raised to approximately 2-3MW with the right setup. Not all of these reactions produce positive net power.&lt;br /&gt;
&lt;br /&gt;
The setup above uses the basic deuterium-tritium reaction, which follows this path:&lt;br /&gt;
&lt;br /&gt;
* Deuterium + Tritium -&amp;gt; Helium + 1 Power + Radiation&lt;br /&gt;
* Deuterium + Helium -&amp;gt; Nothing + 5 Power&lt;br /&gt;
&lt;br /&gt;
A more productive setup involves adding hydrogen gas to the fusion core. The procedure for this is as follows:&lt;br /&gt;
&lt;br /&gt;
* Allow the fusion reactor to reach &amp;gt;10,000K temperature with a deuterium-tritium reaction.&lt;br /&gt;
* Turn on the pump on the side of the fusion reactor, setting it to around 10kPA and add a full hydrogen canister.&lt;br /&gt;
* Turn off the tritium fuel injector now. You can replace the fuel rod in this injector with a deuterium one if you wish.&lt;br /&gt;
&lt;br /&gt;
Your fusion reaction now follows this path:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen + Hydrogen -&amp;gt; Helium + 2 Power&lt;br /&gt;
* Deuterium + Helium -&amp;gt; Nothing + 5 Power&lt;br /&gt;
&lt;br /&gt;
You will need to check up on the hydrogen canister and replace it occasionally, depending on the pressure you set the pump to.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:INDRA_control_console.png&amp;diff=30316</id>
		<title>File:INDRA control console.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:INDRA_control_console.png&amp;diff=30316"/>
		<updated>2023-10-11T00:55:21Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: Sneakyranger uploaded a new version of File:INDRA control console.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=30315</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=30315"/>
		<updated>2023-10-11T00:53:48Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: /* Engineering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Getting Started==&lt;br /&gt;
*If you&#039;re unsure of something, read the [https://aurorastation.org/rules.html Server Rules]&lt;br /&gt;
*If you plan to edit the wiki, please see this guide: [[Guide_to_Editing|Guide to Editing]]&lt;br /&gt;
*Remember the golden rule; when you&#039;re not sure if something is against the rules or not, Ahelp!&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [https://aurorastation.org/rules.html rules] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* Figure out how to make a [[Guides/Character Creation|character]] taking advantage of said lore&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums], or joining the [https://discord.gg/3wgjgRN/ discord server] for Aurora, while faster, you may receive more in depth and helpful answers on the forums.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
*[[File:Paper.png|link=Getting Started]] [[Getting Started|Getting Started]]&lt;br /&gt;
*[[File:Headset.png|link=Guide to Communication Devices]] [[Guide to Communication Devices]]&lt;br /&gt;
*[[File:Suit_cycler.png|link=Guide to EVA]] [[Guide to EVA]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Character Records]] [[Guide to Character Records]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Standard Procedure]][[Guide to Standard Procedure]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Law]][[Guide to Law]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Command]][[Guide to Command]]&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Guide to Combat]]&lt;br /&gt;
*[[File:Golddone.png|link=Guide to Wages and Pay]] [[Guide to Wages and Pay]]&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
=== Ships and the Overmap ===&lt;br /&gt;
*[[File:Shuttle.gif|link=Guide_to_Piloting]] [[Guide to Piloting]]&lt;br /&gt;
*[[File:Shuttle.gif|link=Guide_to_Gunnery]] [[Guide to Gunnery]]&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
*[[File:Vegepizza.png|32px|link=Guide to Food]] [[Guide to Food]]&lt;br /&gt;
*[[File:olympusmons.gif|link=Guide to Drinks]] [[Guide to Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:Clowncard.png|link=Guide_to_Battlemonsters|26px]] [[Guide_to_Battlemonsters|&amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;..&amp;lt;/span&amp;gt;Guide to Battlemonsters]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
*[[File:Modular Computer.gif|link=Guide_to_Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Meteor.gif|link=Guide to Shields]] [[Guide to Shields]]&lt;br /&gt;
*[[File:Oxygen_canister.png|link=Guide to Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|Guide to the Supermatter]]&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|Guide to Solars]]&lt;br /&gt;
*[[File:CableCoils.png|link=Guide to the INDRA]] [[Guide to the INDRA]]&lt;br /&gt;
*[[File:Shuttle.gif|link=Guide_to_Thrusters]] [[Guide to Thrusters]]&lt;br /&gt;
*[[File:Intercom.gif|link=Telecommunications]] [[Telecommunications|Guide to Telecommunications]]&lt;br /&gt;
*[[File:Multitool.gif|link=Guide_to_Hacking]] [[Guide_to_Hacking|Guide to Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]]&lt;br /&gt;
*[[File:Laptop2.png|link=Guide_to_NTSL2]] [[Guide_to_NTSL2|Guide to NTSL2+]]&lt;br /&gt;
*[[File:Laptop2.png|link=Guide_to_NTSL2++]] [[Guide_to_NTSL2++|Guide to NTSL2++]]&lt;br /&gt;
*[[File:Shuttle.gif|link=Guide_to_Away_Missions]] [[Guide_to_Away_Missions|Guide to Away Missions]]&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
*[[File:Healthanalyzer.gif|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&amp;lt;!---&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Genetics]] [[Guide to Genetics]]---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:Autopsy scanner.gif]] [[Guide to Cadavers]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
*[[File:PDA_uplink.png|link=Uplink|32px]] [[Uplink|A Pocket-sized Black Market]]&lt;br /&gt;
*[[File:Generic_nukesyndie.png|32px|link=Traitor]] [[Traitor|How to be Evil For Dummies]]&lt;br /&gt;
*[[File:SpaceNinja.png|32px|link=Ninja]] [[Ninja|Being a Ninja]]&lt;br /&gt;
*[[File:Generic_nukesyndie.png|32px|link=Mercenary]] [[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[File:HeistRaider.png|32px|link=Raider]] [[Raider|One More Job]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Revolutionary]][[Revolutionary|Someone Tired of the Establishment]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Vampire]][[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Changeling]][[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[File:Generic_cultist.gif|32px|link=Cult]][[Cult|Other Dimensional Beings and How to Summon Them]]&lt;br /&gt;
*[[File:Revenant96x.png|32px|link=Revenant]][[Revenant|Being an Other Dimensional Being]]&lt;br /&gt;
*[[File:Borer.png|link=Borer]][[Borer|Neurology for Slugs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Thrusters&amp;diff=30301</id>
		<title>Guide to Thrusters</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Thrusters&amp;diff=30301"/>
		<updated>2023-10-08T05:25:00Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: clarifies which setup is preferred, generally&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;big&amp;gt;Foreword&amp;lt;/big&amp;gt;===&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;To every action, there is always opposed an equal reaction; or, the mutual actions of two bodies upon each other are always equal, and directed to contrary parts.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&#039;&#039;&#039;So you&#039;re new, no one else has joined engineering, the bridge needs thrust, and you have no idea how to set up the thrusters? Skip to [[Guide to Thrusters#Cold_Setup|here]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It should be noted that it is &#039;&#039;&#039;not required&#039;&#039;&#039; for you to read this entire page before you get started with thrusters. Much of the guide has been written to serve as reference material as you progress on your journey, especially the advanced guide. However, if you’re a new [[Atmospheric Technician]], it’s definitely advised to read through the [[Guide to Thrusters#Basic Guide|basic guide]] in its entirety. &lt;br /&gt;
&lt;br /&gt;
Generally, only atmospheric technicians should be expected to know how to utilize the burn chamber, as the thrusters are their responsibility. Regular [[Engineer|Engineers]] should never be held to the same standard as atmos techs in regards to thrusters, and can&#039;t be relied on to do anything advanced. Remember, regular engineers should really only be setting up the thrusters in the absence of an atmos tech, and even then they&#039;re only expected to do a simple cold phoron setup.&lt;br /&gt;
&lt;br /&gt;
= Basic Guide =&lt;br /&gt;
=== Overview ===&lt;br /&gt;
To best understand what you&#039;re doing, it is important to know how thrusters function. Luckily, this is not too hard.&lt;br /&gt;
&lt;br /&gt;
Whenever someone on the bridge presses a movement button, the thruster nodules (the things sticking out the back of the ship that look like rocket engines) shoot out a bit of whatever gas is inside them and their connected pipe network. The type of gas and its pressure affect how much the ship accelerates each time a movement button is pressed. Any gas in the thruster will move the ship a little bit, but the higher the pressure, the faster the gas shoots out. The higher the [[Guide to Atmospherics#Moles|molar mass]], the more force you provide to move in the direction you want. &lt;br /&gt;
&lt;br /&gt;
As far as molar mass goes, it&#039;s all about equal and opposite reactions. A good way to illustrate this is to the difference between throwing a small item, like a pen, and a larger item, like a crowbar, when the ship gravity goes out. Obviously, throwing the crowbar will move you more in the opposite direction from where you threw it.&lt;br /&gt;
&lt;br /&gt;
For pressure, it&#039;s important to remember that (for our purposes) pressure refers to the force that a gas exerts on its container from the inside. This means that when an opening is made in a container, the pressure is proportional to how much force the gas escapes the container with. With the increase in force comes an increase in thrust per burn.&lt;br /&gt;
&lt;br /&gt;
If that&#039;s too difficult to understand right away, you can get a basic idea of gas pressure by thinking of a big balloon: when you blow up a balloon very full and let it go, it at first moves quite quickly and steadily slows down as the pressure inside it diminishes.&lt;br /&gt;
&lt;br /&gt;
To get back to the point, mass is the larger factor in thrust. Therefore, gases with higher molar masses are essential (hence the frequent use of phoron with its chunky molar mass). As for pressure, the unmodified thruster design allows for a maximum thruster line pressure of 15,000kPa. Whenever the thrusters are fired, some gas is expelled from the thrusters resulting in acceleration for the ship and a decrease of thruster line pressure as some gas escapes.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Fuel and oxygen are moved from large tanks in Engineering Air Mixing through mixing equipment in the nacelles and finally into the burn chambers through fuel supply lines. Starboard and Port thrusters have separate phoron and hydrogen supply lines from each other, though they share the same oxygen supply line. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each thruster also has an airlock to the exterior. Both thrusters are found in the aft of deck one, and are identical in layout. Starboard Propulsion can be entered directly through maintenance by all of engineering. Port Propulsion must be accessed through a segment of atmospherics called Air Mixing. Unlike the rest of atmospherics, regular engineers have access to this area through maintenance near the living quarters lift. &lt;br /&gt;
&lt;br /&gt;
The far ends of the starboard and port wing frames on deck two each have a maneuvering thruster, as well. They are very low power (together offer only 0.05 gm/h acceleration per burn) but only require power to operate. You won’t ever have to worry about touching these, but it’s good to know they’re there.&lt;br /&gt;
&lt;br /&gt;
Below, you can see a color coded map of a nacelle and the important things inside it.&lt;br /&gt;
&lt;br /&gt;
[[File:Thrusterguidepic.png|right|thumb|A diagram of port propulsion.|500x420px]]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#13DD2F&amp;quot;&amp;gt;&#039;&#039;&#039;Fuel Supply Monitors:&#039;&#039;&#039; &amp;lt;/span&amp;gt; One for phoron, one for hydrogen, these consoles allow you to pressurize a thuster’s phoron/hydrogen supply lines (purple/red pipes) anywhere up to 15,000kPa. The gas is drawn directly from their respective 3x3 storage tanks through vents, which act like pumps. (This means there is no backflow into the tank)&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#B3EA2C&amp;quot;&amp;gt;&#039;&#039;&#039;Atmosphere Monitoring Console:&#039;&#039;&#039; &amp;lt;/span&amp;gt; This console provides live readouts of the combustion chamber’s pressure, temperature, and gas composition, as well as allowing you to fully control both the chamber’s input and output.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#C6311E&amp;quot;&amp;gt;&#039;&#039;&#039;Ignition Switch:&#039;&#039;&#039; &amp;lt;/span&amp;gt;Exactly what it sounds like. Pressing this will strike a spark in the combustion chamber, igniting any gases if possible.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#0A0995&amp;quot;&amp;gt;&#039;&#039;&#039;Fuel Mixer:&#039;&#039;&#039; &amp;lt;/span&amp;gt;Creates your fuel mix for the combustion chamber. You may set any ratio of phoron/hydrogen/oxygen you wish here. Draws phoron from the north purple pipe, hydrogen from the west red pipe, and oxygen from the south cyan pipe.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#499AF1&amp;quot;&amp;gt;&#039;&#039;&#039;Mixer Fuel Pumps:&#039;&#039;&#039; &amp;lt;/span&amp;gt; One for phoron, one for hydrogen, these pumps draw from their respective supply lines and control the mixer’s access to these fuels. They start offline.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#49F1ED&amp;quot;&amp;gt;&#039;&#039;&#039;Mixer Oxygen Regulator:&#039;&#039;&#039; &amp;lt;/span&amp;gt; Best to leave untouched. Controls the mixer’s oxygen supply, and is automatically set to 15,000kPa. Takes its input directly from the output of the Oxygen Supply Tank in Atmospherics.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#EE99D8&amp;gt;&#039;&#039;&#039;Chamber Fuel Injector:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Acts as the chamber’s input. The injector pumps fresh fuel mix into the combustion chamber to be burned at a rate of up to 700 L/s. Unlike most devices, the injector has no pressurization limit, but its effectiveness will still be significantly impacted by any large difference between input and output pressures.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#EF3B1C&amp;quot;&amp;gt; &#039;&#039;&#039;Chamber Vents:&#039;&#039;&#039; &amp;lt;/span&amp;gt; Acts as the chamber’s output. These three vents draw gas from the chamber at a rate of up to 200 L/s each, and can pressurize their connected pipeline up to 15,000kPa. It’s important to note that these vents only pump gas to the thruster pumps, not directly into the thruster line.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#E3E3A6&amp;quot;&amp;gt;Exterior Blast Door:&#039;&#039;&#039; &amp;lt;/span&amp;gt; In any emergencies involving a fiery death in propulsion, this is your best friend. Opening the exterior blast doors will vent the chamber very quickly.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F09F25&amp;quot;&amp;gt;Thruster Pump/Regulator:&#039;&#039;&#039; &amp;lt;/span&amp;gt; These are what actually allow the heated burn mix into the thruster line itself. They draw from the output of the chamber’s vents.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#DC0CF3&amp;quot;&amp;gt;&#039;&#039;&#039;Phoron Bypass Regulator:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Allows flow of phoron from the phoron supply line directly into the thruster line itself, if desired.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#F3D70C&amp;quot;&amp;gt; &#039;&#039;&#039;Thrusters:&#039;&#039;&#039; &amp;lt;/span&amp;gt; Vroom-vroom. Thrusters are what make the ship go. They act as 200 L containers, open to their connected pipe network (the thruster line). There’s no way to physically interact with these except to destroy them, and they cannot be rebuilt or replaced in-game. Don’t lose them!&lt;br /&gt;
&lt;br /&gt;
=== Methods ===&lt;br /&gt;
&lt;br /&gt;
==== Cold Setup ====&lt;br /&gt;
The cold gas setup propels the ship by expelling pure, cold (20C) phoron out the thrusters. This setup is by far the quickest and simplest there is, and provides considerable thrust. This makes it a very appealing option for those who don’t care to spend much time or effort on thrusters, and should be your main go-to if you’re just a regular engineer or just an atmos tech who doesn&#039;t know how to make their own setup yet. Generally speaking, this is the preferred.&lt;br /&gt;
&lt;br /&gt;
These steps should be performed on both the starboard and port thrusters for full effect:&lt;br /&gt;
*Set target output pressure on &amp;lt;span style=&amp;quot;color:#13DD2F&amp;quot;&amp;gt; &#039;&#039;&#039;Phoron Supply Monitor&#039;&#039;&#039; &amp;lt;/span&amp;gt; to 15,000 kPa.&lt;br /&gt;
*Set &amp;lt;span style=&amp;quot;color:#DC0CF3&amp;quot;&amp;gt; &#039;&#039;&#039;Phoron Bypass Regulator&#039;&#039;&#039; &amp;lt;/span&amp;gt; target pressure to 15,000 kPa, and toggle valve to “Unlocked”.&lt;br /&gt;
&lt;br /&gt;
That’s it, really. If done correctly, you will see the meter in front of the pressure regulator begin to fill up to 15,000 kPa. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It&#039;s worth noting that this is the least fuel efficient method of propelling the ship, but if the SCC didn&#039;t want you doing it, it wouldn&#039;t be the recommended basic option. Despite the inefficiency, this setup can provide more thrust than a standard hot gas setup ever possibly could, providing the ship with an acceleration of ~1.34 Gm/h per burn when the thrusters are filled to 15,000 kPa.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Hot Setup ====&lt;br /&gt;
The hot gas setup propels the ship by igniting a fuel rich mixture of phoron and oxygen which is then pumped into and expelled out of the thrusters. This typically produces superheated phoron and CO2, which provides ample pressure just from the high temperatures. &#039;&#039;&#039;Contrary to intuition, this setup does not produce more thrust than the cold gas setup, but it does make a much more efficient use of phoron.&#039;&#039;&#039; Why that is is covered [[Guide to Thrusters#The_Pressure_Limitation|here]] in depth. &lt;br /&gt;
&lt;br /&gt;
These steps should be performed on both the starboard and port thrusters for full effect:&lt;br /&gt;
*(Optional) In Atmospherics just outside of Port Propulsion, set the max output pressure on the Oxygen Supply Monitor to 15,000kPa. This will help speed up fuel mixing.&lt;br /&gt;
*Set the max output pressure on the &amp;lt;span style=&amp;quot;color:#13DD2F&amp;quot;&amp;gt; &#039;&#039;&#039;Phoron Supply Monitor&#039;&#039;&#039; &amp;lt;/span&amp;gt; to 15,000kPa.&lt;br /&gt;
*Open the &amp;lt;span style=&amp;quot;color:#0A0995&amp;quot;&amp;gt; &#039;&#039;&#039;Fuel Mixer&#039;&#039;&#039;&amp;lt;/span&amp;gt;, click configure, then click on the green button next to the port corresponding to the red pipeline. This will disconnect the Hydrogen line from the mixer, as it will not be used here. Leave the ratios kept at 80% North (Phoron), and 20% South (Oxygen). Once done, turn the Fuel Mixer back on.&lt;br /&gt;
*Turn on the &amp;lt;span style=&amp;quot;color:#0A0995&amp;quot;&amp;gt; &#039;&#039;&#039;Mixer Phoron Pump&#039;&#039;&#039; &amp;lt;/span&amp;gt; just to the north of the mixer, and MAX its target pressure to 15,000kPa. Fuel mix should start filling the Chamber Fuel Injector line now.&lt;br /&gt;
*On the &amp;lt;span style=&amp;quot;color:#B3EA2C&amp;quot;&amp;gt;&#039;&#039;&#039;Atmosphere Monitoring Console&#039;&#039;&#039;&amp;lt;/span&amp;gt;, set input flow rate limit to 700 L/s and toggle power to “Injecting”. You should now see the chamber filling up with fuel mix on the console readout.&lt;br /&gt;
*Once the chamber reaches 500-1,000kPa, hit the &amp;lt;span style=&amp;quot;color:#C6311E&amp;quot;&amp;gt;&#039;&#039;&#039;Ignition Switch&#039;&#039;&#039;&amp;lt;/span&amp;gt;. &lt;br /&gt;
*Watch the &amp;lt;span style=&amp;quot;color:#B3EA2C&amp;quot;&amp;gt;&#039;&#039;&#039;Atmosphere Monitoring Console&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Once the temperature has stopped increasing dramatically, and O2 composition is ~2-3%, you can now toggle the chamber output ON. Set the target output pressure to 15,000kPa.&lt;br /&gt;
*Turn the &amp;lt;span style=&amp;quot;color:#F09F25&amp;quot;&amp;gt;&#039;&#039;&#039;Thruster Pump/Regulator&#039;&#039;&#039; &amp;lt;/span&amp;gt; on and MAX their target pressure to 15,000kPa. &lt;br /&gt;
&lt;br /&gt;
If done correctly, you should see the meter in front of the thruster pump/regulator begin filling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is strongly advised to keep an eye on the phoron supply&#039;&#039;&#039;, as leaving this setup to mix and inject new fuel mix indefinitely can and will empty the entire phoron tank into the combustion chambers. Once in the chamber, this phoron cannot feasibly be retrieved. A good time to shut off a thruster&#039;s &amp;lt;span style=&amp;quot;color:#13DD2F&amp;quot;&amp;gt; &#039;&#039;&#039;Phoron Supply Monitor&#039;s&#039;&#039;&#039; &amp;lt;/span&amp;gt; output would be when the chamber pressure approaches 12,000 kPa - 15,000 kPa after ignition.&lt;br /&gt;
&lt;br /&gt;
==== Emergency Procedure ====&lt;br /&gt;
Oh no, that damn meddling apprentice somehow totally screwed the thrusters, and everything is on fire! Oh, the humanity! Grab your voidsuit, some inflatables, and prepare to die a fiery death!&lt;br /&gt;
&lt;br /&gt;
Most thruster accidents involve a rather hot phoron fire, or the superheated leftovers of one. Atmos voidsuits can handle up to 40,000 Kelvin, but regular engineering voidsuits can’t withstand more than 5,000 Kelvin, which some thruster fires can surpass. This means that unless you’re an atmos tech, you may need to act quickly once inside. For that reason, it’s advised that you check the damages on camera before approaching, and have a plan beforehand. Remember to check emergency shutter readings, too! &lt;br /&gt;
&lt;br /&gt;
Luckily, most thruster related catastrophes can be handled with a quick two-step plan!&lt;br /&gt;
TURN OFF CHAMBER INJECTION. If it’s off, leave it. The only thing that can sustain long lasting thruster room fires is the injection of new fuel mix through the combustion chamber. In the likely case of the chamber walls melting, the thruster room will be acting as part of the chamber.&lt;br /&gt;
VENT THE AFFECTED AREA. If the chamber walls have melted, or if the problem is otherwise related to the chamber, simply OPEN THE &amp;lt;span style=&amp;quot;color:#E3E3A6&amp;quot;&amp;gt; &#039;&#039;&#039;EXTERIOR BLAST DOOR&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Otherwise, pry out some floor plating, or force open the thruster airlock. Don’t forget your magboots, or Sir Isaac Newton might be sweeping you off your feet.&lt;br /&gt;
&lt;br /&gt;
==== Afterword ====&lt;br /&gt;
If you know the above, congratulations! You have the basic certifications of an atmospheric technician. There&#039;s more to learn, of course, but most players can stop here. Even if you do want to go further, though, remember that experimentation is half the fun of atmospherics. Still want more? If you&#039;re certain you&#039;re ready, then go on to the advanced guide.&lt;br /&gt;
&lt;br /&gt;
= Advanced Guide =&lt;br /&gt;
This section of the guide is for those who want to take a much deeper dive into thrusters or wish for a better understanding of everything that’s going on behind the scenes. The concepts covered from here on are NOT at all required to be understood for most thruster operations, but can be useful if you intend to experiment with thrusters. It is mostly included for reference, but it can fast track you to advanced thruster knowledge without having to do some painstaking code dives and experiments on your own.&lt;br /&gt;
&lt;br /&gt;
This section of the guide is, to tell the truth, a lot. Don’t let that discourage you if you have a particular interest in thrusters. You don’t need to know everything here to start experimenting with thrusters, but the more you know, the better you’ll know how to approach them in your own shenanigans. Always remember, even failed thruster experiments are good so long as you learned something from it. Just try not to blow up the ship in the process!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Again, this is advanced material. Do not discourage yourself if you can&#039;t learn everything at once.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Thrusters ==&lt;br /&gt;
=== Thrusters and Thruster Lines ===&lt;br /&gt;
While not always identical in sprite, all thrusters are mechanically identical. Thrusters are 200 L containers which act as part of the network they’re attached to. This means that the pressure in the thrusters will always be the same as the pressure in the thruster line. When a thruster is fired, it expels 15 L from that container, multiplied by the engine’s thrust limiter modifier (0-1). By default, thrust limiters are set to 100%, corresponding to a value of 1. It’s the gas inside the expelled portion that ultimately determines the thrust.&lt;br /&gt;
&lt;br /&gt;
The thruster line itself can have a significant impact on the performance of the thrusters. The larger the thruster line, the larger the volume of the thruster network. A larger volume network takes more burns to drain to a certain pressure than a smaller volume network, allowing the thruster line to better maintain higher pressures throughout extended use even if no new gas is being pumped in. Likewise, it takes more time to pump a larger network to those higher pressures. &lt;br /&gt;
&lt;br /&gt;
=== Ideal Thrust ===&lt;br /&gt;
As mentioned earlier, thrust is determined by the mass and pressure of the propellant. For ideal thrust, we want to maximize both factors. Mass is the larger factor here, by no small margin. To be precise, let’s look at the thrust equation. This equation allows you to calculate the thrust given by a single thruster when provided the propellant mass and pressure within the thruster. &lt;br /&gt;
&lt;br /&gt;
[[File:Thrustequation.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mass:&#039;&#039;&#039; Total mass in the 200 L container of the thruster, not the mass used per burn. Can be found by solving for moles with the [[Guide_to_Atmospherics#Math|Ideal Gas Law]], and multiplying by molar mass of gas (make sure to account for gas composition). Measured in kg.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pressure:&#039;&#039;&#039; Pressure in the thruster, measured in kPa. (Remember that 1 MPa = 1000 kPa)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ThrustLim:&#039;&#039;&#039; Thrust limiter setting. The bridge controls this from the engine consoles on a range from 0% - 100%, corresponding to values of 0 - 1. Set to 100% by default.&lt;br /&gt;
&lt;br /&gt;
The molar mass of your propellant is crucial to how much thrust you get. Just to compare the gases you might see in the thrusters, the molar mass of phoron is about 10x that of CO2, and 200x that of hydrogen. Ship mass affects how much force it needs to move and is a coded variable. Most ships and shuttles can get by with just CO2, but for a ship as massive as the Horizon, phoron is a necessity for moving at any reasonable pace.&lt;br /&gt;
&lt;br /&gt;
As can be seen in the thrust equation, pressure is a relatively insignificant factor compared to mass. This isn’t to say it&#039;s not relevant, however. With a combustion chamber at our disposal, achieving incredibly high pressures is almost trivial. Unfortunately, our ability to utilize that benefit is severely limited by other equipment.&lt;br /&gt;
&lt;br /&gt;
=== The Pressure Limitation ===&lt;br /&gt;
No matter what pressure the combustion chamber might reach, &#039;&#039;&#039;all the devices we use in moving gas to the thruster line can only pressurize any given network to 15,000kPa at maximum.&#039;&#039;&#039; This includes any gas pump, as well as the vents that pull gas from the combustion chamber and phoron supply tank. The only notable exceptions are gas mixers and filters, but they also tend to struggle past 15,000kPa.&lt;br /&gt;
&lt;br /&gt;
It’s very important to recognize how you reached that 15,000kPa point. In a fixed volume environment such as the thrusters, pressure can be raised in two ways. One, force more gas in. Two, increase the temperature of the gas. &lt;br /&gt;
&lt;br /&gt;
So, what does this mean? Why is this so important?&lt;br /&gt;
&lt;br /&gt;
It means that a &#039;&#039;hot molecule&#039;&#039; of any given gas will always produce more thrust than a &#039;&#039;cold one of the same type&#039;&#039; due to its higher pressure. &#039;&#039;&#039;However, between two pipelines of identical pressure, the cold one will have a higher density of gas due to most of its pressure coming from the quantity of gas, not temperature.&#039;&#039;&#039; Recall the significance of mass in determining thrust. Since we can ensure that the thrusters can always reach 15,000kPa regardless of setup, using cold gas will always provide higher levels of thrust than hot gas of the same type, though suffering in fuel efficiency.&lt;br /&gt;
&lt;br /&gt;
This doesn’t mean that high temperatures are eternally doomed to provide low thrust, however. There are ways to modify the thrusters to bypass the normal pressure limitations and allow for both high mass density and high pressures.&lt;br /&gt;
&lt;br /&gt;
==Combustion and Gasses==&lt;br /&gt;
Whilst the happenings of the combustion chamber are rather self evident, it can still help to take a closer look at precisely what’s going on in there.&lt;br /&gt;
&lt;br /&gt;
=== Fuel and Oxidizers ===&lt;br /&gt;
Much like in real life, combustion on Aurora follows the combustion triangle, meaning you require heat, fuel, and oxidizer for a fire. However, for better or worse, the similarities end there. &lt;br /&gt;
&lt;br /&gt;
Contrary to all known laws of science and common sense, all combustion produces CO2 exclusively. It doesn’t matter what combination of fuel and oxidizer you have, you will always get CO2 as a result. It doesn’t make any sense, but that’s just how it works here. &lt;br /&gt;
&lt;br /&gt;
====Fuels====&lt;br /&gt;
[[File:Phoron_canister.png]] &#039;&#039;&#039;Phoron (Ph)&#039;&#039;&#039;. Has a molar heat capacity value of 200, and a molar mass of 0.405 kg/mol.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Hydrogen_canister.png]] &#039;&#039;&#039;Hydrogen (H2)&#039;&#039;&#039;. Has a molar heat capacity value of 100, and a molar mass of 0.002 kg/mol.&lt;br /&gt;
&lt;br /&gt;
====Oxidizers====&lt;br /&gt;
[[File:Oxygen_canister.png]] &#039;&#039;&#039;Oxygen (O2)&#039;&#039;&#039;. Has a molar heat capacity value of 20, and a molar mass of 0.032 kg/mol.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Nitrous_canister.png]] &#039;&#039;&#039;Nitrous Oxide (N2O)&#039;&#039;&#039;. Has a molar heat capacity value of 40, and a molar mass of 0.044 kg/mol.&lt;br /&gt;
&lt;br /&gt;
====Products====&lt;br /&gt;
[[File:Carbon_canister.png]] &#039;&#039;&#039;Carbon Dioxide (CO2)&#039;&#039;&#039;. Has a molar heat capacity value of 30, and a molar mass of 0.044 kg/mol.&lt;br /&gt;
&lt;br /&gt;
=== Burn Ratio ===&lt;br /&gt;
Similarly, the stoichiometric fuel-oxidizer ratio is the same between all gases. Burning a mixture of 40% fuel to 60% oxidizer will always use up all components, leaving behind pure CO2. This means that burning any mixture with more than 40% fuel will result in extra fuel left over while burning any mixture with more than 60% oxidizer will result in extra oxidizer left over. &amp;lt;br&amp;gt;&lt;br /&gt;
The basic equation goes like this:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt; 2&#039;&#039;&#039;Fuel&#039;&#039;&#039; + 3&#039;&#039;&#039;Oxidizer&#039;&#039;&#039; = 3&#039;&#039;&#039;Product&#039;&#039;&#039; &amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The farther you are from the 40/60 ratio, the more extra oxidizer or fuel you’ll have, as well as a lower temperature combustion. To better display this relationship, this collapsible has a table of the results of some phoron-oxygen burns at several different ratios.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Thrustreactiontable.png]] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice how as the burn ratio approaches 40/60, not only is the temperature increasing dramatically, but the high concentrations of phoron are being replaced with CO2, a much lighter gas. This has a two-pronged negative impact on thrust levels under the 15,000 kPa limitation.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combustion ===&lt;br /&gt;
There are a couple more aspects to combustion that are rarely seen or touched, but are worth covering as they have plenty of potential for more creative projects.&lt;br /&gt;
&lt;br /&gt;
The temperature that a combustion reaches depends strictly on the fuel-oxidizer ratio, as well as the combustion component’s temperature and molar heat capacity. What this means is that if you preheat the fuel or oxidizer beforehand, you can reach higher temperatures than are possible with regular 20C components. Otherwise, the final temperature for a given fuel-oxidizer mix will always be the same. It should be noted that the quantity of fuel mix has no importance here.&lt;br /&gt;
&lt;br /&gt;
This also ties into flash points. You don’t always need a spark to cause combustion. If there’s already enough heat, combustion will occur spontaneously. This can occur not just within the combustion chamber, but also within closed systems such as pipes and canisters. &lt;br /&gt;
&lt;br /&gt;
Autoignition temperature for all mixtures is 125C.&lt;br /&gt;
&lt;br /&gt;
===Combustion Chamber Handling ===&lt;br /&gt;
The combustion chamber walls are tough, but reinforced plastitanium alloy isn’t indestructible. When exposed to flames at 6,000 K or higher, the chamber walls start to take damage. They aren’t quick to melt, but they will eventually. &lt;br /&gt;
&lt;br /&gt;
So, how do you keep from turning the thruster room into the sector’s largest bonfire? There’s two ways. &lt;br /&gt;
&lt;br /&gt;
The first is to simply make sure that your fuel mixer isn’t creating too hot of a mix. As a general rule of thumb, the higher the oxygen concentration, the hotter the burn. The highest concentration of oxygen you can have in your burn mix without burning hotter than 6,000 K depends on what fuel you&#039;re using. For phoron, it&#039;s 48% O2. For hydrogen, it&#039;s 41% O2. &lt;br /&gt;
&lt;br /&gt;
The second way is to simply turn off the injection once the combustion starts. Without new fuel mix being injected, the combustion will run out of either fuel or oxidizer and simmer out. Both flame and sufficient temperature is required to melt the chamber walls, so the superheated gas alone is safe to hold.&lt;br /&gt;
&lt;br /&gt;
Additionally, for the sake of efficiency, it can sometimes be beneficial to fill the chamber with a large amount of cold burn mix before ignition rather than ignite almost immediately. This is because pump performance dramatically suffers when pumping lower pressures to higher pressures. When you ignite a burn mix, the pressure will rapidly shoot up and make any further injection of fresh burn mix much slower.&lt;br /&gt;
&lt;br /&gt;
== Modifications and Experimentation ==&lt;br /&gt;
=== Foreword === &lt;br /&gt;
Well done for making it this far; at some point you probably began wondering what the practical application of all this knowledge was. This section is dedicated to covering that, with a caveat: It&#039;s not here to give you all the answers. Part of the fun of atmospherics is testing and putting things together in different ways, and if a wiki guide were to tell you how to do 99% of every advanced setup you&#039;d want to do, then a lot of the fun would be lost. &lt;br /&gt;
&lt;br /&gt;
However, it&#039;s also no fun to be left in the dark, so this section collects some general ideas on what you could do without getting in to too many specifics.&lt;br /&gt;
&lt;br /&gt;
First things first, though: &#039;&#039;&#039;it is strongly advised to perform any pipe related modifications before the pipes are filled.&#039;&#039;&#039; When you unwrench a pipe segment, the contents of that particular segment are released into the air. If a pipe is full of phoron, that can be a problem. There are some exceptions; notable pieces of equipment that are safe to remove at any time include pumps, regulators, valves, and connectors.&lt;br /&gt;
&lt;br /&gt;
If you’re experimenting with thrusters, try to be mindful of the ship&#039;s needs as well. Experimentation tends to be a large time commitment, and the bridge typically won’t want to wait the whole round for thrust. If you’re delving into uncharted territory, you might want to set one side of the ship up with a cold setup while you focus on messing with the other side. Otherwise, if you already have a solid idea on what you’re trying to do, great! Go get ‘em, champ.&lt;br /&gt;
&lt;br /&gt;
==== Improved Gas Flow ====&lt;br /&gt;
The simplest kind of modification you can make to the thrusters. The flow from the combustion chamber to the thruster line itself is bottlenecked by the &amp;lt;span style=&amp;quot;color:#F09F25&amp;quot;&amp;gt;&#039;&#039;&#039;Thruster Pump/Regulator&#039;&#039;&#039;&amp;lt;/span&amp;gt;. The regulator itself isn’t very useful here, as it can’t work as a pump. Maybe you could find some way to increase efficiency.&lt;br /&gt;
&lt;br /&gt;
==== Increased Thruster Line Volume ====&lt;br /&gt;
Another simple modification. While it’s not as useful as it once was now that &amp;lt;span style=&amp;quot;color:#EF3B1C&amp;quot;&amp;gt; &#039;&#039;&#039;Chamber Vents&#039;&#039;&#039;&amp;lt;/span&amp;gt; can output at 15,000kPa instead of 5,000kPa, it can sometimes be beneficial to increase the volume of the thruster line to make it easier for thrusters to maintain higher or more stable pressures during extended use. There are plenty of ways to do this - use your imagination.&lt;br /&gt;
&lt;br /&gt;
==== CO2 Filtering ====&lt;br /&gt;
This is more of an intermediate modification. The idea is to simply filter out the CO2 from the thruster line, leaving you with a line of pure phoron. How you handle that superheated CO2 is where you have to get a little creative. The main thing you&#039;ll want to be mindful of is to make sure the filtering process doesn&#039;t clog up the flow to the thrusters too much, or you may have difficulty sustaining any reasonable pressure throughout extended use.&lt;br /&gt;
&lt;br /&gt;
==== Heat Exchangers ====&lt;br /&gt;
Heat exchanger related designs are on the advanced end of modifications, and as such are one of the more difficult but productive modifications to tackle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heat exchangers are devices that equalize temperatures between two networks or systems without allowing their contents to mix together. They come in two forms:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heat Exchangers&#039;&#039;&#039;: Also known as heat exchanger plates. In order to operate, a pair of these must be wrenched down facing each other. Each has an end for a pipeline to merge into. The attached pipe networks will automatically exchange heat with each other until their temperature equalizes.&lt;br /&gt;
*&#039;&#039;&#039;Heat Exchange Pipes&#039;&#039;&#039;: Also known as radiators. These act just like regular pipes in terms of flow. Instead of equalizing two pipelines, these equalize the temperature of the pipe’s contents with the surrounding air. Essentially, heat transfer between an open and closed environment.&lt;br /&gt;
&lt;br /&gt;
As for heat exchangers, recall above the discussion on the relationship between heat and pressure under The Pressure Limitation, and some ideas might jump in to your head.&lt;br /&gt;
&lt;br /&gt;
==== Checking Your Work ====&lt;br /&gt;
If you plan to experiment with your own designs, it’s important to be able to measure your work and compare it to your other efforts to see if you’ve made an improvement, or if you’ve messed up in some way. &lt;br /&gt;
&lt;br /&gt;
Besides keeping a close eye on your pipes with a gas analyzer, the best way to check your work is to confer with the bridge. Ask for a thrust and acceleration reading! Simply ask them to turn on the thrusters for a minute, and take a look at the acceleration on a navigation console or ask them for it yourself.&lt;br /&gt;
&lt;br /&gt;
Note that if the bridge reports an acceleration of 1.0 Gm/h, it’s likely to be more in reality, as the helm’s default acceleration limiter is set to 1.0 gm/h. Furthermore, they&#039;ll likely try to tell you total thrust, propellant mass, etc. from the engine console; this information is worthless to you as you can already calculate most of that from the thruster bay. Insist upon the acceleration value if you want an accurate measurement.&lt;br /&gt;
&lt;br /&gt;
If you’ve been working on just a single set of thrusters, you might want to ask the bridge to turn on/off specific thrusters to get the readings you want.&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_the_INDRA&amp;diff=30298</id>
		<title>Guide to the INDRA</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_the_INDRA&amp;diff=30298"/>
		<updated>2023-10-07T22:18:04Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: Guide to the INDRA. Needs work. Copied gratefully from Baystation 12, with edits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Substandard}}&lt;br /&gt;
&#039;&#039;&#039;NOTE: The contents of this page were gratefully copied from the Baystation 12 wiki, as the INDRA is more or less a 1-1 port of the RUST. Some attached images may have alternate names until proper images can be acquired.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;INDRA&#039;&#039;&#039; is an experimental fusion reactor that acts as an alternative power source on the Horizon. It consists of a fusion core, fuel injectors, a gyrotron and a few control consoles. Fuel comes in two forms, as a fuel rod that is injected directly or by gas injection into the chamber via an injector pump. If mismanaged the INDRA can cause extreme amounts of destruction to the adjacent decks and surrounding area. &lt;br /&gt;
As for what INDRA stands for, that&#039;s a subject of much debate. Some say it stands for INDependent Reactor, Aneutronic. Others say it stands for INDRA. Who knows, really?&lt;br /&gt;
&lt;br /&gt;
Priming, starting, and maintaining the Horizon is the job of the engineering department. However, some [[Scientist|scientists]] may be brought in for certain collaborative efforts with the permission of the engineering department.&lt;br /&gt;
&lt;br /&gt;
== Basic operating principles ==&lt;br /&gt;
The INDRA is about as complex as the Supermatter Engine. The basic operating principles are as follows:&lt;br /&gt;
&lt;br /&gt;
=== The Fusion Core ===&lt;br /&gt;
The fusion core is the centerpiece of the INDRA, all reactions take place there and it is where the power is generated. &lt;br /&gt;
&lt;br /&gt;
First a note on safety - the reactor may produce large quantities of radiation when operational depending on the reaction. Ensure that you wear appropriate protective gear if necessary.&lt;br /&gt;
&lt;br /&gt;
The INDRA is capable of creating a devastating EMP if operated improperly. Do not exceed the limits specified in this guide, or it will instantaneously destroy itself and make most of the crew very upset at you - if they survive. The INDRA will create this EMP when its instability reaches 100% or if it is turned off without being allowed to cool below 1000K first. Instability will be discussed below.&lt;br /&gt;
&lt;br /&gt;
=== INDRA Control Interface ===&lt;br /&gt;
[[File:INDRA control console.png|thumb|INDRA control console in an operational mode.]]&lt;br /&gt;
The fusion core is controlled by the INDRA core control console in the control room. As you can see from the image, this tracks many properties of the fusion core.&lt;br /&gt;
&lt;br /&gt;
* Power Status - This tells you the current power output and power draw of the Fusion Core. Power draw is dependent on the field strength, and power output is dependent on the fusion reactions taking place within the core.&lt;br /&gt;
* Field Strength - This determines the field size of the fusion core; this is important for catching fuel pellets and can be set to 20 or higher for the default INDRA configuration. Field strength &#039;&#039;&#039;must not&#039;&#039;&#039; exceed 50 tesla. If it exceeds 50 tesla then the field size will exceed that of the INDRA chamber, causing a catastrophic rise in instability and near-instantaneous destruction of the INDRA. Increasing the field strength makes the INDRA take more power, but this is negligible compared to the INDRA output when it is operating.&lt;br /&gt;
* Instability - Instability is raised by two things, the fusion reactions taking place and the fusion core field touching machinery or objects. It is controlled by using the Gyrotron to fire a beam of energy into the fusion core field that maintains its containment. If your instability is rising above 1% then you must &#039;&#039;&#039;immediately&#039;&#039;&#039; adjust the Gyrotron settings and/or reduce the amount of reactants being added to the field.&lt;br /&gt;
* Plasma temperature - This determines the reactions that can take place. Initially your fusion core will be at room temperature, and it will take some time to warm up. Once it is above a few thousand kelvin the rest of the reactions will kick in and it will keep itself stable. When turning off the fusion core this value &#039;&#039;&#039;must&#039;&#039;&#039; be below 1000K or it will cause an EMP and destruction of the INDRA containment, likely flooding Deck 2 with extremely hot gas. To cool this down stop adding reactants and turn the gyrotron power up, then wait.&lt;br /&gt;
* Reactants - This is a list of all current reactants in the field. Every tick of the INDRA, it will try and react these reactants together and create some radiation, instability and power based on what reactions are possible. Reactants exceeding 10,000 total reactants will be removed and turned into radiation (this is not something to worry about, just don&#039;t try to add more reactants if you are consistently hitting this threshold).&lt;br /&gt;
&lt;br /&gt;
=== The Fuel Injectors ===&lt;br /&gt;
These are used to add solid fuel into the INDRA. They are controlled using the Fuel Injection Control Computer within the control room. They must be provided with a fuel rod that can be created by putting solid fuel types into the Fuel Compressor, and then toggled on from their control computer. They will then start firing pellets through the glass into the fusion core field and be absorbed. There are a few different types of fuel materials, but the most common are tritium and deuterium. Iron may be used for other purposes.&lt;br /&gt;
&lt;br /&gt;
== The setup process ==&lt;br /&gt;
Now that you understand the important components of the INDRA, we will discuss how to set it up at the start of the shift. It is initially in a completely inoperational state.&lt;br /&gt;
&lt;br /&gt;
* The fusion core and gyrotron have a heavy power drain when operational. If the round start SMES are not producing enough power, you may need to bring a PACMAN in to jumpstart it.&lt;br /&gt;
* Create five deuterium and one tritium fuel rod using the fuel compressor and insert these into the fuel injectors, one per injector. Be wary of radiation.&lt;br /&gt;
* Set the gyrotron to fire delay 2, power 50. There may be an initial burst in instability when turning the reactor on - if you have allowed fuel to build up. So we set the gyrotron to a high-power mode for the initial startup. &#039;&#039;&#039;Do not walk infront of the gyrotron while it is active.&#039;&#039;&#039;&lt;br /&gt;
* Turn on the fusion core and adjust the field strength to 20 tesla.&lt;br /&gt;
* Turn on all the fusion fuel injectors.&lt;br /&gt;
* Watch the temperature and power rise on the fusion core console. Make sure that the instability is being managed by the gyrotron (less than 1%).&lt;br /&gt;
* Once the power output is 250kW or higher, return to the INDRA room and turn off the PACMAN-generator, if applicable. It may explode if you leave it running for too long.&lt;br /&gt;
* You can now adjust the gyrotron power to a lower setting, such as fire delay 3, power output 3. &#039;&#039;&#039;Check that the instability is staying low after adjusting the gyrotron.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have now set up the INDRA for a deuterium-tritium reaction, which is the simplest power-positive reaction.&lt;br /&gt;
&lt;br /&gt;
The power from the INDRA will not be fully utilized until you adjust the SMES. Make what upgrades you desire, but if nothing else at least make sure input and output are maximized.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Shutdown Procedures ===&lt;br /&gt;
In the event that you need to shutdown the INDRA quickly follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Set the gyrotron to maximum power and minimum firing delay.&lt;br /&gt;
* Toggle the Chamber Exhaust switch, opening the INDRA chamber to space and venting any gaseous reactants.&lt;br /&gt;
* Turn off all fuel injectors.&lt;br /&gt;
* Turn on the PACMAN generator to make sure that the gyrotron keeps operating.&lt;br /&gt;
* Turn off the gyrotron when there are no more reactions taking place.&lt;br /&gt;
* The INDRA will now start to cool over time. Once it is below 1000K it can be switched off on the fusion core control console, then turn off the PACMAN.&lt;br /&gt;
&lt;br /&gt;
=== More Power! ===&lt;br /&gt;
There are several possible fusion reactions in the INDRA and the output can be raised to approximately 2-3MW with the right setup. Not all of these reactions produce positive net power.&lt;br /&gt;
&lt;br /&gt;
The setup above uses the basic deuterium-tritium reaction, which follows this path:&lt;br /&gt;
&lt;br /&gt;
* Deuterium + Tritium -&amp;gt; Helium + 1 Power + Radiation&lt;br /&gt;
* Deuterium + Helium -&amp;gt; Nothing + 5 Power&lt;br /&gt;
&lt;br /&gt;
A more productive setup involves adding hydrogen gas to the fusion core. The procedure for this is as follows:&lt;br /&gt;
&lt;br /&gt;
* Allow the fusion reactor to reach &amp;gt;10,000K temperature with a deuterium-tritium reaction.&lt;br /&gt;
* Turn on the pump on the side of the fusion reactor, setting it to around 10kPA and add a full hydrogen canister.&lt;br /&gt;
* Turn off the tritium fuel injector now. You can replace the fuel rod in this injector with a deuterium one if you wish.&lt;br /&gt;
&lt;br /&gt;
Your fusion reaction now follows this path:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen + Hydrogen -&amp;gt; Helium + 2 Power&lt;br /&gt;
* Deuterium + Helium -&amp;gt; Nothing + 5 Power&lt;br /&gt;
&lt;br /&gt;
You will need to check up on the hydrogen canister and replace it occasionally, depending on the pressure you set the pump to.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:INDRA_control_console.png&amp;diff=30297</id>
		<title>File:INDRA control console.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:INDRA_control_console.png&amp;diff=30297"/>
		<updated>2023-10-07T22:17:18Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Sneakyranger2&amp;diff=30296</id>
		<title>Sandbox:Sneakyranger2</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Sneakyranger2&amp;diff=30296"/>
		<updated>2023-10-07T22:16:45Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: Copied from Baystation 12 guide with edits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Substandard}}&lt;br /&gt;
&#039;&#039;&#039;NOTE: The contents of this page were gratefully copied from the Baystation 12 wiki, as the INDRA is more or less a 1-1 port of the RUST. Some attached images may have alternate names until proper images can be acquired.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;INDRA&#039;&#039;&#039; is an experimental fusion reactor that acts as an alternative power source on the Horizon. It consists of a fusion core, fuel injectors, a gyrotron and a few control consoles. Fuel comes in two forms, as a fuel rod that is injected directly or by gas injection into the chamber via an injector pump. If mismanaged the INDRA can cause extreme amounts of destruction to the adjacent decks and surrounding area. &lt;br /&gt;
As for what INDRA stands for, that&#039;s a subject of much debate. Some say it stands for INDependent Reactor, Aneutronic. Others say it stands for INDRA. Who knows, really?&lt;br /&gt;
&lt;br /&gt;
Priming, starting, and maintaining the Horizon is the job of the engineering department. However, some [[Scientist|scientists]] may be brought in for certain collaborative efforts with the permission of the engineering department.&lt;br /&gt;
&lt;br /&gt;
== Basic operating principles ==&lt;br /&gt;
The INDRA is about as complex as the Supermatter Engine. The basic operating principles are as follows:&lt;br /&gt;
&lt;br /&gt;
=== The Fusion Core ===&lt;br /&gt;
The fusion core is the centerpiece of the INDRA, all reactions take place there and it is where the power is generated. &lt;br /&gt;
&lt;br /&gt;
First a note on safety - the reactor may produce large quantities of radiation when operational depending on the reaction. Ensure that you wear appropriate protective gear if necessary.&lt;br /&gt;
&lt;br /&gt;
The INDRA is capable of creating a devastating EMP if operated improperly. Do not exceed the limits specified in this guide, or it will instantaneously destroy itself and make most of the crew very upset at you - if they survive. The INDRA will create this EMP when its instability reaches 100% or if it is turned off without being allowed to cool below 1000K first. Instability will be discussed below.&lt;br /&gt;
&lt;br /&gt;
=== INDRA Control Interface ===&lt;br /&gt;
[[File:INDRA control console.png|thumb|INDRA control console in an operational mode.]]&lt;br /&gt;
The fusion core is controlled by the INDRA core control console in the control room. As you can see from the image, this tracks many properties of the fusion core.&lt;br /&gt;
&lt;br /&gt;
* Power Status - This tells you the current power output and power draw of the Fusion Core. Power draw is dependent on the field strength, and power output is dependent on the fusion reactions taking place within the core.&lt;br /&gt;
* Field Strength - This determines the field size of the fusion core; this is important for catching fuel pellets and can be set to 20 or higher for the default INDRA configuration. Field strength &#039;&#039;&#039;must not&#039;&#039;&#039; exceed 50 tesla. If it exceeds 50 tesla then the field size will exceed that of the INDRA chamber, causing a catastrophic rise in instability and near-instantaneous destruction of the INDRA. Increasing the field strength makes the INDRA take more power, but this is negligible compared to the INDRA output when it is operating.&lt;br /&gt;
* Instability - Instability is raised by two things, the fusion reactions taking place and the fusion core field touching machinery or objects. It is controlled by using the Gyrotron to fire a beam of energy into the fusion core field that maintains its containment. If your instability is rising above 1% then you must &#039;&#039;&#039;immediately&#039;&#039;&#039; adjust the Gyrotron settings and/or reduce the amount of reactants being added to the field.&lt;br /&gt;
* Plasma temperature - This determines the reactions that can take place. Initially your fusion core will be at room temperature, and it will take some time to warm up. Once it is above a few thousand kelvin the rest of the reactions will kick in and it will keep itself stable. When turning off the fusion core this value &#039;&#039;&#039;must&#039;&#039;&#039; be below 1000K or it will cause an EMP and destruction of the INDRA containment, likely flooding Deck 2 with extremely hot gas. To cool this down stop adding reactants and turn the gyrotron power up, then wait.&lt;br /&gt;
* Reactants - This is a list of all current reactants in the field. Every tick of the INDRA, it will try and react these reactants together and create some radiation, instability and power based on what reactions are possible. Reactants exceeding 10,000 total reactants will be removed and turned into radiation (this is not something to worry about, just don&#039;t try to add more reactants if you are consistently hitting this threshold).&lt;br /&gt;
&lt;br /&gt;
=== The Fuel Injectors ===&lt;br /&gt;
These are used to add solid fuel into the INDRA. They are controlled using the Fuel Injection Control Computer within the control room. They must be provided with a fuel rod that can be created by putting solid fuel types into the Fuel Compressor, and then toggled on from their control computer. They will then start firing pellets through the glass into the fusion core field and be absorbed. There are a few different types of fuel materials, but the most common are tritium and deuterium. Iron may be used for other purposes.&lt;br /&gt;
&lt;br /&gt;
== The setup process ==&lt;br /&gt;
Now that you understand the important components of the INDRA, we will discuss how to set it up at the start of the shift. It is initially in a completely inoperational state.&lt;br /&gt;
&lt;br /&gt;
* The fusion core and gyrotron have a heavy power drain when operational. If the round start SMES are not producing enough power, you may need to bring a PACMAN in to jumpstart it.&lt;br /&gt;
* Create five deuterium and one tritium fuel rod using the fuel compressor and insert these into the fuel injectors, one per injector. Be wary of radiation.&lt;br /&gt;
* Set the gyrotron to fire delay 2, power 50. There may be an initial burst in instability when turning the reactor on - if you have allowed fuel to build up. So we set the gyrotron to a high-power mode for the initial startup. &#039;&#039;&#039;Do not walk infront of the gyrotron while it is active.&#039;&#039;&#039;&lt;br /&gt;
* Turn on the fusion core and adjust the field strength to 20 tesla.&lt;br /&gt;
* Turn on all the fusion fuel injectors.&lt;br /&gt;
* Watch the temperature and power rise on the fusion core console. Make sure that the instability is being managed by the gyrotron (less than 1%).&lt;br /&gt;
* Once the power output is 250kW or higher, return to the INDRA room and turn off the PACMAN-generator, if applicable. It may explode if you leave it running for too long.&lt;br /&gt;
* You can now adjust the gyrotron power to a lower setting, such as fire delay 3, power output 3. &#039;&#039;&#039;Check that the instability is staying low after adjusting the gyrotron.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have now set up the INDRA for a deuterium-tritium reaction, which is the simplest power-positive reaction.&lt;br /&gt;
&lt;br /&gt;
The power from the INDRA will not be fully utilized until you adjust the SMES. Make what upgrades you desire, but if nothing else at least make sure input and output are maximized.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Shutdown Procedures ===&lt;br /&gt;
In the event that you need to shutdown the INDRA quickly follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Set the gyrotron to maximum power and minimum firing delay.&lt;br /&gt;
* Toggle the Chamber Exhaust switch, opening the INDRA chamber to space and venting any gaseous reactants.&lt;br /&gt;
* Turn off all fuel injectors.&lt;br /&gt;
* Turn on the PACMAN generator to make sure that the gyrotron keeps operating.&lt;br /&gt;
* Turn off the gyrotron when there are no more reactions taking place.&lt;br /&gt;
* The INDRA will now start to cool over time. Once it is below 1000K it can be switched off on the fusion core control console, then turn off the PACMAN.&lt;br /&gt;
&lt;br /&gt;
=== More Power! ===&lt;br /&gt;
There are several possible fusion reactions in the INDRA and the output can be raised to approximately 2-3MW with the right setup. Not all of these reactions produce positive net power.&lt;br /&gt;
&lt;br /&gt;
The setup above uses the basic deuterium-tritium reaction, which follows this path:&lt;br /&gt;
&lt;br /&gt;
* Deuterium + Tritium -&amp;gt; Helium + 1 Power + Radiation&lt;br /&gt;
* Deuterium + Helium -&amp;gt; Nothing + 5 Power&lt;br /&gt;
&lt;br /&gt;
A more productive setup involves adding hydrogen gas to the fusion core. The procedure for this is as follows:&lt;br /&gt;
&lt;br /&gt;
* Allow the fusion reactor to reach &amp;gt;10,000K temperature with a deuterium-tritium reaction.&lt;br /&gt;
* Turn on the pump on the side of the fusion reactor, setting it to around 10kPA and add a full hydrogen canister.&lt;br /&gt;
* Turn off the tritium fuel injector now. You can replace the fuel rod in this injector with a deuterium one if you wish.&lt;br /&gt;
&lt;br /&gt;
Your fusion reaction now follows this path:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen + Hydrogen -&amp;gt; Helium + 2 Power&lt;br /&gt;
* Deuterium + Helium -&amp;gt; Nothing + 5 Power&lt;br /&gt;
&lt;br /&gt;
You will need to check up on the hydrogen canister and replace it occasionally, depending on the pressure you set the pump to.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Sneakyranger&amp;diff=30295</id>
		<title>Sandbox:Sneakyranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Sneakyranger&amp;diff=30295"/>
		<updated>2023-10-07T21:58:31Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Welcome to the page for the Horizon&#039;s fusion reactor, the INDRA!&lt;br /&gt;
It replaced the old Tesla reactor for a variety of reasons, and comes with some neat features.&lt;br /&gt;
Many engineers have been reprimanded for violent debate over what INDRA stands for. Some say it itself stands for INDRA, others say it stands for INDependent Reactor, Aneutronic, and others have their own name.&lt;br /&gt;
If you&#039;re familiar with the Baystation implementation of the RUST, much if not all of the INDRA should be immediately familiar to you.&lt;br /&gt;
Feel free to jump ahead to the [[Guide_To_The_Indra#Startup Procedure|startup procedure section.]]&lt;br /&gt;
&lt;br /&gt;
== Component Parts == &lt;br /&gt;
The INDRA has 3 different types of machine making up the actual reactor part of the reactor equipment. Those are as follows:&lt;br /&gt;
* The fusion core itself. This should be pretty hard to miss, as it&#039;s the giant tower in the middle that spits out a colored magnetic field when it&#039;s online.&lt;br /&gt;
* The gyrotron. This both increases the temperature of the fusion core (to a degree) and stabilizes it once a reaction gets going.&lt;br /&gt;
* The fuel injectors. There are six of these on either side of the fusion core. They are loaded with &amp;quot;fuel&amp;quot; rods and when activated launch particles of the inserted fuel rod in to the magnetic field of the fusion core.&lt;br /&gt;
&lt;br /&gt;
Now, you can&#039;t just go flipping a switch on all of these things to get them going. The control room comes with three different terminals that all control one of the above machines (or set of machines, in the case of the injectors).&lt;br /&gt;
* The fusion core control terminal controls the magnetic field strength (aka the size), allows you to turn the reactor on or off, and lists the fuel particles inside the magnetic field. &lt;br /&gt;
* The gyrotron control terminal lets you turn the gyrotron on or off or adjust the firing speed and strength of the beam.&lt;br /&gt;
* The fuel injector control terminal allows you to turn on or off specific injectors, turn on or off all injectors, and adjust how much fuel is inserted by an injector per shot in percentage form.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Finally, the room should start with two crates, one full of deuterium and one full of tritium for some fuel rods suitable for day-to-day operations.&lt;br /&gt;
&lt;br /&gt;
== Reactions ==&lt;br /&gt;
There are a few different reactions known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Sneakyranger&amp;diff=30294</id>
		<title>Sandbox:Sneakyranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Sneakyranger&amp;diff=30294"/>
		<updated>2023-10-07T21:58:20Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: ignore this shit, saving just in case&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Substandard}}&lt;br /&gt;
Welcome to the page for the Horizon&#039;s fusion reactor, the INDRA!&lt;br /&gt;
It replaced the old Tesla reactor for a variety of reasons, and comes with some neat features.&lt;br /&gt;
Many engineers have been reprimanded for violent debate over what INDRA stands for. Some say it itself stands for INDRA, others say it stands for INDependent Reactor, Aneutronic, and others have their own name.&lt;br /&gt;
If you&#039;re familiar with the Baystation implementation of the RUST, much if not all of the INDRA should be immediately familiar to you.&lt;br /&gt;
Feel free to jump ahead to the [[Guide_To_The_Indra#Startup Procedure|startup procedure section.]]&lt;br /&gt;
&lt;br /&gt;
== Component Parts == &lt;br /&gt;
The INDRA has 3 different types of machine making up the actual reactor part of the reactor equipment. Those are as follows:&lt;br /&gt;
* The fusion core itself. This should be pretty hard to miss, as it&#039;s the giant tower in the middle that spits out a colored magnetic field when it&#039;s online.&lt;br /&gt;
* The gyrotron. This both increases the temperature of the fusion core (to a degree) and stabilizes it once a reaction gets going.&lt;br /&gt;
* The fuel injectors. There are six of these on either side of the fusion core. They are loaded with &amp;quot;fuel&amp;quot; rods and when activated launch particles of the inserted fuel rod in to the magnetic field of the fusion core.&lt;br /&gt;
&lt;br /&gt;
Now, you can&#039;t just go flipping a switch on all of these things to get them going. The control room comes with three different terminals that all control one of the above machines (or set of machines, in the case of the injectors).&lt;br /&gt;
* The fusion core control terminal controls the magnetic field strength (aka the size), allows you to turn the reactor on or off, and lists the fuel particles inside the magnetic field. &lt;br /&gt;
* The gyrotron control terminal lets you turn the gyrotron on or off or adjust the firing speed and strength of the beam.&lt;br /&gt;
* The fuel injector control terminal allows you to turn on or off specific injectors, turn on or off all injectors, and adjust how much fuel is inserted by an injector per shot in percentage form.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Finally, the room should start with two crates, one full of deuterium and one full of tritium for some fuel rods suitable for day-to-day operations.&lt;br /&gt;
&lt;br /&gt;
== Reactions ==&lt;br /&gt;
There are a few different reactions known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Region-RebelsReach&amp;diff=30212</id>
		<title>Template:Region-RebelsReach</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Region-RebelsReach&amp;diff=30212"/>
		<updated>2023-10-02T21:06:46Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: changed from rebel&amp;#039;s reach to liberty&amp;#039;s cradle since the former no existe en estos dias&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;font-size: 11px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; float:right; text-align: center;width: 45%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#000080&amp;quot; | [[:Category:Lore|&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;REGION - LIBERTY&#039;S CRADLE&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
! This location is centered in the [[The Orion Spur#Liberty&#039;s Cradle|Liberty&#039;s Cradle]] region.&lt;br /&gt;
|-&lt;br /&gt;
! The beating heart of the modern Coalition of Colonies, Liberty’s Cradle is home to many of the Coalition’s most developed and influential worlds. In contrast to the Solarian stereotype of the frontier as a decivilized wasteland populated by roving bands of pirates and petty warlords, Liberty’s Cradle is a prosperous and safe region which has a higher standard of living than much of the former Middle and Outer Ring possessed prior to the Solarian Collapse of 2462. Post-Collapse the area has continued to prosper and, now that it dwells far behind the Coalition-controlled Weeping Stars, is more secure than it has ever been before.&lt;br /&gt;
&lt;br /&gt;
[[The Trinary Perfection#Notable Locations|Orepit]], [[Himeo]], [[Xanu Prime]], and now [[Konyang]] are located in Liberty&#039;s Cradle. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DO NOT EDIT THIS PAGE WITHOUT TESTING FIRST!!!!&#039;&#039;&#039;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Sneakyranger&amp;diff=30153</id>
		<title>User:Sneakyranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Sneakyranger&amp;diff=30153"/>
		<updated>2023-09-28T01:36:28Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: raah role rename&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Head wiki maintainer as of the last edit of this page. Hopefully whenever I lose the role I remember to edit this. Maybe not.&lt;br /&gt;
I&#039;m probably less active than the junior maints at any given moment, but if you want something, message me and there won&#039;t be a delay for whatever it is.&lt;br /&gt;
&lt;br /&gt;
Most of what I like to do are small edits and formatting correction.&lt;br /&gt;
If you want to see what I&#039;ve been doing:&lt;br /&gt;
&lt;br /&gt;
https://wiki.aurorastation.org/index.php?title=Special:Contributions/Sneakyranger&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lore_Staff_Guidelines&amp;diff=30152</id>
		<title>Lore Staff Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lore_Staff_Guidelines&amp;diff=30152"/>
		<updated>2023-09-28T01:35:33Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: /* THE LORE TEAM HIERARCHY */ updates the LM and DLM names that slipped everyone&amp;#039;s mind&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;​&lt;br /&gt;
This thread is a comprehensive and definitive collection of the procedures and regulations of the lore team. It outlines the expectations and responsibilities of lore writers and the lore team administration. It includes “how-to” guides on wiki development, writing articles, and handling whitelist applications. It also includes a code of conduct, staffing procedures, and an explanation of the powers of lore team administration. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disclaimer: All previous rules not contained within this thread are null and void, and anything in this thread which contradict previous policy supersede those previous policies. Any additions or edits to this thread will be announced to the whole lore team.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== THE LICENSE - YOUR RIGHTS AS A WRITER ==&lt;br /&gt;
&lt;br /&gt;
All work written after 13 August 2019 for the server is licensed under CC BY-SA 4.0. The license only applies to text as it is written. Ideas, names, and concepts are not subject to copyright. &lt;br /&gt;
&lt;br /&gt;
Full license of CC BY-SA 4.0 can be found here: https://creativecommons.org/licenses/by-sa/4.0/legalcode&lt;br /&gt;
&lt;br /&gt;
Simplified summary can be found here: https://creativecommons.org/licenses/by-sa/4.0/&lt;br /&gt;
&lt;br /&gt;
All work which is written for use by the server is licensed under this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== THE LORE TEAM HIERARCHY ==&lt;br /&gt;
&lt;br /&gt;
The heads of the lore team are the Loremaster and Deputy Loremaster, referred to throughout this thread as either “Lore Team Administration” or “Lore Team Management.” Your current administration is Triogenix as Loremaster and Lavillastrangiato as Deputy Loremaster.&lt;br /&gt;
&lt;br /&gt;
Under the management of the lore team administration are the lore departments, each headed by a lore writer. These departments are based on each major race in our server’s setting. The departments are Humans, Skrell, Unathi, Synthetics, Diona, Vaurca, and Tajara. Each lore writer may choose to have up to two deputies to assist them in their duties. &lt;br /&gt;
&lt;br /&gt;
== HOW-TO GUIDES ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NEWS ARTICLES ===&lt;br /&gt;
&lt;br /&gt;
There are a variety of news organizations in the galactic news database on the forums. Articles are an important feature of living lore and let us tell stories and arcs in real time by providing everyone with in character news updates from around the setting. These serve as important storytelling tools which the whole server can read. When writing an article, the content of a news article can be anything from war reports, political and economic drama, sports news, advances in technology, or even dramatic retellings of events that occurred on the server. While the writing can be just about anything a writer chooses, here’s a few key things to keep in mind when writing an article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Only write articles for news agencies which are under the jurisdiction of your lore department. If you are a deputy, make sure your direct superior approves of your article before posting it. If you are writing an article which is under the jurisdiction of another team, first get their approval before posting your article. EXCEPTION: Mendell City and Tau Ceti based channels are a common area for the whole lore team. However, any articles submitted to these channels must be reviewed by lore team administration.&lt;br /&gt;
&lt;br /&gt;
2. Respect the formatting and voice of the news channel you are writing for. Most of the news channels in the galactic news database have a specific formatting and bias associated with them. If a channel has a header in all of its articles, include it. If it&#039;s formatted in a specific way from dates and times to spacing or even font, use that as well. If the channel is biased or written in a certain way, maintain consistency by keeping that same “voice.” While these can and have changed over time, it should be done with careful consideration, and should never be done by deputies or other departments without the approval of the relevant lore writer.&lt;br /&gt;
&lt;br /&gt;
3. Never use news articles as a vehicle for retcons. When writing an article, make sure to carefully read any relevant previous articles to ensure retcons or contradictions do not occur. Articles are the highest visibility form of lore writing off-server, and contradicting previous articles may cause great confusion with the news reading community. &lt;br /&gt;
&lt;br /&gt;
4. Coordinate with relevant writers when writing your articles. If you article prominently features another department’s race, you must gain their approval before posting your article. This is to ensure that their race is portrayed appropriately and consistently with that writer’s canon and does not contain contradictions. In general, you want to coordinate with any interested lore team members as much as possible using the coordination channels. This way you can gather as much feedback as possible and improve the consistency of our lore. When articles consist of large arcs or major changes to the setting, you must get the approval of lore team administration before posting it. Examples of these would be starting wars, major changes in international politics and trade, changes in national leadership, the larger galactic economy, or the destruction of major planets.&lt;br /&gt;
&lt;br /&gt;
5. All edits, changes, or deletion of past articles must be approved by Lore Team Management. This is important for quality control. If previous articles must be tampered with or even archived and removed from circulation to facilitate changes to lore, they must be approved by lore team administration as an important check for the far reaching consequences it may have on our shared lore setting. &lt;br /&gt;
&lt;br /&gt;
6. Lore Team Management reserves the right to curate lore in news articles. This means if you post an article which contradicts one of the above points, or otherwise is deemed unacceptable to the direction of the server’s lore, the loremasters reserve the right to edit, modify, retcon, or even delete any violating articles. All relevant writers will be notified and in the case of deletion or retcon, an announcement will be made to the community. If the writer displays malicious intent in violating the rules when posting such an article, disciplinary action may be taken. However, if it is the result of an unintentional creative difference, no disciplinary action will be taken.&lt;br /&gt;
&lt;br /&gt;
=== HOW TO RETCON NEWS ARTICLES ===&lt;br /&gt;
&lt;br /&gt;
Over the course of years of lore development older articles become defunct in their nature. Whether they are forgotten and new lore which directly contradicts them is made, or they become incompatible with changes in lore over time, the need to remove old articles crops up. Follow the Major Retcons guide and rules in the Wiki Development section of these rules and regulations in order to have retconned news articles archived. All articles that are archived will be announced to the community and a description of why it was no longer canon will be affixed to the article in the archive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== WIKI DEVELOPMENT ===&lt;br /&gt;
&lt;br /&gt;
The wiki is an invaluable resource for creating our universe. It also should importantly serve as a place to summarize our news articles in a way that is quick and easy to digest. It is the number one resource for describing the lore of our races and nations, and for whitelist applicants and whitelistees alike. Lore on the wiki can be anything and everything, providing a great depth for our playerbase to enjoy and a deeper story telling for the community. Wiki pages provide a guide for how players should play from different races, factions, and cultures. It also helps them to contextualize and understand the ramifications of developments in news articles. While the content on the wiki can bring a wealth of great variety, when deciding on formatting you should maintain some consistency with other lore pages. Make sure to consult with other lore writers and the wiki maintenance team when you are unsure of the appearance of a wiki page. Pictures and captions can greatly help break up word walls and make for far more appetizing content. A race’s main wiki page should contain all of the relevant core content required for a whitelist application.  Here are the key points you want to keep in mind when creating wiki pages and wiki content:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Only edit or create pages within your jurisdiction. Writers should only create and edit pages within their own department. Any additions or changes to another lore department must have the approval of their writer. Deputies must likewise gain the approval of their respective writer before publishing content to the wiki. EXCEPTION: Mendell City and Tau Ceti based pages are a common area for the whole lore team. However, any additions or changes to these pages must be reviewed by lore team administration.&lt;br /&gt;
&lt;br /&gt;
2. Maintain consistency with other lore pages. Unless a retcon is intentional, other lore pages related to your subject should be carefully considered. While the wiki is the primary location for retcons, we want to make sure all changes are intentional and carefully deliberated. All major retcons must follow the Major Retcons process. &lt;br /&gt;
&lt;br /&gt;
3. Coordinate with all relevant writers. If your wiki page has content which prominently features races, factions, cultures, religions or nations of another department’s jurisdiction, coordinate with them and gain their approval before publishing your content. This is to ensure that their portrayals are consistent. In general you want to coordinate with all interested writers for feedback in the coordination channels on the staff discord.&lt;br /&gt;
&lt;br /&gt;
4. Avoid the WIP status on pages. Any pages which are writing in progress for substantial periods of time without active development are subject to deletion under the maintenance of the wiki maintainers. Set deadlines for yourself to complete in-progress pages in a timely fashion and communicate these to others to avoid deletion. &lt;br /&gt;
&lt;br /&gt;
5. Avoid superfluous pages. If a page you are creating is sufficiently small enough, please cannibalize it into any relevant pages to enhance the ease of navigating our lore. Only create a new page if the information it contains is substantial enough in size to not be acceptable on another relevant page. As a general best practice, avoid writing content which is not compelling enough to contribute to the overall server lore or otherwise largely irrelevant to either the station, the setting, the factions in the setting, or the players of any relevant races.&lt;br /&gt;
&lt;br /&gt;
6. Lore Team Management reserves the right to curate lore in wiki content. If pages are sufficiently unnecessary, underused, or do not contribute to player engagement to lore they may be subject to moderation such as edits, additions, changes, and deletions. None of these actions will occur without prior notice and discussion of alternatives with the relevant lore writers. &lt;br /&gt;
&lt;br /&gt;
7. Lore about reproductive organs, namely genitals, is forbidden. &lt;br /&gt;
&lt;br /&gt;
==== MAJOR RETCONS ====&lt;br /&gt;
In order to formalize a review process for retcons in our lore, all major retcons must first have a feedback thread on the lore staff forum for the duration of no less than 72 hours and no more than one week before it may be implemented. These feedback threads will then be announced to the lore team where they will be allowed to input criticisms, praises, and suggestions. After one week, the Lore Master will then have to choose if the retcon will go into effect. If the Lore Master is unsure about their decision, or if suggestions in the threads are determined to be necessary and may take some time to include, the Lore Master may delay the decision by a maximum of 72 hours, unless the lore developer making the proposal requests more time to make changes based on suggestions. No major retcons may take effect until this process has been completed and the Lore Master has agreed to implement the proposed changes. &lt;br /&gt;
&lt;br /&gt;
A major retcon is defined as moderate to large changes in pre-existing lore, such as species rewrites, history reworks, deletion or removal of existing content, or any significant reworking of lore-based wiki pages. &lt;br /&gt;
&lt;br /&gt;
The following &#039;&#039;&#039;does not&#039;&#039;&#039; qualify as a major retcon: Spelling corrections, formatting changes, general corrections to syntax or grammar, rewording the same sentences, any new lore additions which do not intentionally contradict pre-existing lore, corrections to mistakes such as wrong dates or names, small changes which have minimal impact on the overall culture and narrative of its field in our lore.&lt;br /&gt;
&lt;br /&gt;
If the Lore Master feels a major retcon may require wider community input, the Lore Master may bring the proposed retcon to the public for feedback within this one week window, either on the forums or one of the official discords.&lt;br /&gt;
&lt;br /&gt;
If you are unsure if a retcon would be a minor or major retcon, or if it would need this review process, &#039;&#039;&#039;ask the Lore Master&#039;&#039;&#039; or Lore Master Deputy. Always inform the loremaster before posting a retcon feedback thread to the forums. Although the Lore Master must be informed and has discretion if a major retcon may take effect, the Lore Master may not refuse to allow a lore developer from beginning the major retcon feedback process.&lt;br /&gt;
&lt;br /&gt;
=== WHITELIST MANAGEMENT ===&lt;br /&gt;
&lt;br /&gt;
==== GRANTING A WHITELIST ====&lt;br /&gt;
Whitelists may only be granted following a whitelist application process, unless special permission for a specific case has been granted by lore team administration. However, lore team administration may never grant itself special permission to dispense whitelists, even in the case of a lore writer vacancy.&lt;br /&gt;
 &lt;br /&gt;
==== PROCESSING WHITELIST APPLICATIONS ====&lt;br /&gt;
&lt;br /&gt;
Discretion on whether to accept or deny a whitelist application rests with the writer for the relevant lore department. Applications may be accepted or denied entirely at a writer’s discretion. For best results, a lore writer should carefully check the application against any relevant wiki pages and take feedback in an application thread into consideration. A race’s main wiki page should contain all of the relevant core content required for a whitelist application. If an application has any work which contradicts other wiki pages under the care of a lore department, the applicant should be worked with to bring their application in line with the overall lore instead of denied outright. Once an application is accepted or denied, a tag should be edited into the title saying either [Accepted] or [Denied]. The thread must then be locked and moved into the whitelist applications archives. &lt;br /&gt;
&lt;br /&gt;
After an application is accepted, in order to grant the whitelist you must log into the web interface at https://byond.aurorastation.org/ and search for their ckey in the players category under the admin tab. Once you have found their profile on the web interface, click the “add whitelist” button next to the relevant whitelist. A general best practice is to discuss the contents of an application with the applicant and provide the opportunity to correct for any discrepancies before making a decision. An application must stand for a minimum of 24 hours before a ruling on the application can be made. This is in order to provide time for feedback to be posted on the application. An application must receive input from the relevant lore writer within 72 hours. If you need more time you must say so in the thread along with a tentative self-imposed deadline on when a decision can be expected. Discussing the application and any possible issues with the applicant, demonstrating active engagement with the application, provides flexibility to the deadline by which the application must be decided on. If no input from the relevant lore writer is forthcoming after 72 hours, the applicant may reach out to lore team administration.&lt;br /&gt;
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Multiple requests will be issued to the relevant lore writer until they do something about the application. Failure to handle the application will result in lore team management handling the application at their own discretion. The results of an application being handled at lore team management’s discretion is that the decision cannot be grounds for reversal and whitelist granting or stripping. The decision is final and the whitelist can only be stripped through violation of whitelist expectations over the course of play, or granted through another application. In the absence of a lore writer in a lore department, the lore team administration must handle the whitelist applications or delegate it to a relevant lore department deputy. &lt;br /&gt;
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&#039;&#039;&#039;Addendum #1&#039;&#039;&#039; &lt;br /&gt;
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Applications that find themselves being denied due to administrative actions, lack of display of the knowledge of a species’ lore, or any other reason must wait a certain amount of time before applying, chosen by respective species&#039; Lore Writers from the following: three days, a week, two weeks, a month, and two months. The initial denial of an application cannot be extended beyond two months. It must be reapplied upon the denial of the reapplication should behaviour not have improved, or not displaying adequate knowledge of the species’ lore to the expectations of the species’ respective Lore Writers. It is within the jurisdiction of the species’ respective Lore Writers to set additional requirements for reapplication, outside of the prescribed time constraints. A species’ Lore Writers may deny an application due to information that has remained confidential to the wide public. In such cases, the specific behaviours which should be improved should be discussed in private, if they can be improved upon. If a player believes they are being denied for unfair reasons, they are entitled to lodge a staff complaint against the denying staff member(s). If a time constraint regarding reapplication was issued by a Lore Writer that is no longer on the Lore Team, it will persist until the allocated time constraint has been completed.&lt;br /&gt;
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==== STRIPPING WHITELISTS ====&lt;br /&gt;
&lt;br /&gt;
Whitelists are for managing the quality of roleplay of whitelisted races. If the quality of roleplay a whitelisted player engages in is contradictory to the lore of the whitelisted race, or demonstrates a lack of understanding for the whitelisted race’s lore, their whitelist may be stripped. To remove a whitelist log onto the web interface at https://byond.aurorastation.org/ and search for their profile in the players category through the admin tab. Once you have found their profile, click the “remove whitelist” button next to the relevant whitelist.  For a best practice, a whitelist must never be stripped without good reason. Warnings should be issued prior to stripping a whitelist to allow for correction in their behavior. The amount of warnings before stripping a whitelist is at the discretion of the relevant lore writer. Keep a log of warnings issued to whitelisted players for accountability to lore team administration.  For conduct which is especially egregious, a whitelist may be stripped without prior warning. For proper guidance on handling whitelist management, consult lore team management when unsure. Stripping whitelists without appropriate cause may result in disciplinary action. However, lore team administration should be lenient and handle these situations on a case to case basis. &lt;br /&gt;
&lt;br /&gt;
=== EVENTS ===&lt;br /&gt;
&lt;br /&gt;
Spoiler&lt;br /&gt;
TBA, refer to the following thread for the time being: [https://forums.aurorastation.org/topic/11560-how-to-events/]&lt;br /&gt;
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&lt;br /&gt;
==== CANONICAL DEATHS IN EVENTS: ====&lt;br /&gt;
&lt;br /&gt;
From the server rules: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Happenings related to canon events, usually ran by admins with the guidance of lore staff, are considered canon. The lore writer and the admin coordinating the event can make exceptions if permitted by the lore masters and the headmins. In the case of character death caused by the canon event, the death is considered canon and permanent unless the lore masters and headmins explicitly permit the character&#039;s death to be retconned.&lt;br /&gt;
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This only applies to deaths related to the canon event. The other canon and death rules are still valid, this applies only to stuff that happens due to the event itself.&lt;br /&gt;
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== LORE TEAM EXPECTATIONS AND STAFFING ==&lt;br /&gt;
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=== LORE TEAM ADMINISTRATION ===&lt;br /&gt;
&lt;br /&gt;
The lore team administration consists of the loremaster and deputy loremaster. They are at the head of the lore team and steer the direction of our game’s direction in story telling. They are responsible for curating the content of our official lore in all forms, managing the lore team, staffing lore departments, handling neglected whitelist applications, and mediating disputes between different lore departments. The loremaster cannot concurrently serve as a lore writer or lore deputy. The deputy loremaster may concurrently serve as a lore writer. This is to prevent the loremaster from having a bias when writing lore, and to help them to serve as an impartial arbitrator when discussing the direction of our lore and disputes between different lore departments. The loremaster is appointed by the server’s head developers and in turn appoints their own deputy loremaster, typically through an application process. The loremaster has the power to take disciplinary actions against lore writers and deputies only with the approval of the deputy loremaster. The loremaster may only staff lore writers through an application process which provides the community with the opportunity to provide their input, and cannot directly appoint a lore writer without observing the process. Lore team administration may not appoint deputies, however all lore deputies must be approved by lore team administration before their applications can be accepted. The requirements for the lore writer application process are at the discretion of lore team administration. Lore deputy hopefuls must also go through the application process before they can join the team. In the event that there is a lore writer vacancy, jurisdiction over that department is absorbed into the responsibilities of lore team administration, but the duties associated with it may be delegated to any deputies within that department. Even in the event of a lore writer vacancy, the loremaster may not appoint deputies to that department but must appoint a lore writer first who may then select their deputies within the rules. Lore team management is expected to be active in both the management and editorial review of content, and in interaction with the community through discord, forums and server play. Lore team management is expected to set the example in both lore writing and code of conduct.&lt;br /&gt;
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=== LORE WRITERS ===&lt;br /&gt;
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Lore writers are the departmental heads of the lore team. Each lore writer is in charge of a major playable race of our server’s setting, and handles all of their lore and manages the whitelists associated with their jurisdiction. Lore writers are appointed by lore team management through the developer application process. Writers are expected to be active in both terms of lore writing and server play. They are expected to maintain consistency between their news articles, wiki pages, and on-station events. They are expected to follow the rules laid out in the “How-to” guides above. Writers are also expected to coordinate with their fellow writers in their projects and to uphold the code of conduct in their interactions with each other, their fellow staff, and the community. They are allowed to appoint up to two deputies through the developer application process and may delegate any of their duties to their deputies as they see fit. Lore Writers reserve the right to modify the application process when selecting their deputies to any extra requirements they desire, and cannot be forced to accept deputies against their will by lore team administration. A lore writer cannot concurrently serve as the writer for multiple lore departments and is ineligible for lore deputy positions. However, a lore writer can concurrently serve as deputy loremaster.&lt;br /&gt;
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=== LORE DEPUTIES ===&lt;br /&gt;
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Lore deputies are the appointed help of lore writers who assist by performing any tasks delegated to them by their lore writer, or lore team management in the absence of a direct superior. They are the de facto proteges of their writer and should be trained as heir apparents by their superior. Despite this, lore team management reserves the right to appoint other applicants to lore writer positions when vacancies occur. A lore deputy cannot serve in multiple deputy positions simultaneously. If a lore deputy would like to apply for a different deputy position, they may apply but if accepted must forfeit their previous position. Lore deputies are not expected to manage an entire lore department unless there is a lore writer vacancy in their department. Even though lore deputies have decreased responsibilities when compared to writers, they are still expected to maintain a degree of activity in both lore writing and on-server play. Like everyone else on the lore team, deputies are expected to abide by the code of conduct in their interactions with their team members, fellow staff, and the community.&lt;br /&gt;
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== CODE OF CONDUCT ==&lt;br /&gt;
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1. All members of lore team are expected to maintain property civility and respect to their team members, fellow staff, and the community. Insults, harassment, or hate speech to any members of the community may be subject to disciplinary action. As members of staff, lore team is expected to be an example of good behavior to the community, and ideally, even to other staff. Observing decorum, whether in public or debating fellow team members in staff channels or private messages, is a requirement for continued participation in lore team. &lt;br /&gt;
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2. All members of lore team are expected to be active. Activity requirements are to be met in a composite of interaction with the community and fellow staff on discord, the forums, or the server. Large lapses of on-server play may be forgiven if there is a sufficient amount of lore writing and community interaction. Inactivity is determined at the discretion of lore team administration, however unless a team member has ghosted from server play for months of time and has not maintained any significant community or team interaction, a member will generally be considered active enough.&lt;br /&gt;
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3. All leaves must be preceded with prior notice to lore team administration and the lore team. If a team member is going on leave they must notify the lore team, as well as ping or private message lore team administration with notice. Explanations for going on leave are not required, however a general estimate on when a leave is ending must be provided if available. If a lore writer goes on leave their duties are handled by lore team management unless otherwise delegated to relevant lore deputies. If the loremaster goes on leave, the deputy loremaster will assume the duties of lore team management in their absence.&lt;br /&gt;
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4. All resignations must take place by informing lore team administration. While lore team administration will discuss the resignation intent with the relevant lore writer and lore deputies, lore team administration must be informed of any opening vacancies in order to notify the community and prepare the recruitment and staffing for the relevant team. A general best practice is for a lore team administration to conduct exit interviews with resigning team members in order to gain insight into the issues affecting lore team.&lt;br /&gt;
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5. All procedures and regulations outlined in this thread must be followed. Failing to follow lore team procedures and regulations may incur disciplinary action, even if as a result of ignorance. &lt;br /&gt;
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6. In the event that the loremaster is found to have engaged in a code of conduct violation, the deputy loremaster will handle disciplinary action against the loremaster. If a loremaster and lore writer or deputy are in a dispute over code of conduct or procedure, the deputy loremaster will mediate the dispute. If lore team management and a lore writer or deputy are in a dispute over code of conduct or procedure, head admins and developers will be asked to mediate and take any relevant disciplinary action. Staff complaints still maintain their full functionality, and this procedure does not infringe upon the rights of team members to file a complaint.&lt;br /&gt;
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== DISCIPLINARY ACTIONS AND PROCEDURE ==&lt;br /&gt;
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=== WARNINGS ===&lt;br /&gt;
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A warning is a written notice from lore team administration to a lore team member requesting a behavioral or procedural correction. All warnings are confidential and may only be discussed with relevant parties, such as the heads of staff teams, injured parties, or relevant lore writers in the case of deputies and deputy applicants. All warnings are logged by lore team administration along with the date the warning took place and a brief description of why the warning was given. Older warnings will be weighed less when deciding future disciplinary actions. A “Final Warning” may be issued for violations which are significant enough to warrant termination, but where lore team administration would prefer to work with the lore team member to return to good standing. A final warning is not required for termination, and there is no minimum or maximum amount of warnings a lore team member can receive prior to termination. Usage of warnings is at lore team administration discretion. Warnings can only be assigned when there is a consensus to warn between both loremaster and deputy loremaster. Warnings are generally assigned by the loremaster, but can be delegated to the deputy loremaster or a lore writer, in the event of a deputy receiving warning. All lore writers must be notified prior to the warning of their deputies by lore team administration. &lt;br /&gt;
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=== TERMINATIONS ===&lt;br /&gt;
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Terminations are the last resort of disciplinary action and are the removal of a lore team member from the lore team against their will. Unless if a lore team member has received a permanent ban from the server or has committed a particularly egregious code of conduct offence, warnings will be issued before resorting to a termination. Terminations will be announced to the staff team, but will be announced as resignations to the wider public community. This is to prevent “dogpiling” or public ridicule from the wider community while keeping fellow staff informed of misconduct. In most cases, a lore team member will be asked if they wish to resign before a termination is issued, especially in the case of inactive team members. Termination is not a permanent ban from involvement in server lore nor from reapplying to lore team in the future. However, past terminations and warnings will be taken into consideration when former lore team members apply to positions. &lt;br /&gt;
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== MISCELLANEOUS ==&lt;br /&gt;
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In the event of any situation which is currently not covered by these rules, use your best judgement to ascertain the spirit of the law. &#039;&#039;&#039;Never be afraid to ask the Loremaster for guidance&#039;&#039;&#039; in any situation where you are unsure about the applicability of the rules and regulations, or code of conduct.&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Lore_Staff_Guidelines&amp;diff=30151</id>
		<title>Lore Staff Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Lore_Staff_Guidelines&amp;diff=30151"/>
		<updated>2023-09-28T01:34:05Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: /* CANONICAL DEATHS IN EVENTS: */  edited with permission of Deputy Strangiato to remove cloning reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;​&lt;br /&gt;
This thread is a comprehensive and definitive collection of the procedures and regulations of the lore team. It outlines the expectations and responsibilities of lore writers and the lore team administration. It includes “how-to” guides on wiki development, writing articles, and handling whitelist applications. It also includes a code of conduct, staffing procedures, and an explanation of the powers of lore team administration. &lt;br /&gt;
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&#039;&#039;&#039;Disclaimer: All previous rules not contained within this thread are null and void, and anything in this thread which contradict previous policy supersede those previous policies. Any additions or edits to this thread will be announced to the whole lore team.&lt;br /&gt;
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== THE LICENSE - YOUR RIGHTS AS A WRITER ==&lt;br /&gt;
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All work written after 13 August 2019 for the server is licensed under CC BY-SA 4.0. The license only applies to text as it is written. Ideas, names, and concepts are not subject to copyright. &lt;br /&gt;
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Full license of CC BY-SA 4.0 can be found here: https://creativecommons.org/licenses/by-sa/4.0/legalcode&lt;br /&gt;
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Simplified summary can be found here: https://creativecommons.org/licenses/by-sa/4.0/&lt;br /&gt;
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All work which is written for use by the server is licensed under this.&lt;br /&gt;
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== THE LORE TEAM HIERARCHY ==&lt;br /&gt;
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The heads of the lore team are the Loremaster and Deputy Loremaster, referred to throughout this thread as either “Lore Team Administration” or “Lore Team Management.” Your current administration is Caelphon as Loremaster and Lucaken as Deputy Loremaster.&lt;br /&gt;
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Under the management of the lore team administration are the lore departments, each headed by a lore writer. These departments are based on each major race in our server’s setting. The departments are Humans, Skrell, Unathi, Synthetics, Diona, Vaurca, and Tajara. Each lore writer may choose to have up to two deputies to assist them in their duties. &lt;br /&gt;
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== HOW-TO GUIDES ==&lt;br /&gt;
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=== NEWS ARTICLES ===&lt;br /&gt;
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There are a variety of news organizations in the galactic news database on the forums. Articles are an important feature of living lore and let us tell stories and arcs in real time by providing everyone with in character news updates from around the setting. These serve as important storytelling tools which the whole server can read. When writing an article, the content of a news article can be anything from war reports, political and economic drama, sports news, advances in technology, or even dramatic retellings of events that occurred on the server. While the writing can be just about anything a writer chooses, here’s a few key things to keep in mind when writing an article.&lt;br /&gt;
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1. Only write articles for news agencies which are under the jurisdiction of your lore department. If you are a deputy, make sure your direct superior approves of your article before posting it. If you are writing an article which is under the jurisdiction of another team, first get their approval before posting your article. EXCEPTION: Mendell City and Tau Ceti based channels are a common area for the whole lore team. However, any articles submitted to these channels must be reviewed by lore team administration.&lt;br /&gt;
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2. Respect the formatting and voice of the news channel you are writing for. Most of the news channels in the galactic news database have a specific formatting and bias associated with them. If a channel has a header in all of its articles, include it. If it&#039;s formatted in a specific way from dates and times to spacing or even font, use that as well. If the channel is biased or written in a certain way, maintain consistency by keeping that same “voice.” While these can and have changed over time, it should be done with careful consideration, and should never be done by deputies or other departments without the approval of the relevant lore writer.&lt;br /&gt;
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3. Never use news articles as a vehicle for retcons. When writing an article, make sure to carefully read any relevant previous articles to ensure retcons or contradictions do not occur. Articles are the highest visibility form of lore writing off-server, and contradicting previous articles may cause great confusion with the news reading community. &lt;br /&gt;
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4. Coordinate with relevant writers when writing your articles. If you article prominently features another department’s race, you must gain their approval before posting your article. This is to ensure that their race is portrayed appropriately and consistently with that writer’s canon and does not contain contradictions. In general, you want to coordinate with any interested lore team members as much as possible using the coordination channels. This way you can gather as much feedback as possible and improve the consistency of our lore. When articles consist of large arcs or major changes to the setting, you must get the approval of lore team administration before posting it. Examples of these would be starting wars, major changes in international politics and trade, changes in national leadership, the larger galactic economy, or the destruction of major planets.&lt;br /&gt;
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5. All edits, changes, or deletion of past articles must be approved by Lore Team Management. This is important for quality control. If previous articles must be tampered with or even archived and removed from circulation to facilitate changes to lore, they must be approved by lore team administration as an important check for the far reaching consequences it may have on our shared lore setting. &lt;br /&gt;
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6. Lore Team Management reserves the right to curate lore in news articles. This means if you post an article which contradicts one of the above points, or otherwise is deemed unacceptable to the direction of the server’s lore, the loremasters reserve the right to edit, modify, retcon, or even delete any violating articles. All relevant writers will be notified and in the case of deletion or retcon, an announcement will be made to the community. If the writer displays malicious intent in violating the rules when posting such an article, disciplinary action may be taken. However, if it is the result of an unintentional creative difference, no disciplinary action will be taken.&lt;br /&gt;
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=== HOW TO RETCON NEWS ARTICLES ===&lt;br /&gt;
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Over the course of years of lore development older articles become defunct in their nature. Whether they are forgotten and new lore which directly contradicts them is made, or they become incompatible with changes in lore over time, the need to remove old articles crops up. Follow the Major Retcons guide and rules in the Wiki Development section of these rules and regulations in order to have retconned news articles archived. All articles that are archived will be announced to the community and a description of why it was no longer canon will be affixed to the article in the archive.&lt;br /&gt;
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=== WIKI DEVELOPMENT ===&lt;br /&gt;
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The wiki is an invaluable resource for creating our universe. It also should importantly serve as a place to summarize our news articles in a way that is quick and easy to digest. It is the number one resource for describing the lore of our races and nations, and for whitelist applicants and whitelistees alike. Lore on the wiki can be anything and everything, providing a great depth for our playerbase to enjoy and a deeper story telling for the community. Wiki pages provide a guide for how players should play from different races, factions, and cultures. It also helps them to contextualize and understand the ramifications of developments in news articles. While the content on the wiki can bring a wealth of great variety, when deciding on formatting you should maintain some consistency with other lore pages. Make sure to consult with other lore writers and the wiki maintenance team when you are unsure of the appearance of a wiki page. Pictures and captions can greatly help break up word walls and make for far more appetizing content. A race’s main wiki page should contain all of the relevant core content required for a whitelist application.  Here are the key points you want to keep in mind when creating wiki pages and wiki content:&lt;br /&gt;
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1. Only edit or create pages within your jurisdiction. Writers should only create and edit pages within their own department. Any additions or changes to another lore department must have the approval of their writer. Deputies must likewise gain the approval of their respective writer before publishing content to the wiki. EXCEPTION: Mendell City and Tau Ceti based pages are a common area for the whole lore team. However, any additions or changes to these pages must be reviewed by lore team administration.&lt;br /&gt;
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2. Maintain consistency with other lore pages. Unless a retcon is intentional, other lore pages related to your subject should be carefully considered. While the wiki is the primary location for retcons, we want to make sure all changes are intentional and carefully deliberated. All major retcons must follow the Major Retcons process. &lt;br /&gt;
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3. Coordinate with all relevant writers. If your wiki page has content which prominently features races, factions, cultures, religions or nations of another department’s jurisdiction, coordinate with them and gain their approval before publishing your content. This is to ensure that their portrayals are consistent. In general you want to coordinate with all interested writers for feedback in the coordination channels on the staff discord.&lt;br /&gt;
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4. Avoid the WIP status on pages. Any pages which are writing in progress for substantial periods of time without active development are subject to deletion under the maintenance of the wiki maintainers. Set deadlines for yourself to complete in-progress pages in a timely fashion and communicate these to others to avoid deletion. &lt;br /&gt;
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5. Avoid superfluous pages. If a page you are creating is sufficiently small enough, please cannibalize it into any relevant pages to enhance the ease of navigating our lore. Only create a new page if the information it contains is substantial enough in size to not be acceptable on another relevant page. As a general best practice, avoid writing content which is not compelling enough to contribute to the overall server lore or otherwise largely irrelevant to either the station, the setting, the factions in the setting, or the players of any relevant races.&lt;br /&gt;
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6. Lore Team Management reserves the right to curate lore in wiki content. If pages are sufficiently unnecessary, underused, or do not contribute to player engagement to lore they may be subject to moderation such as edits, additions, changes, and deletions. None of these actions will occur without prior notice and discussion of alternatives with the relevant lore writers. &lt;br /&gt;
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7. Lore about reproductive organs, namely genitals, is forbidden. &lt;br /&gt;
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==== MAJOR RETCONS ====&lt;br /&gt;
In order to formalize a review process for retcons in our lore, all major retcons must first have a feedback thread on the lore staff forum for the duration of no less than 72 hours and no more than one week before it may be implemented. These feedback threads will then be announced to the lore team where they will be allowed to input criticisms, praises, and suggestions. After one week, the Lore Master will then have to choose if the retcon will go into effect. If the Lore Master is unsure about their decision, or if suggestions in the threads are determined to be necessary and may take some time to include, the Lore Master may delay the decision by a maximum of 72 hours, unless the lore developer making the proposal requests more time to make changes based on suggestions. No major retcons may take effect until this process has been completed and the Lore Master has agreed to implement the proposed changes. &lt;br /&gt;
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A major retcon is defined as moderate to large changes in pre-existing lore, such as species rewrites, history reworks, deletion or removal of existing content, or any significant reworking of lore-based wiki pages. &lt;br /&gt;
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The following &#039;&#039;&#039;does not&#039;&#039;&#039; qualify as a major retcon: Spelling corrections, formatting changes, general corrections to syntax or grammar, rewording the same sentences, any new lore additions which do not intentionally contradict pre-existing lore, corrections to mistakes such as wrong dates or names, small changes which have minimal impact on the overall culture and narrative of its field in our lore.&lt;br /&gt;
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If the Lore Master feels a major retcon may require wider community input, the Lore Master may bring the proposed retcon to the public for feedback within this one week window, either on the forums or one of the official discords.&lt;br /&gt;
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If you are unsure if a retcon would be a minor or major retcon, or if it would need this review process, &#039;&#039;&#039;ask the Lore Master&#039;&#039;&#039; or Lore Master Deputy. Always inform the loremaster before posting a retcon feedback thread to the forums. Although the Lore Master must be informed and has discretion if a major retcon may take effect, the Lore Master may not refuse to allow a lore developer from beginning the major retcon feedback process.&lt;br /&gt;
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=== WHITELIST MANAGEMENT ===&lt;br /&gt;
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==== GRANTING A WHITELIST ====&lt;br /&gt;
Whitelists may only be granted following a whitelist application process, unless special permission for a specific case has been granted by lore team administration. However, lore team administration may never grant itself special permission to dispense whitelists, even in the case of a lore writer vacancy.&lt;br /&gt;
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==== PROCESSING WHITELIST APPLICATIONS ====&lt;br /&gt;
&lt;br /&gt;
Discretion on whether to accept or deny a whitelist application rests with the writer for the relevant lore department. Applications may be accepted or denied entirely at a writer’s discretion. For best results, a lore writer should carefully check the application against any relevant wiki pages and take feedback in an application thread into consideration. A race’s main wiki page should contain all of the relevant core content required for a whitelist application. If an application has any work which contradicts other wiki pages under the care of a lore department, the applicant should be worked with to bring their application in line with the overall lore instead of denied outright. Once an application is accepted or denied, a tag should be edited into the title saying either [Accepted] or [Denied]. The thread must then be locked and moved into the whitelist applications archives. &lt;br /&gt;
&lt;br /&gt;
After an application is accepted, in order to grant the whitelist you must log into the web interface at https://byond.aurorastation.org/ and search for their ckey in the players category under the admin tab. Once you have found their profile on the web interface, click the “add whitelist” button next to the relevant whitelist. A general best practice is to discuss the contents of an application with the applicant and provide the opportunity to correct for any discrepancies before making a decision. An application must stand for a minimum of 24 hours before a ruling on the application can be made. This is in order to provide time for feedback to be posted on the application. An application must receive input from the relevant lore writer within 72 hours. If you need more time you must say so in the thread along with a tentative self-imposed deadline on when a decision can be expected. Discussing the application and any possible issues with the applicant, demonstrating active engagement with the application, provides flexibility to the deadline by which the application must be decided on. If no input from the relevant lore writer is forthcoming after 72 hours, the applicant may reach out to lore team administration.&lt;br /&gt;
&lt;br /&gt;
Multiple requests will be issued to the relevant lore writer until they do something about the application. Failure to handle the application will result in lore team management handling the application at their own discretion. The results of an application being handled at lore team management’s discretion is that the decision cannot be grounds for reversal and whitelist granting or stripping. The decision is final and the whitelist can only be stripped through violation of whitelist expectations over the course of play, or granted through another application. In the absence of a lore writer in a lore department, the lore team administration must handle the whitelist applications or delegate it to a relevant lore department deputy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum #1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Applications that find themselves being denied due to administrative actions, lack of display of the knowledge of a species’ lore, or any other reason must wait a certain amount of time before applying, chosen by respective species&#039; Lore Writers from the following: three days, a week, two weeks, a month, and two months. The initial denial of an application cannot be extended beyond two months. It must be reapplied upon the denial of the reapplication should behaviour not have improved, or not displaying adequate knowledge of the species’ lore to the expectations of the species’ respective Lore Writers. It is within the jurisdiction of the species’ respective Lore Writers to set additional requirements for reapplication, outside of the prescribed time constraints. A species’ Lore Writers may deny an application due to information that has remained confidential to the wide public. In such cases, the specific behaviours which should be improved should be discussed in private, if they can be improved upon. If a player believes they are being denied for unfair reasons, they are entitled to lodge a staff complaint against the denying staff member(s). If a time constraint regarding reapplication was issued by a Lore Writer that is no longer on the Lore Team, it will persist until the allocated time constraint has been completed.&lt;br /&gt;
&lt;br /&gt;
==== STRIPPING WHITELISTS ====&lt;br /&gt;
&lt;br /&gt;
Whitelists are for managing the quality of roleplay of whitelisted races. If the quality of roleplay a whitelisted player engages in is contradictory to the lore of the whitelisted race, or demonstrates a lack of understanding for the whitelisted race’s lore, their whitelist may be stripped. To remove a whitelist log onto the web interface at https://byond.aurorastation.org/ and search for their profile in the players category through the admin tab. Once you have found their profile, click the “remove whitelist” button next to the relevant whitelist.  For a best practice, a whitelist must never be stripped without good reason. Warnings should be issued prior to stripping a whitelist to allow for correction in their behavior. The amount of warnings before stripping a whitelist is at the discretion of the relevant lore writer. Keep a log of warnings issued to whitelisted players for accountability to lore team administration.  For conduct which is especially egregious, a whitelist may be stripped without prior warning. For proper guidance on handling whitelist management, consult lore team management when unsure. Stripping whitelists without appropriate cause may result in disciplinary action. However, lore team administration should be lenient and handle these situations on a case to case basis. &lt;br /&gt;
&lt;br /&gt;
=== EVENTS ===&lt;br /&gt;
&lt;br /&gt;
Spoiler&lt;br /&gt;
TBA, refer to the following thread for the time being: [https://forums.aurorastation.org/topic/11560-how-to-events/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CANONICAL DEATHS IN EVENTS: ====&lt;br /&gt;
&lt;br /&gt;
From the server rules: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Happenings related to canon events, usually ran by admins with the guidance of lore staff, are considered canon. The lore writer and the admin coordinating the event can make exceptions if permitted by the lore masters and the headmins. In the case of character death caused by the canon event, the death is considered canon and permanent unless the lore masters and headmins explicitly permit the character&#039;s death to be retconned.&lt;br /&gt;
&lt;br /&gt;
This only applies to deaths related to the canon event. The other canon and death rules are still valid, this applies only to stuff that happens due to the event itself.&lt;br /&gt;
&lt;br /&gt;
== LORE TEAM EXPECTATIONS AND STAFFING ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LORE TEAM ADMINISTRATION ===&lt;br /&gt;
&lt;br /&gt;
The lore team administration consists of the loremaster and deputy loremaster. They are at the head of the lore team and steer the direction of our game’s direction in story telling. They are responsible for curating the content of our official lore in all forms, managing the lore team, staffing lore departments, handling neglected whitelist applications, and mediating disputes between different lore departments. The loremaster cannot concurrently serve as a lore writer or lore deputy. The deputy loremaster may concurrently serve as a lore writer. This is to prevent the loremaster from having a bias when writing lore, and to help them to serve as an impartial arbitrator when discussing the direction of our lore and disputes between different lore departments. The loremaster is appointed by the server’s head developers and in turn appoints their own deputy loremaster, typically through an application process. The loremaster has the power to take disciplinary actions against lore writers and deputies only with the approval of the deputy loremaster. The loremaster may only staff lore writers through an application process which provides the community with the opportunity to provide their input, and cannot directly appoint a lore writer without observing the process. Lore team administration may not appoint deputies, however all lore deputies must be approved by lore team administration before their applications can be accepted. The requirements for the lore writer application process are at the discretion of lore team administration. Lore deputy hopefuls must also go through the application process before they can join the team. In the event that there is a lore writer vacancy, jurisdiction over that department is absorbed into the responsibilities of lore team administration, but the duties associated with it may be delegated to any deputies within that department. Even in the event of a lore writer vacancy, the loremaster may not appoint deputies to that department but must appoint a lore writer first who may then select their deputies within the rules. Lore team management is expected to be active in both the management and editorial review of content, and in interaction with the community through discord, forums and server play. Lore team management is expected to set the example in both lore writing and code of conduct.&lt;br /&gt;
&lt;br /&gt;
=== LORE WRITERS ===&lt;br /&gt;
&lt;br /&gt;
Lore writers are the departmental heads of the lore team. Each lore writer is in charge of a major playable race of our server’s setting, and handles all of their lore and manages the whitelists associated with their jurisdiction. Lore writers are appointed by lore team management through the developer application process. Writers are expected to be active in both terms of lore writing and server play. They are expected to maintain consistency between their news articles, wiki pages, and on-station events. They are expected to follow the rules laid out in the “How-to” guides above. Writers are also expected to coordinate with their fellow writers in their projects and to uphold the code of conduct in their interactions with each other, their fellow staff, and the community. They are allowed to appoint up to two deputies through the developer application process and may delegate any of their duties to their deputies as they see fit. Lore Writers reserve the right to modify the application process when selecting their deputies to any extra requirements they desire, and cannot be forced to accept deputies against their will by lore team administration. A lore writer cannot concurrently serve as the writer for multiple lore departments and is ineligible for lore deputy positions. However, a lore writer can concurrently serve as deputy loremaster.&lt;br /&gt;
&lt;br /&gt;
=== LORE DEPUTIES ===&lt;br /&gt;
&lt;br /&gt;
Lore deputies are the appointed help of lore writers who assist by performing any tasks delegated to them by their lore writer, or lore team management in the absence of a direct superior. They are the de facto proteges of their writer and should be trained as heir apparents by their superior. Despite this, lore team management reserves the right to appoint other applicants to lore writer positions when vacancies occur. A lore deputy cannot serve in multiple deputy positions simultaneously. If a lore deputy would like to apply for a different deputy position, they may apply but if accepted must forfeit their previous position. Lore deputies are not expected to manage an entire lore department unless there is a lore writer vacancy in their department. Even though lore deputies have decreased responsibilities when compared to writers, they are still expected to maintain a degree of activity in both lore writing and on-server play. Like everyone else on the lore team, deputies are expected to abide by the code of conduct in their interactions with their team members, fellow staff, and the community.&lt;br /&gt;
&lt;br /&gt;
== CODE OF CONDUCT ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. All members of lore team are expected to maintain property civility and respect to their team members, fellow staff, and the community. Insults, harassment, or hate speech to any members of the community may be subject to disciplinary action. As members of staff, lore team is expected to be an example of good behavior to the community, and ideally, even to other staff. Observing decorum, whether in public or debating fellow team members in staff channels or private messages, is a requirement for continued participation in lore team. &lt;br /&gt;
&lt;br /&gt;
2. All members of lore team are expected to be active. Activity requirements are to be met in a composite of interaction with the community and fellow staff on discord, the forums, or the server. Large lapses of on-server play may be forgiven if there is a sufficient amount of lore writing and community interaction. Inactivity is determined at the discretion of lore team administration, however unless a team member has ghosted from server play for months of time and has not maintained any significant community or team interaction, a member will generally be considered active enough.&lt;br /&gt;
&lt;br /&gt;
3. All leaves must be preceded with prior notice to lore team administration and the lore team. If a team member is going on leave they must notify the lore team, as well as ping or private message lore team administration with notice. Explanations for going on leave are not required, however a general estimate on when a leave is ending must be provided if available. If a lore writer goes on leave their duties are handled by lore team management unless otherwise delegated to relevant lore deputies. If the loremaster goes on leave, the deputy loremaster will assume the duties of lore team management in their absence.&lt;br /&gt;
&lt;br /&gt;
4. All resignations must take place by informing lore team administration. While lore team administration will discuss the resignation intent with the relevant lore writer and lore deputies, lore team administration must be informed of any opening vacancies in order to notify the community and prepare the recruitment and staffing for the relevant team. A general best practice is for a lore team administration to conduct exit interviews with resigning team members in order to gain insight into the issues affecting lore team.&lt;br /&gt;
&lt;br /&gt;
5. All procedures and regulations outlined in this thread must be followed. Failing to follow lore team procedures and regulations may incur disciplinary action, even if as a result of ignorance. &lt;br /&gt;
&lt;br /&gt;
6. In the event that the loremaster is found to have engaged in a code of conduct violation, the deputy loremaster will handle disciplinary action against the loremaster. If a loremaster and lore writer or deputy are in a dispute over code of conduct or procedure, the deputy loremaster will mediate the dispute. If lore team management and a lore writer or deputy are in a dispute over code of conduct or procedure, head admins and developers will be asked to mediate and take any relevant disciplinary action. Staff complaints still maintain their full functionality, and this procedure does not infringe upon the rights of team members to file a complaint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DISCIPLINARY ACTIONS AND PROCEDURE ==&lt;br /&gt;
&lt;br /&gt;
=== WARNINGS ===&lt;br /&gt;
&lt;br /&gt;
A warning is a written notice from lore team administration to a lore team member requesting a behavioral or procedural correction. All warnings are confidential and may only be discussed with relevant parties, such as the heads of staff teams, injured parties, or relevant lore writers in the case of deputies and deputy applicants. All warnings are logged by lore team administration along with the date the warning took place and a brief description of why the warning was given. Older warnings will be weighed less when deciding future disciplinary actions. A “Final Warning” may be issued for violations which are significant enough to warrant termination, but where lore team administration would prefer to work with the lore team member to return to good standing. A final warning is not required for termination, and there is no minimum or maximum amount of warnings a lore team member can receive prior to termination. Usage of warnings is at lore team administration discretion. Warnings can only be assigned when there is a consensus to warn between both loremaster and deputy loremaster. Warnings are generally assigned by the loremaster, but can be delegated to the deputy loremaster or a lore writer, in the event of a deputy receiving warning. All lore writers must be notified prior to the warning of their deputies by lore team administration. &lt;br /&gt;
&lt;br /&gt;
=== TERMINATIONS ===&lt;br /&gt;
&lt;br /&gt;
Terminations are the last resort of disciplinary action and are the removal of a lore team member from the lore team against their will. Unless if a lore team member has received a permanent ban from the server or has committed a particularly egregious code of conduct offence, warnings will be issued before resorting to a termination. Terminations will be announced to the staff team, but will be announced as resignations to the wider public community. This is to prevent “dogpiling” or public ridicule from the wider community while keeping fellow staff informed of misconduct. In most cases, a lore team member will be asked if they wish to resign before a termination is issued, especially in the case of inactive team members. Termination is not a permanent ban from involvement in server lore nor from reapplying to lore team in the future. However, past terminations and warnings will be taken into consideration when former lore team members apply to positions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MISCELLANEOUS ==&lt;br /&gt;
&lt;br /&gt;
In the event of any situation which is currently not covered by these rules, use your best judgement to ascertain the spirit of the law. &#039;&#039;&#039;Never be afraid to ask the Loremaster for guidance&#039;&#039;&#039; in any situation where you are unsure about the applicability of the rules and regulations, or code of conduct.&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=30146</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=30146"/>
		<updated>2023-09-27T01:06:53Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: /* Representatives and Consular Officers */ clarification without changing the meaning of anything; consulted with matt, bear, and cybs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
All Stellar Corporate Conglomerate vessels share a set of standard procedures, that are to be followed. These guide the different departments on board the Vessel, outline certain points and clear up some issues that may arise.&lt;br /&gt;
&lt;br /&gt;
=General and Command=&lt;br /&gt;
===Captain Authority===&lt;br /&gt;
The vessel&#039;s assigned Captain has full authority over the operation of the vessel and the attached shuttles. He or she is authorized to shut down departments at their discretion, reassign crew members, issue direct orders to all crew members of the ship, and take actions within reason that may violate regulations in non-standard situations.&lt;br /&gt;
&lt;br /&gt;
The Captain is trusted to act in the best interests of the company, crew, and vessel he or she is assigned to. Any complaints or concerns over the Captain&#039;s decisions should be addressed after their orders have been carried out, and after the situation that prompted those orders has been resolved.&lt;br /&gt;
&lt;br /&gt;
===Command Staff===&lt;br /&gt;
During standard operation, all Departmental Heads of Staff are equal, under the command of the Captain present onboard the vessel. Should a department find itself lacking a Head of Staff, the Captain is able to either assume direct supervision of the department or otherwise appoint a senior crew member to fill the missing role.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, a specific Departmental Head of Staff may be elevated above others, should the crisis situation fall under the responsibility of their department. At that point, other departments should act in a supporting role.&lt;br /&gt;
&lt;br /&gt;
===Acting Captain===&lt;br /&gt;
Should, during standard operation, the Command Staff be missing a Captain, then it is preferred that all members of the Command Staff present stay on equal terms and act as a singular commanding entity, thus negating the need to promote a specific person to the position of Acting Captain. Under such operations, the Command Staff as a whole carries the authority of the Captain, and can, together, conduct actions that would otherwise require the Captain&#039;s approval. In order for the Command Staff to make a Captain level decision, a unanimous vote in support will be required with at least two (2) able command staff. A single vote in the negative is all that is needed to veto a Captain level decision posed to the Command Staff, however, any Head of Staff may abstain from a vote if they so desire without affecting the outcome. Any votes taken against another Head of Staff will see the implicated party automatically abstained from voting. Additionally, Command Personnel who have been formally detained under orders of the Head of Security will be unable to vote on any Command level decisions until they have have been released and allowed reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
Should the Command Staff decide that they would prefer an Acting Captain present, then they are free to select one from among themselves. There exists no preference towards anyone Department Head of Staff to attain the role before the others. Unlike a typical Command decision, the vote to appoint an Acting Captain does not have to be unanimous. Only a majority of votes is required to appoint a Head of Staff to Acting Captain and there is no minimum number of Command staff required for such a vote.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, it is recommended that the Head of Staff most knowledgeable in the crisis be selected as Acting Captain and empowered to coordinate a solution to the crisis that has arisen.&lt;br /&gt;
&lt;br /&gt;
===Command on Leaving the Vessel===&lt;br /&gt;
Should, during standard or non-standard operation, the need for one or more Command staff to leave the SCCV Horizon arise, it is possible for them to do so if and only if there is at least one other Command staff remaining on the ship after their departure. If any command vote is called while there are Command staff away from the ship, their vote is still required and their return should be awaited. This particular section may be overridden by Captains if required.&lt;br /&gt;
&lt;br /&gt;
===Departmental Funds===&lt;br /&gt;
&lt;br /&gt;
Through the combined budgets of the SCC Chainlink, departmental funds have been granted to the use of each department. Command members are encouraged to make use of this allotment as needed for day to day needs to ensure smooth operation. Heads of Staff are encouraged to utilize these funds to acquire materials, equipment, or other general supplies.&lt;br /&gt;
&lt;br /&gt;
Additionally, Command Members may authorize small bonuses to crew members for exceptional situations up to 1000 credits or incentive bonuses up to 500 credits. Bonuses should be documented on general faxes and sent to Central explaining the situation, employee, and amount. &lt;br /&gt;
&lt;br /&gt;
===Departmental Ranking===&lt;br /&gt;
Unless stated otherwise, all Departmental Staff are equal in rank, with differing responsibilities and assignments. The exceptions are Departmental Assistants/Interns/Apprentices, and standard Assistants.&lt;br /&gt;
&lt;br /&gt;
It is within the capacity of the Departmental Head of Staff to promote and designate senior leaders as he sees fit, within their own department.&lt;br /&gt;
&lt;br /&gt;
===External Partners===&lt;br /&gt;
Approved External Business Partners (&amp;quot;Merchants&amp;quot;) with a SCC merchant pass possess docking authorization from Central Command, and are permitted to dock and conduct business with the vessel. Merchants are expected to comply with all vessel regulations and rules set by Command Staff while aboard the ship. A merchant has direct authority over their own vessel, and may choose to provide or deny their services as they see fit. Merchants are authorized to carry a concealed weapon for purposes of personal defense while aboard the vessel, unless explicitly prohibited by Command Staff. Employees who purchase items from a merchant take full responsibility for the possession and legality of these purchases. The Internal Security Department is neither responsible for nor authorized to confiscate wares aboard a merchant&#039;s vessel, and may not charge or detain a merchant for the possession of wares that remain aboard that vessel. The Internal Security Department may not enforce regulations aboard a docked merchant vessel, except for issues that arise between Stellar Corporate Conglomerate employees, or to neutralize an immediate hostile and violent threat to the vessel.&lt;br /&gt;
&lt;br /&gt;
===Off-Duty Crew===&lt;br /&gt;
Off-duty crewmembers and passengers on the working decks are not contracted to work or otherwise assume the role of any of the actively employed crew. Even if they work for the Stellar Corporate Conglomerate, promotion of off-duty crew or passengers to vessel ranks, except in the most dire of circumstances, will be regarded as neglect of duty and/or exceeding official powers. During these circumstances, volunteers will not be compensated in any fashion by the Stellar Corporate Conglomerate and will not be insured against any injuries they sustain. Without exception, off-duty crewmembers and passengers are not permitted to be promoted to command ranks.&lt;br /&gt;
&lt;br /&gt;
===Press===&lt;br /&gt;
Visiting and subcontracting (&amp;quot;freelance&amp;quot;) journalists are not to be censored via a newschannel D-Notice, unless the vessel&#039;s Captain (or Heads of Staff in an unanimous decision) determine that the content they publish directly endangers the safety of Stellar Corporate Conglomerate employees. Command Staff choosing to apply a D-Notice in this manner are expected to immediately contact Central Command to report that it has been applied, and to await confirmation by Central Command that the application of such a notice is valid. The creator of the channel is also to be made aware of both the notice and the reasoning for its implementation.&lt;br /&gt;
&lt;br /&gt;
Journalists directly employed by the Stellar Corporate Conglomerate voluntarily waive these protections, as per the terms of their employment contract.&lt;br /&gt;
&lt;br /&gt;
===Incident Management===&lt;br /&gt;
During emergency incidents it is expected for departments to assist in the safe resolution of said incident and the recovery of standard operations. When it becomes clear that an significant incident is arising that could effect standard operations of the vessel or cause significant damange to crew or property, it is expected that (when possible) all on board personnel are provided with the following infomation:&lt;br /&gt;
*A brief description of the current incident.&lt;br /&gt;
*What steps have been taken so far to combat this incident.&lt;br /&gt;
*Suggested action for the crew to take.&lt;br /&gt;
*(If applicable) A brief description of the reasoning behind a change in alert level.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this include where the above information would compromise vessel security or safety. If this is the case it is expected that as much information as is safe to do so is dispensed for the crew.&lt;br /&gt;
&lt;br /&gt;
===Corporate Liaisons and Consular Officers===&lt;br /&gt;
Command staff are expected to engage representatives (both corporate and diplomatic) through diplomacy and to consent to reasonable requests. The representative is not part of the vessel chain of command. The representative is granted special status in relation to corporate regulations:&lt;br /&gt;
*The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases.&lt;br /&gt;
*The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privileges.&lt;br /&gt;
*The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing.&lt;br /&gt;
*The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
*Security is only able to conduct an arrest inside the representative&#039;s if the office&#039;s immunity was revoked or if there is clear evidence that a medium or high level infraction is happening inside the office.&lt;br /&gt;
&lt;br /&gt;
===Cosmetic Alterations===&lt;br /&gt;
Cosmetic remodeling of a department may be performed by any staff with written and signed consent of the department in question. Cosmetic alteration to general areas, such as hallways, arrivals, and departures, require consent from the Chief Engineer, The Captain, or (in the absence of both) Command as a whole.&lt;br /&gt;
&lt;br /&gt;
===Uniforms===&lt;br /&gt;
Personnel should be reminded that regulation requires uniform jumpsuits to be worn rolled up. Tajaran crew members are excepted from this requirement, but are required to wear a non-revealing undershirt or tank top that does not bare the chest.&lt;br /&gt;
&lt;br /&gt;
===Shuttle Use===&lt;br /&gt;
The SCCV Horizon&#039;s shuttles may be used at any time by designated qualified personnel for the purpose of mining and exploration. Their flight activities may only be grounded by instating a flight ban, which may be established during Code Red security situations, orders from SCC Central Command, or by a Captain-level decision.&lt;br /&gt;
&lt;br /&gt;
The mining shuttle is allowed a degree of autonomy, and does not require clearance to depart the SCCV Horizon for the purpose of mining operations unless a flight ban is in place. The shuttle is under the oversight of the Operations Manager, who retains the authority to ground or recall the shuttle at their discretion. The Canary is under the oversight of the Executive Officer but may be utilized by all of Command in necessary situations.&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon bridge must accommodate prospecting and exploration missions before plotting course to a different location.&lt;br /&gt;
&lt;br /&gt;
===Horizon Weapons Systems===&lt;br /&gt;
The SCCV Horizon has been equipped with three main weapons systems in order to safeguard its assets, personnel, and mission. Its use and operation are an expectation during emergencies.&lt;br /&gt;
&lt;br /&gt;
Bridge crew and operations personnel are expected to follow command team orders on usage of the many systems aboard. In the absence of command, bridge crewmen are expected to operate the weaponry with discretion.&lt;br /&gt;
&lt;br /&gt;
Weaponry should only be fired as a last resort, and all SCC personnel should consider the implications such actions may have on both the region and the greater chain link as a whole. Additionally, the Leviathan may only be operated under the command of the Captain or a voted captain level decision and its usage should be weighed heavily against other options. &lt;br /&gt;
&lt;br /&gt;
The Intrepid&#039;s weaponry may be used by the team lead on its away mission without command approval, but its use will be reviewed upon return to the Horizon. Misuse of any of the weapons systems are grounds for immediate termination.&lt;br /&gt;
&lt;br /&gt;
=Research and Development=&lt;br /&gt;
===Scientific Experimentation===&lt;br /&gt;
Qualified researchers in a given field of science are authorized to conduct experiments in any way they deem appropriate. However, unless authorization for their release is granted by command staff or an emergency situation requires it, the works and derivatives of the research department are to remain within their respective labs and testing areas.&lt;br /&gt;
&lt;br /&gt;
===Slimes Experiments &amp;amp; Non-sapient Xenological Lifeforms===&lt;br /&gt;
Slimes, non-sapient xenoforms, and the subjects of transformative xenobiological experiments are not classified as crew, members of humanity or affiliated alien races, but as test subjects and property of the SCC. Performing transformative xenobiological experiments on a co-worker is considered homicide, and is punishable by corporate regulations and by law.&lt;br /&gt;
&lt;br /&gt;
=Supply=&lt;br /&gt;
===Warehouse Contents===&lt;br /&gt;
The operations department is expected to store and distribute warehouse supplies to the vessel&#039;s departments as deemed appropriate. The stock of the vessels warehouse is not to be regarded as contraband if it remains in the warehouse, or is being transported to an appropriate destination.&lt;br /&gt;
&lt;br /&gt;
=Engineering=&lt;br /&gt;
===Vessel Modifications===&lt;br /&gt;
All non-structural forms of modification, optimization, or upgrades to vessel equipment are permitted so long as the modifying engineer is qualified and has obtained written permission of all staff resident to the department in question. Large-scale structural modifications or additions require written and stamped consent from either the Chief Engineer, the Captain, or (in the absence of both) a delegated representative of Command staff.&lt;br /&gt;
&lt;br /&gt;
=Security=&lt;br /&gt;
===Warden Authority===&lt;br /&gt;
The Warden&#039;s authority is limited to the brig and detainees, and does not extend to the Internal Security department or its personnel. Additionally, the Warden is not a de facto interim Head of Security in the absence of a Head of Security, unless promoted to that position by command staff.&lt;br /&gt;
&lt;br /&gt;
With sufficient cause, the Warden is authorized to independently issue arrest and search warrants. This authority is subject to command staff review.&lt;br /&gt;
&lt;br /&gt;
===Processing Time===&lt;br /&gt;
Personnel detained by Internal Security are expected to be processed in a timely manner. Because a detainee&#039;s brig sentence begins after processing is completed, excessive processing times may result in the Warden or handling Security Officers being liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
===Uniform Regulation===&lt;br /&gt;
On-duty security personnel are required to wear the standard uniform provided by their employer, or maintain a business attire in the colours of their corporation. Casual wear, inappropriate footwear, shorts not issued with a uniform and skirts of any kind are not allowed. They must be immediately and easily identifiable as members of security.&lt;br /&gt;
&lt;br /&gt;
Personnel failing to meet these requirements are in violation of failing to execute an order, and are to be processed for such.&lt;br /&gt;
&lt;br /&gt;
===Responding===&lt;br /&gt;
Upon arriving at the scene, the first responder is expected to gauge the exact nature at the scene.&lt;br /&gt;
&lt;br /&gt;
If the scene is clear:&lt;br /&gt;
*Radio in the situation at the scene.&lt;br /&gt;
*Ensure the safety of any crew in the immediate vicinity.&lt;br /&gt;
*Identify witnesses.&lt;br /&gt;
*Secure the scene in the event of occurrences (tape off area/disallow witness to leave).&lt;br /&gt;
*Proceed to &#039;Collecting Evidence&#039;&lt;br /&gt;
If the scene is not clear:&lt;br /&gt;
*Identify nature of threat.&lt;br /&gt;
*If threat is able to be handled by officers on scene: Proceed with mediation/detainment.&lt;br /&gt;
*If threat is unable to be handled by officers on scene: Request immediate assistance. Upon requesting assistance, await said assistance before proceeding. Ensure your safety before ensuring the safety of others on scene.&lt;br /&gt;
&lt;br /&gt;
===Collecting Evidence===&lt;br /&gt;
*Crime scenes must be sealed off for evidence to be valid. Ensure non-security personnel do not enter the scene. Avoid cordoning off high-traffic areas unless a serious crime (such as murder or mutiny) has been committed. Permission from the relevant head of staff, head of security, or captain should be gained to cordon off high-traffic areas of specific departments.&lt;br /&gt;
*If possible, cordoned-off areas should still allow access around it, via maintenance tunnels, less area taped off, or other methods. *Autopsies should be performed within the morgue.&lt;br /&gt;
*Disrupt standard vessel operation as little as possible around the crime scene.&lt;br /&gt;
*Investigative staff should be requested. Officers on scene are expected to ensure scene security until/during the arrival of/processing of the scene by investigative staff. If no investigative staff is available, officers are expected to secure evidence on scene.&lt;br /&gt;
*Witness statements should be taken (either via recorder or on paper) and physical evidence should be secured.&lt;br /&gt;
&lt;br /&gt;
===Handling Evidence===&lt;br /&gt;
*Ensure gloves are worn to prevent contamination of evidence.&lt;br /&gt;
*Items that can be, must be held in evidence bags for transportation.&lt;br /&gt;
*Crime scene must be preserved until all evidence is collected.&lt;br /&gt;
*After evidence is collected, cadavers may be removed to the morgue and area may be cleaned up.&lt;br /&gt;
&lt;br /&gt;
===Arrest===&lt;br /&gt;
Proceed as follows during the event of detainment:&lt;br /&gt;
*Announce intention to arrest and charges vocally.&lt;br /&gt;
*Request the suspect surrender peaceably&lt;br /&gt;
*If suspect resists, attempt to handcuff. Verbal disagreement or swearing is not resisting. Verbal threats of violence, damage, or death are considered resisting arrest.&lt;br /&gt;
*If suspects fight back or run, apply needed force to cease flight and detain suspect. A charge of resisting arrest should be applied in this case.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
For witnessed major/violent crime:&lt;br /&gt;
*Immediately attempt detainment of suspect, with charges read out when suspect is secured.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
===Processing===&lt;br /&gt;
*Ensure Warden is aware of incoming prisoner.&lt;br /&gt;
*Bring prisoner to processing/booking room. Leave secured if violent/repeat offender. &lt;br /&gt;
*Check prisoner’s pockets (coat/jumpsuit), pack, and any containers within pack.&lt;br /&gt;
*Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to person or respective department.&lt;br /&gt;
*Inform the prisoners superior of the arrest.&lt;br /&gt;
*Proceed to ‘Jailing’.&lt;br /&gt;
&lt;br /&gt;
===Questioning===&lt;br /&gt;
*Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in depth investigations.&lt;br /&gt;
*The Investigative team should get preference in questioning a suspect unless there&#039;s a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it&#039;s always good to ask.&lt;br /&gt;
*If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).&lt;br /&gt;
*Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.&lt;br /&gt;
*If person remains uncooperative, make note of this. Seek advice from your Head of Security.&lt;br /&gt;
&lt;br /&gt;
===Jailing===&lt;br /&gt;
*Move prisoner to appropriate cell. &lt;br /&gt;
*Place personal items the prisoner was deemed able to keep upon release in cell locker.&lt;br /&gt;
*Set cell timer to appropriate time and secure cell.&lt;br /&gt;
*Remove handcuffs from prisoner’s person within secure cell if able to do so without severe risk to own wellbeing.&lt;br /&gt;
*Ensure records are properly updated to reflect prisoner’s crimes/status.&lt;br /&gt;
&lt;br /&gt;
===Autopsies===&lt;br /&gt;
*All autopsies should be conducted by investigations within the autopsy room. If no investigators are present, the cadaver should be stored until one arrives.&lt;br /&gt;
*More steps outlining autopsies can be found [[Guide to Cadavers | here.]]&lt;br /&gt;
*Once the autopsy is completed, if the deceased was an employee aboard the SCCV Horizon, the cadaver should be remanded to medical so that they may carry out any potential [[Guide_to_Station_Procedure#Post_Mortem_Wishes | post-mortem wishes.]]&lt;br /&gt;
&lt;br /&gt;
=Medical=&lt;br /&gt;
===Do not Borgify ===&lt;br /&gt;
Personnel with a Do Not Borgify order are NOT to be borgified. Failure to heed these orders is considered malpractice by law, and will be treated as such.&lt;br /&gt;
&lt;br /&gt;
===Paramedic Helmet===&lt;br /&gt;
Paramedics are to use their helmet on the same basis as security: on code blue and above, and in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
===Post Mortem Wishes===&lt;br /&gt;
It is medical&#039;s responsibility to ensure that post-mortem wishes are carried out for any crew who lose their lives aboard the SCCV Horizon. Bodies autopsied by investigations should be remanded to medical for this purpose once the autopsy is completed. Post Mortem wishes are expected to be followed to the letter if at all possible by the Horizon.&lt;br /&gt;
&lt;br /&gt;
===Medical Treatment Waiver===&lt;br /&gt;
Employees that do not wish to be treated, should be provided with the Medical Treatment Waiver form from the request consoles to sign.&lt;br /&gt;
&lt;br /&gt;
=AI=&lt;br /&gt;
===AI Monitoring===&lt;br /&gt;
The AI only has to monitor the following secure areas:&lt;br /&gt;
*Armory&lt;br /&gt;
*SAT (The big nuke room)&lt;br /&gt;
*Telecommunications&lt;br /&gt;
*The Vault&lt;br /&gt;
*Command areas (Bridge, head of staff offices, etc.)&lt;br /&gt;
*Secure Storage&lt;br /&gt;
*Research Storage&lt;br /&gt;
*Research Server Room&lt;br /&gt;
*Engine Room (Supermatter specifically, Tesla if it is running)&lt;br /&gt;
*AI Core and AI Upload&lt;br /&gt;
&lt;br /&gt;
===Access to the AI===&lt;br /&gt;
In order to access the AI upload or the AI core a captain level decision is required. All command staff must be informed of the decision.&lt;br /&gt;
&lt;br /&gt;
A machinist may accompany the head/s of staff if their technical skills are required.&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=29890</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=29890"/>
		<updated>2023-09-10T21:29:15Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: Switches psionics link out for the guide to jobs page to make things more convenient.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- yeah well it doesn&#039;t fucking work at the moment so im hiding it for now--&amp;gt;&lt;br /&gt;
&amp;lt;!-- __NOCACHE__ --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Do not remove the above line. It tells Mediawiki to not cache this page, due to the fact that we use time variables here. --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom:50px; text-align: center;&amp;quot;&amp;gt;[[File:Title.png|592x128px|link=https://aurorastation.org/|alt=Aurorastation]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery perrow=2 mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Mainpage_horizon.png|link=SCCV Horizon|The SCCV Horizon on its maiden voyage.|alt=The SCCV Horizon on its maiden voyage.&lt;br /&gt;
File:Mainpage_odin.png|link=Odin|The Odin, home to NanoTrasen Central Command.|alt=The Odin, home to NanoTrasen Central Command.&lt;br /&gt;
File:Mainpage_TCFL.png|link=Republic of Biesel|A recruitment poster for the Tau Ceti Foreign Legion.|alt=A recruitment poster for the Tau Ceti Foreign Legion.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!valign=center; align=left; style=&amp;quot;width: 50%&amp;quot;|&lt;br /&gt;
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&amp;lt;div style=&amp;quot;flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; padding-top:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://aurorastation.org/&lt;br /&gt;
|Label=Aurora&lt;br /&gt;
|Image=Mainpagenav_aurora.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [https://aurorastation.org/connect.php Join Server]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Byond Died|Troubleshooting]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [https://www.aurorastation.org/ Main Site]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [https://discord.gg/4QX5h6Mc7W/ Official Discord]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [https://forums.aurorastation.org/ Discussion Forums]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [https://byond.aurorastation.org/user Web Integration]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://wiki.aurorastation.org/index.php?title=Getting_Started&lt;br /&gt;
|Label=Basics&lt;br /&gt;
|Image=Mainpagenav_basics.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[New Player Lore Guide|Lore Quickstart Primer]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Guides/Character Creation|Character Creation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [https://map.aurorastation.org/ In-Game Map]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Guides|Gameplay Guides]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[The Orion Spur|The Setting]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[SCCV Horizon|Your Workplace]]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://aurorastation.org/rules.html#&lt;br /&gt;
|Label=Rules&lt;br /&gt;
|Image=Mainpagenav_rules.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Rules|Server Rules]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Corporate Regulations]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Guide to Standard Procedure|Standard Procedure]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [https://aurorastation.org/gdpr.html Data Notice]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Job Accessibility Requirements|Accessibility Requirements]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Stellar Corporate Conglomerate Occupation Qualifications|Occupation Qualifications]]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://wiki.aurorastation.org/index.php?title=Guides&lt;br /&gt;
|Label=Mechanics&lt;br /&gt;
|Image=Mainpagenav_gameplay.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Guide to Controls]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Guide to Combat]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Job Guides]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Guide to EVA|Extravehicular Activity]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Guide to Piloting]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Guide to Paperwork]]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://wiki.aurorastation.org/index.php?title=Category:Lore&lt;br /&gt;
|Label=Lore&lt;br /&gt;
|Image=Mainpagenav_lore.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Languages]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Timeline]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Interstellar Travel]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Species]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Factions]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Megacorporations]]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://wiki.aurorastation.org/index.php?title=Help:Basic_Editing_Guide&lt;br /&gt;
|Label=Editing&lt;br /&gt;
|Image=Mainpagenav_contrib.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [https://forums.aurorastation.org/topic/17263-the-wildkins-guide-to-contribution-and-coding/ Coding]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [https://forums.aurorastation.org/topic/17582-the-aurora-style-guide-and-sprite-contribution-manifesto/ Spriting]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [https://wiki.aurorastation.org/index.php?title=Help:Contents Wiki Editing]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [https://github.com/Aurorastation/Aurora.3/ Codebase (Github)]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [https://forums.aurorastation.org/topic/17329-away-site-mapping-and-you/ Mapping]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [https://wiki.aurorastation.org/index.php?title=Style_guide Wiki Style Guide]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
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|valign=center; align=center; style=&amp;quot;width: 50%&amp;quot;|&lt;br /&gt;
    &amp;lt;div style=&amp;quot;text-align:left; font: 38px Bahnschrift, serif; margin-bottom:10px;&amp;quot;&amp;gt;&amp;lt;!--T-1--&amp;gt;Welcome to the Official Aurorastation Wiki&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;text-align:left; margin-bottom:16px;&amp;quot;&amp;gt;&amp;lt;!--T-2--&amp;gt;The wiki for the Aurorastation branch of &#039;&#039;Space Station 13&#039;&#039; with {{NUMBEROFPAGES}} pages ({{NUMBEROFARTICLES}} articles) since 28 December 2015.&amp;lt;br&amp;gt;&amp;lt;!--T-3--&amp;gt;Please feel free to contribute by creating a new article or expanding upon an existing one.&lt;br /&gt;
Most content copied or edited gratefully from [http://tgstation13.org/wiki/Main_Page /tg/ station] and [http://wiki.baystation12.net/index.php/Main_Page Baystation 12].&amp;lt;br&amp;gt;&lt;br /&gt;
Editing guides copied/inspired by the [https://pzwiki.net/wiki/Main_Page Project Zomboid wiki].&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Today&#039;s date for the [[SCCV Horizon]] ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left; font-size:300%; Bahnschrift, serif;&amp;quot;&amp;gt;{{CURRENTDAYNAME}}, {{CURRENTDAY2}} {{CURRENTMONTHNAME}} {{#expr:{{CURRENTYEAR}} + 442}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== About Space Station 13 ===&lt;br /&gt;
&#039;&#039;Space Station 13 is a top down space simulation game that follows the activity of the crewmembers of various types of space installations depending on server.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Read more [[What is SS13|here]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aurorastation ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aurorastation is a Space Station 13 heavy roleplay server that takes place on the SCCV Horizon, a megacorporate starship. It focuses on character and setting interaction through both canonical events and noncanonical antagonist rounds.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The setting features a progressing canon and constant development.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Current Events ===&lt;br /&gt;
Keep up to date with the canon at https://forums.aurorastation.org/forum/58-galactic-news-database/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Server ===&lt;br /&gt;
The Aurorastation server is hosted by [https://forums.aurorastation.org/profile/918-arrow768/ Arrow768], operating on modified Baystation12 code.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download [http://www.byond.com/download/ BYOND] to play.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aurorastation: Heavy Roleplay Server — SCCV Horizon&#039;&#039;&#039; : byond://server.aurorastation.org:1234&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Aurora_Starmap}}&lt;br /&gt;
&lt;br /&gt;
[[Category:SS13]]&lt;br /&gt;
[[Category:Main]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Sneakyranger&amp;diff=29872</id>
		<title>Sandbox:Sneakyranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Sneakyranger&amp;diff=29872"/>
		<updated>2023-09-10T03:09:44Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: bre&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- __NOCACHE__ --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Do not touch the above line --&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;{{Navbox New Player Guides}}&amp;lt;/center&amp;gt;&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is a new player&#039;s summary to the very basics of Aurora&#039;s lore. To focus on the lore you&#039;ll need to know to create a character, move on to [[Character Creation]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you want to know more about playing Space Station 13, look at [[Getting Started]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;It is the year {{#expr:{{CURRENTYEAR}} + 442}} CE. Humanity has spread across the stars, colonizing thousands of star systems and hundreds of planets. The Orion Spur, the section of the Milky Way galaxy that all known sapient lifeforms inhabit, is dominated economically by galactic-spanning megacorporations, five of which have recently banded together to form the [[Stellar Corporate Conglomerate]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At the head of the Conglomerate, the [[File:Nt-logo.jpeg|20px|link=]][[NanoTrasen Corporation]] is rapidly struggling for relevance amidst the worsening shortage of the fantastically powerful element of Phoron. While NanoTrasen once dominated all other corporations and several governments with its monopoly on the element, it has recently lost its economic footing in the former centre of humanity, the [[Sol Alliance]], and the technologically-advanced [[Republic of Elyra]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In a bid to solve the shortage, the Stellar Corporate Conglomerate has launched a flagship to explore the stars; the [[SCCV Horizon]]. Comprised of employees from five megacorporations, as well as other alien species that exist alongside humanity, time will tell if the Conglomerate&#039;s bid for increasing dominance proves successful, particularly against the machinations of their rival, [[File:EinsteinEngines2.png|20px|link=]] [[Einstein Engines]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are an employee of one of the five constituents of the Stellar Corporate Conglomerate: the leader in all things phoron, NanoTrasen, the industry titan [[File:Hephaestuslogo4.png|20px|link=]] [[Hephaestus Industries]], the banking conglomerate [[File:II-teal.png|20px|link=]] [[Idris Incorporated]], the medical technology giant[[File:ZH-lightpurple.png|20px|link=]] [[Zeng-Hu Pharmaceuticals]], the major arms manufacturer [[File:Zavodskoi Interestellar.png|10px|link=]][[Zavodskoi Interstellar]], and the Spur-spanning shipping company [[Orion Express]]. For some reason or another, you&#039;ve been assigned on the SCCV Horizon by your superiors to assist the Conglomerate&#039;s efforts in their search across the Spur for a new phoron source.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Your Place in the Spur ===&lt;br /&gt;
&lt;br /&gt;
The Stellar Corporate Conglomerate&#039;s efforts are largely centered within the [[Republic of Biesel]], a democratic state that is heavily reliant on the machinations of NanoTrasen to support its economy and military. By default, all characters originate from the Republic of Biesel and its planets. This can be changed in [[Guides/Character Creation|Character Creation]]. Biesel is a heavily multicultural planet that is home to not just humans, but other sentient species that have taken to interstellar travel.&lt;br /&gt;
&lt;br /&gt;
These species include the [[Skrell]], an amphibious species of technological renown, the [[Tajara]], a feline species heavily fractured by recent wars and conflicts, the [[Unathi]], a reptilian race caught between the reins of tradition and the uncertainty of progress, the [[Vaurca]], eusocial, insectoid aliens settling in to the Spur after their departure from their long-lost homeworld, and the [[Diona]], plant-like superorganisms with infinite curiosity for others&#039; ways.&lt;br /&gt;
&lt;br /&gt;
Beyond the Republic of Biesel, several other human nation-states exist. The most notable is the [[Sol Alliance]], the birthplace of humanity and once a powerful empire in its own right. After the beginning of the phoron scarcity in 2462, the Alliance has begun to lose much of its influence except around its Core Worlds, and the system of Sol. Former Alliance territories outside of these regions are now labelled the [[Human Wildlands]], and a variety of military juntas and warlords originating from Sol have tried to overtake their own territory in the Wildlands.&lt;br /&gt;
&lt;br /&gt;
Only Einstein Engines remains to contest the megacorporate power financially, supporting a crippled Alliance whose forces have largely revolted amidst the Wildlands.&lt;br /&gt;
====The workplace and you====&lt;br /&gt;
&lt;br /&gt;
You, among others, have been assigned to work aboard the SCCV Horizon, a state-of-the-art general-purpose vessel that travels across the Orion Spur with the primary objective to uncover phoron. However, secondary objectives exist at the whim of the Stellar Corporate Conglomerate. As a worker for the SCC, you&#039;re expected to have the baseline of qualifications for your occupations, which can be found at [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
&lt;br /&gt;
It is also expected that your character have &#039;&#039;believable, realistic experience&#039;&#039; given their age and history. For example, a 19-year-old janitor should not be able to perform brain surgery, and a security officer is likely not a billionaire. All players, including staff, are subject to this expectation. More details on that rule can be found in the server rules, found [https://aurorastation.org/rules.html here.]&lt;br /&gt;
&lt;br /&gt;
With this said, your options of career, origin, and experience are incredibly flexible. It would not be a stretch to say you can be whatever you want on the Aurora server, within reason. Get creative! The possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
As a character, it stands to reason that while everyone makes mistakes, your presence on a state-of-the-art flagship is subject to [[Guide to Law|laws]] and [[Corporate Regulations|regulations]]. If your character fails to follow workplace regulations or laws within the Conglomerate&#039;s definition, you are at risk of the character being permanently lost. The exception is antagonist roles, which players without a certain playtime on Aurora cannot play.&lt;br /&gt;
&lt;br /&gt;
While the vast majority of characters on the server are employees of the corporations beneath the Stellar Corporate Conglomerate, independent individuals or unaffiliated individuals are accessible as well through character setup. These roles include megacorporate-unaffiliated journalists, passengers, and [[Guide to Ghost Roles|third-party vessel teams]] who have found their way to the setting somehow. As a starting character, your rank in the hierarchy will be quite low. In addition, [[Guide to Command|Command]] roles are whitelisted on Aurora.&lt;br /&gt;
&lt;br /&gt;
===Known Space: [[The Orion Spur]]===&lt;br /&gt;
The setting is based in the majority of the &#039;&#039;&#039;[[Orion Spur]],&#039;&#039;&#039; the part of the Milky Way in which the [[Sol]] System and its surrounding hundred lightyears resides. It is very open-ended and diverse in its nature, and not wholly charted yet; the deep Frontier hardly scratches the surface of the unknowable depths of the galaxy. &lt;br /&gt;
&lt;br /&gt;
The expansion of humanity has reached out in every direction, only stopping in the galactic west as they border the [[Nralakk Federation]], home of the Skrell. Otherwise, their all-encompassing exploration has given them free reign to conquer the untouched - or abandoned - regions of the galaxy. &lt;br /&gt;
&lt;br /&gt;
{{Aurora Starmap}}&lt;br /&gt;
&lt;br /&gt;
==Common Sentient Species==&lt;br /&gt;
These are common sentient species found throughout known space.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Skrell]]====&lt;br /&gt;
 [[File:Starter_skrell.png]]&lt;br /&gt;
An amphibian race hailing from Nralakk IV, Qerrbalak.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An amphibious species whose passion mostly lays in the field of the combined sciences, the Skrell are the second oldest and first most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, also being one of the only species in the Orion Spur to naturally develop psionics.&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;
====[[Unathi]]====&lt;br /&gt;
 [[File:Starter unathi.png]]&lt;br /&gt;
A reptilian race hailing from Moghes.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The cold-blooded Unathi are a race of tall humanoid reptiles from their war-torn homeworld of Moghes. The planet’s history can be summarized as being dominated by various Clans of Unathi, with the strongest being the Hegemon of Moghes. Following first contact with Skrell and Humanity, there was a violent outbreak of nuclear war that formed a vast world-dominating desert called the Wasteland which has made life difficult for the Unathi. The surviving side of this war, the Izweski Hegemony, has struggled to bring a balance between expanding their empire off-world, or reconstructing their ancestral planet. Grandiose and Space-Operatic, the themes behind Unathi follow the struggle of religion, spirituality, honor, and rigid gender roles.&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;
====[[Tajara]]====&lt;br /&gt;
 [[File:Tajaraexpandedbackground.png]]&lt;br /&gt;
A feline-like race hailing from Adhomai.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Tajaran race is a species of feline-like bipeds hailing from the planet of [[Adhomai]] in the S&#039;rand&#039;marr system. They have been brought up into the space age by the Humans and Skrell, who alledgedly influenced their eventual revolution that overthrew their ancient monarchies to become a totalitarian - and NanoTrasen friendly - republic. Adhomai is currently under a cold war between three factions in the aftermath of a global conflict, and many Tajara are fleeing their homeworld to seek safety and employment in human space.&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;
====[[Vaurca]] (Vaurcae)====&lt;br /&gt;
 [[File:Starter vaurca.png]]&lt;br /&gt;
An insectoid race hailing from Sedantis I.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The mostly bipedal, insectoid creatures hailing from the moon known as Sedantis I, Vaurca (Vaurca in singular term and Vaurcae in multiple), were discovered after the first Hiveship contact in human space, 2456. They once had access to great technology, however they had to flee their doomed homeworld. They have a complex caste system based on three types, and use something known as the Hivenet to communicate in thoughts and feelings near instantly between themselves, and enter a paradisiacal virtual reality. They require phoron to respirate, as well as requiring a unique and dangerous fungus, the k’ois spore, to sustain them. Although barely tolerated in the known galaxy, many have found homes in the more unkempt areas of their host’s society. There are four known Hives - Zo’ra, K’lax, C’thur, and Lii’dra. The largest, and most common hive in Tau Ceti is the Zo&#039;ra hive. The Lii’dra, unique in that they are a true hivemind, are known as a powerful and secretive force and are hostile to most other entities known - including the other Hives.&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;
====[[Dionae]]====&lt;br /&gt;
 [[File:Starter dionae.png]]&lt;br /&gt;
A mysterious plant-like race hailing from the depths of space.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Dionae (D. Primis) are a rather strange, cryptic species in comparison to the rest found in the Orion Spur. They have various forms comprised of cat-sized caterpillar-like creatures with a curious, childlike disposition - called Dionae Nymphs.&lt;br /&gt;
&lt;br /&gt;
Enigmatic witnesses to various events through the centuries, the Dionae are an inquisitive species with a pacifistic disposition after gaining sentience. Their origins, behaviour and functions are never alike - with each being as unique as the next. The Dionae are capable of great intellectual, biological and physical feats going above and beyond what was considered possible for millennia. Dionae are similar to both plant and animal, however, they primarily survive off of the electromagnetic spectrum coinciding with a diet of biological matter to supplement their growth. Their inability to adapt to survive without  lack of radiation can lead to death, if not exposed to at least efficient lighting. Dionae have been seen across the Orion Spur, each with a unique history and personality.&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;
====[[IPC|Integrated Positronic Chassis]] (IPC)====&lt;br /&gt;
 [[File:Starter ipcs.png]]&lt;br /&gt;
Robotic entities making use of Positronic brains to match sentience, to a degree.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An Integrated Positronic Chassis, or IPC, is an artificial intelligence inside of a bipedal, humanoid frame. IPCs are primarily characterized by their autonomy, not being bound to a master AI or set of laws. Often built to carry out a single, career-related purpose, they come in many different chassis, with varying degrees of intelligence. Within known space, their existence is a contentious topic with IPCs being seen as property or second-class citizens, undeserving of the rights other species possess.&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;
====[[Synthetics|Synthetics, more generally]]====&lt;br /&gt;
 [[File:Starter borg.png]]&lt;br /&gt;
Robots in the galaxy, endlessly diverse.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The term “synthetic” refers to a broad range of autonomous machinery. Dabbled with, first by the ancient skrell, and now humanity, synthetics can be classified primarily by the method of their intelligence. They include simple machinery not out of place in the 21st century, cyborgs, autonomous robots on circuitry, and now, advanced sentient artificial intelligences stored on positronic brains.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Major Factions==&lt;br /&gt;
These are the dominant political players in the Orion Spur that are relevant to you, the player. Any of these factions can be utilized in backstories or as origins for characters - go crazy!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important note:&#039;&#039;&#039; These factions are only the key players in the setting. Nothing stops you from making up your own origin wherever you&#039;d like, so long as it does not contest standing lore&#039;s canon. When in doubt, ask a lore writer!&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Republic of Biesel]]====&lt;br /&gt;
The core location of the setting itself. A bastion of prosperity amidst chaos.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Republicofbieselflag.png|65px|right]]&lt;br /&gt;
The Republic of Biesel is an independent system within the core of Human space. It is heavily tied to the NanoTrasen corporation at every level of government, and may as well be considered as governed by it to begin with. The Republic of Biesel is the government of the Tau Ceti System, exercising authority over Biesel, New Gibson and all other settlements and installations within Tau Ceti&#039;s gravity well. It is one of the most populated systems in human space, a financial center, industrial powerhouse and one of the most prestigious systems in the galaxy. However, unrest and gridlock undermine the government, and the aggressive attitude of the Sol Alliance against its former system has made many worried of the future of the Republic. Tau Ceti is far from the limit of the Republic&#039;s boundaries, as the recent addition &#039;&#039;(post-2462)&#039;&#039; of the Corporate Reconstruction Zone have led to its size growing immensely. The CRZ, or the Zone, consists of hundreds of once-Solarian worlds which have had no choice but to fall under the Republic&#039;s banner, after their supply lines and defenses were cut off by the collapsing or defecting military.&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;
====[[Sol Alliance]]====&lt;br /&gt;
A crumbling giant whose golden age has long passed.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Sol Alliance Flag.png|65px|right]]&lt;br /&gt;
Formerly the most populated singular government entity in known space, the Solarian Alliance is the first and one of the most politically powerful trans-stellar Human factions. While its reign formerly consisted of nearly a quarter of charted space in a growing sphere around Earth, it has now diminished significantly in size. Its loyal forces have recently retreated to the &amp;quot;Jewel Worlds,&amp;quot; a region of space where its most treasured assets lay, not to mention its throne upon the home world. The Alliance is strangled by its long-standing reliance on [[Einstein Engines]], a corporation that has survived almost total nationalization to become the foremost employer in Solarian space. The government and the corporation now stand as fierce opposition to the growing Stellar Corporate Conglomerate whose power contests them. Sol&#039;s jewel worlds and secure borders are surrounded by the Human Wildlands, dominated by warlord admirals who formerly served the Alliance&#039; tremendously bloated military.&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;
====[[Coalition of Colonies]]====&lt;br /&gt;
Freedom and independence embodied on an interstellar scale.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Frontier_Alliance_Flag.png|65px|right]]&lt;br /&gt;
This loosely confederated Coalition is the largest power in the frontier, and possibly the most populous entity in the Orion Spur. It is the largest fracture from the Sol Alliance after the Interstellar War, and covers several regions with its utterly tremendous borders. The systems of the Coalition greatly value their independence and freedom. A few powerful systems dominate the politics of the Frontier, headed by the Xanu Free League - the capital of it all. Many of those in the Coalition of Colonies harbor distrust of the Sol Alliance even after the end of the Interstellar War. Humans and aliens from any and all ethnicities, as well as any combination of them, can be found in the Coalition of Colonies. In recent times, the Coalition has conquered a huge amount of territories where the Alliance formerly stood guard. For example, the tremendous Alliance Neutral Zone - a place where both sides were forbidden from entering - no longer exists, and has since been deemed Coalition territory after the Solarian withdrawal.&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;
====[[Republic of Elyra]]====&lt;br /&gt;
Glistening utopian city-scapes and technological might.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Elyra Flag.png|65px|right]]&lt;br /&gt;
The Republic of Elyra, or its more official name, The Serene Republic of Elyra, is a bustling, benevolent independent power in the Badlands. It is made up of multiple star systems, with its capital in the highly developed technological utopia of Perispolis. Its national motto is &amp;quot;For Greatness We Strive&amp;quot;. It is known for its exotic culture, highly progressive - if Pro-Human nature, and advanced industrial wonders. Elyra is one of the only three factions in the Orion Spur which innately possess phoron deposits of any sort, something they have exploited to their fullest potential in recent years.&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;
====[[Empire of Dominia]]====&lt;br /&gt;
Religious pride in the Emperor and country.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Dominia_Flag.png|40px|right]]&lt;br /&gt;
A heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the Mira Sancta system. This autocratic state is ruled by His Imperial Majesty Boleslaw Keeser. The Empire of Dominia was proclaimed in 2385 by then-Emperor Godwin Keeser, unifying a colony which had been isolated for hundreds of years. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socio-economically stratified due to the so-called blood debt, known as the Mor’iz’al.&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;
====[[Eridani Federation]]====&lt;br /&gt;
Corporation-dominated hell, personified through a terrible societal split.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eridani Logo.png|65px|right]]&lt;br /&gt;
Eridani, or the Eridani Corporate Federation, is an oligarchic republic in the Epsilon Eridani system dominated entirely by a council of mega-corporations that seek profit and expansion at any cost. It has no official capital - government authority is exercised digitally. The Corporate Federation is known as one of the core economic powers of Solarian space, and is technically under Solarian supervision - though the true extent of this is up for debate. Corporations, in reality, rule the gloomy landscapes of the Corporate Federation’s worlds. Its citizens are called Eridanians. Eridanians are famed for their vicious treatment of one another, distinguishing between two primary classes ; Dregs, and Suits - who in effect represent a fine line between poverty and wealth.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====The Free Frontier====&lt;br /&gt;
Whatever you want. Really.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The frontier consists of all space unclaimed by one of the major interstellar powers. The population of the frontier is difficult to estimate, but conservative guesses place it between 25 and 50 billion. The government, technological development, economy, and social systems of these independent systems vary wildly. Piracy, corporate exploitation, and smuggling are commonplace throughout the frontier. People hailing from these areas, known as frontiersmen, are known for their rugged independence and distrust of megacorporations and government alike.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Non-Human Factions==&lt;br /&gt;
Xeno factions independently hardly parallel the combined prevalence of Humanity. However, major factions such as the Nralakk Federation - which borders the Sol Alliance directly, and exercise total authority over their controlled space, are seen as key players in galactic politics. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Nralakk Federation]]====&lt;br /&gt;
An higher-up galactic player, authoritarian in its nature.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:jargon_flag.jpg|65px|right]]&lt;br /&gt;
The Nralakk Federation is a centralized union of systems, ran by councillors representing Skrell interests in a clear hierarchy. Although humans have fractured heavily in their expansion, Skrell have remained in largely a singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&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;
====[[Unathi|Izweski Nation]]====&lt;br /&gt;
The proud Unathi Hegemony in all its glory.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Moghes_porposal.png|65px|right]]&lt;br /&gt;
The Izweski Clan is led by Clan Leader Not&#039;zar Izweski , a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated. Under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection. After the Contact War devastated the Unathi homeworld, the Izweski Hegemony has struggled to follow traditions to keep themselves in power. &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;
====[[People&#039;s Republic of Adhomai]]====&lt;br /&gt;
The most powerful and first space-faring state in Adhomai.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:PRA Flag.png|65px|right]]&lt;br /&gt;
Led by President Njadrasanukii Hadii, the People’s Republic of Adhomai are considered the &#039;loyalist&#039; faction on Adhomai and once enjoyed galactic recognition as the government of Adhomai. It claims to be the true keeper of Al’mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’marii’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;From this point, you are again encouraged to move onto [[Character Creation]] provided you&#039;re at a loss for what to do.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Sneakyranger&amp;diff=29871</id>
		<title>Sandbox:Sneakyranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Sneakyranger&amp;diff=29871"/>
		<updated>2023-09-10T03:09:37Z</updated>

		<summary type="html">&lt;p&gt;Sneakyranger: leave me alone math&lt;/p&gt;
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&lt;div&gt;&amp;lt;!-- __NOCACHE__ --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Do not touch the above line --&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;{{Navbox New Player Guides}}&amp;lt;/center&amp;gt;&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=New Player Lore Starter Guide=&lt;br /&gt;
&#039;&#039;&#039;This is a new player&#039;s summary to the totality - or at least, as much as we can summarize quickly - of the Aurora server&#039;s most essential lore.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;This is the first in a series of multiple guides that are connected to [[Character Creation]]. Once you&#039;re finished reading this, you are more than equipped with the knowledge necessary to create your character using that guide!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Below is absolutely recommended reading if you are new to the server!&#039;&#039;&#039;&lt;br /&gt;
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*The year is &#039;&#039;&#039;{{#expr:{{CURRENTYEAR}} + 442}} CE&#039;&#039;&#039; (Common Era). Humanity has long since began its trek into space, and explored territory reaches out dozens of lightyears in every direction. After a century beyond the 2000&#039;s, flourishing cities had been established in nearby systems such as Tau Ceti and Eridani Federation, and in the centuries that would follow, hundreds of systems would fall under the control of Humanity. Outposts on garden worlds became metropolises in the span of decades. Entire asteroids and moons were mined out, hostile worlds were terraformed and subdued by growing corporations that began to become the dominant economic powers of Human space. [[Offworlder Humans|Some humans have decided to roam the Orion Spur for the rest of their lives, living on their vessels and developing their own culture]]. The endeavors into the final frontier were founded beneath the unified banner of the [[Sol Alliance]] - a fading galactic government which exercises official control over the majority of the Human population.&lt;br /&gt;
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*At the end of the 22nd century, the power and influence of the Sol Alliance was at its height, but this soon came to an end as an unexpected economic collapse found trans-stellar corporations picking away at Sol Alliance authority piece by piece. In the middle of the prosperity and strife, transtellars have for centuries embarked to make massive profits. The major corporate players had managed to establish a stable, if shaky peace between themselves, with no single corporation able to completely dominate the others.&lt;br /&gt;
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*The foremost megacorporations would ultimately end up becoming the following: [[File:Nt-logo.jpeg|20px|link=]][[NanoTrasen Corporation]], [[File:EinsteinEngines2.png|20px|link=]] [[Einstein Engines]], [[File:Hephaestuslogo4.png|20px|link=]] [[Hephaestus Industries]], [[File:II-teal.png|20px|link=]] [[Idris Incorporated]], [[File:ZH-lightpurple.png|20px|link=]] [[Zeng-Hu Pharmaceuticals]], [[File:Zavodskoi Interestellar.png|10px|link=]][[Zavodskoi Interstellar]].&lt;br /&gt;
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Together, they exercised total economic control over the known galaxy.&lt;br /&gt;
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*Any semblance of equilibrium between the mega-corps was shattered with NanoTrasen&#039;s discovery of the element Phoron in 2417. Phoron is a powerful element which is highly sought after for its untold capabilities and use in the average starship drive. After discovering Phoron, NanoTrasen quickly established a monopoly on it, with themselves sitting on the largest deposits in the known galaxy. The times that followed sent NanoTrasen skyrocketing to unofficially become the foremost power over Humanity. Through determination and overwhelming wealth, it and the other megacorporations have become the dominant governing force over the expanse of the Orion Spur.&lt;br /&gt;
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*Humanity is far from alone in the Spur, with multiple other sentient species taking to interstellar travel and contesting Humanity’s claim to the stars. In 2332, the Skrell were discovered, and since, a plethora of others were encountered, including the crafty Tajara, the proud Unathi, the enigmatic Vaurcae, and the elegant Dionae. Many more exist, and while most are simply apathetic to humanity, others are openly hostile. If one thing can be said to unite the various species, it is the drive to control the powerful element Phoron. &lt;br /&gt;
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*&#039;&#039;&#039;After late 2462&#039;&#039;&#039; and the beginning of the massive phoron scarcity, the Solarian Alliance has begun its final collapse. Thus far, its jurisdiction has retreated to the Core Worlds and the area around Earth, while other major factions rushed to fill the power vacuum. Chaos has stricken the former Alliance territories for the most part - now labelled the [[Human Wildlands]]. &lt;br /&gt;
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*Now, the corporations - outside of the Alliance at least, have banded together under the ultimate authority of the [[File:SCC logo.png|20px|link=]] &#039;&#039;&#039;[[Stellar Corporate Conglomerate]]&#039;&#039;&#039;. This new force promises to safeguard the financial livelihood of every living being in the known galaxy. With the “big five” corporations taking the stage, anything could happen. Only Einstein Engines remains to contest their power financially, supporting a crippled Alliance whose forces have largely revolted amidst the Wildlands.&lt;br /&gt;
====The setting, and your workplace====&lt;br /&gt;
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With the unveiling of the &#039;&#039;&#039;[[SCCV Horizon]]&#039;&#039;&#039;, the setting to which players have access stretches across the entirety of the Orion Spur. The &#039;&#039;&#039;SCCV Horizon&#039;&#039;&#039; is under the joint control of the &#039;&#039;&#039;Stellar Corporate Conglomerate&#039;&#039;&#039;, a holdings corporation that has significant influence over the direction of the setting. You, among others, have been assigned to work aboard the &#039;&#039;&#039;SCCV Horizon&#039;&#039;&#039;, a state-of-the-art general-purpose vessel that travels across the Orion Spur with the primary objective to uncover Phoron, however, secondary objectives exist at the whim of the Stellar Corporate Conglomerate. Due to the SCC operating the Horizon, they have the final say on Occupation Qualifications. While many jobs will have specific qualifications that can be found on their job pages, the base line qualifications to work aboard the Horizon can be found here: [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
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In recent times (2462 and beyond) the setting has taken a turn for the worst as phoron scarcity threatens to drive the galaxy into the ground. While phoron remains in steady supply, its finite sources grow thinner by the day - soon enough, civilization will suffer the consequences. &lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Your Place in the Workplace&#039;&#039;&#039;&lt;br /&gt;
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All players including staff are subject to the believable character rule. More details on that rule can be found in the server rules, found [https://aurorastation.org/rules.html here.]&lt;br /&gt;
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With this said, your place in the workplace is extremely flexible. It would not be a stretch to say you can be whatever you want on the Aurora server, within reason. Get creative! The possibilities are endless, and storied lore backgrounds are always here to help guide character creation.&lt;br /&gt;
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Ultimately, in the grand scheme of things, your binding rules are generally things such as being related to the &#039;&#039;&#039;Stellar Corporate Conglomerate&#039;&#039;&#039; and being aboard the &#039;&#039;&#039;SCCV Horizon&#039;&#039;&#039; legally. Opportunities to subvert even these rules are available but are not the same as player characters made from character setup unless exclusively permitted by staff. More details on these exceptions can be found on the [[Guide to Ghost Roles]] page!&lt;br /&gt;
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The vast majority of characters on the server are employees of the corporations beneath the &#039;&#039;&#039;Stellar Corporate Conglomerate&#039;&#039;&#039;. These individuals come in all shapes and sizes, with all of them sharing similar and quite low ranks in the megacorporate hierarchy. Certain ranks are afforded different privileges, such as medical practitioners and corporate security. Playing an official of higher rank is barred behind a whitelist to ensure quality control. Independent individuals or unaffiliated individuals are accessible as well through character setup. These roles include megacorporate-unaffiliated journalists, passengers, and [[Guide to Ghost Roles|third-party vessel teams]] who have found their way to the setting somehow.&lt;br /&gt;
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====The Economy====&lt;br /&gt;
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The Biesel Standard Credit (电/CR) is one of the dominating currencies that exist within the Orion Spur and was created shortly after the Republic of Biesel’s declaration of independence in 2452. It sees usage outside of the Republic, within the Izweski Hegemony, who adopted it as their official currency following the collapse of the Solarian Alliance, and some sections of the Coalition of Colonies near the shared border, as well as the People’s Republic of Adhomai. The BSC is available in electronic, bankcard and traditional notes forms that have the symbol of a lit torch on them. Responsibility for the currency falls to the Central Biesel Banking Authority, which is located in District One of Mendell City, the capital of the Republic of Biesel. It oversees monetary policy and the supply of the Biesel Standard Credit, with assistance from Idris Incorporated. Similarly to the Solarian Standard Credit, the BSC is able to function as a fiat currency.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Your Place in the Economy&#039;&#039;&#039;&lt;br /&gt;
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The financial status of your character varies on a character-by-character and player-by-player basis. To reiterate, the believable character rule must be taken into account here - a security officer very simply has no excuse to be a billionaire, nor does a cargo technician have the ability to be an Interstellar War veteran. However, the pedantics of the extent of one’s wallet is in player control, barring mechanically of course. With this said, the cost of living is clarified or can be gleaned by context virtually anywhere set in lore - questions surrounding this can be directed to lore developers of the respective topic. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Known Space - [[The Orion Spur]]===&lt;br /&gt;
The setting is based in the majority of the &#039;&#039;&#039;Orion Spur,&#039;&#039;&#039; the part of the Milky Way in which the [[Sol]] System - and its surrounding hundred lightyears, roughly - resides. It is very open-ended and diverse in its nature, and not wholly charted yet - the deep Frontier hardly scratches the surface of the unknowable depths of the galaxy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;More details on the expanse of the mapped galaxy can be found [[The Orion Spur|here.]]&#039;&#039;&#039;&lt;br /&gt;
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The expansion of Humanity has reached out in every direction, only stopping in the galactic west as they border the Nralakk Federation. Otherwise, their all-encompassing exploration has given them free reign to conquer the untouched - or abandoned - regions of the galaxy. &lt;br /&gt;
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The major Human factions of the Orion Spur are numerous, but share a common theme in that they are universally affected by a catastrophe known as the Interstellar War. From this disastrous conflict, many new factions cropped up, with most opposed to the rule of the Sol Alliance.&lt;br /&gt;
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{{Aurora Starmap}}&lt;br /&gt;
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==Common Sentient Species==&lt;br /&gt;
These are common sentient species found throughout known space.&lt;br /&gt;
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====[[Skrell]]====&lt;br /&gt;
 [[File:Starter_skrell.png]]&lt;br /&gt;
An amphibian race hailing from Nralakk IV, Qerrbalak.&lt;br /&gt;
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An amphibious species whose passion mostly lays in the field of the combined sciences, the Skrell are the second oldest and first most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, also being one of the only species in the Orion Spur to naturally develop psionics.&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;
====[[Unathi]]====&lt;br /&gt;
 [[File:Starter unathi.png]]&lt;br /&gt;
A reptilian race hailing from Moghes.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The cold-blooded Unathi are a race of tall humanoid reptiles from their war-torn homeworld of Moghes. The planet’s history can be summarized as being dominated by various Clans of Unathi, with the strongest being the Hegemon of Moghes. Following first contact with Skrell and Humanity, there was a violent outbreak of nuclear war that formed a vast world-dominating desert called the Wasteland which has made life difficult for the Unathi. The surviving side of this war, the Izweski Hegemony, has struggled to bring a balance between expanding their empire off-world, or reconstructing their ancestral planet. Grandiose and Space-Operatic, the themes behind Unathi follow the struggle of religion, spirituality, honor, and rigid gender roles.&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;
====[[Tajara]]====&lt;br /&gt;
 [[File:Tajaraexpandedbackground.png]]&lt;br /&gt;
A feline-like race hailing from Adhomai.&lt;br /&gt;
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The Tajaran race is a species of feline-like bipeds hailing from the planet of [[Adhomai]] in the S&#039;rand&#039;marr system. They have been brought up into the space age by the Humans and Skrell, who alledgedly influenced their eventual revolution that overthrew their ancient monarchies to become a totalitarian - and NanoTrasen friendly - republic. Adhomai is currently under a cold war between three factions in the aftermath of a global conflict, and many Tajara are fleeing their homeworld to seek safety and employment in human space.&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;
====[[Vaurca]] (Vaurcae)====&lt;br /&gt;
 [[File:Starter vaurca.png]]&lt;br /&gt;
An insectoid race hailing from Sedantis I.&lt;br /&gt;
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The mostly bipedal, insectoid creatures hailing from the moon known as Sedantis I, Vaurca (Vaurca in singular term and Vaurcae in multiple), were discovered after the first Hiveship contact in human space, 2456. They once had access to great technology, however they had to flee their doomed homeworld. They have a complex caste system based on three types, and use something known as the Hivenet to communicate in thoughts and feelings near instantly between themselves, and enter a paradisiacal virtual reality. They require phoron to respirate, as well as requiring a unique and dangerous fungus, the k’ois spore, to sustain them. Although barely tolerated in the known galaxy, many have found homes in the more unkempt areas of their host’s society. There are four known Hives - Zo’ra, K’lax, C’thur, and Lii’dra. The largest, and most common hive in Tau Ceti is the Zo&#039;ra hive. The Lii’dra, unique in that they are a true hivemind, are known as a powerful and secretive force and are hostile to most other entities known - including the other Hives.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
====[[Dionae]]====&lt;br /&gt;
 [[File:Starter dionae.png]]&lt;br /&gt;
A mysterious plant-like race hailing from the depths of space.&lt;br /&gt;
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Dionae (D. Primis) are a rather strange, cryptic species in comparison to the rest found in the Orion Spur. They have various forms comprised of cat-sized caterpillar-like creatures with a curious, childlike disposition - called Dionae Nymphs.&lt;br /&gt;
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Enigmatic witnesses to various events through the centuries, the Dionae are an inquisitive species with a pacifistic disposition after gaining sentience. Their origins, behaviour and functions are never alike - with each being as unique as the next. The Dionae are capable of great intellectual, biological and physical feats going above and beyond what was considered possible for millennia. Dionae are similar to both plant and animal, however, they primarily survive off of the electromagnetic spectrum coinciding with a diet of biological matter to supplement their growth. Their inability to adapt to survive without  lack of radiation can lead to death, if not exposed to at least efficient lighting. Dionae have been seen across the Orion Spur, each with a unique history and personality.&lt;br /&gt;
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====[[IPC|Integrated Positronic Chassis]] (IPC)====&lt;br /&gt;
 [[File:Starter ipcs.png]]&lt;br /&gt;
Robotic entities making use of Positronic brains to match sentience, to a degree.&lt;br /&gt;
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An Integrated Positronic Chassis, or IPC, is an artificial intelligence inside of a bipedal, humanoid frame. IPCs are primarily characterized by their autonomy, not being bound to a master AI or set of laws. Often built to carry out a single, career-related purpose, they come in many different chassis, with varying degrees of intelligence. Within known space, their existence is a contentious topic with IPCs being seen as property or second-class citizens, undeserving of the rights other species possess.&lt;br /&gt;
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====[[Synthetics|Synthetics, more generally]]====&lt;br /&gt;
 [[File:Starter borg.png]]&lt;br /&gt;
Robots in the galaxy, endlessly diverse.&lt;br /&gt;
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The term “synthetic” refers to a broad range of autonomous machinery. Dabbled with, first by the ancient skrell, and now humanity, synthetics can be classified primarily by the method of their intelligence. They include simple machinery not out of place in the 21st century, cyborgs, autonomous robots on circuitry, and now, advanced sentient artificial intelligences stored on positronic brains.&lt;br /&gt;
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==Major Factions==&lt;br /&gt;
These are the dominant political players in the Orion Spur that are relevant to you, the player. Any of these factions can be utilized in backstories or as origins for characters - go crazy!&lt;br /&gt;
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&#039;&#039;&#039;Important note : &#039;&#039;&#039; These factions are only the key players in the setting. Nothing stops you from making up your own origin wherever you&#039;d like, so long as it does not contest standing lore&#039;s canon. When in doubt, ask a lore writer!&lt;br /&gt;
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====[[Republic of Biesel]]====&lt;br /&gt;
The core location of the setting itself. A bastion of prosperity amidst chaos.&lt;br /&gt;
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[[Image:Republicofbieselflag.png|65px|right]]&lt;br /&gt;
The Republic of Biesel is an independent system within the core of Human space. It is heavily tied to the NanoTrasen corporation at every level of government, and may as well be considered as governed by it to begin with. The Republic of Biesel is the government of the Tau Ceti System, exercising authority over Biesel, New Gibson and all other settlements and installations within Tau Ceti&#039;s gravity well. It is one of the most populated systems in human space, a financial center, industrial powerhouse and one of the most prestigious systems in the galaxy. However, unrest and gridlock undermine the government, and the aggressive attitude of the Sol Alliance against its former system has made many worried of the future of the Republic. Tau Ceti is far from the limit of the Republic&#039;s boundaries, as the recent addition &#039;&#039;(post-2462)&#039;&#039; of the Corporate Reconstruction Zone have led to its size growing immensely. The CRZ, or the Zone, consists of hundreds of once-Solarian worlds which have had no choice but to fall under the Republic&#039;s banner, after their supply lines and defenses were cut off by the collapsing or defecting military.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Sol Alliance]]====&lt;br /&gt;
A crumbling giant whose golden age has long passed.&lt;br /&gt;
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[[File:Sol Alliance Flag.png|65px|right]]&lt;br /&gt;
Formerly the most populated singular government entity in known space, the Solarian Alliance is the first and one of the most politically powerful trans-stellar Human factions. While its reign formerly consisted of nearly a quarter of charted space in a growing sphere around Earth, it has now diminished significantly in size. Its loyal forces have recently retreated to the &amp;quot;Jewel Worlds,&amp;quot; a region of space where its most treasured assets lay, not to mention its throne upon the home world. The Alliance is strangled by its long-standing reliance on [[Einstein Engines]], a corporation that has survived almost total nationalization to become the foremost employer in Solarian space. The government and the corporation now stand as fierce opposition to the growing Stellar Corporate Conglomerate whose power contests them. Sol&#039;s jewel worlds and secure borders are surrounded by the Human Wildlands, dominated by warlord admirals who formerly served the Alliance&#039; tremendously bloated military.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Coalition of Colonies]]====&lt;br /&gt;
Freedom and independence embodied on an interstellar scale.&lt;br /&gt;
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[[File:Frontier_Alliance_Flag.png|65px|right]]&lt;br /&gt;
This loosely confederated Coalition is the largest power in the frontier, and possibly the most populous entity in the Orion Spur. It is the largest fracture from the Sol Alliance after the Interstellar War, and covers several regions with its utterly tremendous borders. The systems of the Coalition greatly value their independence and freedom. A few powerful systems dominate the politics of the Frontier, headed by the Xanu Free League - the capital of it all. Many of those in the Coalition of Colonies harbor distrust of the Sol Alliance even after the end of the Interstellar War. Humans and aliens from any and all ethnicities, as well as any combination of them, can be found in the Coalition of Colonies. In recent times, the Coalition has conquered a huge amount of territories where the Alliance formerly stood guard. For example, the tremendous Alliance Neutral Zone - a place where both sides were forbidden from entering - no longer exists, and has since been deemed Coalition territory after the Solarian withdrawal.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Republic of Elyra]]====&lt;br /&gt;
Glistening utopian city-scapes and technological might.&lt;br /&gt;
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[[File:Elyra Flag.png|65px|right]]&lt;br /&gt;
The Republic of Elyra, or its more official name, The Serene Republic of Elyra, is a bustling, benevolent independent power in the Badlands. It is made up of multiple star systems, with its capital in the highly developed technological utopia of Perispolis. Its national motto is &amp;quot;For Greatness We Strive&amp;quot;. It is known for its exotic culture, highly progressive - if Pro-Human nature, and advanced industrial wonders. Elyra is one of the only three factions in the Orion Spur which innately possess phoron deposits of any sort, something they have exploited to their fullest potential in recent years.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Empire of Dominia]]====&lt;br /&gt;
Religious pride in the Emperor and country.&lt;br /&gt;
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[[File:Dominia_Flag.png|40px|right]]&lt;br /&gt;
A heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the Mira Sancta system. This autocratic state is ruled by His Imperial Majesty Boleslaw Keeser. The Empire of Dominia was proclaimed in 2385 by then-Emperor Godwin Keeser, unifying a colony which had been isolated for hundreds of years. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socio-economically stratified due to the so-called blood debt, known as the Mor’iz’al.&lt;br /&gt;
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&lt;br /&gt;
====[[Eridani Federation]]====&lt;br /&gt;
Corporation-dominated hell, personified through a terrible societal split.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eridani Logo.png|65px|right]]&lt;br /&gt;
Eridani, or the Eridani Corporate Federation, is an oligarchic republic in the Epsilon Eridani system dominated entirely by a council of mega-corporations that seek profit and expansion at any cost. It has no official capital - government authority is exercised digitally. The Corporate Federation is known as one of the core economic powers of Solarian space, and is technically under Solarian supervision - though the true extent of this is up for debate. Corporations, in reality, rule the gloomy landscapes of the Corporate Federation’s worlds. Its citizens are called Eridanians. Eridanians are famed for their vicious treatment of one another, distinguishing between two primary classes ; Dregs, and Suits - who in effect represent a fine line between poverty and wealth.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====The Free Frontier====&lt;br /&gt;
Whatever you want. Really.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The frontier consists of all space unclaimed by one of the major interstellar powers. The population of the frontier is difficult to estimate, but conservative guesses place it between 25 and 50 billion. The government, technological development, economy, and social systems of these independent systems vary wildly. Piracy, corporate exploitation, and smuggling are commonplace throughout the frontier. People hailing from these areas, known as frontiersmen, are known for their rugged independence and distrust of megacorporations and government alike.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Non-Human Factions==&lt;br /&gt;
Xeno factions independently hardly parallel the combined prevalence of Humanity. However, major factions such as the Nralakk Federation - which borders the Sol Alliance directly, and exercise total authority over their controlled space, are seen as key players in galactic politics. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Nralakk Federation]]====&lt;br /&gt;
An higher-up galactic player, authoritarian in its nature.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:jargon_flag.jpg|65px|right]]&lt;br /&gt;
The Nralakk Federation is a centralized union of systems, ran by councillors representing Skrell interests in a clear hierarchy. Although humans have fractured heavily in their expansion, Skrell have remained in largely a singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&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;
====[[Unathi|Izweski Nation]]====&lt;br /&gt;
The proud Unathi Hegemony in all its glory.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Moghes_porposal.png|65px|right]]&lt;br /&gt;
The Izweski Clan is led by Clan Leader Not&#039;zar Izweski , a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated. Under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection. After the Contact War devastated the Unathi homeworld, the Izweski Hegemony has struggled to follow traditions to keep themselves in power. &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;
====[[People&#039;s Republic of Adhomai]]====&lt;br /&gt;
The most powerful and first space-faring state in Adhomai.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:PRA Flag.png|65px|right]]&lt;br /&gt;
Led by President Njadrasanukii Hadii, the People’s Republic of Adhomai are considered the &#039;loyalist&#039; faction on Adhomai and once enjoyed galactic recognition as the government of Adhomai. It claims to be the true keeper of Al’mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’marii’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;From this point, you are again encouraged to move onto [[Guides/Character Creation]] provided you&#039;re at a loss for what to do.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sneakyranger</name></author>
	</entry>
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