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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Machinist&amp;diff=39617</id>
		<title>Machinist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Machinist&amp;diff=39617"/>
		<updated>2026-06-16T00:41:14Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Help, I&amp;#039;m Being Asked To Surgerize! */&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, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&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;
&lt;br /&gt;
&#039;&#039;&#039;By staff decision, machinists are not permitted to build tech processors or otherwise conduct research 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;
*Prepare and remove brains for cyborgification.&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;
*Open surgical sites, unless it is for cyborgification.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still unsure about which procedures you can perform, check the Guide to Surgery. A Machinist &#039;&#039;&#039;must&#039;&#039;&#039; be capable of performing a cyborgification, with or without a surgeon.&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>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=39616</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=39616"/>
		<updated>2026-06-16T00:39:46Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Cyborgification Procedure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
=READ THIS FIRST=&lt;br /&gt;
The chart that shows what surgeries each role is qualified to perform.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Surgery/Treatment Types by Role&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Treatment Type&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Paramedic&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Machinist&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Physician&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Surgeon&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Bone Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Arterial Bleeding&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Tendon Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Amputation&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Limb Replacement&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Cavity Surgery&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Foreign Body Removal&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Organ Transplant&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Necrotic Limb Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|K&#039;ois Mycosis&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Autopsy&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Hardsuit Removal&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Cyborgification&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Plastic Surgery&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Brain Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Eye Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Heart Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Lung Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Liver Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Kidney Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Stomach Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Appendix Removal&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Concerning the [[Machinist]]&#039;s ability to repair mechanical organs, assisted organs are included in these abilities as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Concerning Autopsies:&#039;&#039;&#039; While doctors theoretically may know how to perform an Autopsy, Medical staff should never be performing them, unless Investigations are absent &#039;&#039;&#039;and&#039;&#039;&#039; there are severe circumstances (code red, Command orders, etc.) &#039;&#039;&#039;and&#039;&#039;&#039; it is urgently required. In all other cases, a body with a suspicious death should be stored in the Morgue until Investigations arrives at a later time, as per [[Guide to Standard Procedure#Autopsies|Standard Operating Procedure]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=A Guide to Surgery In General=&lt;br /&gt;
All surgery requires the set of surgical instruments in the Operating Theatre, along with an operating table. In general, only [[Machinist]]s, [[Physician]]s, [[Surgeon]]s, and the [[Chief Medical Officer]] (if qualified) can (ICly) perform advanced surgery. Remember to let each step complete fully, else you risk harming the patient.&lt;br /&gt;
&lt;br /&gt;
===Abnormal Growths===&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of the engine, k&#039;ois mycosis, black k&#039;ois, and parasites (like nerve flukes and heart flukes) count as another organ causing deleterious effects once they take hold in a body. To get rid of them properly, you have to [[Surgery#Organ_Removal/Transplantation|remove them as you would an organ]].&lt;br /&gt;
&lt;br /&gt;
===Ghetto Surgery===&lt;br /&gt;
If you can&#039;t find an operating table, have no fear, there are other ways to fix people up. Any table will work! Click twice on a player with grab intent to put them in an aggressive grab and click on a table. Be sure to tell them to rest, otherwise they might automatically get back up mid-procedure. Note that you have a 1/3 chance per step to make a mistake and injure the patient rather than advancing the procedure. While tables are more available anywhere metal is on hand, deploying the patient on a roller bed is preferable with only a 1/4 chance to fail.&lt;br /&gt;
&lt;br /&gt;
====NOTE ABOUT GHETTO SURGERY====&lt;br /&gt;
Performing this as a crew member and a non-antagonist one (unless the situation really calls for it. If you have any questions, you&#039;re free to ahelp it) might possibly lead to action being taken against you by the [[Security Officer|internal security team]] or [[CCIA]], which would result in your character in being &#039;fired&#039; or disciplined.&lt;br /&gt;
&lt;br /&gt;
==Surgical Tools==&lt;br /&gt;
Surgical tools are very hard to get and it is best to keep them in the operating theatre. However, if the worst happens and some tools disappear, you can order more in a surgery crate from cargo, and most can be made with an autolathe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The following are the standard surgical tools most doctors will need:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Standard Tools:&lt;br /&gt;
* [[File:Scalpel.png]] Scalpel&lt;br /&gt;
* [[File:Hemostat.png]] Hemostat&lt;br /&gt;
* [[File:Retractor.png]] Retractors&lt;br /&gt;
* [[File:Saw.png]] Circular saw&lt;br /&gt;
* [[File:Cautery.png]] Cautery&lt;br /&gt;
* [[File:Bone gel.png]] Bone gel&lt;br /&gt;
* [[File:Bone setter.png]] Bone setter&lt;br /&gt;
* [[File:Drill.png]] Surgical drill&lt;br /&gt;
* [[File:BreathingMask.png]] Medical mask&lt;br /&gt;
* [[File:Anesthetics.png]] Anesthetic tank&lt;br /&gt;
* [[File:Autopsy scanner.gif]] Autopsy scanner&lt;br /&gt;
* [[File:Sterilemask.png]] Sterile mask&lt;br /&gt;
* [[File:LGloves.png]] Latex gloves&lt;br /&gt;
* [[File:Traumakit.png]] Advanced trauma kit&lt;br /&gt;
* [[File:Nanopaste.png]] Nanopaste&lt;br /&gt;
* [[File:MMI empty.png]] MMI&lt;br /&gt;
Advanced Tools:&lt;br /&gt;
* [[File:Scalpmanager.png]] Incision Management System&lt;br /&gt;
* [[File:Laserscalp.png]] Laser scalpel&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ghetto surgical tools:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*[[File:CableCoils.png]] Cable Coil&lt;br /&gt;
*[[File:GlassShard.png]] Glass Shard&lt;br /&gt;
*[[File:Wirecutters.png]] Wirecutters&lt;br /&gt;
*[[File:Crowbar.png]] Crowbar&lt;br /&gt;
*[[File:Welderon.gif]] Welding Tool&lt;br /&gt;
*[[File:Taperoll.png]] Tape Roll&lt;br /&gt;
*[[File:Mousetrap.png]] Mousetrap&lt;br /&gt;
*[[File:Fork.png]] Fork&lt;br /&gt;
*[[File:Cigarette.gif]] Cigarette&lt;br /&gt;
*[[File:Lighter.png]] Lighter&lt;br /&gt;
*[[File:Rods.png]] Metal Rods&lt;br /&gt;
*[[File:Wrench.png]] Wrench&lt;br /&gt;
*[[File:Knife.png]] Kitchen Knife&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Wear gloves and wash your hands before every surgery. Failure to do so will result in giving your patient an infection which, if left untreated, can be deadly. Apply ointment to the afflicted areas quickly if you fail to wash your hands before starting surgery.&lt;br /&gt;
&lt;br /&gt;
==Prepping for Surgery==&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;
&amp;lt;i&amp;gt;Please ensure that your patients are properly diagnosed and scanned before starting the operation, and that all medications and personnel needed for the procedure have been prepared.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Find a suitable [[File:OpTable.gif]] operating table, unless you&#039;re willing to risk [[Surgery#Ghetto_Surgery|Ghetto Surgery]].&lt;br /&gt;
# Make sure you&#039;re wearing [[File:LGloves.png]] latex or nitrile gloves and a [[File:Sterilemask.png]] sterile mask.&lt;br /&gt;
#* (Optional) Ask the patient to strip, or clickdrag them onto your body and click on all of their items to remove them.&lt;br /&gt;
# Clickdrag the patient onto the operating table or [[File:Grab.png]] grab the patient and click on it. Alternatively, ask them to lie down on it.&lt;br /&gt;
#* (Optional) Buckle the patient to the operating table by clickdragging them. Unbuckle them with [[File:Grab.png]] grab intent .&lt;br /&gt;
# Check the [[File:Crewmonitor.gif]] Operating Computer to ensure the patient is positioned properly; if the monitor does not show the patient&#039;s vitals, the surgery will not work.&lt;br /&gt;
# Activate the neural suppressor on the [[File:OpTable.gif]] operating table. They will be unconscious in a few seconds.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment on the localized area.&lt;br /&gt;
&amp;lt;i&amp;gt;Sedating without an operating table:&amp;lt;/i&amp;gt; &lt;br /&gt;
# Place a [[File:BreathingMask.png]] medical mask and a [[File:Anesthetics.png]] anesthetic tank on an [[File:IVDrip.png]] IV stand.&lt;br /&gt;
#* [[File:Anesthetics.png]] Anesthetic tanks also have oxygen in them by default, so your patients won&#039;t [[Guide to Medicine#hypoxia|hypoxiate]] when using them.&lt;br /&gt;
# Clickdrag the IV stand onto your patient.&lt;br /&gt;
# Select the [[File:BreathingMask.png]] medical mask, which will place it on your patient.&lt;br /&gt;
# Click the [[File:IVDrip.png]] IV line and open the tank valve.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment on the localized area.&lt;br /&gt;
&amp;lt;i&amp;gt;Sedating without an IV stand:&amp;lt;/i&amp;gt; &lt;br /&gt;
# Pick up a [[File:BreathingMask.png]] medical mask and a [[File:Anesthetics.png]] anesthetic tank.&lt;br /&gt;
# Clickdrag their body onto yours to view their inventory. With the [[File:BreathingMask.png]] medical mask in your right hand, click on the &amp;quot;Nothing&amp;quot; link at the top beside &amp;quot;Head (Mask)&amp;quot;. In a few seconds, you will equip them with the medical mask. &lt;br /&gt;
# Place the [[File:Anesthetics.png]] anesthetic tank in your right hand, then click the &amp;quot;Nothing&amp;quot; link in their inventory window beside &amp;quot;Back&amp;quot; to equip it on their back.&lt;br /&gt;
# A new link will appear beside the sleeping agent called &amp;quot;Set internals&amp;quot;. Click on it to turn on the gas. It will force them asleep in about 5 seconds. You are now ready to proceed with surgery.&lt;br /&gt;
#*You may need to clickdrag their body onto yours again to refresh the window to actually see the option to enable their internals.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment on the localized area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;NOTE: If anyone is pulling on the patient, the surgery will not work properly! Make sure no one is pulling the patient!&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Surgery List=&lt;br /&gt;
There are many different types of surgeries out there to perform. Sometimes it will be necessary to have the patient hooked up to an IV or someone on standby to inject medications during the procedure. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Opening a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first steps of most surgeries.&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;
* &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Steps 3-5 can be replaced with one use of an [[File:Scalpmanager.png]] IMS if one is available to you. Steps 3 and 4 can be replaced with one use of a [[File:Laserscalp.png]] Laser Scalpel.&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to create an incision.&lt;br /&gt;
#*If the patient is [[Vaurca_Hives|Vaurca]], use the [[File:Drill.png]] &#039;&#039;&#039;drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For internal work in &#039;&#039;&#039;chest and skull only&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; to cut through the bone.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to move the bone aside.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 50%, glass shard 20%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Cable coil 75%, mousetrap 20%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%, fork 50%&lt;br /&gt;
*[[File:Saw.png]] Surgical Saw - Hatchet 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Closing a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The final steps of most surgeries.&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;
#Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
If you had to use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; earlier (&#039;&#039;&#039;chest/head&#039;&#039;&#039;):&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to put the bones back into place.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend their ribcage/skull &#039;&#039;unless&#039;&#039; the bone was fractured during the sawing phase, in which case, conduct [[Surgery#Bone_Repair|bone repair]] before continuing.&lt;br /&gt;
Then, after the above (or if it was not required):&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%&lt;br /&gt;
*[[File:Bone_gel.png]] Bone Gel - Tape Roll 60%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Bone Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The mending of broken bones and fractures.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Ensure the target limb doesn&#039;t have over 30 brute damage (15 for hands and feet), otherwise the bone will break again.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to the broken bone.&lt;br /&gt;
#* If you are fixing broken bones in the head or chest, apply a second smearing of [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Bone setter.png]] &#039;&#039;&#039;bone setter&#039;&#039;&#039; to set the bone in place.&lt;br /&gt;
# Apply more [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Bone gel.png]] Bone Gel - Tape Roll 60%&lt;br /&gt;
*[[File:Bone setter.png]] Bone Setter - Wrench 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Plastic Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The altering and repair of a patient&#039;s face.&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;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to begin fixing vocal cords if needed&#039; otherwise begin the process of fixing any other facial deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SHELL IPC&#039;S ONLY BELOW!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# [[File:Multitool.gif]] &#039;&#039;&#039;Multi-tool&#039;&#039;&#039; to begin fixing synth voice box if needed: otherwise begin the process of fixing any other synthskin deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Tactical Knife 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Arterial Bleeding and Severed Tendon Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Repairing damaged arteries and tendons.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;vascular recoupler&#039;&#039;&#039; to repair the damaged blood vessels.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Fixovein.png]] Vascular Recoupler - Cable coil 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Amputation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing a limb or a limb stump.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient&#039;s limb using the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to amputate the limb.&lt;br /&gt;
# (Optional) Conduct &#039;&#039;&#039;Bone Repair&#039;&#039;&#039; on the parent body.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Saw.png]] Circular Saw - Hatchet 55%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Limb Replacement==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Replacing missing limbs.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;Amputation&#039;&#039;&#039;.&lt;br /&gt;
# Attach the desired limb, whether it&#039;s the patient&#039;s or a robotic limb.&lt;br /&gt;
# Ensure the patient is able to manipulate their new limb before releasing them.&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;For organic limbs, be ready to inject Thetamycin as the replacement limb is surely infected.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Internal Organ Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Mending organ damage. Yes, even brain damage.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the chest, groin, or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the appropriate mechanism to mend the organ:&lt;br /&gt;
#* [[File:Traumakit.png]] &#039;&#039;&#039;Advanced trauma kit&#039;&#039;&#039; for organic organs.&lt;br /&gt;
#* [[File:Nanopaste.png]] &#039;&#039;&#039;Nanopaste&#039;&#039;&#039; for synthetic organs.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Traumakit.png]] ATK - Gauze 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cavity Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Putting things inside peoples&#039; body cavities.&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;
Maxiumum size of item that fits inside: &lt;br /&gt;
* Head - tiny&lt;br /&gt;
* Abdomen - small&lt;br /&gt;
* Chest - normal&lt;br /&gt;
# Aim for the chest, abdomen or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to prepare cavity.&lt;br /&gt;
# Insert the item inside. If it caused internal bleeding, use the &#039;&#039;&#039;vascular recoupler&#039;&#039;&#039; to fix it.&lt;br /&gt;
# If you decided not to put item inside, use [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to mend the cavity wall.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Drill.png]] Drill - Pen 75%, metal rods 50%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Implant/Shrapnel Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing implants from the body. Also removal of things from body cavities.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the implant location on the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract the implant. This may take several tries.&lt;br /&gt;
#* Note that there is a brief period where nothing happens after you click on the patient with the hemostat. Use this time to click on the patient multiple times to queue up multiple attempts at removing implants.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Organ Removal/Transplantation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removal and re-insertion of organs. This also applies to prosthetic organs, k&#039;ois, and parasitic infections such as heart flukes.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/lungs, groin for appendix/kidney/liver)&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REMOVING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove.&lt;br /&gt;
# Dispose of the organ or store it in a freezer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRANSPLANTING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Click the patient with the organ you intent to transplant.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;vascular recoupler&#039;&#039;&#039; to reconnect the organ to the body.&lt;br /&gt;
# Administer an [[File:Traumakit.png]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; or use [[File:Nanopaste.png]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; if required to repair any damage received during transport/transplantation.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
*[[File:Fixovein.png]] Vascular Recoupler - Cable coil 75%&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Organs may become infected after transplantation. &#039;&#039;Do not&#039;&#039; transplant organic organs that are from a different species or blood type as the patient, otherwise they will be rejected and the patient will soon die.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Additionally, K&#039;ois is located in the chest. Black K&#039;ois is located in the head.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Head Reattachment Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Reattaching a severed head.&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;
See &#039;&#039;limb replacement surgery&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Necrotic Limb/Organ Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Fixing limb and organ necrosis. &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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the necrotic area in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut away the dead flesh.&lt;br /&gt;
# Use a [[File:Eyedropper.png]] &#039;&#039;&#039;dropper&#039;&#039;&#039; filled with [[Guide_to_Chemistry|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]] to revive the necrotic limb.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Eyedropper.png]] Dropper - Bottle/beaker 75%, spray bottle/bucket 50%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Autopsy==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Examination of cadavers to find cause of death. See [[Guide_to_Cadavers#Autopsy_Procedures|autopsy prodedures]] for more information.&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;
# Place cadaver onto the operating table.&lt;br /&gt;
# Scan the cadaver with a Health Analyer to find injured locations.&lt;br /&gt;
# Aim for the patient&#039;s affected area in the [[File:Damage_zone.png]] Damage Zone. &lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Autopsy scanner.gif]] autopsy scanner to scan the area.&lt;br /&gt;
# Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
# Right click the [[File:Autopsy scanner.gif]] autopsy scanner to print out autopsy data.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardsuit Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Cutting the seals on a sealed hardsuit so that it can be removed from the person wearing it.&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;
# Place the patient or cadaver onto the operating table. Cleanliness is not required.&lt;br /&gt;
# Aim for the chest in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a &#039;&#039;&#039;plasma cutter&#039;&#039;&#039;, [[File:Welderon.gif]] &#039;&#039;&#039;welding tool&#039;&#039;&#039;, or [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to slice the hardsuit seals open. &#039;&#039;This may take several attempts.&#039;&#039;&lt;br /&gt;
# Pull the hardsuit control module off.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Extracting organs from detached body parts==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing internal organs from parts of the body, such as heads, which are no longer attached to the rest.&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;
# Place the body part on any surface, or hold it in hand.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut the body part open.&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to crack the body part open.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract an organ. Repeated applications will yield further organs, until all organs present in the body part have been removed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cyborgification Procedure==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Preparing a brain for cyborgification. This ain&#039;t rocket surgery!&amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Machinists are expected to be capable of performing this for cyborgifications.&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the head.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; on the brain to prepare it for Man-Machine-Interface compatibility..&lt;br /&gt;
*REMOVING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Organ_Removal.2FTransplantation|Organ Removal/Transplantation]]&#039;&#039;&#039;.&lt;br /&gt;
# Insert the brain into a Man-Machine-Interface.&lt;br /&gt;
*KEEPING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=39615</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=39615"/>
		<updated>2026-06-16T00:39:27Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Pre-Cyborgification Procedure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
=READ THIS FIRST=&lt;br /&gt;
The chart that shows what surgeries each role is qualified to perform.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Surgery/Treatment Types by Role&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Treatment Type&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Paramedic&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Machinist&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Physician&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Surgeon&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Bone Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Arterial Bleeding&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Tendon Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Amputation&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Limb Replacement&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Cavity Surgery&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Foreign Body Removal&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Organ Transplant&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Necrotic Limb Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|K&#039;ois Mycosis&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Autopsy&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Hardsuit Removal&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Cyborgification&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Plastic Surgery&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Brain Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Eye Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Heart Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Lung Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Liver Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Kidney Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Stomach Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Appendix Removal&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Concerning the [[Machinist]]&#039;s ability to repair mechanical organs, assisted organs are included in these abilities as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Concerning Autopsies:&#039;&#039;&#039; While doctors theoretically may know how to perform an Autopsy, Medical staff should never be performing them, unless Investigations are absent &#039;&#039;&#039;and&#039;&#039;&#039; there are severe circumstances (code red, Command orders, etc.) &#039;&#039;&#039;and&#039;&#039;&#039; it is urgently required. In all other cases, a body with a suspicious death should be stored in the Morgue until Investigations arrives at a later time, as per [[Guide to Standard Procedure#Autopsies|Standard Operating Procedure]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=A Guide to Surgery In General=&lt;br /&gt;
All surgery requires the set of surgical instruments in the Operating Theatre, along with an operating table. In general, only [[Machinist]]s, [[Physician]]s, [[Surgeon]]s, and the [[Chief Medical Officer]] (if qualified) can (ICly) perform advanced surgery. Remember to let each step complete fully, else you risk harming the patient.&lt;br /&gt;
&lt;br /&gt;
===Abnormal Growths===&lt;br /&gt;
&lt;br /&gt;
Due to the limitations of the engine, k&#039;ois mycosis, black k&#039;ois, and parasites (like nerve flukes and heart flukes) count as another organ causing deleterious effects once they take hold in a body. To get rid of them properly, you have to [[Surgery#Organ_Removal/Transplantation|remove them as you would an organ]].&lt;br /&gt;
&lt;br /&gt;
===Ghetto Surgery===&lt;br /&gt;
If you can&#039;t find an operating table, have no fear, there are other ways to fix people up. Any table will work! Click twice on a player with grab intent to put them in an aggressive grab and click on a table. Be sure to tell them to rest, otherwise they might automatically get back up mid-procedure. Note that you have a 1/3 chance per step to make a mistake and injure the patient rather than advancing the procedure. While tables are more available anywhere metal is on hand, deploying the patient on a roller bed is preferable with only a 1/4 chance to fail.&lt;br /&gt;
&lt;br /&gt;
====NOTE ABOUT GHETTO SURGERY====&lt;br /&gt;
Performing this as a crew member and a non-antagonist one (unless the situation really calls for it. If you have any questions, you&#039;re free to ahelp it) might possibly lead to action being taken against you by the [[Security Officer|internal security team]] or [[CCIA]], which would result in your character in being &#039;fired&#039; or disciplined.&lt;br /&gt;
&lt;br /&gt;
==Surgical Tools==&lt;br /&gt;
Surgical tools are very hard to get and it is best to keep them in the operating theatre. However, if the worst happens and some tools disappear, you can order more in a surgery crate from cargo, and most can be made with an autolathe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The following are the standard surgical tools most doctors will need:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Standard Tools:&lt;br /&gt;
* [[File:Scalpel.png]] Scalpel&lt;br /&gt;
* [[File:Hemostat.png]] Hemostat&lt;br /&gt;
* [[File:Retractor.png]] Retractors&lt;br /&gt;
* [[File:Saw.png]] Circular saw&lt;br /&gt;
* [[File:Cautery.png]] Cautery&lt;br /&gt;
* [[File:Bone gel.png]] Bone gel&lt;br /&gt;
* [[File:Bone setter.png]] Bone setter&lt;br /&gt;
* [[File:Drill.png]] Surgical drill&lt;br /&gt;
* [[File:BreathingMask.png]] Medical mask&lt;br /&gt;
* [[File:Anesthetics.png]] Anesthetic tank&lt;br /&gt;
* [[File:Autopsy scanner.gif]] Autopsy scanner&lt;br /&gt;
* [[File:Sterilemask.png]] Sterile mask&lt;br /&gt;
* [[File:LGloves.png]] Latex gloves&lt;br /&gt;
* [[File:Traumakit.png]] Advanced trauma kit&lt;br /&gt;
* [[File:Nanopaste.png]] Nanopaste&lt;br /&gt;
* [[File:MMI empty.png]] MMI&lt;br /&gt;
Advanced Tools:&lt;br /&gt;
* [[File:Scalpmanager.png]] Incision Management System&lt;br /&gt;
* [[File:Laserscalp.png]] Laser scalpel&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ghetto surgical tools:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*[[File:CableCoils.png]] Cable Coil&lt;br /&gt;
*[[File:GlassShard.png]] Glass Shard&lt;br /&gt;
*[[File:Wirecutters.png]] Wirecutters&lt;br /&gt;
*[[File:Crowbar.png]] Crowbar&lt;br /&gt;
*[[File:Welderon.gif]] Welding Tool&lt;br /&gt;
*[[File:Taperoll.png]] Tape Roll&lt;br /&gt;
*[[File:Mousetrap.png]] Mousetrap&lt;br /&gt;
*[[File:Fork.png]] Fork&lt;br /&gt;
*[[File:Cigarette.gif]] Cigarette&lt;br /&gt;
*[[File:Lighter.png]] Lighter&lt;br /&gt;
*[[File:Rods.png]] Metal Rods&lt;br /&gt;
*[[File:Wrench.png]] Wrench&lt;br /&gt;
*[[File:Knife.png]] Kitchen Knife&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Wear gloves and wash your hands before every surgery. Failure to do so will result in giving your patient an infection which, if left untreated, can be deadly. Apply ointment to the afflicted areas quickly if you fail to wash your hands before starting surgery.&lt;br /&gt;
&lt;br /&gt;
==Prepping for Surgery==&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;
&amp;lt;i&amp;gt;Please ensure that your patients are properly diagnosed and scanned before starting the operation, and that all medications and personnel needed for the procedure have been prepared.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Find a suitable [[File:OpTable.gif]] operating table, unless you&#039;re willing to risk [[Surgery#Ghetto_Surgery|Ghetto Surgery]].&lt;br /&gt;
# Make sure you&#039;re wearing [[File:LGloves.png]] latex or nitrile gloves and a [[File:Sterilemask.png]] sterile mask.&lt;br /&gt;
#* (Optional) Ask the patient to strip, or clickdrag them onto your body and click on all of their items to remove them.&lt;br /&gt;
# Clickdrag the patient onto the operating table or [[File:Grab.png]] grab the patient and click on it. Alternatively, ask them to lie down on it.&lt;br /&gt;
#* (Optional) Buckle the patient to the operating table by clickdragging them. Unbuckle them with [[File:Grab.png]] grab intent .&lt;br /&gt;
# Check the [[File:Crewmonitor.gif]] Operating Computer to ensure the patient is positioned properly; if the monitor does not show the patient&#039;s vitals, the surgery will not work.&lt;br /&gt;
# Activate the neural suppressor on the [[File:OpTable.gif]] operating table. They will be unconscious in a few seconds.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment on the localized area.&lt;br /&gt;
&amp;lt;i&amp;gt;Sedating without an operating table:&amp;lt;/i&amp;gt; &lt;br /&gt;
# Place a [[File:BreathingMask.png]] medical mask and a [[File:Anesthetics.png]] anesthetic tank on an [[File:IVDrip.png]] IV stand.&lt;br /&gt;
#* [[File:Anesthetics.png]] Anesthetic tanks also have oxygen in them by default, so your patients won&#039;t [[Guide to Medicine#hypoxia|hypoxiate]] when using them.&lt;br /&gt;
# Clickdrag the IV stand onto your patient.&lt;br /&gt;
# Select the [[File:BreathingMask.png]] medical mask, which will place it on your patient.&lt;br /&gt;
# Click the [[File:IVDrip.png]] IV line and open the tank valve.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment on the localized area.&lt;br /&gt;
&amp;lt;i&amp;gt;Sedating without an IV stand:&amp;lt;/i&amp;gt; &lt;br /&gt;
# Pick up a [[File:BreathingMask.png]] medical mask and a [[File:Anesthetics.png]] anesthetic tank.&lt;br /&gt;
# Clickdrag their body onto yours to view their inventory. With the [[File:BreathingMask.png]] medical mask in your right hand, click on the &amp;quot;Nothing&amp;quot; link at the top beside &amp;quot;Head (Mask)&amp;quot;. In a few seconds, you will equip them with the medical mask. &lt;br /&gt;
# Place the [[File:Anesthetics.png]] anesthetic tank in your right hand, then click the &amp;quot;Nothing&amp;quot; link in their inventory window beside &amp;quot;Back&amp;quot; to equip it on their back.&lt;br /&gt;
# A new link will appear beside the sleeping agent called &amp;quot;Set internals&amp;quot;. Click on it to turn on the gas. It will force them asleep in about 5 seconds. You are now ready to proceed with surgery.&lt;br /&gt;
#*You may need to clickdrag their body onto yours again to refresh the window to actually see the option to enable their internals.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment on the localized area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;NOTE: If anyone is pulling on the patient, the surgery will not work properly! Make sure no one is pulling the patient!&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Surgery List=&lt;br /&gt;
There are many different types of surgeries out there to perform. Sometimes it will be necessary to have the patient hooked up to an IV or someone on standby to inject medications during the procedure. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Opening a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first steps of most surgeries.&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;
* &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Steps 3-5 can be replaced with one use of an [[File:Scalpmanager.png]] IMS if one is available to you. Steps 3 and 4 can be replaced with one use of a [[File:Laserscalp.png]] Laser Scalpel.&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to create an incision.&lt;br /&gt;
#*If the patient is [[Vaurca_Hives|Vaurca]], use the [[File:Drill.png]] &#039;&#039;&#039;drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For internal work in &#039;&#039;&#039;chest and skull only&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; to cut through the bone.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to move the bone aside.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 50%, glass shard 20%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Cable coil 75%, mousetrap 20%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%, fork 50%&lt;br /&gt;
*[[File:Saw.png]] Surgical Saw - Hatchet 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Closing a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The final steps of most surgeries.&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;
#Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
If you had to use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; earlier (&#039;&#039;&#039;chest/head&#039;&#039;&#039;):&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to put the bones back into place.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend their ribcage/skull &#039;&#039;unless&#039;&#039; the bone was fractured during the sawing phase, in which case, conduct [[Surgery#Bone_Repair|bone repair]] before continuing.&lt;br /&gt;
Then, after the above (or if it was not required):&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%&lt;br /&gt;
*[[File:Bone_gel.png]] Bone Gel - Tape Roll 60%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Bone Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The mending of broken bones and fractures.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Ensure the target limb doesn&#039;t have over 30 brute damage (15 for hands and feet), otherwise the bone will break again.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to the broken bone.&lt;br /&gt;
#* If you are fixing broken bones in the head or chest, apply a second smearing of [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Bone setter.png]] &#039;&#039;&#039;bone setter&#039;&#039;&#039; to set the bone in place.&lt;br /&gt;
# Apply more [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Bone gel.png]] Bone Gel - Tape Roll 60%&lt;br /&gt;
*[[File:Bone setter.png]] Bone Setter - Wrench 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Plastic Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The altering and repair of a patient&#039;s face.&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;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to begin fixing vocal cords if needed&#039; otherwise begin the process of fixing any other facial deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SHELL IPC&#039;S ONLY BELOW!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# [[File:Multitool.gif]] &#039;&#039;&#039;Multi-tool&#039;&#039;&#039; to begin fixing synth voice box if needed: otherwise begin the process of fixing any other synthskin deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Tactical Knife 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Arterial Bleeding and Severed Tendon Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Repairing damaged arteries and tendons.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;vascular recoupler&#039;&#039;&#039; to repair the damaged blood vessels.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Fixovein.png]] Vascular Recoupler - Cable coil 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Amputation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing a limb or a limb stump.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient&#039;s limb using the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to amputate the limb.&lt;br /&gt;
# (Optional) Conduct &#039;&#039;&#039;Bone Repair&#039;&#039;&#039; on the parent body.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Saw.png]] Circular Saw - Hatchet 55%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Limb Replacement==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Replacing missing limbs.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;Amputation&#039;&#039;&#039;.&lt;br /&gt;
# Attach the desired limb, whether it&#039;s the patient&#039;s or a robotic limb.&lt;br /&gt;
# Ensure the patient is able to manipulate their new limb before releasing them.&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;For organic limbs, be ready to inject Thetamycin as the replacement limb is surely infected.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Internal Organ Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Mending organ damage. Yes, even brain damage.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the chest, groin, or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the appropriate mechanism to mend the organ:&lt;br /&gt;
#* [[File:Traumakit.png]] &#039;&#039;&#039;Advanced trauma kit&#039;&#039;&#039; for organic organs.&lt;br /&gt;
#* [[File:Nanopaste.png]] &#039;&#039;&#039;Nanopaste&#039;&#039;&#039; for synthetic organs.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Traumakit.png]] ATK - Gauze 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cavity Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Putting things inside peoples&#039; body cavities.&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;
Maxiumum size of item that fits inside: &lt;br /&gt;
* Head - tiny&lt;br /&gt;
* Abdomen - small&lt;br /&gt;
* Chest - normal&lt;br /&gt;
# Aim for the chest, abdomen or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to prepare cavity.&lt;br /&gt;
# Insert the item inside. If it caused internal bleeding, use the &#039;&#039;&#039;vascular recoupler&#039;&#039;&#039; to fix it.&lt;br /&gt;
# If you decided not to put item inside, use [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to mend the cavity wall.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Drill.png]] Drill - Pen 75%, metal rods 50%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Implant/Shrapnel Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing implants from the body. Also removal of things from body cavities.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the implant location on the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract the implant. This may take several tries.&lt;br /&gt;
#* Note that there is a brief period where nothing happens after you click on the patient with the hemostat. Use this time to click on the patient multiple times to queue up multiple attempts at removing implants.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Organ Removal/Transplantation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removal and re-insertion of organs. This also applies to prosthetic organs, k&#039;ois, and parasitic infections such as heart flukes.&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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/lungs, groin for appendix/kidney/liver)&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REMOVING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove.&lt;br /&gt;
# Dispose of the organ or store it in a freezer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRANSPLANTING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Click the patient with the organ you intent to transplant.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;vascular recoupler&#039;&#039;&#039; to reconnect the organ to the body.&lt;br /&gt;
# Administer an [[File:Traumakit.png]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; or use [[File:Nanopaste.png]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; if required to repair any damage received during transport/transplantation.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
*[[File:Fixovein.png]] Vascular Recoupler - Cable coil 75%&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Organs may become infected after transplantation. &#039;&#039;Do not&#039;&#039; transplant organic organs that are from a different species or blood type as the patient, otherwise they will be rejected and the patient will soon die.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Additionally, K&#039;ois is located in the chest. Black K&#039;ois is located in the head.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Head Reattachment Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Reattaching a severed head.&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;
See &#039;&#039;limb replacement surgery&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Necrotic Limb/Organ Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Fixing limb and organ necrosis. &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;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the necrotic area in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut away the dead flesh.&lt;br /&gt;
# Use a [[File:Eyedropper.png]] &#039;&#039;&#039;dropper&#039;&#039;&#039; filled with [[Guide_to_Chemistry|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]] to revive the necrotic limb.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Eyedropper.png]] Dropper - Bottle/beaker 75%, spray bottle/bucket 50%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Autopsy==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Examination of cadavers to find cause of death. See [[Guide_to_Cadavers#Autopsy_Procedures|autopsy prodedures]] for more information.&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;
# Place cadaver onto the operating table.&lt;br /&gt;
# Scan the cadaver with a Health Analyer to find injured locations.&lt;br /&gt;
# Aim for the patient&#039;s affected area in the [[File:Damage_zone.png]] Damage Zone. &lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Autopsy scanner.gif]] autopsy scanner to scan the area.&lt;br /&gt;
# Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
# Right click the [[File:Autopsy scanner.gif]] autopsy scanner to print out autopsy data.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardsuit Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Cutting the seals on a sealed hardsuit so that it can be removed from the person wearing it.&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;
# Place the patient or cadaver onto the operating table. Cleanliness is not required.&lt;br /&gt;
# Aim for the chest in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a &#039;&#039;&#039;plasma cutter&#039;&#039;&#039;, [[File:Welderon.gif]] &#039;&#039;&#039;welding tool&#039;&#039;&#039;, or [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to slice the hardsuit seals open. &#039;&#039;This may take several attempts.&#039;&#039;&lt;br /&gt;
# Pull the hardsuit control module off.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Extracting organs from detached body parts==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing internal organs from parts of the body, such as heads, which are no longer attached to the rest.&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;
# Place the body part on any surface, or hold it in hand.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut the body part open.&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to crack the body part open.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract an organ. Repeated applications will yield further organs, until all organs present in the body part have been removed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cyborgification Procedure==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Preparing a brain for cyborgification. This ain&#039;t rocket surgery!&amp;lt;/i&amp;gt; &#039;&#039;&#039;Machinists are expected to be capable of performing this for cyborgifications.&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the head.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; on the brain to prepare it for Man-Machine-Interface compatibility..&lt;br /&gt;
*REMOVING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Organ_Removal.2FTransplantation|Organ Removal/Transplantation]]&#039;&#039;&#039;.&lt;br /&gt;
# Insert the brain into a Man-Machine-Interface.&lt;br /&gt;
*KEEPING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Crevus&amp;diff=39610</id>
		<title>Crevus</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Crevus&amp;diff=39610"/>
		<updated>2026-06-15T19:51:09Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Megacorporations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
= Overview =&lt;br /&gt;
The Free City of Crevus is a semi-autonomous city-state in the [[Democratic People&#039;s Republic of Adhomai]]. It was founded in 50 CE in Das&#039;nrra as a fishing village that eventually grew into a powerful and rich merchant city. In modern times, Crevus exists in a crumbling state of anarchy. While considered part of the civilian government, the National Assembly of the DPRA has little to no power within Crevus. Instead, the city&#039;s politics are dominated by crime families that fight one another for control of its profitable entertainment and services economy.&lt;br /&gt;
&lt;br /&gt;
= Geography = &lt;br /&gt;
&lt;br /&gt;
Crevus is situated on the western coast of the Das’nrra continent. It experiences the same harsh winters and temperate summers as much of [[Adhomai]]’s equator. The presence of the waters of the Sum’add ocean and its warmer current alleviates the cold weather. In contrast to the winters, summers are typically cloudless but retain the light breezes or windstorms that Crevus receives year round. The biome of Crevus is a boreal forest. The forest’s floor is covered in meters of snow in the winter and bare grassless dirt come summer. The only natural plant life are local hardwood trees and some small mammals such as ice-tunnelers. Growing domestic plants requires credits and dedication, making gardens a symbol of status. The region’s population has been fed through the local fisheries with the nearby waters hosting much in the way of fish, crustaceans, and clams. But, the local fishing villages and rural hamlets around Crevus have been steadily declining due to urbanization. This has led to Crevus relying more on food imports by sea or land.&lt;br /&gt;
&lt;br /&gt;
=== The City === &lt;br /&gt;
&lt;br /&gt;
[[File:CrevusTopographic.png|thumb|Crevus is a sprawling metropolis on an otherwise lifeless and barren tundra. Travellers to the city can see its shining lights from afar at night.]]&lt;br /&gt;
Crevus itself is an architectural exception upon Adhomai. Owing to its history, the city’s buildings are a crossroads of traditional adhomian architecture and Xeno influences. Classical styles of Tajara remain the most popular, with blocky (Sometimes ziggurat-like) buildings, art-deco facades, and domed or terraced tiled roofs. Establishments decorate their facades with vibrant neon signs, some buildings even going as far as to pay for extensive work that covers stories upon stories with line-tube art. The local love for bright displays and beaming lights dazzles many visitors to the city. Metal, airlock like designs have a major market in Crevus with many establishments and manors springing for fanciful doors. Skrellian influence can be seen with an explosion of flashy gardens and grey/black walled interiors with vibrant painted furniture. Buildings in the mostly out-of-sight poorer regions are a far cry from the glamor of Crevus’ developed areas. They are cramped and made of simple brickwork, but provide a cheap residence for those who need it. The streets are paved in concrete with heat lamps below every street lamp. This keeps the poor from freezing and assists xenos unused to the cold of Adhomai. Owing to its accelerating development and expansion Crevus is turning into a massive centre for construction. This attracts both humble workers and aspiring architects who wish to leave their own mark on the city.&lt;br /&gt;
&lt;br /&gt;
Crevus is split into several informal districts. Those neighboring the river Kir and west of it are of the wealthiest. The poorest live in shantytowns along the edge of the east. Hephaestus provides cheap transportation. The most notable and visible of these options is the expansive suspended tramway. Built by Hephaestus as a solution to the busy streets and snow, the tramway has become one of many icons of the flashy city. To cope with the increasingly high ridership, the tramway has begun using notoriously long suspended trams, sometimes reaching as long as 18 cars in length. Personal cars and motorbikes are becoming more common for the regular citizen. Most citizens currently rely on Icycles if they need personal transport. Some areas of Crevus are so winding and cramped that one would need a local guide to avoid getting lost. This is more common in the poorer neighborhoods of the east and south.&lt;br /&gt;
The population of commuters who elect to transit into Crevus from elsewhere are entirely concentrated along the stations of the Rhan-Cresh luxury train and other smaller commuter trains that stretch out like spider webs. All of these trains congregate into the Crevus Central Terminal, a large and elaborate art-deco station built primarily by the Rhan-Cresh Charities and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
= History = &lt;br /&gt;
&lt;br /&gt;
Originally founded as a fishing village, Crevus grew in size and importance due to a brief period of peace between the warrings kings of its time. It was able to establish itself as a strong trading port as it developed. The city attracted several unlanded nobles that founded trade companies and served as captains for the countless ships bound for exploration or trade with other parts of Adhomai. Some merchant&#039;s families amassed large treasuries, becoming powerful patricians that held great influence upon the king of Das’nrra.  &lt;br /&gt;
&lt;br /&gt;
Mayors of Crevus were elected for life by the city’s aristocrats. The merchant dynasties were known for their incessant plotting against each in an attempt to gather enough favor to have their members selected for the office. Murder, sabotage, and warfare between private armies were common sights in the months prior to the election. Life for the other races was only a degree better than the toil of peasants in the kingdoms. The patricians saw them as little more than fodder to fuel their ambitions for power and wealth. &lt;br /&gt;
Due to the riches brought by the trade and exploration, Crevus was able to buy its status as a free city from the Empire of Das’nrra. The Mayor would pay an annual tribute to its neighbor in exchange for military protection, but the inhabitants were allowed to handle their own internal affairs in any way they saw fit. Despite this treaty, the patricians controlled a large fleet composed of merchant and military ships.&lt;br /&gt;
&lt;br /&gt;
After the age of exploration was over and other kingdoms opened their own trade routes, Crevus’ importance and wealth started to decline. The patricians revitalized the city by promoting it as a tourist attraction for the nobility. This marks the beginning of Crevus’ famous service economy as the first casinos and clubs opened. Life marginally improved for the peasants during this time. Crevus became the only city on Adhomai with something close to resembling a middle class. The patricians allowed their workers to have a day off each week to distract themselves with the new Crevan lifestyle. This kept wages flowing back into the coffers of the merchants while ensuring that Crevus wouldn’t have to rely on a constant military presence to suppress rebels. &lt;br /&gt;
&lt;br /&gt;
This status quo would end dramatically in &#039;&#039;&#039;2418&#039;&#039;&#039;. In mid-summer a strange transmission was repeating on ham radios and wireless receivers across Adhomai, repeating a single message in the halls of the noblemen and military generals who exclusively had use of radio technology. It was [[Sol Alliance]] Representative Pam Hu announcing the arrival of the humans and their intended landing in the Free City of Crevus.&lt;br /&gt;
&lt;br /&gt;
The Free City of Crevus became host to hundreds of nobles from all across Adhomai. All of the important leading families came to Crevus. Then-Mayor Imazkar Juhrakur spent obscene amounts of the city’s funds entertaining the visiting noblemen and the alien dignitaries. Crevans were the first to become translators for humanity. With this and their ability to act as brokers, Crevus became the link between humanity and Tajara. Once Pam Hu and her team integrated into the Tajara language and customs, within a year they founded the Pam Hu district. Members of her science team then began to enter the casinos and clubs to begin ‘field research’. Megacorporations followed the explorers and established their inroads in Crevus. Idris, Hephaestus, NanoTrasen, and the EPMC made their offices and constructed the Crevan spaceport in just a year after contact.&lt;br /&gt;
 &lt;br /&gt;
During the uprisings following humanity’s cataclysmic impact upon Adhomai, Crevus attempted to stay neutral in the conflict. Turmoil in the Empire of Das’nrra allowed Mayor Juhrakur to ignore the payment of tribute. The Free City was able to defend itself from several rebels&#039; incursions using its fleet and mercenaries. When the Hadii faction reached Crevus the patricians argued whether to throw their support behind the revolution or beg a megacorporation to defend the city. Ultimately, the revolutionary side won out. The merchant dynasties traded their independence for safety and a place in the new world order under the Hadii. Their ships were used by the newborn Republic to conquer the rest of Adhomai and they were left alone to live as regular citizens. Some even rose to become party members and military officials.&lt;br /&gt;
&lt;br /&gt;
Relations between the People’s Republic and Crevus turned sour in the first year of Al’marii’s rule. The treaty between the merchant dynasties and the Hadiists stated that Crevus would retain a special status within the People’s Republic and remain autonomous. However, the party had other plans. All businesses owned by the Njarir’akhran were seized and put into a state-corporation run by the Mayor of Crevus. Mayor Juhrakur then disappeared without a trace while travelling to attend a wedding in Shastar City. His replacement, Poaima Krramazsi, was not chosen through a local election but a party committee. The sudden economic changes and drying of the tourist industry thanks to the aftershock of the First Revolution brought heavy unemployment to Crevus. Criminal organizations sprang up across the city performing burglaries and heists. Eventually, these organizations began to be invested in and led by the angered dynasties. These new leaders established rules, ranks, rites of initiation, and began the first Crevan mafias. These organizations fought each other in street wars to carve out their territory. The situation worsened as some criminal organizations in other regions were uprooted by the PSIS and destroyed. Their surviving members often made their way to Crevus to continue plying their criminal skills to those who would pay. Most notably in &#039;&#039;&#039;2442&#039;&#039;&#039;, some surviving Amohdan crime syndicates banded together underneath the Raghmara Clan and cut a bloody swathe into the city. &lt;br /&gt;
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Overwhelmed by the violence on the streets and her inability to control the population, Mayor Krramazsi tried her hardest to expand the Crevan police department. New guns and equipment were brought in, officers from other cities were hired at high wages, but it wasn’t enough to control the population. When the Adhomai Liberation Army rose up in &#039;&#039;&#039;2451&#039;&#039;&#039; the situation in Crevus was finally lost. The families came under a truce and sided with Supreme Commander Nated. One fateful night in Crevus they launched an all out attack on the Hadiist authority remaining in the city. Police officers, city officials, and the mayor herself were killed in coordinated attacks. Only those who hid or escaped before the purge survived. This event became known as the Crevan Uprising. The heads of the major families met afterwards to decide who would become mayor. Initially the Rhan-Cresh and Raghmara leaders put their support behind Laikr J’shar. After his sudden death Mazula Azuala became the next choice.&lt;br /&gt;
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Throughout the Second Revolution Crevus supplied the Adhomai Liberation Army whatever they demanded. Artillery smuggled in from the [[Eridani Federation]], arms from [[Vysoka]], credits made from the now-booming tourism industry, anything to support the on-going war effort and ingratiate Crevus to the ALA command. Life in Crevus has changed rapidly and most denizens will say it is for the better. The strong economy allows Crevans to live a better life than citizens anywhere else in the DPRA. The corporate presence allows easy employment while also providing products never seen in other cities of the DPRA. The parties never stop and while the violence continues it is more than easy to avoid the conflict-ravaged blocks when the next Raghmara raid begins or the J’shar and Azaula come to blows once more. &lt;br /&gt;
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However, the galactic downturn has reared its all to ugly head. Being highly dependent on trade, tourism, and smuggling, Crevus has experienced a larger threat to the status quo: economic stagnation. To those who look beyond the parties and bright neon signs, the cracks are showing in the city that never sleeps. The spaceport, once thriving with lawless intergalactic ships, has begun to see a steady decline in activity. Cheap luxury goods not found anywhere across Adhomai have dried up, their costs either becoming too high or the shipments from human space ending altogether. While the megacorporate presence had once allowed Crevus to outpace Adhomai, it has become a burden with their phoron dependency. The families are faced with a crumbling economic foundation, to which no single family can face it alone.&lt;br /&gt;
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= Culture and Society=&lt;br /&gt;
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Crevan culture can be summed up in a single term: “Live, and let live.” Luxury and vice is an integral part of the city and the daily lives of the people there. A lucky man can find great wealth in Crevus only to lose it all in the same night, and return to repeat the cycle again and again. Money can buy anything in this city and money dictates the power. Some outside of Crevus find the city appalling, a display of pure decadence, and refer to its people as “Crevans&amp;quot; in a spiteful pun. This term is readily accepted by the denizens of Crevus as a perfect term for themselves. &lt;br /&gt;
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Life for a typical citizen in Crevus is a cycle of work in the service economy and burning away their money in those same businesses at night. While a lucky few make it big enough to join the rich of The Knuckles many remain stuck in this repetition of working and partying. Oftentimes when a Crevan becomes bored they find escape through the gangs (and subsequently, the families.) or join onto the megacorporations to seek some sort of adventure. The poor rub shoulders with the rich in most businesses, and one can become the other in just an hour. The unluckiest find themselves in downward spirals with no way out, their debts racked high, and stuck to a life of dodging debt-collectors in the slum of Liceland. The only way out of Crevus for these unfortunates is a trip to the bottom of the ocean, onto a smuggler’s vessel, or into the graces of the [[Orion Express| less picky corporations]]. &lt;br /&gt;
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The city’s wealthy are mostly the same Njarir dynasties that ruled the city before the Hadiists came. These centuries-old houses survived much of the chaos of the First Revolution thanks to careful planning and willingly handing the city over to the rebels when they reached Crevus. However, the effects of Hadiist rule on them were similar to their counterparts outside of the city. Many of their practices were ceased on order of authorities and in an effort to avoid attracting attention to themselves. Those who didn’t stop found themselves sent to Castle Vladis. Much of the younger generation of Crevus’ Njarir grew up not knowing the cultures of their predecessors. There are rumors of hidden societies that continue to preserve the old Njarir culture, but their existence following the arrival of the [[People&#039;s Republic of Adhomai#People&#039;s Strategic Intelligence Service|PSIS]] is doubtful. Not all of the city’s Njarir’akhan were this lucky. Some nobility survived the First Revolution by fleeing to Crevus only to wind up living among the same “commoners&amp;quot; they looked down upon. No Njarir’akhran in Crevus styles themselves a noble except for those who hail from the New Kingdom. Nonetheless, to be one of these old houses or the newer upper-crust is to have all of Crevus open to you. Some businesses pride themselves on exclusivity, such as posh opera houses and decorated smoking lounges. To just be in one of these acclaimed businesses for a night is something lower-class Crevans strive towards. &lt;br /&gt;
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Due to its history as an open port, Crevans are more open-minded towards outsiders and new experiences than other Tajara. It was for this reason that Crevus became a welcoming city for xenos and megacorporations. Any Tajara can also come to Crevus to try and find their fortune. However, the same problems Tajara face still plague the city. Many of the Zhan-Khazan have been stuck in the poorer blocks and slums, political radical groups continue on in the Crevan underground, and spies of the various nations fight here in a game of cloak and dagger. This is to say nothing of the massive underworld the city is infamous for. A single wrong step in a night of carousing can result in someone stumbling unto a deadly meeting, or taking the turn onto a block broiling with conflict. This hotbed is made even worse by the army presence in Crevus. Soldiers of all factions can be seen given its status as a popular spot for military leave. When these rivals bump shoulders it without fail turns into a violent clash until they’re pried apart by family enforcers. Along with this are the competing officers of the ALA warlords. Each wishes to grant their general an upper hand in the city and gain their favor among the families.  &lt;br /&gt;
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Within Crevus there exist three cultural minorities: Amohdans, Southern Harr’masir, and Northern Harr’masir. Each dwells within their own district and holds tight to their original culture. All Tajaran languages can be found in the city. Ya’ssa has seen its own hidden revival among some of the Njarir’akhran, but they avoid speaking it publicly so as to not draw negative attention. Humans and Skrell can be found in The Knuckles living in the Pam Hu district. These aliens come from all walks of life and lack any cohesive or unique culture, barring their own love for the Crevan lifestyle. IPCs are a rare sight in the city but not unheard of. Citizenship with another nation doesn’t stop one from being able to live in Crevus as much of Silver Streets’ population hold NKA citizenship and PRA citizens can still be found in the city.&lt;br /&gt;
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The city is becoming known as a place for homosexual and transgender Tajara to gather. Its lack of law enforcement and more open culture has allowed for Tajara of different sexual and gender identities to gather and live more openly than elsewhere on Adhomai. The Rhan-Cresh and Raghmara families both are intolerant of them and refuse to allow such a Tajara to be a part of their organizations. The burgeoning community is slowly fostering connections but are yet to organize on a significant level.&lt;br /&gt;
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== Media ==&lt;br /&gt;
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Production companies became a massive business in Crevus in the interwar period. With crime family-funded record labels and studios popping up across the city, an entire industry of film, television, and music sprouted in just a few years. The Crevan attitude toward gambling extends to this industry as well. Executives are always happy to take a risk and promote new ideas, which keeps Crevan media much more diverse than their counterparts in the PRA and NKA. The rapid interwar growth was hampered by the second revolution but post-war it continued to diversify. Young artists are drawn to the city to try and make their way even if they’re consigned to being one of the many street musicians. Anyone can find something to suit their personal music taste in Crevus. Be it beautiful Njarir’akhan opera singers, dueling rockers from the slums, traditional Ras’nrr folk singers, and even increasingly rare and expensive imported [[Republic of Elyra|Elyran]] and [[Venus|Cytheran]] holotapes. &lt;br /&gt;
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Thanks to a lack of local regulation, Crevus is popular among DPRA film studios to set up in. The cheap cost of production also lends itself to making films with a wider scope. Many of those in the film industry hope to overtake the radio as the entertainment of choice in the Democratic Republic. Shows and movies made here usually center around daring crime tales, historical epics, and the Tajaran favorite of war stories. Small markets are growing for experimental and artistic films, action-comedies with exaggerated fights, and documentaries. Crevan television and films do sometimes feature xeno actors. Due to the wider attitude towards them in the DPRA they are relegated to antagonistic roles. Rare few of these new experimental films make it to the galactic stage. The cost of distribution and questionable extranet connection has led to a sharp cut-off for these films. It is every aspiring filmmaker’s dream to hit it big with the NanoTrasen executives in Crevus, however, and to bring their films to the Galactic viewbase.&lt;br /&gt;
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== Sports == &lt;br /&gt;
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Sports, unlike the rest of the DPRA, had never reached the level of popularity that cities like Shastar City or Trizar have in Crevus. Mahmrro became boring to the common people when the casinos opened up and the nobility cared for little more than their farehal. Farehal was, and still is, used only as an excuse by the nobles to meet up in gated courts and enjoy the day drinking, smoking, and eating while playing a few minutes of the game to justify spending hours at the expansive clubs. For the majority of Crevans one sport remained above all else and it was one sport that the Crevans came to be known as the best in: Prize-fighting. &lt;br /&gt;
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The tradition remained constant through the eras. In arenas painted with murals or decorated with figures of Rredouane Crevans gathered to watch fighters square off in honor of the God and for their own enjoyment. Over the years this changed from dueling knights to the modern version of martial artists. Boxers, Baghrar masters, and other hand-to-hand fighters have been drawn to Crevus to open their own schools and compete in the city’s many tournaments. There’s much money to be made for the champions, even if the city families maintain a tight grip on the entire sport. Fixing fights isn’t unheard of for the lower tier of fighters but not even the families would dare to try and rig one of the larger championships. Fighting champions are large celebrities in Crevus. Their victories win them fame, honor, money, free casino visits, and even film roles regardless of their acting ability. &lt;br /&gt;
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== Religion ==&lt;br /&gt;
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The majority of Crevans are [[Ma&#039;ta&#039;ke Gods|Ma’ta’ke]] pantheon followers with [[S&#039;rendarr and Messa|S’rand’marr]] worshippers making up around a tenth of the population as a prominent minority. The Parivara keep to their own neighbourhoods that are built around the local temples. Sun Priests take a less favorable view on Crevus’ culture of carousing and gambling than their Ma’ta’ke counterparts. This is shared by most of their followers, who stick to the more respectable businesses. Priests and priestesses of the Ma’ta’ke pantheon are much rarer in Crevus owing to a lack of interest in the native population in embracing the life of a priest. Shrines and temples dedicated to the gods are small and hidden away. There is one notable exception to this trend: Rredouane.&lt;br /&gt;
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=== Rredouane ===&lt;br /&gt;
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[[File:Rredouane.png|thumb|The huge colossus of the Ma&#039;ta&#039;ke god Rredouane is considered one of the greatest wonders of Adhomai.]]&lt;br /&gt;
[[Ma&#039;ta&#039;ke Gods#Rredouane|Rredouane]] is revered as the patron god of the Free City. At the northernmost shore on an artificial island, on a former star fort, there is a large colossus of Rredouane that stands 275ft tall from its feet to its raised goblet. It shows Rredouane holding up a goblet with an arm outstretched towards the sea, beckoning sailors with promises of games and fun. He holds a sword that displays his warrior status. No casino or bar is considered legitimate until they have a painting or statue of Rredouane. Rings bearing his sword and goblet are commonplace in the city and a sign of Crevan origins. Every Crevan, no matter their walk of life, revere and pray to the god. While most prefer to beg for lucky rolls some continue the tradition of Rredouane’s warlike nature. ALA fighters from Crevus were well-known for their fanaticism for Rredouane and for encouraging veneration of the deity among their army units. Crime family members pray to him for blessings so that they may overtake their enemies and destroy their competition. Around the city one can find several venues that pay homage to the god through martial tournaments such as boxing and wrestling. Some even use animals in their fights, most notable being the extensive sham’tyr fighting rings. The luckiest in Crevus are considered to have gained Rredouane’s blessing somehow. But, every Crevan knows that the god’s blessing is finite. When it runs dry negative luck will surge back to the person in a tidal wave of mistakes and misery. Some occultists in the city claim to be able to channel Rredouane’s blessing into artifacts. Crevans ignore them but tourists will always be happy to buy a charm if they believe it will help them strike it big.&lt;br /&gt;
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=== The Lock === &lt;br /&gt;
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Crevus is a popular gathering point for [[Tajaran Minor Religions#Raskariim|Raskariim]]. Cultists are known to come to the city to party their brains out. Repeatedly being uprooted and kicked out of the city for their more deadly or horrific rituals, the cult has slowly learned to not wear out their welcome by being public with the things they do; their main gathering grounds is a particularly seedy nightclub called The Lock where sometimes fewer people come out than went in. The Lock always relocates and gains its followers no matter how many times it is burnt down, broken up by enforcers, or smashed by fearful gangs. There is no shortage of abandoned buildings that can fit speakers, flashing lights, smoke machines, and music. Hopeful entrants into the club only need to speak the 2-word password to get in.&lt;br /&gt;
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= Criminal Organizations = &lt;br /&gt;
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Once merchant families before the revolution, the ruling Njarir dynasties of Crevus were forced to hand over their enterprises to the new mayoral office following the First Revolution. Rather than simply retire and enjoy their new lives as regular citizens most of these dynasties found another way to dominate the city once more: Crime. &lt;br /&gt;
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Extortions, smuggling, drug production, trafficking, nothing is off the table when dealing with the lords of Crevus’ underworld. Within Crevus there exist four major families acting as the dominant powers. Each one is an organization made of dozens of lesser families. These operate businesses and are led by their own Njarir’akhran line or Hharar administrators. Underneath those are the gangs, who are used as cheap labour and a recruitment pool if some members prove useful. Following the second revolution the major families have become de facto rulers of Crevus. The mayor of Crevus since the Crevan Uprising has been the head of the Azaula family. Positions on the city council are held by the other leaders of the major families and their cronies. For now the major families try to coexist with one another. None has declared a full-scale war against the other, but lesser families still freely clash with other lesser families for power and control. This allows competition without a full escalation while also containing the violence to a few easily contained neighbourhoods.&lt;br /&gt;
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*&#039;&#039;&#039;Azaula Entertainment:&#039;&#039;&#039; The wealthiest of the families, the Azaula currently control Crevus’ mayoral office and dominate the city’s politics. Azaula businesses are the favored ones for most denizens of Crevus and are considered the most luxurious by those who get into Azaula territory. Their location next to The Knuckles allows them to get the off-worlder cash stream as well. The Azaula are based out of the massive Rredouane&#039;s Palace. This sprawling complex of courtyards, restaurants, bars, discos, and gambling houses is the premier business of Crevus. It is the entire experience of the city from its drug dens to high-rise restaurants condensed into a few city blocks. The Azaula have tied themselves closely to Idris Incorporated for better and worse. While their businesses have seen a steady increase in profits thanks to allowing Idris to co-partner on them, many outside and within the family question just how much control the company should be given over family affairs. Another problem has been the temptation of Azaula enforcers to join Idris. Some lesser families are already reporting a crippling lack of manpower thanks to their enforcers leaving to join the banking corporation. A few of these lesser families attempt to use ISUs to bolster their numbers but the high costs outweigh the usefulness of the units. Some have begun questioning if the slowdown in tourism may worsen the ill-effects already present in the family, potentially leading to a complete collapse of their hegemony. The head of the Azaula family is Mazula Azaula, the elderly but cunning matriarch of the family and mayor of Crevus for the last decade. Never seen without her pistols, this has earned her the nickname “Twin-gun Granny”. As both mayor and the accepted leader of the families Mazula meditates the larger conflicts between the leaders of the major families.&lt;br /&gt;
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*&#039;&#039;&#039;J&#039;shar Mariners:&#039;&#039;&#039; Led by the voracious and decadent Tul’baq J’shar, who took over after his father Laikr’s death from a seizure, the J’shar Mariners dominate the dockyards of Crevus, the oceanliners of the DPRA, and the coastal districts. When travellers arrive in the city, it is commonly on one of many J’shar oceanliners. After disembarking on J’shar docks, it is J’shar’s businesses they find themselves losing their vacation money in. Their control of the fishing and sea transport industry has naturally lent itself to the J’shar modifying their boats for smuggling. These trawlers are retrofitted for long journeys and have hidden holds. Many believe that some of the sailors for the J’shar fleet were former members of the ALA pirate flotillas. The loss of Duellist’s Crest to the Raghmara and the mayoral office to the Azaula is a shame on Tul’baq, but he tries to avoid continued conflict with both. However lesser families bordering Duellist’s Crest continue to attempt forays into the district with predictable (and bloody) results. When the people of Kaltir began to flee to Crevus and settled at the Silver Streets the J’shar came to rule over them following a war against the Rhan-Cresh. This has allowed them to control the Silver Streets&#039; alcohol industry and exert some control over the Northern Harr’masir people. The crown jewel of the J’shar businesses is Minharrzka’s Heart, a casino boat known to double as a bank for the family. Besides the fresh seafood and comedy shows Minharrzka&#039;s Heart is also famous for the “Five mile rush”. A game in which drunk gamblers attempt to swim from the ship to the docks. While not encouraged by the family and stopped by their enforcers, daring customers continue to attempt the swim for their personal glory. &lt;br /&gt;
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Of all the crime families, the J’shar Mariners remain the most stable. Their businesses were once lambasted for passing by increased corporate cooperation and the immense benefits that would bring. However, as the Crevan downturn becomes worse, the robustness of the J’shar businesses are envied.&lt;br /&gt;
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The J’shar also have control of the Crevan icon “Mr Snuffles”, a centuries old steelclad destroyer that patrols their docks and sinks those who routinely balk at the docking fees. The J’shar have denied Hephaestus offers to improve their vessels and Mr Snuffles. Their stated reasons being that they wish to stand on their own two feet, not rely on megacorporations for expansion and profit. &lt;br /&gt;
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*&#039;&#039;&#039;Rhan-Cresh Charities:&#039;&#039;&#039; Holding onto power through domination of Crevus’ land routes and the poorer southern half are the Rhan-Cresh. They control the population there through soup kitchens and food drives. This not only allows them to claim lip service to Al’mariist ideals but also instills a stronger sense of loyalty in their blocks. Zhan-Khazan make up a large number of enforcers from the Rhan-cresh as the Zhan communities lie in their territory. Many of them also found work in the Rhan-Cresh “Highway Patrol”, which is a supposed police force tasked with helping keep the rail lines and highways to Crevus clear of bandits. As they hold Crevus’ train stations most visitors from Das’nrra wind up spending their time in the cheaper businesses of the Rhan-Cresh. This family also presides over the Southern Harr’masir enclave of Herder District. This section of the city provides a valuable arms production industry for the Rhan-Cresh’s profit. Over the last two decades gunsmiths went from working in workshops to legitimate factories thanks to Hephaestus&#039; assistance. This assistance has slowly begun to run dry as Hephaestus lessens its presence over the ever increasing cost of the phoron-reliant machinery they once placed in Crevus’s factories. Zavodskoi Interstellar, meanwhile, has taken further interest in working with the Rhan-Cresh, even going as far as offering to downgrade their machines away to reduce phoron reliance, but build further factories to accommodate. This has resulted in a fierce competition between Zavodskoi and Hephaestus over the family’s factories. In a shrewd move, the Rhan-Cresh have maneuvered both corporations into the competition, hoping to result in better deals for the family. But of all their businesses the fancy trains that bring visitors to the city are the family’s pride. The railcars of these trains are full of high-class cafes, bars, small gambling halls, and even saunas or pools. They stand in stark contrast to the poor businesses within Rhan-Cresh territory. Those are only popular due to their cheap prices. Idris has poured investments into the Rhan-Cresh’s luxury trains to expand their operations. Currently they travel across Das’nrra on routes to Shastar City and Mztel’mir. The leader of this family is the affable Prr’oak Rhan-Cresh, who maintains an image of being a gentle philanthropist. Prr’oak enjoys high loyalty in not just his family but also the communities they preside over. Keen-eyed citizens know that Prr&#039;oak&#039;s philanthropy only exists to keep his recruitment numbers high.  &lt;br /&gt;
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*&#039;&#039;&#039;Raghmara Clan:&#039;&#039;&#039; Considered the most brutal of the families, the Raghmara Clan struck fear into the hearts of Crevans when they tore into the criminal underworld. Wiping out rival Azaula and J’shar families, Iakarr Raghmara led his band of Amohdan warriors and surged into Duellist’s Crest. His Clan is infamous for their brutal methods of handling those who attempt to encroach on their claimed streets. When J’shar families attempt to break into Duellist’s Crest the survivors often come back a few limbs lighter. Their failures at rebuilding the economy of Duellist’s Crest kept the Raghmara contained. But, with refugees arriving from the failed 2462 Amohdan [https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?do=findComment&amp;amp;comment=142055| Rebellion], their numbers have been bolstered and their lesser families have begun to push into rival territory. This manpower did not come without any drawbacks, however. With these new arrivals came an increase in political tensions in the Amohdan community and the Raghmara clan. With lesser clans now bickering and split between nationalists, royalists, and DPRA or NKA loyalists, Iakarr has his hands full trying to keep the internal peace in his syndicate. Due to the sea trade being monopolized by the J’shar the Raghmara turned to drug production as their primary income. Synthetic drugs like nightlife and the dangerous red nightshade have found their way to Crevus thanks to the hired chemists of the Raghmara. &lt;br /&gt;
Most people outside Duellist’s Crest avoid going to the Raghmara’s businesses but they do hold one popular spot: The Starry Lounge. This disco is popular among punks, gangers, and others who enjoy the small-time pride of bragging that they went into Raghmara turf and lived to tell the tale. Some guests aren’t brought into the dance floor with its flashing lights and thumping music. Some are brought by enforcers into the sound-proofed and tarp-covered rooms of the back. The Raghmara Clan are the only family within Crevus led by M&#039;sai instead of Njarir and Hharar. Because of a lack of interest stemming from their overly violent methods, none of the Crevan corporate offices have approached the Raghmara for any dealings.&lt;br /&gt;
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=== Gangs === &lt;br /&gt;
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For the beginners of Crevus’ crime scene, there are the gangs. These thugs are often younger Tajara who came to Crevus in search of quick riches or teenage citizens fed up with their current lot in life. Gangers are small-time and aimless punks who wish for nothing more than to rob others, fight their rivals in street brawls, and enjoy the Crevan lifestyle in its basest form. Whatever businesses they own are horribly run and only for the most desperate to turn to with poorly-equipped workshops and junkyard-supplied casinos being the most common. The gangs of Crevus provide a never-ending stream of easy muscle and potential recruits for the families. The luckiest will become made men and join a crime family proper. The most unlucky run afoul of an actual crime organization and are destroyed. It is incredibly rare for a gang to last longer than a few years. When one splits apart from infighting, the death of its leader, or other reasons, members tend to blend into other gangs or attempt to go down a more legitimate path. Gangs typically identify themselves through common colors, clothing, and simple names. &lt;br /&gt;
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=== Olokun Curios === &lt;br /&gt;
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Arriving in Crevus following the Armistice in &#039;&#039;&#039;2461&#039;&#039;&#039;, Olokun Curios is a company led by members of the EPMC’s [[Eridani Federation Military|Ringspire]] company. Allying with so-called archeologists, delvers, prospectors, and even the warlord [[Democratic People&#039;s Republic of Adhomai#Din&#039;akk Mountains|Alexeii K&#039;marr]], Olokun Curios gather artifacts from across Adhomai to sell to wealthy buyers in the Eridani Federation. It operates underneath the guise of simply being an art dealership. This business model has proven quite lucrative. The company&#039;s core leadership is the Eridanis who came to Crevus to make a profit. These intrepid businessmen are the ones who handle deals for artifacts or lead expeditions to find anything worthwhile to sell. However, the xenophobic attitudes of many Tajara on Adhomai force them to stay out of sight during expeditions. The majority of the organization is Crevan Tajara who hope to make quick credits and get a shoe-in for the EPMC when they join Ringspire proper. Eridani technology gives them an advantage when thieving and allows them to outgun most resistance they encounter. The arrival of these profiteers has not escaped the notice of the [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Restorers]] or the [[Little Adhomai#Society of the Hidden Dusk|Society of the Hidden Dusk]]. The latter patronize the company to gather artifacts for them, providing maps and allowing them to sell any artifacts they deem “unimportant” in their pursuit of occult knowledge. The former, along with [[S&#039;rendarr and Messa#Kin of S&#039;rendarr|others]], are forced to fight Olokun Curios whenever they cross paths.&lt;br /&gt;
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=== Crevan Liberation Army ===&lt;br /&gt;
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When it became clear that Crevus would tolerate the xeno and corporate presence there, some former ALA members banded together to begin waging a war against the families. Putting aside political differences they established what became known as the Crevan Liberation Army in the closing years of the Second Revolution. The CLA’s stated goal is to overthrow the crime families and for the Crevans to find their destiny in the hands of another government. CLA attacks are a problem outside of the Pam Hu district, which is protected by the EPMC, with the enforcers of the families struggling to fight CLA troops wherever they appear. While they do get a large amount of war material from an unknown source the CLA lack any popular support among the Crevan population. They are largely despised for their constant arsons, bombings, vandalism, and assassinations. Most people in the city expect the group to die out as more of their fighters are gunned down and more of their safehouses are destroyed.&lt;br /&gt;
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= Economy = &lt;br /&gt;
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Trade is still a cornerstone of Crevus’ economy today, but their tourism industry is what fills the coffers of the ruling families. Most Crevans are employed in the service economy to work in hotels, casinos, bars, drug dens, clubs, and discos. Any business can be found in Crevus, legal or not. People travel to the city to spend their time carousing and gambling so they can forget their woes or enjoy their lives to the fullest. Crevus is all the more happy to oblige these seekers. Between the diversions, drinking, and drugs, visiting gamblers tend to burn away their money fast. It is for this reason that every seasoned tourist recommends that travellers buy return tickets as well so that they do not become one of the many beggars who failed to plan a way back. &lt;br /&gt;
&lt;br /&gt;
Given its site as first contact with humanity the city became a natural choice for the first spaceport upon Adhomai. With legitimate businessmen also came smugglers. Allying with anyone willing to do business these less-than-savory merchants brought illegal goods from across the spur into Crevus. Tajaran smugglers provided their own wares or labour to be taken in exchange, thus beginning the on-going trend of Tajaran smuggling. The spaceport of Crevus has no authority beyond corporate safety officers. There are no weapons checks, no security scans, no cargo inspections. This has made Crevus the jugular of Adhomai’s black markets. These smugglers also found an income through transporting Tajara to far-away ports like Tau Ceti. Known as “Ha’rron” they would later establish more legitimate transportation businesses after the armistice. These vessels brought guns and equipment to Adhomai during the Second Revolution and now are used by the ALA to bring their influence to far-flung planets. &lt;br /&gt;
&lt;br /&gt;
The spaceport has been the first to experience the recent trend of the “Crevan Stutter”, or the downturn in the Crevan economy. With the rising cost of travel due entirely to the severe lack of cheap phoronic fuel, trade has been declining rapidly. Ironically, this has led to a slow decline in smuggling out of the Crevan port. Those few who remain charge top dollar for their illegal business. Otherwise, income dries up and they’re forced to stay abroad or join the rabble in Liceland. Conflict has become common in the port as Corporate Security clashes with bandits attempting to steal the goods coming off corporate shuttles.&lt;br /&gt;
&lt;br /&gt;
Xeno tourism exploded following first contact as humans and skrell from across the galaxy arrived to take in the splendours of Tajaran culture. The interwar period saw these numbers decline as the PRA tightened its grip on the city. It paradoxically exploded once again during the Second Revolution. With Crevus relatively safe from attacks and megacorporations providing protected transport, tourists flocked to the city for a safe cultural experience. Now, one can find a diverse range of travellers within the city. Even if most stay in The Knuckles and the Azaula’s territory. The threat the CLA pose to alien tourists is a major driving force behind the families’ drive to wipe the army out. The Idris supporting families of the Azaula and Rhan-Cresh have leveraged Crevus to become the number one tourism destination on Adhomai. Between other competition by Idris resorts in the [[New_Kingdom_of_Adhomai#Tourism|New Kingdom]] and a steep drop in tourism across the Spur, many suspect it will become Crevus’s Achilles heel.&lt;br /&gt;
&lt;br /&gt;
=== Megacorporations ===&lt;br /&gt;
&lt;br /&gt;
Just a year after first contact, Idris Incorporated, Hephaestus Industries, and NanoTrasen established offices to draw in Tajara workers. Post-First Revolution NanoTrasen had dominated Crevus as they did with the rest of Adhomai, but the Hephaestus and Idris branches still remained open as a way for Tajara to find work and leave Adhomai. PMCG&#039;s Ve&#039;katak Phalanx has always been present to function as security for the company offices and the Pam Hu District. They were allowed to establish a base at an old gun-fort on the city’s outskirts. The gun-fort also doubles as an office for recruiting Tajara and as Olokun Curios’ base of operations. In recent times, even Zavodskoi Interstellar attempted to make an entry into the Crevan market. However, following the [[Sworn to Pride Arc|entry into the NKA]], Hephaestus Industries reinforced their presence, firmly pushing the weapons manufacturer out.&lt;br /&gt;
&lt;br /&gt;
The influence of megacorporations can be felt across Crevus. Idris goods and employees are cropping up in many of the popular businesses. Hephaestus runs several transportation businesses including the crumbling system of suspended tram cars to act as “public” transportation. NanoTrasen holds the least influence, but their subsidiary Getmore Corporation is active in the city to facilitate trade of exotic foodstuffs off-world. Hephaestus and Idris both run rental services for their IPCs. For Idris, the ISUs are rented to the rich to serve as bodyguards and steel muscle. Hephaestus rents out their units to function as engineers for establishments and to assist in family-run factories. IPCs are unsurprisingly expensive to rent out due to the costs of maintaining them in a city unsuited for their regular use such as Crevus. Unlike the rest of the DPRA , the companies are respected by the locals. Families have their own relationships and ties to these companies. Only the J’shar and Raghmara are somewhat free of their influence. The presence of megacorporations in Crevus have led to calls from both army radicals and civilian lawmakers to restore order in the city. President Harrlala and Supreme Commander Nated do not heed these calls. For them, the credits and ships Crevus provides is enough to justify the city’s lawless status. Whether the blind eye remains as the Crevan economy falls from grace remains to be seen.&lt;br /&gt;
&lt;br /&gt;
=== Drug Trade ===&lt;br /&gt;
&lt;br /&gt;
Due to its status as a notable port, its criminal underground, and its neutrality, Crevus plays an important role in the Adhomian drug trafficking scene. Tons of illegal substances pass by the city daily before being distributed to the rest of Adhomai and beyond. Crevus also has its own laboratories, ranging from high-tech compounds to small facilities hidden in basements. While drug consumption and trade are technically illegal, the city&#039;s authorities engage and profit from it; the Raghmara clan currently controls most of the local production. Small independent dealers and producers exist, but they are rarely seen outside of the shanty towns. Tourists and the Crevan elites consume their drugs at expensive hotels and bars; the city poorest tend to congregate in abandoned buildings. Most of these establishments are controlled by the ruling families; independent ones are quickly acquired or destroyed by the competition. &lt;br /&gt;
&lt;br /&gt;
The Church of S&#039;rand&#039;marr provides shelter and programs to aid the city&#039;s addicts. These efforts are very limited due to the shrinking church&#039;s budget.&lt;br /&gt;
&lt;br /&gt;
==== Notable Drugs ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vorothy:&#039;&#039;&#039; also known as &amp;quot;Gateway&amp;quot;, is a substance capable of inducing a hallucinogen, paralyzing trance. Made from the sap of the Mech&#039;ty tree, it is usually consumed in gum form by placing it under the tongue. The hallucinations caused by the drug are described as extremely vivid, usually involving religious figures and otherwordly visions. Prolonged consumption or overdose can result in a condition called &amp;quot;the passing&amp;quot;. In this situation, the user falls into a coma, from which very few have ever awakened. Some who have returned from the passing described their time as a journey through countless alien worlds, others came back with totally different personalities. Vorothy is commonly used by artists in search of inspiration.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Salve:&#039;&#039;&#039; made from a mixture of S&#039;rendarr&#039;s Hand and other herbs, the Solar Salve is a paste frequently chewed by Crevan dock workers. Originally used by Southern Harr&#039;masir herders, it helps ward off the feelings of hunger, thirst, and cold. Despite not being considered to be a drug by most of the population, it is known to be mildly addictive. Workers casually use it to assist in getting past long shifts. Due to its association with the lower classes, it is not consumed by the richer population.&lt;br /&gt;
&lt;br /&gt;
= Notable Locations = &lt;br /&gt;
&lt;br /&gt;
[[File:CrevusTopographicWithoutBox.jpg|thumb|left|A map of Crevus depicting its districts, locales, and the territories of the major families. The Knuckles and Pam Hu District are considered neutral ground.]]&lt;br /&gt;
*&#039;&#039;&#039;The Knuckles:&#039;&#039;&#039; The Knuckles is the home of Crevus’ rich. It is full of manor houses and estates neatly arranged into grids and protected by virtue of being where the crime family leaders live. The wealthy of Crevus are not just descendents of its old Njarir’akhran houses, but also new money in the form of Tajara who struck it rich after the First Revolution. Some of its denizens are even rumored to be members of the Party or former ALA commanders. Life in The Knuckles is idyllic if one can afford it. There is always a banquet or jubilee to attend and families’ leadership ensure that their business doesn’t spill into their own backyards. The entire district is heavily guarded by patrolling cars of family enforcers and hired mercenaries. The Tajara who live here live in pure comfort and have their every need met by servants waiting on them. This wealth disparity may anger new-comers to the city, but for native Crevans, it is the ideal that they all aspire to and hope to one day attain. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pam Hu District:&#039;&#039;&#039; Home to the xeno population of Crevus, Pam Hu is a section of The Knuckles. Here lives human and skrell megacorporation workers alongside wealthy expats who made their home in the city for one reason or another. The houses here are the same as the rest of the Knuckles. Lower class workers, such as Idris servers or Hephaestus tram driving instructors, live together in manses paid for by their corporation. High class workers and the expat population live comfortably in their own manors. Located in the Pam Hu district is a statue of its namesake, Xeno-Culturalist Pam Hu, shaking hands with a Tajara noble. The expats of Pam Hu came to Crevus for their own reasons. Some were drawn in by Crevus’ culture, cheaper costs, or a wish to remain here to party and enjoy their life to the fullest. Others were drawn to Crevus by an idea circulated in illicit circles. An idea that as long as one has wealth, Crevus provides the perfect place to lay low and hide from off-world forces. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herder District:&#039;&#039;&#039; Herder District is the home of the Crevan Southern Harr’masir people. Many of them were brought in to work in the meat-packing industries and logging during a labour shortage in the 22nd century. The district is rife with concert halls, weapons shops, and race tracks. The traditions of zhsfram riding has been kept alive by the locals through rider associations and gave rise to a culture of urban riders. Herder District has seen the most improvement of all districts in the previous decade. Under Rhan-Cresh leadership the streets have been repaved, businesses have been revitalized, and local income has steadily increased. Dwellers of Herder District are generally considered a wild-eyed sort. This reputation is supported by the fact that many gunslingers from the district have become infamous as hitmen for the families. Herder District and its people are firmly under the control of the Rhan-Cresh family and is administered by local lesser families. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Duellist’s Crest:&#039;&#039;&#039; The Amohdan quarter of Crevus is the oldest of the cultural enclaves. Amohdans have been arriving to Crevus since the 18th century, travelling along their shipping lines to the city and establishing a strong community there. They historically found work in the marine industries such as fishing and shipping. Their traditions of swordsmanship were kept alive through dojos and mercenary bands that worked for the Njarir’akhran dynasties of Crevus. After the First Revolution it came underneath J’shar and Azaula control. But, when the Raghmara came, those families fled along with Duellist’s Crest’s prosperity. Now the district is one of the poorest in Crevus. It’s buildings have fallen into disrepair as the Raghmara desperately try to attract customers or corporate interest. With Amohdan refugees arriving from the isle however, the Raghmara’s lesser families have instead begun trying to expand into their rival’s businesses instead. The Crevan-Amohdans that remain in the enclave have found their lives to be fraught with hardship thanks to the high poverty and increasing political divides. This leads the younger generation to see fighting for the Raghmara or signing onto a megacorporation as the only ways to support themselves. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silver Streets:&#039;&#039;&#039; Originally considered part of Herder District, the Silver Streets became a gathering place for Northern Harr’masir Tajara in their diaspora following Kaltir’s fall. In just a decade, their numbers swelled to the point that southern harr’masir became a minority in the district. Following a war between the Rhan-Cresh and J’shar it came underneath J’shar control. The Silver Streets supports itself through breweries, beerhalls, and local traditional artisans. Their control of the best of the breweries has made the ruling lesser families wealthy enough to avoid conflicts with the other families. This allows them to put on a veneer of neutrality despite pledging fealty to the J’shar. The culture of Northern Harr’masir runs strong in the Silver Streets and their dialect is still commonplace. The district has seen heavy construction following the return of denizens who volunteered to fight for the NKA. Pillboxes, sewer bunkers, and sniper nests have been constructed across the streets in the event of an attack. The majority of the population here holds citizenship with the NKA and not the DPRA.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Hephaestus Grand Pyramid:&#039;&#039;&#039; As the name implies, The Hephaestus Grand Pyramid (Referred to as “the pyramid” for short.) is Hephaestus Industries’ foothold in Crevus. Twenty stories tall, protected by black plasteel plating, and covered by brilliant tube-art depicting soaring ships, Hephaestus is able to lure in Tajara with its stunning visuals alone. The pyramid is also well known for its excellent food court with several styles of grill-centred eateries. At night this court is packed full of drunken gamblers wanting to round out their night of partying with a heavy meal. It also sports an extensive robotics lab located in the pyramid’s top. This is where its rented industrials are maintained and kept until bought via contract. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shard:&#039;&#039;&#039; Situated in the centre of The Knuckles, The Shard is the central tower for NanoTrasen in Crevus. It cuts a magnificent figure with its silver plated cladding to catch the eye and entice Crevan to shop, dine, and gamble there. NanoTrasen’s domination of Adhomai in the interwar years enabled them to field thousands of employees in the once-bustling skyscraper, but the changed political situation has resulted in their influence waning. Now, much of the Shard is emptied and supposedly abandoned. It has a reputation of being a first-time casino full of young rich-kids and xenos too afraid to venture out of The Knuckles. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Nm’shaan Mall:&#039;&#039;&#039; Once just a bank, the Twin Nm’shaan Mall grew as Idris Incorporated bought more land around it to develop the location further. Now with its raised glass ceilings, white marble facades, and gleaming luxury stores, the Twin Nm’shaan Mall is a favorite for any Crevan shopper. Besides its stores the mall also boasts a glorious holo-theatre and a sprawling park featuring a heated Konyang style koi pond. ISUs are on constant patrol here to ward off any attackers or robbers. Tajara who shop here are easily drawn in by the company’s image of glitz and glamour. Idris retains a recruitment office at this location to bring in Crevans or any other Tajara seeking to employ with them. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kjal’hr Gambling Hall:&#039;&#039;&#039; The decrepit Kjal’hr Gambling Hall is not a business famous for its nightlife or food, but its story. The tale goes that a royal cadet branch, the Kjal’hr, settled in Crevus after the First Revolution. They constructed a gambling hall and hoped for nothing more than to be left alone. In the first years the gambling hall performed well. But in the fifth year came the haunting. Guests vanished in their rooms. Workers began to commit suicide from plummeting from the roof or jumping down opened elevator shafts. These came randomly and with no warning or reasons why. When the customers stopped coming and the money dried the head of the Kjal’hr line, Rreghal Kjal’hr, ended his house himself: Through locking the doors of the hall and setting the building alight. The charred brick-work ruins are avoided by Crevans. No construction occurs around it, and its entire block lies dark and abandoned. People who venture into the block on dares come back with stories of their electronics going haywire and seeing odd things in the dark corners. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Depot 37E:&#039;&#039;&#039; Built in the interwar period, this PRA naval depot was lost to the DPRA after its crew defected during the Crevan uprising. Though still considered in-use by the ALA the depot sits abandoned in the docks of Crevus. All it holds is badly damaged destroyers and torpedo boats scoured for parts to sell by the squatters dwelling there. These same squatters venture into the docks to steal from whatever shipments they can find. Rumors remain abound about the secretive community of vagrants in 37E, ranging from it being a cult to being secretly ruled by rogue Hotak commandos. Between fears of catching Supreme Commander Nated’s ire for damaging a technically still used depot and the vagrants’ stubborn resistance, the J’shar refuse to clear out the building. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Liceland:&#039;&#039;&#039; Liceland is a sprawling shantytown in the east. Made up of Crevus’ poorest and those who lost everything in the casinos, its population exploded in the previous decade due to refugees arriving in streams. People there live in cramped squalor and are preyed on by violent gangs seeking to make the riches to escape by any means necessary. Periodically these gangs find their way into the bordering Rhan-cresh, or J’shar territories and wreak havoc. The massive increase in population led to Liceland eventually spilling into city blocks controlled by the aforementioned families, who’s previous tenants ran deeper into the city. Liceland is widely considered as one of the worst places a Tajara could live in. It becomes even more horrible the deeper one goes inside. With no feasible plans to clear it out and move its victims, the families leave Liceland alone. For now.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crevus Gas and Electric:&#039;&#039;&#039; CG&amp;amp;E is a massive complex outside the traditional boundaries of the port city. Despite the name, gas services ended during the Second Revolution when the ALA took control of the plant. Historically, CG&amp;amp;E supported Crevus and the surrounding rural communities through a large oil powerplant. After the electrical needs of the city far exceeded the capabilities of this oil plant, it was abandoned for the creation of a nuclear plant at the current site of the CG&amp;amp;E campus. It remains one of the largest power plants on Adhomai, however due to the voracious appetite of the Crevan electrical grid it only serves to keep the bright lights of the unsleeping city lit day and night.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=39593</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=39593"/>
		<updated>2026-06-11T00:07:17Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Slang */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. sapiens&lt;br /&gt;
 |Image = OldTajara.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = [[Adhomai]]&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajr, Nal&#039;rasan, Ya&#039;ssa, Delvahhi&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai,&lt;br /&gt;
 &lt;br /&gt;
Democratic People&#039;s Republic of Adhomai,&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{TOC_Hidden}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (direct plural: Tajara – Tah-jaw-rah both singular and multiple) (adjective: Tajaran - Tah-jaw-ran) are a race of humanoids that possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades, and padded, digitigrade feet. Tajaran history and society is deeply entrenched in the conflict between its caste system and ruling governments. The species currently finds itself involved in a cold war between the three powers that control its homeworld, Adhomai.&lt;br /&gt;
&lt;br /&gt;
To play as Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
Since the end of the First Revolution, Tajara have proven themselves to be capable workers to the megacorporations of the galaxy. In the years since, some of these Tajara demonstrated competent leadership and were hired into various command positions in their company of choice. To be a Tajaran head of staff in a human- and skrell-dominated space is to have dozens of eyes on you at once. Oftentimes, these Tajara face heavier criticism, are given lower wages and fewer benefits, and still face discrimination from their peers. Severe pressure is put onto them to meet a degree of excellence higher than what would be expected for a human. The vast majority of Tajaran heads of staff, especially within NanoTrasen, remain PRA citizens. Due to their close ties to NT and being of higher diplomatic standing, megacorporations prefer to promote Republican citizens over their counterparts. The NKA opening their doors to interested companies following the armistice has made it easier for their supporters to be promoted or re-promoted; however, these types are rare. The NKA’s technological backwardness is viewed as a major detriment for leadership roles and is a given reason for why a citizen would be passed over. The DPRA’s citizens, unsurprisingly, are incredibly unpopular for a promotion choice. The nation’s xenophobic and anti-corporate attitude is well known to megacorporations, so any citizen of the DPRA who manages to become promoted is subject to yearly interviews and background checks. Any sign of a connection to radical elements means a demotion, if not a firing. &lt;br /&gt;
&lt;br /&gt;
To date, there is yet to be any Tajara in a meaningful place of power within a megacorporation. &lt;br /&gt;
&lt;br /&gt;
Hharar and Njarir’Akhran can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* Corporate Liason&lt;br /&gt;
&lt;br /&gt;
M&#039;sai can be the following Heads of Staff:&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan can be the following Heads of Staff:&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Biesellite Consular Officer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajara can speak a number of unique languages, such as: &lt;br /&gt;
:- Siik&#039;Maas. Use this in-game by typing say ,j&lt;br /&gt;
:- Siik&#039;Tajr. Use this in-game by typing say ,w&lt;br /&gt;
:- Ya&#039;ssa. Use this in-game by typing say ,r&lt;br /&gt;
:- Nal&#039;rasan. Only available to M&#039;sai Tajara, use this in-game by typing say ,i&lt;br /&gt;
:- Delvahhi. Only available to Zhan-Khazan Tajara, use this in-game by typing say ,n&lt;br /&gt;
* All Tajara have claws and scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajara are faster but take extra brute damage.&lt;br /&gt;
* Tajara can see much better in the dark than humans. This is possible by using a verb in-game, but that makes them vulnerable to flashes.&lt;br /&gt;
* Tajara can extend their vision while standing still. This is possible by using a verb in-game.&lt;br /&gt;
* Tajara have superior hearing, allowing them to listen intently. This provides messages on nearby machinery, explosions, and allows Tajara to hear whispered messages from further away. This is possible using a verb in-game.&lt;br /&gt;
* Tajara are less vulnerable to harm from the cold due to their fur but more vulnerable to harm from heat.&lt;br /&gt;
* Tajara cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear voidsuits and voidsuits helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as regular space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajara have a higher nutrition and hydration threshold and process reagents slightly slower.&lt;br /&gt;
* Tajara have a set of organs adapted to the life on Adhomai, with some differences in regard to function and form.&lt;br /&gt;
* Due to a long history of combined selective breeding and cultural factors, different Tajaran races have different physical qualities and attributes as well as levels of education. Visit the physiology sections of the [[Tajaran Ethnicities]] page for information about their differences.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Tajara_Child.png|thumb|A Tajaran mother with her child.]]&lt;br /&gt;
To the average human, the Tajara share many similarities with Earth&#039;s felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajara are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat efficiently. There are only a handful of areas where fur is not present, those being on the palm of their hands, the soles of their feet, and a number of various orifices as well as a small area around their eyes. Tajara have nictitating membranes, a transparent eyelid layer that assists in preventing snow blindness and keeping their eyes moist against the wind.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, the fur around a Tajara&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look, not unlike a terran lion. This hair tends to be much stronger and a great deal wirier than the rest of the fur on a Tajara&#039;s body. Some Tajara tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots, and most conceivable combinations have been recorded by scientists both Tajaran and human. A male Tajara is somewhere between 150 cm and 185 cm in height, while the mean body mass is between 65 kg and 100 kg. Females tend to range between 150 cm and 175 cm in height, with their own weight somewhere around 45 kg to 85kg. As such, both their body weight and height are roughly comparable to the average human. Height depends on a Tajara&#039;s ethnicity. Njarir&#039;akhran were bred to be taller, M&#039;sai are a more middle height, Hharar are typically shorter or of middle height, and Zhan-Khazan are usually the tallest of the races.  Any Tajara who falls out of this range is unusually tall or short which typically stems from a medical condition. A Tajaran fetus only takes six months to mature, and Tajaran children likewise mature rapidly, reaching the full extent of their growth by 15 or 16. This rapid maturation has a profound effect on the lifespan of Tajara, as only with modern medicine have Tajara reached ages above 70, with the oldest living Tajara being 84 years old. Most Tajara retire at age 60 when they are too old to work in any capacity.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
&#039;&#039;For information about the ethnicities, their traits, and their cultures: see [[Tajaran Ethnicities]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are four races of Tajara: the Hharar, the Zhan-Khazan, the Njarir’Akhran, and the M&#039;sai. Each race has a common role that they play in a society to which their biological inclinations make them more suited, as well as their own cultures which have formed from long histories of performing these roles in society. Tajara heavily stereotype each other based on race which is often a cause for conflict. As a result of these differences, there is a lot of racial tension between these various types of Tajara which was further exacerbated by differences in socioeconomic classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hharar:&#039;&#039;&#039; the first Tajaran ethnicity that Humanity came in contact with is generally viewed as the &#039;typical Tajara&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were. Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. The Hharar are the stereotypical &#039;worker&#039; Tajara, commonly described as loyal employees who are passionate and not afraid to voice their opinions.&lt;br /&gt;
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&#039;&#039;&#039;Zhan-Khazan:&#039;&#039;&#039; the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than other Tajara. Featuring more toned, muscular bodies, thicker fur coats, and heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. Due to their status as laborer they suffer discrimination and are usually regarded as less intelligent.&lt;br /&gt;
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&#039;&#039;&#039;M&#039;sai:&#039;&#039;&#039; the third most populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajara and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. They are very loyal to their friends and family but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with a vision adapted to compensate for the heavy blizzards that plague their home planet. They are also great survivalists and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
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&#039;&#039;&#039;Njarir’Akhran:&#039;&#039;&#039; the ethnic group that made up the majority of the plutocracy before the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population. Easily identifiable by their large ears, fluffy tails, luxurious fur, and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences.&lt;br /&gt;
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&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;
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=== Coloration ===&lt;br /&gt;
Fur color is the most noticeable aspect of a Tajara. It acts as a natural camouflage and is the most visible difference between the ethnicities. Ancient history saw these fur colors appear in certain regions of Adhomai, however over millennia of migration, marriage, and modern travel, every coloration of fur can be seen across Adhomai and now the Spur.&lt;br /&gt;
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&#039;&#039;&#039;These fur colors are suggestions and guidelines. Any one Tajara could have a variation of the colors shown, whether it be lighter or darker.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Hharar:====&lt;br /&gt;
Hharar fur coloration traces back to the proto-Hharar peoples of Southern Ras&#039;nrr. The forests between the Rhazar and Khazan mountains alongside the fertile soil allowed for the invention of farming, and later the formation of Adhomai’s first civilizations. The Hharar people evolved to feature brown fur colorations due to the numerous woods they lived in.&lt;br /&gt;
|[[File:H_BeaverBrown.png|300px|left|thumb|Beaver Brown (RGB 159, 139, 112 / Hex #9f8b70)]]&lt;br /&gt;
|[[File:H_Kochiba.png|300px|left|thumb|Kochiba (RGB 107, 68, 35 / Hex #6b4423)]]&lt;br /&gt;
|[[File:H_Taupe.png|300px|left|thumb|Taupe (RGB 72, 60, 50 / Hex #483c32)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prairie Brown&#039;&#039;&#039;&lt;br /&gt;
Being the most common coloration of Hharar fur, Prairie Brown was once associated with the numerous Hharar working the fields across Ras’nrr. Despite this association, it is not considered the oldest fur coloration, instead being a variation that occured in those living among the fields of the warmer prairies of the Ras’nrr Heartlands.&lt;br /&gt;
| &#039;&#039;&#039;Azumah Wood&#039;&#039;&#039;&lt;br /&gt;
This fur color dates far older than the name it is associated with. Once referred to as simply “Summer Brown”, the name Azumah Wood became widespread following the massive success of a logging company in the Azumah lake region during the Steeple Peace. The wood products were advertised and sold with the image of a kochiba furred logger chopping down “Azumah grade” trees. The logging company has since then gone defunct, being known only as the source of a strange origin for the term.&lt;br /&gt;
| &#039;&#039;&#039;Harbor Brown&#039;&#039;&#039;&lt;br /&gt;
Harbor Brown carries the title of being the oldest known fur coloration among Hharar, having been the predominant coloration amongst the proto-Hharar of the Southern Ras’nrr region. However, in modern times it has been titled after the numerous harbor workers found across Adhomai, even if they no longer are a majority of sailors.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Zhan-Khazan:====&lt;br /&gt;
Zhan fur colorations are the result of a long history of mountain tribes. Even during winter seasons, the darker fur colorations permitted better camouflage with the rocky terrain of the Ras’nrr mountains.&lt;br /&gt;
|[[File:ZK_BlueGrey.png|300px|thumb|left|Blue-Grey (RGB 34, 37, 50 / Hex #222532)]]&lt;br /&gt;
|[[File:ZK_DarkGrey.png|300px|thumb|left|Dark Gray (RGB 30, 30, 30 / Hex #1e1e1e)]]&lt;br /&gt;
|[[File:ZK_Chocolate.png|300px|thumb|left|Chocolate (RGB 94, 38, 18 / Hex #5e2612)]]&lt;br /&gt;
|[[File:ZK_Black.png|300px|thumb|left|Black (RGB 0, 0, 0 / Hex #000000)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rhazar Fog&#039;&#039;&#039;&lt;br /&gt;
During Sil’nryy-aysaif, the foot of the Rhazar mountains are commonly blanketed in a thick fog. The rare blue coloration of this fog became closely associated with the local Zhan population who shared a similar fur color with that of the mountain rock. Regardless, the fur coloration took on the name of the far more popular fog than the relatively mundane mountain rock.&lt;br /&gt;
| &#039;&#039;&#039;Khazan Rock Grey&#039;&#039;&#039;&lt;br /&gt;
The proto-Zhan-Khazan people were infamously put down during the Incarnate Dominion. The majority featured a dark-grey fur that became synonymous with the Zhan tribes of the Khazan mountains that the ethnicity, and fur, are now named after.&lt;br /&gt;
| &#039;&#039;&#039;Nraz’i Mud&#039;&#039;&#039;&lt;br /&gt;
Of the Zhan tribes, those in the Nraz’i mountains enjoyed the warmest winters. The hinterlands of the Sum’add coast become a muddy mess when the snow melt of the Nraz’i mountains washes onto the thawed soil. The fur color common of the region’s Zhan tribes became associated with the mud, then taking the name it has now.&lt;br /&gt;
| &#039;&#039;&#039;Cavern Black&#039;&#039;&#039;&lt;br /&gt;
Caves formed a natural home for the first Zhan’khazan to settle within. These served as strong homes and fortresses alike for the ancient peoples. It is not believed that these conditions resulted in the dark coloration being prevalent among the Zhan, despite old tales claiming such. This uncommon coloration originated from the southern Rhazkjara mountains.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Njarir&#039;Akhran:====&lt;br /&gt;
Njarir fur colorations are the results of the extensive eugenics programs employed by the Adhomian nobilities. Through decades of careful merging of M’sai and Hharar bloodlines, along with high amounts of inbreeding, Njarir now feature the flashiest fur colors among Tajara. Despite the inherent nature of genetics, reputations for different fur colorations have taken root among noble circles even following the revolutions.&lt;br /&gt;
|[[File:NA_Orange.png|300px|thumb|left|Orange (RGB 238, 64, 0 / Hex #ee4000))]]&lt;br /&gt;
|[[File:NA_Cinammon.png|300px|thumb|left|Cinnamon (RGB 160, 82, 45 / Hex #a0522d)]]&lt;br /&gt;
|[[File:NA_Ruddy.png|300px|thumb|left|Ruddy (RGB 138, 54, 15 / Hex #8a360f)]]&lt;br /&gt;
|[[File:NA_Cream.png|300px|thumb|left|Cream (RGB 205, 175, 149 / Hex #cdaf95)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Steeple Light&#039;&#039;&#039;&lt;br /&gt;
Seen as the ultimate fur coloration produced by the infamous eugenics programs, Steeple Light gained its name after a Rasn’rr emperor of the early Steeple Peace declared his fur, a bright orange, to be the manifestation of S’rendarr’s light. Some esoteric circles in the New Kingdom have adopted this belief upon its rediscovery. While the emperor’s name was lost to the books burned in the First Revolution, his declaration remains as the name of this fur coloration.  It is a highly sought after coloration among nobles. &lt;br /&gt;
| &#039;&#039;&#039;Hadii Red&#039;&#039;&#039;&lt;br /&gt;
Once a mundane coloration, Hadii Red has become an intimidating presence following the rise of the Hadii Dynasty. The vast majority of the family has some variation of this fur, with many rumors claiming they place great effort and care that the coloration is maintained in their offspring. It is an uncommon joke for Njarir who have this fur to say that they’re secretly a Hadii.&lt;br /&gt;
| &#039;&#039;&#039;Ras’val Royal&#039;&#039;&#039;&lt;br /&gt;
Many of the noble families who came to rule the regions surrounding the Ras’val sea featured the ruddy coloration of what is now known as Ras’val Royal. While previously considered the coloration of middling nobles, the rise of the Azunja family to the head of the New Kingdom has led to the coloration being perceived as the height of royalty.&lt;br /&gt;
| &#039;&#039;&#039;Half-Knuckle White&#039;&#039;&#039;&lt;br /&gt;
This fur color was common among lower nobility across Adhomai during the Steeple peace. The term Half-Knuckle White was coined as a slur against those nobles who were seen as fraternizing too much with their enforcers resulting in a “washed out” fur color. Genetic research shows that these claims had little backing, but this has yet to make an effect on the thoroughly cemented name.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====M&#039;sai:====&lt;br /&gt;
M’sai fur is the result of the behaviors of proto-M’sai. Having been a nomadic people of the open prairies in Ras’nrr, the light fur color was often the only way Tajaran hunters were capable of hiding or blending into the environment.&lt;br /&gt;
|[[File:M_White.png|300px|thumb|left|White (RGB 238, 223, 204 / Hex #eedfcc)]]&lt;br /&gt;
|[[File:M_Ivory.png|300px|thumb|left|Ivory (RGB 205, 205, 192 / Hex #cdcdc0)]]&lt;br /&gt;
|[[File:M_Wheat.png|300px|thumb|left|Wheat (RGB 205, 186, 150 / Hex #cdba96)]]&lt;br /&gt;
|[[File:M_Silver.png|300px|thumb|left|Silver (RGB 192, 192, 192 / Hex #c0c0c0)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zarragh Washoff&#039;&#039;&#039;&lt;br /&gt;
Considered the most recent evolution of fur color, Zarragh Washoff garnered its name in the Zarr’jirah mountains. The lake-effect snow of the northern lake gained the name “washoff” due to how the new layers of snow would conceal rock and dirt chips on older snow, making the mountains easier to blend into.&lt;br /&gt;
| &#039;&#039;&#039;Field Snow&#039;&#039;&#039;&lt;br /&gt;
Field Snow is arguably the most common fur coloration amongst M’sai. Characteristic of the proto-M’sai hailing from the fields of the Nraz’i basin, upon the arrival of the nomadic tribes to Souther Ras&#039;nrr the native proto-Hharar began to refer to their coloration as “Field Snow” after the coloration of fresh snow on the Ras’nrr prairies.&lt;br /&gt;
| &#039;&#039;&#039;Fatshouter White&#039;&#039;&#039;&lt;br /&gt;
Named after the coloration of fatshouter milk before processing, this coloration has dubious origins. Written history on much of the proto-m’sai peoples were sparse, however prevailing research suggests Fatshouter white primarily comes from those M’sai nomads from the inner western coast of the Nraz’i basin.&lt;br /&gt;
| &#039;&#039;&#039;Enforcer Silver&#039;&#039;&#039;&lt;br /&gt;
Being the second most common fur coloration of the M’sai people, Enforcer Silver garnered its name through association with the dreaded noble enforcers of history. The name was reinforced in older times when many noble families began to stamp enforcer insignias in silver, which often came close to the fur color of many M’sai who wore them.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tajaran Evolution===&lt;br /&gt;
The Tajara evolved as a predatory species upon their home planet of Adhomai, and as a result, they have a pair of fairly large, well-developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. This allows for a considerable degree of low light vision, however, they have a thin reflective layer that has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
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The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle but has since evolved and shifted towards a more omnivorous role. Tajara have sharp, needle-like teeth in the front of their jaw which is quite clearly geared to tear meat; the further along the jawline one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Evolutionary biologists believe that predecessors to modern Tajara had rough tongues with few taste buds to facilitate eating raw meat. The contemporary species has evolved out of this a long time ago in conjunction with becoming omnivorous, and so they now have softer tongues with a full sense of taste. Atop their heads, Tajara have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
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===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajara employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end to allow easy usage of standard human-based technology. This is a task that Tajara tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around 1-2 centimeters.&lt;br /&gt;
[[File:Cats.png|400px|thumb|right|An artist sketch of Tajaran dimorphism, builds, and general stance.]]&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty-six and forty-eight hours, with a subsequent twenty to twenty-eight hours of sleep. Normally, the waking period is spotted with three to four fifteen-minute naps to keep the Tajara refreshed and alert. This is universal in all worlds with Tajaran living upon them. Tajara are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid, and disoriented until their circadian rhythm is righted.&lt;br /&gt;
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===Tajaran Build===&lt;br /&gt;
Compared to most other known species, the Tajaran body is designed to be more flexible, lithe, and slender despite its thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajara are sexually dimorphic; females have more elongated muzzles, shorter ears, and more petite forms. Their distribution of body fat is entirely different from that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for the young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
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Tajara are built for extremely low-temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajara dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajara resign themselves to thin clothing. Those who find themselves confined to bio-suit or radiation suit for extended periods of time end up feeling extremely uncomfortable.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;See also: [[Tajaran History]]&#039;&#039;&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
&lt;br /&gt;
For as long as Tajara care to remember, Adhomai had always been under the rule of the nobility. The oldest historical text that exists in Tajaran possession dates back at least three thousand years and talks about the presence of nobles. Many historians agree that the trend of blood rule is more deeply-rooted in Tajaran existence than was before considered.&lt;br /&gt;
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The ancient past of the Tajara is poorly documented and historical texts are rare; meticulous combing and destruction of educational material by millennia of harsh rule resulted in the total atrophy of most scientific arts in Tajaran society. Little is known about Tajara civilization before &#039;&#039;&#039;1500 BCE&#039;&#039;&#039; Galactic Standard Time.&lt;br /&gt;
&lt;br /&gt;
The earliest form of government were local monarchies supported by religious authorities; the ruler and their families were considered of divine origin. Most of the settlements were similar to rural fiefs, with the population working for those dynasties in trade of their protection. Urban centers started to appear around places of worship. Peasants had little to no rights, and all dissidence was met harshly and fatally at the hands of the Nobles&#039; Enforcers - trained agents (commonly of M&#039;sai descent) who fought for the nobility of Adhomai in exchange for relative freedom. These Tajaran enforcers kept the peasants of Adhomai&#039;s lands repressed and powerless through shock and terror.&lt;br /&gt;
&lt;br /&gt;
What is known for sure, however, is that tension and violence had slowly been increasing over hundreds of years between the populace and their fellow noble families. &lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
&lt;br /&gt;
Tajara historians believe that global violence spilled out across the planet between the kingdoms and the other scattered noble families in &#039;&#039;&#039;80 CE&#039;&#039;&#039;. Those states clashed and either pitted their followers against one another. The noble leaders continued to fight and inter-marry until the ruling families had become exclusively &#039;&#039;&#039;Njarir’Akhran&#039;&#039;&#039;. Over time, the nobility slowly began to lose their religious inclination, adopting more traditional civil institutions and a relaxation of the church&#039;s control which gave way to state control. Religious worship of the noble families had been dropping steadily in conjunction with their lower influence on the other nobility. It was during this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to human contact.&lt;br /&gt;
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Even with technological and governmental advances, the Adhomian society was stuck with its old feudal system. The tension between the nobility and the peasantry increased due to new burdens brought by military campaigns. The first writings against the serfdom and caste systems started to appear around &#039;&#039;&#039;1732 CE&#039;&#039;&#039;, with those early revolutionaries being dealt with violence by M’sai enforcers. Draconian laws and sanctions were introduced against those that defied the status quo.  Relations between the ruling class and commoners were precarious, believed to have stemmed from harsh rulers and laws. Technological and cultural knowledge and breakthroughs had begun to trickle down from the noble families to the peasantry. The invention of the printing press in &#039;&#039;&#039;1756 CE&#039;&#039;&#039; favored the spread of anti-monarchist pamphlets. Owning a copy of an unapproved text was a capital crime. &lt;br /&gt;
&lt;br /&gt;
Adhomai underwent a form of industrialization with the creation and proliferation of the steam engine in &#039;&#039;&#039;1954 CE&#039;&#039;&#039;. However, this only forced the Adhomai peasants into harsh new labor digging in mines and working 18-hour days building rail lines for private use by the Njarir’Akhran nobility. Laws were soon enacted that banned any non-Njarir’Akhran from utilizing electricity or riding on trains. This trend of nobles hoarding new technology or innovations at the expense of the peasants continued until human contact.&lt;br /&gt;
&lt;br /&gt;
Thirty years prior to the human discovery of Adhomai, the deep-seated mistrust between peasants and nobles had reached an all-time high. The Tajaran species was trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers who demanded greater rights. The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajara was forced into almost twenty-hour workdays with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previously. This is largely attributed to the fact that rather than modernizing Adhomai the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
 &lt;br /&gt;
Automobiles are considered one of the best examples of this. The first automobile is recorded to have been created in &#039;&#039;&#039;2292  CE&#039;&#039;&#039;. Using a combustion engine much like primitive human vehicles, with extra anti-freezing measures and thick treads, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. Older Tajara considered these large creations to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
 &lt;br /&gt;
Further restricting the rights of the individual Tajara was enacted by a furious nobility after several instances of violence against Njarir’Akhran, but specific information on these incidents has been lost. Legislations were introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwind of political turmoil, a fresh generation of Tajara were growing up, deprived of what most humans consider to be basic rights. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
&lt;br /&gt;
===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in &#039;&#039;&#039;2418 CE&#039;&#039;&#039;. A Sol Alliance funded expedition into the Tajaran home system discovered the pre-space age species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained untapped by mining or drilling. Because of this, several megacorporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
&lt;br /&gt;
However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in, initially unwilling to interfere in a pre-space age society and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year &#039;&#039;&#039;2420 CE&#039;&#039;&#039;, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
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Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, and even soldiers who were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
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===The Uprisings===&lt;br /&gt;
&lt;br /&gt;
It took little more than a year for a formal uprising to be staged. In &#039;&#039;&#039;2421 CE&#039;&#039;&#039;, after the nobility had captured one of the original Tajara that had been shuttled off-world, he was sentenced to be publicly hanged by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
&lt;br /&gt;
However, they found themselves in a cornered position. Weapons and supplies were being shipped off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories drawing closer and closer to the capital cities of each kingdom. Fighting was extremely fierce and atrocities were recorded by both sides.&lt;br /&gt;
 &lt;br /&gt;
Among the noble families, the largest and nearly the most powerful was a dynasty called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
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This turn coating tipped the revolution in favor of the rebels. Armed with this new information, they made use of radio systems previously restricted to nobility to methodically and ruthlessly end their uprising by murdering most of the noble families, and whatever soldiers and civilians remained loyal to them. By &#039;&#039;&#039;2431 CE&#039;&#039;&#039; the revolution had finally come to an end with a total of more than &#039;&#039;&#039;92 million casualties&#039;&#039;&#039; with more than half being loyalist forces and &#039;&#039;&#039;40 million civilian deaths&#039;&#039;&#039;. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles. An informal ceasefire was declared between the factions, though skirmishes were still common.&lt;br /&gt;
&lt;br /&gt;
===Outcome of the Revolution===&lt;br /&gt;
&lt;br /&gt;
Following the First Revolution, the Hadii emerged as the victorious faction. They had annexed, through diplomacy or war, the remaining factions. Human corporations took an express interest in the Hadii dynasty; they were one of the few noble families who saw profit in human stakes on Adhomai, and many back-room deals were made to secure the Hadii&#039;s position in the new Government. In &#039;&#039;&#039;2432 CE&#039;&#039;&#039;, the People&#039;s Republic of Adhomai was officially declared, with &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039;, also known as Rhagrrhuzau Hadii, as its leader. The Tajaran public was markedly distressed by this turn of events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajara during the war, had a monopoly over the majority of the planet&#039;s valuables. Collaboration between the People&#039;s Republic, the Sol Alliance, and the Nralakk Federation have resulted in more technological advances in Tajaran society recently than ever before in their recorded history. The People&#039;s Republic began campaigns to quickly industrialize Adhomai and educate its people. Approval ratings for the current leadership rose in response. &lt;br /&gt;
&lt;br /&gt;
However, serious problems remained. &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039; suddenly began to back out of the People&#039;s Republic&#039;s agreed-upon business deals with NanoTrasen, all of which saw a massive amount of Tajaran natural resources exported. Citing humanity as greedy and destructive, Al&#039;mari made clear his intentions to make Adhomai independent until it was ready to take on the burden of interstellar politics.&lt;br /&gt;
&lt;br /&gt;
===The Second Revolution===&lt;br /&gt;
&lt;br /&gt;
The disagreements and hatred of the Hadii republican government had led to insurrection and treachery among Adhomai&#039;s major power figures since Al&#039;mari&#039;s new economic policies were revealed. Many Tajaran business contractors - just recently denied their ability to sell ludicrous amounts of natural resources and workers to the massive human megacorporation, NanoTrasen - felt threatened by the reforms of the Hadii government and its first President, Al&#039;mari Hadii. In 2451 CE, during a military parade, President Al&#039;mari was assassinated by Tufir Nazzirai. A known secret service agent of the People&#039;s Republic, the radical was swiftly sentenced to death for his betrayal, which claimed to be brought on by the violent tendencies of his Zhan-Khazan genetics. His brother and vice-president &#039;&#039;&#039;Njadrasanukii Hadii&#039;&#039;&#039;, also known as Malik Hadii, quickly assumed the office of the presidency and immediately passed brutal laws that punished the Zhan-Khazan and subversive elements. NanoTrasen was invited back to Adhomai and menial workers were sold en masse to NanoTrasen workplaces while the rights to the bountiful natural resources of Adhomai were sold off to NanoTrasen. Public hangings and firing squads became the norm once again.&lt;br /&gt;
[[File:Godblessalmarihadii.png|thumb|400px|left|Picture taken by the Adhomai Chronicle moments before the Assassination of Al&#039;Mari Hadii. The single most defining moment of this generation of Tajara.]]&lt;br /&gt;
&lt;br /&gt;
While Al&#039;mari implemented his new policies, the People&#039;s Republic saw the return of a surviving dynasty, the Azunja, in the form of an uprising in its most remote region. This faction, the New Kingdom of Adhomai, attempted to bring back monarchism to Adhomai through a constitutional monarchy.&lt;br /&gt;
&lt;br /&gt;
Many military generals who had fought for the Republic soon defected under the banner of the Adhomai Liberation Army, the leader of which being Al&#039;mari&#039;s old friend and ally, &#039;&#039;&#039;Halkiikijr Nated&#039;Hakhan&#039;&#039;&#039;, who claimed that he wanted to take control of the People&#039;s Republic to finally out Al&#039;mari&#039;s legacy. &amp;quot;His gun was on stun&amp;quot; became the rallying cry of Nated&#039;s fiercest supporters as they alluded to how he not only left himself greatly vulnerable during the parade but had even left his energy pistol on stun while he was assassinated. &lt;br /&gt;
&lt;br /&gt;
With these two rebellions, Adhomai found itself embroiled in yet another global conflict.&lt;br /&gt;
&lt;br /&gt;
===Adhomai Today===&lt;br /&gt;
&lt;br /&gt;
The Tajaran home world has suffered plenty in the three decades since the end of the First Revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections, and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy. Expanding infrastructure remains difficult, as most public funds are seized for use by the military or used to repair infrastructure damaged by shelling or bombings.&lt;br /&gt;
&lt;br /&gt;
There is a steady stream of money being fed into the People&#039;s Republic of Adhomai. NanoTrasen, as per its agreement with the president, has set up mining and logging operations on Adhomai using the local workforce for the most menial of tasks. In return, company-funded clinics and schools are slowly being spread out and built-in needy areas. &lt;br /&gt;
 &lt;br /&gt;
Literacy has risen to its all-time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off-world to educate the younger generation of Tajara. However, this number has begun to decline as the dangers of working on Adhomai are beginning to become common knowledge. Special establishments for older students have also been constructed to assist the elder generation into being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure they are kept this way.&lt;br /&gt;
 &lt;br /&gt;
The second revolution came to an end in 2461, after a decade of warfare between the three factions. The People&#039;s Republic of Adhomai was driven off from many of its past territories, having to rely on the help of a coalition of allied states and mercenaries to stop the enemy offensive. After months of bloody defenses, guerrillas attacks, and complete stagnation of all fronts, a ceasefire was signed with the support of Tau Ceti and Nralakk. An armistice, known as the &#039;&#039;&#039;Armistice of Shastar&#039;&#039;&#039;, was signed by the three factions shortly after. With the recognition of the Democratic People&#039;s Republic of Adhomai and the New Kingdom of Adhomai by the galactic community and the enforced peace, the three Tajaran powers are eager to compete with each other for supremacy through a cold war.&lt;br /&gt;
&lt;br /&gt;
One of the clauses of the Armistice of Shastar was the creation of the Tajaran Citizenship Act; a legal provision allowing DPRA and NKA citizens to legalize their citizenship situation, forfeiting their previous PRA affiliation. Tajara living outside of S&#039;rand&#039;marr were able to request the transfer through the proper diplomatic services. Following rising tensions and incidents between the Adhomian factions, this agreement came to an end in 2462.&lt;br /&gt;
&lt;br /&gt;
The Tajara species is now undergoing a cold war between the three factions. This period is marked by nuclear arms races, proxy conflicts, and subterfuge.&lt;br /&gt;
&lt;br /&gt;
==Tajaran Factions==&lt;br /&gt;
&lt;br /&gt;
Adhomai is controlled by three factions, who once participated in a civil war for the control of the planet and are now engaged in a cold war.&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomaimodernmap.png|300px|thumb|A map of modern-day Adhomai.]]&lt;br /&gt;
&lt;br /&gt;
===[[File:PRA_Flag.png|30px]] [[People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
&lt;br /&gt;
Led by [[Notable Tajara#President Njadrasanukii Hadii|President Njadrasanukii Hadii]], the &#039;&#039;&#039;People&#039;s Republic of Adhomai&#039;&#039;&#039; is the global state that emerged from the First Revolution. Before the Second Civil war, it enjoyed galactic recognition as the sole government of Adhomai. It claims to be the true keeper of Al&#039;mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’mari’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, the enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
&lt;br /&gt;
The Hadiist rule is marked by a lack of privacy, enthusiastic police, and pervasive secret police that leave privacy a nebulous concept to most Tajara. During the height of the war, anyone suspected of supporting traitors or publicizing media critical of the Hadii faced harsh retribution, but these practices are becoming less pervasive as wartime zealotry fades. Life under the government, while not free, is often stable and safe. Under the Republic, Tajara have more opportunities than they have had historically, with the Party investing heavily in its people. NanoTrasen continues to throw out large nets and bring in hundreds or even thousands of Tajara new employment opportunities in the galaxy as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military. NanoTrasen is also accused of being very exploitative of Tajara laborers, but for many Tajara the company is their path to the adventure of the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
After the Second Revolution, the People&#039;s Republic lost its hegemony over Adhomai. The Hadiist state is now focused on preparing itself for a future reunification war. Large public works, research efforts, and military expansions are underway. As President Hadii grows old, the power struggle between his possible successors intensifies. Each possible heir now works to build their own support base without openly challenging the President or attracting too much attention to their plans.&lt;br /&gt;
&lt;br /&gt;
===[[File:DiamondALA.png|30px]] Adhomai Liberation Army | [[Democratic People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
&lt;br /&gt;
The most pervasive and successful rebellion came from a group called the &#039;&#039;&#039;Adhomai Liberation Army&#039;&#039;&#039;, a group made up of Tajara from almost every walk of life. This organization opposed corporate claims on Tajaran soil and denounced the mismatched development and governmental negligence as the fault of humanity. During the height of the war, settlements liberated by the Liberation Army were ruled by a military junta. Being a supporter of the Hadiist government, or having been a collaborator, was grounds for immediate execution by firing squad. Villages often found their supplies seized by Liberation forces for the war effort, and the whole movement was a massive, tenacious military dictatorship under the absolute authority of [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Supreme Commander Halkiikijr Nated&#039;Hakhan]].&lt;br /&gt;
&lt;br /&gt;
Following the release of their updated 2459 manifesto, the various regional civilian governments formed under their rule coalesced into the &#039;&#039;&#039;Democratic People&#039;s Republic of Adhomai&#039;&#039;&#039;. Authority is still highly decentralized. In January of 2461, a contested election saw [[Notable Tajara#President Almrah Harrlala|Almrah Harrlala]] become president Contested by the military, the so-called Nated Supremacist Movement launched a putsch that was ultimately foiled by Nated himself, who appealed for the return of civilian government and then resigned his command.&lt;br /&gt;
&lt;br /&gt;
The DPRA is now led by President Almrah Harrlala who is struggling to transition what was once a militant insurgency movement into a modern, democratic nation. The government attempts to negotiate with ruling Juntas to voluntarily turn over power to the civilian administration, many of which still refuse. The DPRA does, for the most part, try to respect the basic rights of Tajara. Most Tajara under civilian rule do not need to worry about the secret police or being framed for a crime of civil disobedience. With the Armistice, the DPRA gained intergalactic recognition as one of the Tajaran states. In more recent times, DPRA citizens are being sponsored by Harrlala&#039;s government to go out into the galaxy openly and show what Tajara can achieve on their own terms without being puppets of human megacorporations. As President Harrlala&#039;s term comes close to its end and the next election is being organized, the fragile Al&#039;mariist democracy is threatened by all kinds of extremists.&lt;br /&gt;
&lt;br /&gt;
===[[File:New Kingdom of Adhomai.png|30px]] [[New Kingdom of Adhomai]]===&lt;br /&gt;
The last major faction is the rebellious &#039;&#039;&#039;New Kingdom of Adhomai&#039;&#039;&#039;, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; a constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
&lt;br /&gt;
During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
&lt;br /&gt;
[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Names===&lt;br /&gt;
Native Tajaran names have changed over the storied history of the species. The earliest record of naming conventions appears in the Warring Kings era, where the usage of dynastic titles became a standard part of the Tajaran name as a way to distinguish which noble a given serf worked under. Since then, names changed as more titles were attached. Jobs, personality traits, status, titles, age, given names, and more have been combined to produce the infamously long and unwieldy names associated with history. Following the declaration of the Steeple Peace, nobles across Adhomai standardized to a new scheme which continues to persist among the Tajaran people.&lt;br /&gt;
&lt;br /&gt;
Every name features three aspects: The individual, the dynasty, and the purpose. Xeno-linguists associate these aspects to the human concepts of the given name, the family name, and the job title respectively. This has resulted in debate over forced associations, as each aspect has a different connotation than what humans may expect, namely the Dynasty. Unlike humans, family names are only found with noble dynasties. This has led to many xeno organizations to assume that Tajara associate with large extended families.&lt;br /&gt;
&lt;br /&gt;
The Individual aspect is the personal part of a Tajara’s name. Parents will provide their child with the Individual aspect in hopes that the phrase or word used will become a part of the Tajara&#039;s person. It is not uncommon for Tajara to bear the names of gods or powerful figures, or for others to be named after abstract, religious, or ideological concepts.&lt;br /&gt;
The Dynasty aspect is the standardized part of a Tajara’s name. Following the First Revolution, the Hadiist government mandated the Dynasty aspect be named after the birthplace of an individual as a means to remove the influences of the nobility. Those stubborn Tajara born before the end of the First Revolution, or those now living in the New Kingdom, often refused to change their Dynasty aspect, continuing to reflect the noble family they serve or are a part of.&lt;br /&gt;
&lt;br /&gt;
The Purpose aspect previously was the utilitarian part of a Tajara’s name. The aspect reflected a job or trade, an essential piece of information within a community. However, since the end of the first revolution, the need for static names to lessen the bureaucratic burden resulted in many Purpose aspects turning into a form of family name, a newer and still contentious concept for Tajara. With the number of regional dialects and multiple titles for the same trade or job, Purpose aspects are rarely the same across Adhomai. In some cases, two families joining together in marriage would combine their two aspects to form a new one.&lt;br /&gt;
&lt;br /&gt;
While a Tajara’s name contains all three aspects, the usage of all three is not required. Most Tajara will utilize the Individual and Purpose aspect, however traditionalists and nobility expect the use of the Dynasty aspect. All Tajara on the Horizon may use only &#039;&#039;&#039;two aspects&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
The following guide is &#039;&#039;&#039;not required&#039;&#039;&#039;. Native names can vary based on parentage, region, and numerous other factors. This guide is a structured option, however other options include taking inspiration from the [[Notable Tajara]] page, and heavily modifying Eastern European or Arabic names.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To create a native Tajaran name, you will need to access the &#039;&#039;&#039;unofficial&#039;&#039;&#039; translator [http://mk.darkserver.co.uk/lang/index.php here]. Select Siik’maas under the language drop down. By typing in certain words or phrases, then translating, you can utilize Tajaran words to create a name. Typically, you will want to connect multiple Tajaran words with an apostrophe or hyphen, however combining two words without a space is acceptable.&lt;br /&gt;
&lt;br /&gt;
*For the Individual aspect, use a phrase, trait, or concept. &lt;br /&gt;
**For example: Love becomes Azutul. S&#039;rendarr&#039;s Warmth (Kirmah rajzir. Zir)  becomes Kirmah’rajzir. &lt;br /&gt;
*For the Dynasty aspect, you may use any text you prefer. Regions and cities with royalty or dynasty attached usually garners better results. Hadiists typically utilize the name of the city or region they were born.&lt;br /&gt;
**For example: Kaltir Royalty (Jurlket mir mrra) becomes Jurlket’mir. Nal’tor (Jri chur) becomes Jri’chur&lt;br /&gt;
*For the Purpose aspect, use the title of the job or craft of the Tajara. Use multiple versions of a given job or trade for better results.&lt;br /&gt;
**For example: Police Officer (Kaii&#039;r manq rir) becomes Kaii’rirmanq. Prince becomes Vahkal.&lt;br /&gt;
*The final name becomes: Azutul Jurlket’mir Kaii’rirmanq. &lt;br /&gt;
**From this, you can tell the individual is Azutul or named love, whose liege is the Jurlket’mir or Kaltir Royalty, and performs work as a Kaii’rirmanq or officer.&lt;br /&gt;
&lt;br /&gt;
The translator output rarely gives a word or name ready for use. Modification will be required as seen in the examples provided. This also means that names cannot be decoded.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xeno-Influenced Names ====&lt;br /&gt;
&lt;br /&gt;
Given native tajaran names are difficult for humans to pronounce, the PRA once encouraged the use of humanized names. This resulted in many Tajara taking on names derived from Eastern European or Arabic origin, as xeno-linguists found these the easiest for Tajara to pronounce. Following the transition of power from Al’marii to President Hadii, the PRA has walked back on this stance and since issued a decree to encourage citizens retake their native names as a form of pride in tradition and loyalty to the party. Many Hadiists have heeded this decree and returned to their native names, however a sizable population continues to use their adopted names. Given Tajara may have multiple names, the Adhomian governments are more dedicated in the tracking of names.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities. Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew. However, private communication in Tajaran languages such as Siik’Maas or Siik’tajr is not forbidden by SCC regulations and is often used to hold conversations between Tajara on the crew.&lt;br /&gt;
&lt;br /&gt;
Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages are Siik&#039;mas and Siik&#039;tajr.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Migration Age and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
&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 focusing more on the spoken word than others, some of the vocabularies require subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajara ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Delvahhi, Ya&#039;ssa, and other such languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations. 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;
Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin alphabets as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajara use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajara have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy and has made a widespread comeback with increasing literary levels among the Tajaran public.&lt;br /&gt;
&lt;br /&gt;
Tajaran culture necessitates a separation of the personal self and the external self. This cultural force can be traced back to the early worship of the Twin Suns, which throughout its history has emphasized a separation of personal and public matters. This separation was later reinforced by the nobility, eventually becoming an embedded part of all Tajaran languages. The result is a grammatical structure that separates the private and public self. In Tau Ceti Basic, this has been translated into the use of first, second, and third person pronouns as the closest fit.&lt;br /&gt;
&lt;br /&gt;
The public self, third-person pronouns (he/him, she/her), is the formal state. It shows respect and a distancing of one’s personal matters from others. Traditionalist Tajara would expect the use of the Dynasty aspect and appropriate titles when speaking in the public self. However, those from progressive regions rarely pay attention to the use of aspects as the weight of dynasties and the nobility is not present. Strangers meeting, a subordinate addressing a superior, and other cases where formality and respect is expected uses the public self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;His&#039;&#039;&#039; greetings to the &#039;&#039;&#039;madam&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this line, Person A speaks to Person B&#039;s public self through his own. As Person A does not know Person B’s name or title, madam is used to maintain respect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“Hello &#039;&#039;&#039;Officer Smith&#039;&#039;&#039;. She is &#039;&#039;&#039;chef Al-Kandari&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
Person A addresses Person B, a human, through their title and last name. Person A maintains the public self through the use of her own title and Dynasty aspect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The use of second-person pronouns (you/your) can depend on where someone is from. Non-traditionalist regions, such as the Hadiist lands, don’t consider second-person pronouns formal or informal. Traditional cultures, such as the New Kingdom, find second-person pronouns informal. In this latter case, it is reserved for use by a superior addressing a subordinate or similar cases.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;You&#039;&#039;&#039; need to handle that report by tomorrow. &#039;&#039;&#039;She&#039;&#039;&#039; will ensure it shows on &#039;&#039;&#039;your&#039;&#039;&#039; performance review otherwise.”&lt;br /&gt;
&lt;br /&gt;
Person A addresses Person B through the personal self (you/your). It shows that Person A is either disrespectful, a superior, or from regions where the use of ‘you’ is not informal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The personal self, first-person pronouns (I/me/mine), is the informal state. It is addressing matters on a personal level where formality is not required, or genuinity is desired. The Individual aspect can be used by itself in this state. Close friends, personal moments, and similar matters would use the personal self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;I&#039;&#039;&#039; am unsure what &#039;&#039;&#039;you&#039;&#039;&#039; mean by this. &#039;&#039;&#039;Your&#039;&#039;&#039; proposal vexes &#039;&#039;&#039;me&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
Person A uses the personal self and addresses Person B in the personal self. This establishes a close and informal conversation or is used to disrespect Person B by addressing them directly.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Transitioning from public to personal selfs is easy. The initiator who desires to make the conversation informal starts by referring to themself in the personal self. If the other participants agree to make a conversation informal, then they respond in kind using the personal self. Otherwise, they may continue to use the public self and maintain the conversation’s formality.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;No, &#039;&#039;&#039;I&#039;&#039;&#039; simply wanted to be introduced to &#039;&#039;&#039;her&#039;&#039;&#039;. &#039;&#039;&#039;My&#039;&#039;&#039; name is &#039;&#039;&#039;Abdal Akhtarov&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Person A steps into the personal self but is still speaking to Person B through her public self. This is an invitation to personal conversation, done respectfully by not involving Person B&#039;s personal self directly. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Hello, &#039;&#039;&#039;Mr. Akhtarov&#039;&#039;&#039;. &#039;&#039;&#039;I&#039;&#039;&#039; am &#039;&#039;&#039;Aisha&#039;&#039;&#039;. Does &#039;&#039;&#039;he&#039;&#039;&#039; wish to speak elsewhere?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Person B is still speaking to Person A&#039;s public self, however refers to herself in the personal self, accepting the invitation to an informal conversation. In the following conversation, it would be acceptable for both to use personal self.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The use of the public and personal self by non-Tajara can be jarring for those not acclimated to human environments. Tajara not used to human space can find it disrespectful how the use of the personal self is standard. Those acclimated to non-Tajaran patterns of speech rarely take issue with the lack of distinction between public and personal self. Referring to a non-Tajara through informal pronouns is broadly acceptable, however the use of first-person pronouns, the personal self, as a default often takes years in human space and a concerted effort for a Tajara to transition to.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Slang ====&lt;br /&gt;
Tajara, like every species, has a wide variety of slang terms in both Tajaran languages and Tau Ceti Basic. While no list can be truly comprehensive, as slang is ever changing, certain phrases and terms have become widespread enough to be known by nearly all Tajara.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Phrase !! Meaning !! Origin&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;zivr/Tivr || Xeno, Human || Beginning as a term for solely humans, T&#039;zivr, or &amp;quot;furless&amp;quot;, grew to incorporate all aliens as a whole. The term is not wholly considered derogatory, however is seen as less acceptable than xeno or alien.&lt;br /&gt;
|-&lt;br /&gt;
| Dornshky || Furless || A strong insult originating from the physical condition itself. While it is a common insult among Tajara, it includes a more derogatory way to refer to aliens.&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;ishk || IPCs, Robots, Hadiists || Originating from the Siik term for soulless, T&#039;ishk became a widespread insult for Hadiists and robots alike among Little Adhomai, quickly spreading to other Tajaran communities and, ultimately, back to Adhomai.&lt;br /&gt;
|-&lt;br /&gt;
| M&#039;ishk || IPCs || The non-derogatory version of T&#039;ishk, M&#039;ishk more specifically refers to IPCs, directly translating as &amp;quot;artificial soul&amp;quot;. It started as a shorthand of Manq&#039;ishk, however quickly gained traction within the People&#039;s Republic, and later other Tajaran communities.&lt;br /&gt;
|-&lt;br /&gt;
| Sha&#039;tajii/Shatii || Dionae || Directly translating to &amp;quot;wood peoples&amp;quot;, the term began from Little Adhomai where contact between Tajara and Dionae took place frequently enough to generate a slang term.&lt;br /&gt;
|-&lt;br /&gt;
| Kirr || Vaurca || Directly translating to &amp;quot;insect&amp;quot;, the slur originated from Little Adhomian gangs warring with Vaurca living in neighboring districts. The term spread rapidly following the murders of multiple Tajara ordered by Vaurca Queen Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra.&lt;br /&gt;
|-&lt;br /&gt;
| Nav&#039;hen || Unathi || A contraction of the phrase &amp;quot;dahal Nav henrhesi&amp;quot;, translating to &amp;quot;dies in the cold&amp;quot;. The phrase began as a tongue-in-cheek way to refer to Unathi mercenaries within the S&#039;rand&#039;marr Coalition by ALA soldiers, before spreading to Little Adhomai where it was shortened to Nav&#039;hen.&lt;br /&gt;
|- &lt;br /&gt;
| Ratajani || Skrell || Originating from the folk tales of small, ugly, stump-tailed, neon colored creatures. Characterized as greedy and the cause of unlucky events in life, Ratajani was quickly applied to Skrell upon first contact. This use of the term as a slur quickly overtook the earlier and less derogatory use as comparison to misbehaving children.&lt;br /&gt;
|- &lt;br /&gt;
| K&#039;strelkii || Mercenary, Corporate Drone || Translating as &amp;quot;money soldier&amp;quot;, the term grew out of the spite among Tajara towards corporate busy-bodies and mercenary groups.&lt;br /&gt;
|- &lt;br /&gt;
| Rafama || Stubborn, Hard-headed, Territorial || Originating from the behavior of Rafamas on Adhomai, the term is a long historic name for any person acting particularly stubborn or stand-offish.&lt;br /&gt;
|- &lt;br /&gt;
| Raskaren || Noble, Enforcer || Based upon the mythological Raskaren, a creature of Raskara that drinks blood and is incapable of surviving sunlight. The term grew to become a slur against nobles and M&#039;sai enforcers. While predominantly used within the [[Free Tajaran Council]], the term has been slowly spreading to Little Adhomai and Adhomai proper. It is banned within the New Kingdom.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Kalta || Royalist, Poor || Forming from a joke regarding the relatively high rates of poverty within the New Kingdom, T&#039;Kalta, translating to &amp;quot;without money&amp;quot;, grew in popularity across the People&#039;s Republic and Democratic People&#039;s Republic.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Ruv || Shameless, Al&#039;mariist || A rare Hadiist term that was applied to Al&#039;mariists for the perceived shamelessness in illegal and underhanded tactics during the Second Revolution. The term has since grown and spread across Tajaran communities.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Zhunii || Hick, Redneck || Translating to &amp;quot;lacking desire people&amp;quot;, the term spread as a catch-all for rural peasantry. The exact origins are believed to be a jab at the lack of time or willpower for rural peasantry to hold greater ambitions.&lt;br /&gt;
|- &lt;br /&gt;
| Vak&#039;a || Idiot, Airhead, Bro || Originating from Little Adhomai, Vak&#039;a spread rapidly as a general way to refer to a friend, equivalent to saying dude or bro.&lt;br /&gt;
|- &lt;br /&gt;
| Vakalnar || Grifter || Meaning &amp;quot;air salesman&amp;quot;, equivalent to calling someone a snake oil salesman.&lt;br /&gt;
|- &lt;br /&gt;
| Tyrhal || Hell || Tajaran religions have no singular lands that are considered the equivalent to hell among Human religions. However, ancient tales mentioned Tyrhal, or &#039;land of demons&#039;. Tyrhal was saved from obscurity when Little Adhomian residents wanted a Tajaran version of the human term hell. The term spread as a compromise for those Tajara who wanted to adopt Human mannerisms while maintaining Tajaran culture.&lt;br /&gt;
|-&lt;br /&gt;
| Azukavo/Azuvo || Love you || Not inherently slang, the use of Azuvo has become desensitized in more progressive communities of Tajara. Rather than being an intimate expression not fit for use in public, it has seen less stigma in use, albeit still associated with loved ones and close friends.&lt;br /&gt;
|-&lt;br /&gt;
| Ketvo (Ane)! || Onwards, Let&#039;s Go, To Victory || Translated literally as &amp;quot;March to victory!&amp;quot;, Ketvo Ane was established as a phrase within People&#039;s Republic military leadership. Being the standard phrase to initiate movement or actions, it became widespread during the Second Revolution, even among the other nations as turncoats brought the phrase along with them. Post-war, the phrase spread rapidly.&lt;br /&gt;
|- &lt;br /&gt;
| Blinder || Overwhelming, Too Much || Descended from the concept of S’rendarr’s light being the embodiment of energy and life. Having too much of S’rendarr’s light may blind someone, therefore for something to be a Blinder it exudes too much energy, S’rendarr’s light.&lt;br /&gt;
|- &lt;br /&gt;
| Half-Knuckle || Poor, Fraternizer (Royalist) || Originating from a noble snide. Knuckles are the smallest form of currency on Adhomai, therefore to call someone a half-knuckle implies they are so poor as to only have a half-knuckle. Within Royalist society, the term additionally refers to nobles who are seen as fraternizing too much with commoners.&lt;br /&gt;
|- &lt;br /&gt;
| Top Snow || Young, Inexperienced, New || A term referring to the top layer of snow, often fresh light snow. Someone who is Top Snow is fresh, equivalent to the human term &amp;quot;green horn&amp;quot;.&lt;br /&gt;
|- &lt;br /&gt;
| Washoff || Old, Undesirable, Lackluster || Referring to the runoff of melted summer snow, called washoff on Adhomai, the term grew to be used for undesirable items or people, likened at times to the phrase ‘getting long in the tooth’.&lt;br /&gt;
|- &lt;br /&gt;
| Bronzer || Jackboot, Enforcer, Cop || Descended from the bronze emblems used to denote an on-duty enforcer. Used in a derogatory manner against cops, enforcers, and authority figures alike.&lt;br /&gt;
|- &lt;br /&gt;
| Bookie || Bookworm, Royalist, Dork || Stemming from the cultural view of books as symbols of noble oppression, bookie is a term used to insult someone within progressive cultures as a royalist, or someone who tolerates or encourages noble oppression. Can also be an insult equivalent of calling someone a dork, nerd, etc.&lt;br /&gt;
|- &lt;br /&gt;
| Torcher || Friendly, Happy, Positive || Originating from the symbol of Azubarre’s torch, calling someone a torcher implies they embody Azubarre’s torch, and therefore his qualities of positivity, friendliness, and true love. Over time, the connotations associated with Azubarre, namely the more romantic elements, became less emphasized, resulting in the slang becoming a catch all for friendliness and positivity.&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
Because of their anatomy, Tajara express emotions in different ways than Humans. Baring one’s teeth is a strong expression of challenge or mockery. As such, Tajara rarely smile by showing the teeth, instead wrinkling the nose by gently lifting the sides of the muzzle. The folding of ears is a clear sign of fear or worry, while perking the ears forward shows attention or interest. Ears will involuntarily flick when exposed to loud sounds.&lt;br /&gt;
&lt;br /&gt;
The semi-prehensile tail of Tajara allows for a great amount of expression. Enough emphasis has been placed on the tail as a form of expression and language that Tajara afflicted with Hakh’jar are commonly misread or have to vocalize their current emotion. Tajaran tails naturally sway, however a rapid sway or wag is a childish sign of satisfaction. Curving the tail downward and blistering is a clear sign of hostility, whereas tucking the tail down by the feet is a stress response. The flicking of the tail end is a sign of anger or anxiety.&lt;br /&gt;
&lt;br /&gt;
Displays of affection among Tajara are rarely seen in public, and looked down on by traditionally minded Tajara. The common forms of affection are the bumping as muzzles or holding of the wrist. While less common, twining the tail around an ankle or wrist is seen as equivalent to holding the wrist. Intertwining tails, however, is seen as a childish expression of affection. Hugging is not seen romantically. It is seen as a transfer of body heat and thus a common act between friends, comrades, and family alike. Those acclimated to human expression may view hugging as having a romantic component in certain contexts, however this is lost on those with a traditional mindset.&lt;br /&gt;
&lt;br /&gt;
Status was a major aspect of emotional expression during the times of the nobility. When interacting with another of a higher social status, it was required for the lesser of the two to lower their head and pull the ears back. Having direct eye-contact or tilting the head up was seen as a show of defiance. These expectations have since been challenged and are often disregarded if not outright rejected since the fall of the old nobility, however those traditional-minded Tajara and Royalists within the New Kingdom continue to abide by the rules of status.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
====S&#039;rand&#039;marr Worship====&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;Rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;Rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship&lt;br /&gt;
&lt;br /&gt;
There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajara were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals asking Messa to spare them from whatever ill tidings she may bring. The worship of the sun gods is dominated by an organization called the Parivara, meaning, the &amp;quot;Family.&amp;quot; The head of the Parivara is Father Valyan K&#039;rrirran who is based out of Sana Sahira, a holy city on the tallest mountain on Adhomai which roughly translates into the City of the Suns.&lt;br /&gt;
&lt;br /&gt;
Sana Sahira&#039;s location in the People&#039;s Republic places the Parivara in the precarious position of having to act favorably to the faction&#039;s government, however, Father Valyan K&#039;rrirran attempts to stay out of politics in order to avoid alienating any worshipers across borders. The Father of the Parivara is chosen by the Brothers of the Suns who serve as the priests and clergy of the faith. Devoted women of the faith can become Suns&#039; Sisters, who take a vow of silence, like the Gods themselves, and live in the temples devoted to the worship, tending to them in any way needed, anything from cleaning to heavy manual labor repairing and replacing glass or furniture, to healing the Brothers, patrons and other Suns&#039; Sisters. To cause harm to a Suns&#039; Sister is said to be one of the most unholy things you can do in a place of worship, as they&#039;re meant to emulate the Gods themselves, silent, but strong and dependable.&lt;br /&gt;
&lt;br /&gt;
====Ma&#039;ta&#039;ke==== &lt;br /&gt;
The second-largest religion is the worship of the Mata&#039;ke and his cohort companion gods, which dates back to ancient Tajaran times. A figure of legend, Mata&#039;ke is believed to have been the head of a hardy tribe of mountain dwellers who regularly came to the aid of other tribes constantly plagued by bandits and wild animals. He was revered as a fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul for the records of his dealings with other tribes shows understanding and kindness. He is upheld to be the ultimate Tajara- powerful, wise, and magnanimous. Followers of Mata&#039;ke himself endeavor to emulate his grandeur, while others attempt to emulate the other gods.&lt;br /&gt;
&lt;br /&gt;
In Tajaran mythology, the tribe of Mata&#039;ke rose to the status of gods when they slew the King of the Rrak&#039;narrr, who was also the lord and master of all Adhomai. Upon killing him, the various tribesmen all absorbed different aspects of its many powers, each becoming immortal. As the one who dealt the killing blow, and at the will of the dying Rrak&#039;narrr&#039;s final wishes, Mata&#039;ke absorbed the majority of the powers and became lord and master of all Adhomai. The tribe then decided that their former settlement was not befitting of their powers, and instead established themselves in a city of wonders at the &amp;quot;Edge of Adhomai&amp;quot; where they fend off malicious entities and protect all Tajara.&lt;br /&gt;
&lt;br /&gt;
====Njarir&#039;Akhran Worship====&lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalists, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajara would never admit to being or attempt to defend, a member of this faith.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
=== Fashion ===&lt;br /&gt;
&lt;br /&gt;
Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and standard Tajaran peasantry had little time to choose their uniforms, usually donning overcoats made of rough fabric and patches of animal hide. The fluffier the design was, the wealthier a Tajara was considered.&lt;br /&gt;
&lt;br /&gt;
[[File:Tajara dance .png|240px|thumb|right|Two tajara wearing traditional dresses during a musical performance.]]&lt;br /&gt;
Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well-insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver. Underwear usually came in the form of long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the innermost insulating layer. Then, a Tajara would overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks. &lt;br /&gt;
&lt;br /&gt;
The feared enforcers of the nobility wore great suits of armor designed to seal the user inside, creating an environment completely isolated from the harsh snows of Adhomai. Build for brute strength rather than comfort, the helmets of these suits made no room for Tajaran ears. These &#039;Enforcer Shells&#039;, as translated from Siik&#039;maas, were usually brown or olive in color, with slit visors masking the wearer&#039;s face, they were also remarkably flammable and largely abandoned during the initial stages of the first revolution.&lt;br /&gt;
&lt;br /&gt;
Today, the government officials of the People&#039;s Republic of Adhomai are usually seen dressed in olive military fatigues, occasionally donning a commissar-styled cap. These caps are usually styled with small rosettes to signify authority. When in especially cold weather, officials usually layer on black trench coats and scarves rather than wearing the outfits of the lower class.&lt;br /&gt;
&lt;br /&gt;
The lower and middle class of the Tajara are better heated by proxy, and can comfortably wear flat caps and long-sleeved buttoned shirts for warmth when working in their factories rather than excessive garbs. When outside, typical Tajara wear bomber jackets or fur coats with additional fur padding on the interior to better trap heat, paired with traditional slacks. Headwear for these working-class citizens usually comes in the form of full head scarves to keep ears warm when in the wilderness, and standard soft and flat caps within cities.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
[[File:Taj food.png|240px|thumb|right|A common Tajaran meal: hard bread, fish and vegetable soup, and Fatshouter beef.]]&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajara favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor were the usual meal of a working-class Tajara, coupled with some bread and water or ale. Pre-industrial Tajara used to have community meals around bonfires to keep their food from cooling off too much, and almost all of their food source came in the form of porridges and oats. However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better-heated homes than the peasantry, and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
&lt;br /&gt;
Traditional stews are made with diced vegetables, such as Nif-Berries, and meat, Snow Strider is commonly used by the rural population, while industrialized Fatshouters&#039; beef is preferred by the city’s inhabitants. Tajaran bread is usually made with Blizzard Ears&#039; and consumed during their morning meals.&lt;br /&gt;
&lt;br /&gt;
Adhomian alcoholic beverages are made with fermented grains, fruits, or vegetables. Juices are commonly mixed with sugar or honey. Victory gin is the most widespread alcoholic drink in Adhomai, the result of the fermentation of honey extracted from Messa&#039;s tears, but its production and consumption are slowly declining due to the loss of the People&#039;s Republic&#039;s hegemony over Adhomai. Messa&#039;s mead is also another more traditional alternative; it is made with honey and fermented Earthen-Root juice.&lt;br /&gt;
&lt;br /&gt;
Fishing and shellfish have a part in the diet of the population in the coastal areas, even if the ice can be an obstacle to most experienced fishermen. Spicy Ras&#039;val clams, named after the sea, are a famous treat, being appreciated in other systems besides S&#039;rand&#039;marr.&lt;br /&gt;
&lt;br /&gt;
====Notable Dishes====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adhomian Hard bread:&#039;&#039;&#039; a type of Tajaran bread, made from blizzard ears’ flour, water, and spice, basked in the shape of a loaf. It is known for its hard crust, bland taste, and long-lasting nature. The hard bread was usually prepared for long journeys, hard winters, or military campaigns, due to its shelf life. Certain folk stories and jokes claim that such food could also be used as artillery ammunition or thrown at besieging armies during sieges.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fatshouters Bloodpudding:&#039;&#039;&#039; a mixture of Fatshouters meat, offal, blood, and blizzard ears flour served in the shape of a flattened sausage. This recipe dates from the early Tajaran history, a favorite among the peasantry due to its simplicity and easily obtainable ingredients. It can be eaten during all meals and occasions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sugar Tree Candy:&#039;&#039;&#039; a literal translation of the popular Adhomian hard candy, found everywhere on the planet, from crystal plates in Crevus’ casinos to a bowl on a grandmother&#039;s table. Sugar candy is made from the Nm&#039;shaan, and is a cheap, beloved treat for anyone on Adhomai to rot their teeth on. It&#039;s occasionally flavored with fruits or savory liquors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Avah:&#039;&#039;&#039; used to only mean &amp;quot;sweets&amp;quot; or &amp;quot;sweet thing,&amp;quot; now singularly refers to a particular dessert. The batter is grilled and made into soft, spherical shapes, and then covered with fruit jams, sugar, or sweet cream cheese. These treats are often sold at festivals and celebrations, and foreigners compare them to pancakes.&lt;br /&gt;
&lt;br /&gt;
====Notable Beverages====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Messa&#039;s Mead:&#039;&#039;&#039; a fermented alcoholic drink made from earthen-root juice and Messa&#039;s tears leaves. It has a relatively low alcohol content and characteristic honey flavor. Messa&#039;s Mead is one of the most popular alcoholic drinks in Adhomai; it is consumed both during celebrations and daily meals. Any proper Adhomian bar has at least a keg or some bottles of the mead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Earthen-Root Juice:&#039;&#039;&#039; a juice made from the Earthen-Root. It is known for its blue color and sweetness. Because of its simplicity, Earthen-Root juice is one of Adhomai&#039;s most widely consumed drinks. Carbonated versions were created during the interwar period. However, the soft drink variation is not as popular as the traditional ones.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nm&#039;shaan Liquor:&#039;&#039;&#039; an alcoholic drink manufactured from the fruit of the Nm&#039;shaan plant. It usually has a high level of alcohol by volume. Nm&#039;shaan liquor was once reserved for the consumption of the nobility; even today it is considered a decadent drink reserved for fancy occasions. It is commonly diluted with ice water before being consumed.&lt;br /&gt;
&lt;br /&gt;
===The Arts===&lt;br /&gt;
&lt;br /&gt;
Of all arts, music is one of the most highly valued by Tajara. Stemming from the long-standing ban on most literature in their society, song, and dance remained one of the only ways for Tajara to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajara, and in place of books, the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
 &lt;br /&gt;
Theatre was also equally important in the life of a pre-discovery Tajara. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of the town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Nal&#039;tor was one and a quarter larger than the seat of government prior to human-sanctioned expansions. Dating back to the late Gunpowder Era, it was constructed from high-quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
 &lt;br /&gt;
However, literature itself - that is to say novels - has never been looked kindly upon by the Tajara public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajara as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajara, given the fact that only the nobility was taught en masse how to read, and that every family had its own private expansive library from which even learned peasants who had to pay out of pocket to access. This led to the widespread destruction of much of historical Tajara texts following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
&lt;br /&gt;
Traveling circuses have been present in the Tajaran culture since ancient times. Joining a troupe was one of the few available ways for a Tajara to escape the rigid roles of the caste system. Performances usually include trained animals, acrobatics, storytelling, puppetry, strength displays, magic performance, creep shows, and stores selling all kinds of food and curiosities. Since circus schools only started to appear after the First Revolution, artists frequently transmitted their techniques to their pupils. Due to the previous conflicts and the ongoing cold war, wandering troupes face large barriers than ever before. Some of the biggest circuses have left for the stars in search of a more welcoming audience than Adhomai.&lt;br /&gt;
&lt;br /&gt;
===Music===&lt;br /&gt;
&lt;br /&gt;
Tajaran music is modally based, with there being eight modes in total. A scale can be constructed from each Mode, which is the arpeggio of the mode. There are a total of four notes in one modal scale. Two are octave, and there are two in between. Microtones between the two notes in between are used frequently, which would sound very odd to human ears. This is done because Tajara perceives music as sadder with the flatter a pitch is, and happier with the sharper a pitch is. Depending on the mood of a song, a Tajara player may tune their instrument lower, to make the song sadder; the opposite is also true. A common tradition is to let the weather decide the tuning of an instrument. Cold weather naturally makes an instrument flatter, ergo colder weather makes songs sadder. And indeed, one may notice that if each note is perceived relative to the notes that come before it, there is always a happy and sad part integral to the song. This is on purpose, as it reflects the duality in sadness/happiness which is also found in S’rendarr and Messa. Some Tajara may also associate Dissonances with Raskara. &lt;br /&gt;
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The eight modes are respectively named: Mrazur, Manur, Rrauor, Surour, Kaoel, Draeol, Aauol, Deor. They are associated with the main Ma’ta’ke deities: Mata’ke, Marryam, Rredouane, Shumaila, Kraszar, Dhrarmela, Azubarre, and The Dead Gods. &lt;br /&gt;
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A side effect of the Tajaran caste system is the possibility for the ethnicities to usually have different possible ranges and timbres on their voice. Zhan-Khazan are commonly a Bass-Baritone voice. Hharar are Tenor-Alto. M’sai and Njarir are almost always Sopranos. The voice is the most universal Tajaran instrument. Due to traditional schooling, many children have at least basic singing skills, though this is fading away in the cities. &lt;br /&gt;
&lt;br /&gt;
====Notable Folk Instrument====&lt;br /&gt;
[[File:Prrama.png|200px|thumb|right|The Pr&#039;rrama.]]&lt;br /&gt;
*&#039;&#039;&#039;P&#039;rrama:&#039;&#039;&#039; a plucked string instrument, with eight strings and four holes at its end. The holes on the bottom change the octave of the notes that are played, thus extending the range of the sounds. It is used both solo and with other instruments. Humans can play it, but the octave range is disabled due to a lack of a tail.&lt;br /&gt;
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*&#039;&#039;&#039;Makkra Baq:&#039;&#039;&#039; this instrument hails from the island of Das&#039;nrra, but it has long been a staple of Tajara everywhere. One plucks the strings, creating a meek and Harpsichord-like sound. It is almost always used in a solo or duet setting, as its small voice can easily be overshadowed by other instruments. In spite of this, it maintains quite a folky sound, and it is more common in rural areas than in cities.&lt;br /&gt;
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*&#039;&#039;&#039;Mah Kii:&#039;&#039;&#039; the Mah Kii is an ancient instrument, used by Tajara since the Migration Period. Adapted from a horn used to rally soldiers, it has a strong divine connotation. Many believe that one hears its sound when entering the Holly Village or when joining Messa in the afterlife. Rhazar’Hrujmagh caravans still use this trumpet at the start of raids. Some have even attempted to incorporate it into Electro-Swing bands. However, due to its short-range and its connotation with the divine, it is not used often.&lt;br /&gt;
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===Sports and Games===&lt;br /&gt;
&lt;br /&gt;
Recreation time for most Tajara has always been limited. Oppressive work hours and strict caste rules disallowed leeway for what a Tajara could do in their free time. Organized sports were a product of the Njarir class, which would find themselves with more time on their hands. However, as time marched on, Tajara of lower classes found ways to still play. In modern times, any Tajara is usually able to participate in any sport they wish.&lt;br /&gt;
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Tabletop RPGs and wargames are popular for Tajara in urban centers. The Tajaran tradition of storytelling lent itself to these games being easily understood and quickly enjoyed by players who saw them as an evolution of the tales that priests shared in their communities. The tabletop scene sprouted a few years following the First Revolution’s end with Siik’maas translated versions of human and skrell tabletops. These were adapted later into localized versions that then became entirely Tajaran systems. The most well-known of these games is “Global Conquest”, originally made by the PRA and then adapted by DPRA and NKA companies, this board game replicates the conquest of Adhomai by different armies. Another is “Explorators of the Unknown”, a modular game where players play as characters exploring or investigating a world of their design. &lt;br /&gt;
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The notion of video games is unknown to the natives of Adhomai; as computers are usually seen as tools. However, the younger generations living in Little Adhomai have taken interest in electronic games and arcades. Many independent productions have started to appear, with software being shared through the extranet or data storage devices. One popular title is &amp;quot;The Bane of Rashashana&amp;quot;: which follows the tale of an Adhomian folk hero attempting to save her village from a malicious monarch. The player can make narrative choices that affect the story, interspersed with objectives such as running and managing a limited time meter while avoiding obstacles.&lt;br /&gt;
&lt;br /&gt;
====Notable Sports====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Farehal:&#039;&#039;&#039; a sport focused on accuracy. It consists of the player throwing a disc through several hoops scattered around a course. The distance and the difficulty of the shoot influence the score. The player with the highest point value wins. Due to the amount of space needed for Farehal, especially for multiple matches on the same course, due to this, it was only practiced by the nobility at first. Large buildings were constructed to host Farehal, where noble competitors played. This game is seen as extremely pretentious, with critics claiming it requires no real strength or skill to win. It has not seen much popularity outside of S&#039;rand&#039;marr, but it is moderately popular on Adhomai,  with players in the PRA and a larger following in the NKA. Al’mari Hadii used to be a famous Farehal player.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mahmrro:&#039;&#039;&#039; a sport requiring the Tajara to capture a ball and either run it to the opposite side of a field or throw it to a team member located on the other side of the field. This game is very popular among the youth of any Tajara generation, mostly with the lower class. It is very decentralized and has any number of regional rules depending on where you are. Mahmrro came to be associated with the lower classes towards the end of the Steeple Peace. This attitude is visible in the NKA where nobility largely avoid playing the game. Leagues exist in every country for the game with these Mahmrro Clubs gaining much fame. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;N&#039;hanzafu Roping:&#039;&#039;&#039; a sport created by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|rock nomads]], commonly used to settle disputes. Two or more riders can participate. Using Zhsram as their mount, they have to capture a N’hanzafu calf with a lasso and complete five rounds around a circular arena with it. Competitors are allowed to knock down each other or steal the other’s rope, but weapons are strictly forbidden.&lt;br /&gt;
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*&#039;&#039;&#039;Baghrar:&#039;&#039;&#039; an ancient martial art from Adhomai primarily used for sport and contests of strength. The fighting style consists of strikes against the opponent from the waist up. The form of the attacks is primarily swiping motions that take advantage of a Tajara&#039;s claws to rake an opponent&#039;s torso or head. Other moves include punching for friendlier matches or stabbing forward with the claws in typical confrontations. Modern Baghrariri, or people who practice the Baghrar style for sport, usually fight with implements that cover and support their nails to avoid serious bodily damage. Modern Baghrar fights are decided upon with a point-scoring system over three 10-minute rounds, but historical victories were secured by knocking opponents onto the ground. Baghrar has been adapted into several different styles used by Adhomaian police and army units.&lt;br /&gt;
&lt;br /&gt;
====Notable Games====&lt;br /&gt;
[[File:Suns and moon rules.png|200px|thumb|right|Suns and Moon rules.]]&lt;br /&gt;
*&#039;&#039;&#039;Suns and Moon:&#039;&#039;&#039; a very common dice game. It is played by all, though the lower classes have the tendency to gamble whereas the upper classes play it just for fun. The ease and universality of the rules have garnered it quite the reputation. Die usually has an image of Rredouane fixed upon them. Parks commonly have designated spots for people to play Suns and Moon. Disputes are also solved through this game. &lt;br /&gt;
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*&#039;&#039;&#039;Traiaz:&#039;&#039;&#039; a game mixing intellectual and dexterity play. The board is similar to chess, though it is considerably longer, with a lot of extra space in the middle. All 10 pieces are essentially pawns, though each pair has a catch. Pieces are captured by moving horizontally on the board. Some pieces can only capture when moving diagonally, vertically, or sideways. There are several distinct regional rules influencing what kind of movements are allowed. A match is decided after all pieces have been eliminated.&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&#039;&#039;For more information, see [[Tajaran Military Structures]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The military hardware of the Tajaran nation is somewhere close to what humankind used in the 1900s, though the transition to energy weapons has already been made. Clumsy overheating handguns and rifles that slowly fire long bolts of concentrated energy are used by high-ranking soldiers or special operatives, but their durability is dubious in comparison to the mass-produced, single-shot or bolt action rifles that the majority of Tajaran soldiers use. In recent years the People&#039;s Republic has largely replaced bolt action rifles with fully automatic Tsarrayut’yan rifles, however, these suffer accuracy issues at longer ranges. Bayonets are heavily relied upon in close-quarters combat rather than Tajaran model submachine guns, which are expensive in the eyes of the People&#039;s Republic and jam easily in the harsh terrain of Adhomai.&lt;br /&gt;
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Heavy infantry weapons like heavy machine guns used to come in the form of heavy, hand-cranked gatling emplacements with a heavy emphasis on frontal gun shielding. These HMG emplacements are extremely deadly in comparison to the slow-firing rifles of foot soldiers and are usually countered by Tajaran artillery or laser weaponry. Most squads of Tajara now carry a mixture of top-loading magazine-fed light machine guns or quicker-firing belt-fed LMGs.&lt;br /&gt;
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Tajaran artillery is where the cunning of the People&#039;s Republic engineering shines, and many mountain ranges of Adhomai have been lined with massive artillery guns. These weapons fire devastating artillery rounds capable of leveling small camps with a single shot, let alone a barrage. Artillery vehicles and mortar teams are almost always deployed in tandem with Tajaran infantry in order to shell enemy entrenchments and positions, and many Tajaran tacticians utilize artillery as their main killing force. These weapons are the pride of the People&#039;s Republic, and their nightmare if lost to enemy hands.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
Tajaran institutions for education are woefully behind their counterparts in other species. Historically, Njarir’Akhran were often the only ones who became literate. Historians theorize this is tied to their alleged rise to nobility through their positions in early theological organizations. Officials from each faction agree that religious education has dominated most of Adhomai&#039;s academic history with heavy evidence from religious books which were largely able to survive the mass destruction of books by being sheltered in temples. Disagreements among academics arise when discussing the evolution of primary schools, secondary schools, and universities. Academicians in the New Kingdom of Adhomai assert that these institutions began to raise thousands of years ago during the Gunpowder Era and downplay the role of the nobility&#039;s suppression of educating the masses. However, intellectuals in the People&#039;s Republic of Adhomai and the Democratic People&#039;s Republic assert that these institutions were disingenuous social clubs at best and that schooling and formal education did not begin to arise until five hundred years prior. Hard information on the curriculum of pre-war institutions outside of theological institutions is difficult to find, however, archaeological evidence tends to support arguments that there was a heavy focus on the arts- especially musicals. Some artistic Hharar who lived before the war give accounts on nobles providing large patronage for painters such as in the modern sense with Al-Manq, but also for lavish concerts, operas, and ballets. Sculpting also came into prominence as evidenced by the intricate detail of various statues and gargoyle-like protrusions from an array of buildings in Nal&#039;Tor and especially on the capital building in The People&#039;s Square: the aptly-named Steeple. Regardless of the details of pre-revolution educational institutions, the current face of Tajaran education outside of seminaries is primarily technical schools that focus on preparing young Tajara to work the various labor jobs around Adhomai.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship among the families of most villages, towns, and cities. Regardless of the size of the population, pre-uprising Tajara were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships among families. However, this traditional practice has met with extreme criticism following post-uprising debates. The practice of arranged marriage was not feasible following the first revolution which effectively eliminated a generation of adult Tajara. This created a generation that had to largely create their own marriages, many of which passed on this emerging cultural norm to the next generation. Although the permanent pairing of Tajara is often colloquially referred to as &amp;quot;marriage&amp;quot; due to humanizing influences, there are a handful of different technical terms for it depending on the religion of the Tajara involved. S&#039;rand&#039;marr worshipers are typically brought together in temples by their local Brother of the Sun in a ceremony that symbolizes and glorifies S&#039;rendarr and life. Their equivalent of Marriage is called &amp;quot;&#039;&#039;&#039;S&#039;rendal&#039;Matir&#039;&#039;&#039;&amp;quot; (The life of S&#039;rendarr), named for the idea of continuing the life that the sun god S&#039;rendarr celebrates. Tajara under the worship of Ma&#039;ta&#039;ke have a less celebratory and less ritualistic ceremony, instead, they have a simple meeting between families with a clergyman to proclaim the lovers &amp;quot;&#039;&#039;&#039;Zrrazhil Ekrratul&#039;&#039;&#039;&amp;quot; (Continuation of the families), named for the simple notion of propagating the blood of the families involved. &lt;br /&gt;
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Throughout history, the concept of gender in Tajara society varied over time. Archaeological evidence suggests that before the Incarnate Dominion, multiple identities—often related to religious practices—existed. Like everything else, the nobility&#039;s breeding project also molded the perception of gender in Adhomai. Njarir’Akhran, with their great emphasis on their bloodline, were the ones with the strictest and defined gender roles. While the Zhan-Khazan rarely cared about these definitions, seeing little distinction between them. After the revolution, gender in the Tajara society changed as well, but it did not free itself fully from the shackles of the pre-contact oppression. &lt;br /&gt;
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In history, transgender Tajara were more common among Njarir and Hharar due to their more defined gender roles. Before the revolution, these individuals were often in a nebulous state, as they were still obligated to participate in the eugenics program. While some could still find suitable partners, others had to find other outlets, such as joining religious societies or becoming outcasts. Ma&#039;ta&#039;ke priesthood is open to transgender Tajara who identify as their patron god&#039;s gender. The Church of S&#039;rand&#039;marr rejects these notions and maintains a strong distinction within its organization based on the gender assigned at birth of its members. &lt;br /&gt;
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Third gender and nonbinary identities have historically been associated with religious and mystical perspectives. Those who could combine and balance both aspects were typically priests or mystics, known to have achieved some form of enlightenment. Only after the revolution are these identities now explored without the trappings of the occult. The older generations are usually confused by younger individuals who identify as such, with more religious Tajara being outraged at them for appropriating something that was once sacred. &lt;br /&gt;
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Sexual orientation was a poorly defined concept for the Tajara until the contact. With the emphasis on the caste system, most individuals were expected to have a partner of the same ethnicity with whom they could reproduce, despite their preferences. The nobility often persecuted any relationship or behavior that threatened the caste project. The nobility strictly forbade any kind of relationship with a Tajara of a different ethnicity. &lt;br /&gt;
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After the civil war, theories and studies about gender and orientation have begun to emerge among revolutionary thinkers. The most radical theorists argued that such concepts were constructions of the old nobility to further their control, calling for forgetting such ideas in favor of new visions. Currently, the Tajara society still upholds gender roles similar to those before the contact, mainly based on one&#039;s heritage. The concept of a defined and clear sexual orientation is still fairly new. Only now free of the oppressive Njarir system, the Tajara are free to think about these matters as they develop further socially, even if frequently tainted by the lingering old prejudices. The other species&#039; vision of these matters is seen as alien; even a traditional Tajara would not care to pass judgment on anything that does not involve their people.&lt;br /&gt;
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Because of the Tajara&#039;s recent history as a repressive, conservative species, they still carry many prejudices from the period before the revolution. Overt displays of affection, xenophilia, and interracial relationships among Tajara are looked down on and treated as deviancy. The pre-contact nobility purposefully encouraged these sentiments to further preserve the caste system. &lt;br /&gt;
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[[File:Adhomai render 2.png|240px|thumb|right|An Adhomian city.]]&lt;br /&gt;
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===Architecture===&lt;br /&gt;
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Adhomai&#039;s architecture is marked by the swift historical changes that the planet suffered in the past decades. Pre-contact buildings - ostentatious monuments built by the Njarir&#039;Akhran and wooden hovels inhabited by peasants - stand alongside modern edifices constructed by the early People&#039;s Republic and the modern Tajaran nations. Because of the destruction brought by two global conflicts, the Tajara had plenty of opportunities to experiment during the reconstruction. Most urban landscapes are a mosaic displaying the styles of whoever controlled them at a given time.&lt;br /&gt;
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===Holidays===&lt;br /&gt;
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Tajaran holidays center around the celebration of their nations, faith, or community. Many of these holidays have existed for centuries if not millennia, with a host of smaller rural holidays which vary from village to village. While priests of the Ma&#039;ta&#039;ke pantheon and the Parivara alike speak out against holding non-Tajaran holidays on Adhomai, such as Nal&#039;tor&#039;s annual [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-104944 Halloween] fundraisers, the vast majority of Tajara are usually indifferent towards celebrating these holidays when in Tau Ceti or other alien systems. Denying an invitation to a celebration for an alien holiday is still considered rude. Only hardliners become angered at the idea of celebrating non-Tajaran holidays off Adhomai. &lt;br /&gt;
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*&#039;&#039;&#039;Armistice Day (November 26th):&#039;&#039;&#039; while the signing of the Armistice had led the nations to declare its date a holiday, the hopes for massive celebrations for the first anniversary were crushed quickly. The Solarian collapse had diverted the attention of the Tajaran governments towards trying to ensure their people in Tau Ceti were safe. Despite this, smaller and personal celebrations of the signed peace were still held on Adhomai. For the Tajaran community in Tau Ceti, Armistice Day became a symbol of unity in the face of the Solarian incursion. Rival gangs and communities set aside their differences and prepared for a possible invasion of Biesel together, a unity that unfortunately did not last after the rogue fleet was pushed out. &lt;br /&gt;
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*&#039;&#039;&#039;Ma&#039;ta’kyr (March 24th to 30th):&#039;&#039;&#039; for an entire week, followers of the Ma’ta’ke pantheon hold celebrations for their gods. The first day is for Azubarre, which is filled with dazzling performances and unsurprisingly marriages. The second day is for Dhrarmela, whose followers present well-made crafts to donate to their community. The third day is Kraszar, whose priests hold elaborate theatre performances to tell stories and share wisdom with the people. The fourth day is Shumalia&#039;s, and is spent repairing the broken homes of the poorest while also ensuring important buildings are maintained. The fifth is Rredouane’s, and a day consisting mostly of war stories and gambling. The sixth day is Marryam’s, where families spend the day connecting with one another and holding personal celebrations. The final day is dedicated to Mata&#039;ke. It is on this day that an enormous fair is held within a community, organized by all Ma’ta’ke pantheon priests, celebrating the splendor of Mata’ke and his fellow gods. Within urban centers these fairs can become massive, sprawling over blocks and streets. D6’s Mata’ke following population celebrates this week fully, with workers taking days off or reduced shifts to enjoy it. &lt;br /&gt;
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*&#039;&#039;&#039;Coming of Dawn (January 9th):&#039;&#039;&#039; a holiday commemorating the founding of the modern Parivara, the Coming of Dawn is when the worshippers of the Suns pay respects to Dirrnavirr&#039;Almalik. Proclaimed as the prophet of the Suns, priests share stories about Dirrnavirr’Almalik’s history from his birth to establishing the Dominion of southern Ras’nrr, the first empire. It is said that it was there that he spread the faith of the suns and the priesthood was established and entrusted to guide the Tajara people. Services include performances from choirs and communal singing led by priests. Idols were once brought out depicting Dirrnavirr’Almalik, a Njarir King. Many of these icons were smashed apart in the First Revolution. What few still exist are artifacts in museums, kept in Sana Sahira, or brought out in Kaltir lands where the practice continues. The echo of the choirs can be heard wherever this is held, and within D6 one could hear the ringing of hymns throughout the entire district. &lt;br /&gt;
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*&#039;&#039;&#039;Dholma Festival (Third Week of October):&#039;&#039;&#039;  a week-long celebration to honor the harvest and prepare for the oncoming winter. During this period, Tajara will participate in large communal feasts, food fairs, and alcohol festivals. Drinking, eating, and spending time with friends and family are the main activities during this period; religious Tajara also visits local temples to offer donations to thank the Gods for the bountiful harvests.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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[[Category:Tajara]]&lt;br /&gt;
&#039;&#039;Al&#039;Mari Hadii picture created by SleepyWolf&#039;&#039;&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=39592</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=39592"/>
		<updated>2026-06-11T00:04:07Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Slang */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. sapiens&lt;br /&gt;
 |Image = OldTajara.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = [[Adhomai]]&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajr, Nal&#039;rasan, Ya&#039;ssa, Delvahhi&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai,&lt;br /&gt;
 &lt;br /&gt;
Democratic People&#039;s Republic of Adhomai,&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{TOC_Hidden}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (direct plural: Tajara – Tah-jaw-rah both singular and multiple) (adjective: Tajaran - Tah-jaw-ran) are a race of humanoids that possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades, and padded, digitigrade feet. Tajaran history and society is deeply entrenched in the conflict between its caste system and ruling governments. The species currently finds itself involved in a cold war between the three powers that control its homeworld, Adhomai.&lt;br /&gt;
&lt;br /&gt;
To play as Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
Since the end of the First Revolution, Tajara have proven themselves to be capable workers to the megacorporations of the galaxy. In the years since, some of these Tajara demonstrated competent leadership and were hired into various command positions in their company of choice. To be a Tajaran head of staff in a human- and skrell-dominated space is to have dozens of eyes on you at once. Oftentimes, these Tajara face heavier criticism, are given lower wages and fewer benefits, and still face discrimination from their peers. Severe pressure is put onto them to meet a degree of excellence higher than what would be expected for a human. The vast majority of Tajaran heads of staff, especially within NanoTrasen, remain PRA citizens. Due to their close ties to NT and being of higher diplomatic standing, megacorporations prefer to promote Republican citizens over their counterparts. The NKA opening their doors to interested companies following the armistice has made it easier for their supporters to be promoted or re-promoted; however, these types are rare. The NKA’s technological backwardness is viewed as a major detriment for leadership roles and is a given reason for why a citizen would be passed over. The DPRA’s citizens, unsurprisingly, are incredibly unpopular for a promotion choice. The nation’s xenophobic and anti-corporate attitude is well known to megacorporations, so any citizen of the DPRA who manages to become promoted is subject to yearly interviews and background checks. Any sign of a connection to radical elements means a demotion, if not a firing. &lt;br /&gt;
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To date, there is yet to be any Tajara in a meaningful place of power within a megacorporation. &lt;br /&gt;
&lt;br /&gt;
Hharar and Njarir’Akhran can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* Corporate Liason&lt;br /&gt;
&lt;br /&gt;
M&#039;sai can be the following Heads of Staff:&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan can be the following Heads of Staff:&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Biesellite Consular Officer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
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&lt;br /&gt;
* Tajara can speak a number of unique languages, such as: &lt;br /&gt;
:- Siik&#039;Maas. Use this in-game by typing say ,j&lt;br /&gt;
:- Siik&#039;Tajr. Use this in-game by typing say ,w&lt;br /&gt;
:- Ya&#039;ssa. Use this in-game by typing say ,r&lt;br /&gt;
:- Nal&#039;rasan. Only available to M&#039;sai Tajara, use this in-game by typing say ,i&lt;br /&gt;
:- Delvahhi. Only available to Zhan-Khazan Tajara, use this in-game by typing say ,n&lt;br /&gt;
* All Tajara have claws and scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajara are faster but take extra brute damage.&lt;br /&gt;
* Tajara can see much better in the dark than humans. This is possible by using a verb in-game, but that makes them vulnerable to flashes.&lt;br /&gt;
* Tajara can extend their vision while standing still. This is possible by using a verb in-game.&lt;br /&gt;
* Tajara have superior hearing, allowing them to listen intently. This provides messages on nearby machinery, explosions, and allows Tajara to hear whispered messages from further away. This is possible using a verb in-game.&lt;br /&gt;
* Tajara are less vulnerable to harm from the cold due to their fur but more vulnerable to harm from heat.&lt;br /&gt;
* Tajara cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear voidsuits and voidsuits helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as regular space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajara have a higher nutrition and hydration threshold and process reagents slightly slower.&lt;br /&gt;
* Tajara have a set of organs adapted to the life on Adhomai, with some differences in regard to function and form.&lt;br /&gt;
* Due to a long history of combined selective breeding and cultural factors, different Tajaran races have different physical qualities and attributes as well as levels of education. Visit the physiology sections of the [[Tajaran Ethnicities]] page for information about their differences.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Tajara_Child.png|thumb|A Tajaran mother with her child.]]&lt;br /&gt;
To the average human, the Tajara share many similarities with Earth&#039;s felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajara are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat efficiently. There are only a handful of areas where fur is not present, those being on the palm of their hands, the soles of their feet, and a number of various orifices as well as a small area around their eyes. Tajara have nictitating membranes, a transparent eyelid layer that assists in preventing snow blindness and keeping their eyes moist against the wind.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, the fur around a Tajara&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look, not unlike a terran lion. This hair tends to be much stronger and a great deal wirier than the rest of the fur on a Tajara&#039;s body. Some Tajara tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots, and most conceivable combinations have been recorded by scientists both Tajaran and human. A male Tajara is somewhere between 150 cm and 185 cm in height, while the mean body mass is between 65 kg and 100 kg. Females tend to range between 150 cm and 175 cm in height, with their own weight somewhere around 45 kg to 85kg. As such, both their body weight and height are roughly comparable to the average human. Height depends on a Tajara&#039;s ethnicity. Njarir&#039;akhran were bred to be taller, M&#039;sai are a more middle height, Hharar are typically shorter or of middle height, and Zhan-Khazan are usually the tallest of the races.  Any Tajara who falls out of this range is unusually tall or short which typically stems from a medical condition. A Tajaran fetus only takes six months to mature, and Tajaran children likewise mature rapidly, reaching the full extent of their growth by 15 or 16. This rapid maturation has a profound effect on the lifespan of Tajara, as only with modern medicine have Tajara reached ages above 70, with the oldest living Tajara being 84 years old. Most Tajara retire at age 60 when they are too old to work in any capacity.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
&#039;&#039;For information about the ethnicities, their traits, and their cultures: see [[Tajaran Ethnicities]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are four races of Tajara: the Hharar, the Zhan-Khazan, the Njarir’Akhran, and the M&#039;sai. Each race has a common role that they play in a society to which their biological inclinations make them more suited, as well as their own cultures which have formed from long histories of performing these roles in society. Tajara heavily stereotype each other based on race which is often a cause for conflict. As a result of these differences, there is a lot of racial tension between these various types of Tajara which was further exacerbated by differences in socioeconomic classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hharar:&#039;&#039;&#039; the first Tajaran ethnicity that Humanity came in contact with is generally viewed as the &#039;typical Tajara&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were. Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. The Hharar are the stereotypical &#039;worker&#039; Tajara, commonly described as loyal employees who are passionate and not afraid to voice their opinions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan-Khazan:&#039;&#039;&#039; the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than other Tajara. Featuring more toned, muscular bodies, thicker fur coats, and heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. Due to their status as laborer they suffer discrimination and are usually regarded as less intelligent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M&#039;sai:&#039;&#039;&#039; the third most populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajara and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. They are very loyal to their friends and family but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with a vision adapted to compensate for the heavy blizzards that plague their home planet. They are also great survivalists and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Njarir’Akhran:&#039;&#039;&#039; the ethnic group that made up the majority of the plutocracy before the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population. Easily identifiable by their large ears, fluffy tails, luxurious fur, and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coloration ===&lt;br /&gt;
Fur color is the most noticeable aspect of a Tajara. It acts as a natural camouflage and is the most visible difference between the ethnicities. Ancient history saw these fur colors appear in certain regions of Adhomai, however over millennia of migration, marriage, and modern travel, every coloration of fur can be seen across Adhomai and now the Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These fur colors are suggestions and guidelines. Any one Tajara could have a variation of the colors shown, whether it be lighter or darker.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Hharar:====&lt;br /&gt;
Hharar fur coloration traces back to the proto-Hharar peoples of Southern Ras&#039;nrr. The forests between the Rhazar and Khazan mountains alongside the fertile soil allowed for the invention of farming, and later the formation of Adhomai’s first civilizations. The Hharar people evolved to feature brown fur colorations due to the numerous woods they lived in.&lt;br /&gt;
|[[File:H_BeaverBrown.png|300px|left|thumb|Beaver Brown (RGB 159, 139, 112 / Hex #9f8b70)]]&lt;br /&gt;
|[[File:H_Kochiba.png|300px|left|thumb|Kochiba (RGB 107, 68, 35 / Hex #6b4423)]]&lt;br /&gt;
|[[File:H_Taupe.png|300px|left|thumb|Taupe (RGB 72, 60, 50 / Hex #483c32)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prairie Brown&#039;&#039;&#039;&lt;br /&gt;
Being the most common coloration of Hharar fur, Prairie Brown was once associated with the numerous Hharar working the fields across Ras’nrr. Despite this association, it is not considered the oldest fur coloration, instead being a variation that occured in those living among the fields of the warmer prairies of the Ras’nrr Heartlands.&lt;br /&gt;
| &#039;&#039;&#039;Azumah Wood&#039;&#039;&#039;&lt;br /&gt;
This fur color dates far older than the name it is associated with. Once referred to as simply “Summer Brown”, the name Azumah Wood became widespread following the massive success of a logging company in the Azumah lake region during the Steeple Peace. The wood products were advertised and sold with the image of a kochiba furred logger chopping down “Azumah grade” trees. The logging company has since then gone defunct, being known only as the source of a strange origin for the term.&lt;br /&gt;
| &#039;&#039;&#039;Harbor Brown&#039;&#039;&#039;&lt;br /&gt;
Harbor Brown carries the title of being the oldest known fur coloration among Hharar, having been the predominant coloration amongst the proto-Hharar of the Southern Ras’nrr region. However, in modern times it has been titled after the numerous harbor workers found across Adhomai, even if they no longer are a majority of sailors.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Zhan-Khazan:====&lt;br /&gt;
Zhan fur colorations are the result of a long history of mountain tribes. Even during winter seasons, the darker fur colorations permitted better camouflage with the rocky terrain of the Ras’nrr mountains.&lt;br /&gt;
|[[File:ZK_BlueGrey.png|300px|thumb|left|Blue-Grey (RGB 34, 37, 50 / Hex #222532)]]&lt;br /&gt;
|[[File:ZK_DarkGrey.png|300px|thumb|left|Dark Gray (RGB 30, 30, 30 / Hex #1e1e1e)]]&lt;br /&gt;
|[[File:ZK_Chocolate.png|300px|thumb|left|Chocolate (RGB 94, 38, 18 / Hex #5e2612)]]&lt;br /&gt;
|[[File:ZK_Black.png|300px|thumb|left|Black (RGB 0, 0, 0 / Hex #000000)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rhazar Fog&#039;&#039;&#039;&lt;br /&gt;
During Sil’nryy-aysaif, the foot of the Rhazar mountains are commonly blanketed in a thick fog. The rare blue coloration of this fog became closely associated with the local Zhan population who shared a similar fur color with that of the mountain rock. Regardless, the fur coloration took on the name of the far more popular fog than the relatively mundane mountain rock.&lt;br /&gt;
| &#039;&#039;&#039;Khazan Rock Grey&#039;&#039;&#039;&lt;br /&gt;
The proto-Zhan-Khazan people were infamously put down during the Incarnate Dominion. The majority featured a dark-grey fur that became synonymous with the Zhan tribes of the Khazan mountains that the ethnicity, and fur, are now named after.&lt;br /&gt;
| &#039;&#039;&#039;Nraz’i Mud&#039;&#039;&#039;&lt;br /&gt;
Of the Zhan tribes, those in the Nraz’i mountains enjoyed the warmest winters. The hinterlands of the Sum’add coast become a muddy mess when the snow melt of the Nraz’i mountains washes onto the thawed soil. The fur color common of the region’s Zhan tribes became associated with the mud, then taking the name it has now.&lt;br /&gt;
| &#039;&#039;&#039;Cavern Black&#039;&#039;&#039;&lt;br /&gt;
Caves formed a natural home for the first Zhan’khazan to settle within. These served as strong homes and fortresses alike for the ancient peoples. It is not believed that these conditions resulted in the dark coloration being prevalent among the Zhan, despite old tales claiming such. This uncommon coloration originated from the southern Rhazkjara mountains.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Njarir&#039;Akhran:====&lt;br /&gt;
Njarir fur colorations are the results of the extensive eugenics programs employed by the Adhomian nobilities. Through decades of careful merging of M’sai and Hharar bloodlines, along with high amounts of inbreeding, Njarir now feature the flashiest fur colors among Tajara. Despite the inherent nature of genetics, reputations for different fur colorations have taken root among noble circles even following the revolutions.&lt;br /&gt;
|[[File:NA_Orange.png|300px|thumb|left|Orange (RGB 238, 64, 0 / Hex #ee4000))]]&lt;br /&gt;
|[[File:NA_Cinammon.png|300px|thumb|left|Cinnamon (RGB 160, 82, 45 / Hex #a0522d)]]&lt;br /&gt;
|[[File:NA_Ruddy.png|300px|thumb|left|Ruddy (RGB 138, 54, 15 / Hex #8a360f)]]&lt;br /&gt;
|[[File:NA_Cream.png|300px|thumb|left|Cream (RGB 205, 175, 149 / Hex #cdaf95)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Steeple Light&#039;&#039;&#039;&lt;br /&gt;
Seen as the ultimate fur coloration produced by the infamous eugenics programs, Steeple Light gained its name after a Rasn’rr emperor of the early Steeple Peace declared his fur, a bright orange, to be the manifestation of S’rendarr’s light. Some esoteric circles in the New Kingdom have adopted this belief upon its rediscovery. While the emperor’s name was lost to the books burned in the First Revolution, his declaration remains as the name of this fur coloration.  It is a highly sought after coloration among nobles. &lt;br /&gt;
| &#039;&#039;&#039;Hadii Red&#039;&#039;&#039;&lt;br /&gt;
Once a mundane coloration, Hadii Red has become an intimidating presence following the rise of the Hadii Dynasty. The vast majority of the family has some variation of this fur, with many rumors claiming they place great effort and care that the coloration is maintained in their offspring. It is an uncommon joke for Njarir who have this fur to say that they’re secretly a Hadii.&lt;br /&gt;
| &#039;&#039;&#039;Ras’val Royal&#039;&#039;&#039;&lt;br /&gt;
Many of the noble families who came to rule the regions surrounding the Ras’val sea featured the ruddy coloration of what is now known as Ras’val Royal. While previously considered the coloration of middling nobles, the rise of the Azunja family to the head of the New Kingdom has led to the coloration being perceived as the height of royalty.&lt;br /&gt;
| &#039;&#039;&#039;Half-Knuckle White&#039;&#039;&#039;&lt;br /&gt;
This fur color was common among lower nobility across Adhomai during the Steeple peace. The term Half-Knuckle White was coined as a slur against those nobles who were seen as fraternizing too much with their enforcers resulting in a “washed out” fur color. Genetic research shows that these claims had little backing, but this has yet to make an effect on the thoroughly cemented name.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====M&#039;sai:====&lt;br /&gt;
M’sai fur is the result of the behaviors of proto-M’sai. Having been a nomadic people of the open prairies in Ras’nrr, the light fur color was often the only way Tajaran hunters were capable of hiding or blending into the environment.&lt;br /&gt;
|[[File:M_White.png|300px|thumb|left|White (RGB 238, 223, 204 / Hex #eedfcc)]]&lt;br /&gt;
|[[File:M_Ivory.png|300px|thumb|left|Ivory (RGB 205, 205, 192 / Hex #cdcdc0)]]&lt;br /&gt;
|[[File:M_Wheat.png|300px|thumb|left|Wheat (RGB 205, 186, 150 / Hex #cdba96)]]&lt;br /&gt;
|[[File:M_Silver.png|300px|thumb|left|Silver (RGB 192, 192, 192 / Hex #c0c0c0)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zarragh Washoff&#039;&#039;&#039;&lt;br /&gt;
Considered the most recent evolution of fur color, Zarragh Washoff garnered its name in the Zarr’jirah mountains. The lake-effect snow of the northern lake gained the name “washoff” due to how the new layers of snow would conceal rock and dirt chips on older snow, making the mountains easier to blend into.&lt;br /&gt;
| &#039;&#039;&#039;Field Snow&#039;&#039;&#039;&lt;br /&gt;
Field Snow is arguably the most common fur coloration amongst M’sai. Characteristic of the proto-M’sai hailing from the fields of the Nraz’i basin, upon the arrival of the nomadic tribes to Souther Ras&#039;nrr the native proto-Hharar began to refer to their coloration as “Field Snow” after the coloration of fresh snow on the Ras’nrr prairies.&lt;br /&gt;
| &#039;&#039;&#039;Fatshouter White&#039;&#039;&#039;&lt;br /&gt;
Named after the coloration of fatshouter milk before processing, this coloration has dubious origins. Written history on much of the proto-m’sai peoples were sparse, however prevailing research suggests Fatshouter white primarily comes from those M’sai nomads from the inner western coast of the Nraz’i basin.&lt;br /&gt;
| &#039;&#039;&#039;Enforcer Silver&#039;&#039;&#039;&lt;br /&gt;
Being the second most common fur coloration of the M’sai people, Enforcer Silver garnered its name through association with the dreaded noble enforcers of history. The name was reinforced in older times when many noble families began to stamp enforcer insignias in silver, which often came close to the fur color of many M’sai who wore them.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tajaran Evolution===&lt;br /&gt;
The Tajara evolved as a predatory species upon their home planet of Adhomai, and as a result, they have a pair of fairly large, well-developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. This allows for a considerable degree of low light vision, however, they have a thin reflective layer that has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
&lt;br /&gt;
The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle but has since evolved and shifted towards a more omnivorous role. Tajara have sharp, needle-like teeth in the front of their jaw which is quite clearly geared to tear meat; the further along the jawline one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Evolutionary biologists believe that predecessors to modern Tajara had rough tongues with few taste buds to facilitate eating raw meat. The contemporary species has evolved out of this a long time ago in conjunction with becoming omnivorous, and so they now have softer tongues with a full sense of taste. Atop their heads, Tajara have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
&lt;br /&gt;
===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajara employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end to allow easy usage of standard human-based technology. This is a task that Tajara tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around 1-2 centimeters.&lt;br /&gt;
[[File:Cats.png|400px|thumb|right|An artist sketch of Tajaran dimorphism, builds, and general stance.]]&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty-six and forty-eight hours, with a subsequent twenty to twenty-eight hours of sleep. Normally, the waking period is spotted with three to four fifteen-minute naps to keep the Tajara refreshed and alert. This is universal in all worlds with Tajaran living upon them. Tajara are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid, and disoriented until their circadian rhythm is righted.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Build===&lt;br /&gt;
Compared to most other known species, the Tajaran body is designed to be more flexible, lithe, and slender despite its thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajara are sexually dimorphic; females have more elongated muzzles, shorter ears, and more petite forms. Their distribution of body fat is entirely different from that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for the young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
&lt;br /&gt;
Tajara are built for extremely low-temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajara dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajara resign themselves to thin clothing. Those who find themselves confined to bio-suit or radiation suit for extended periods of time end up feeling extremely uncomfortable.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;See also: [[Tajaran History]]&#039;&#039;&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
&lt;br /&gt;
For as long as Tajara care to remember, Adhomai had always been under the rule of the nobility. The oldest historical text that exists in Tajaran possession dates back at least three thousand years and talks about the presence of nobles. Many historians agree that the trend of blood rule is more deeply-rooted in Tajaran existence than was before considered.&lt;br /&gt;
&lt;br /&gt;
The ancient past of the Tajara is poorly documented and historical texts are rare; meticulous combing and destruction of educational material by millennia of harsh rule resulted in the total atrophy of most scientific arts in Tajaran society. Little is known about Tajara civilization before &#039;&#039;&#039;1500 BCE&#039;&#039;&#039; Galactic Standard Time.&lt;br /&gt;
&lt;br /&gt;
The earliest form of government were local monarchies supported by religious authorities; the ruler and their families were considered of divine origin. Most of the settlements were similar to rural fiefs, with the population working for those dynasties in trade of their protection. Urban centers started to appear around places of worship. Peasants had little to no rights, and all dissidence was met harshly and fatally at the hands of the Nobles&#039; Enforcers - trained agents (commonly of M&#039;sai descent) who fought for the nobility of Adhomai in exchange for relative freedom. These Tajaran enforcers kept the peasants of Adhomai&#039;s lands repressed and powerless through shock and terror.&lt;br /&gt;
&lt;br /&gt;
What is known for sure, however, is that tension and violence had slowly been increasing over hundreds of years between the populace and their fellow noble families. &lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
&lt;br /&gt;
Tajara historians believe that global violence spilled out across the planet between the kingdoms and the other scattered noble families in &#039;&#039;&#039;80 CE&#039;&#039;&#039;. Those states clashed and either pitted their followers against one another. The noble leaders continued to fight and inter-marry until the ruling families had become exclusively &#039;&#039;&#039;Njarir’Akhran&#039;&#039;&#039;. Over time, the nobility slowly began to lose their religious inclination, adopting more traditional civil institutions and a relaxation of the church&#039;s control which gave way to state control. Religious worship of the noble families had been dropping steadily in conjunction with their lower influence on the other nobility. It was during this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to human contact.&lt;br /&gt;
&lt;br /&gt;
Even with technological and governmental advances, the Adhomian society was stuck with its old feudal system. The tension between the nobility and the peasantry increased due to new burdens brought by military campaigns. The first writings against the serfdom and caste systems started to appear around &#039;&#039;&#039;1732 CE&#039;&#039;&#039;, with those early revolutionaries being dealt with violence by M’sai enforcers. Draconian laws and sanctions were introduced against those that defied the status quo.  Relations between the ruling class and commoners were precarious, believed to have stemmed from harsh rulers and laws. Technological and cultural knowledge and breakthroughs had begun to trickle down from the noble families to the peasantry. The invention of the printing press in &#039;&#039;&#039;1756 CE&#039;&#039;&#039; favored the spread of anti-monarchist pamphlets. Owning a copy of an unapproved text was a capital crime. &lt;br /&gt;
&lt;br /&gt;
Adhomai underwent a form of industrialization with the creation and proliferation of the steam engine in &#039;&#039;&#039;1954 CE&#039;&#039;&#039;. However, this only forced the Adhomai peasants into harsh new labor digging in mines and working 18-hour days building rail lines for private use by the Njarir’Akhran nobility. Laws were soon enacted that banned any non-Njarir’Akhran from utilizing electricity or riding on trains. This trend of nobles hoarding new technology or innovations at the expense of the peasants continued until human contact.&lt;br /&gt;
&lt;br /&gt;
Thirty years prior to the human discovery of Adhomai, the deep-seated mistrust between peasants and nobles had reached an all-time high. The Tajaran species was trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers who demanded greater rights. The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajara was forced into almost twenty-hour workdays with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previously. This is largely attributed to the fact that rather than modernizing Adhomai the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
 &lt;br /&gt;
Automobiles are considered one of the best examples of this. The first automobile is recorded to have been created in &#039;&#039;&#039;2292  CE&#039;&#039;&#039;. Using a combustion engine much like primitive human vehicles, with extra anti-freezing measures and thick treads, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. Older Tajara considered these large creations to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
 &lt;br /&gt;
Further restricting the rights of the individual Tajara was enacted by a furious nobility after several instances of violence against Njarir’Akhran, but specific information on these incidents has been lost. Legislations were introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwind of political turmoil, a fresh generation of Tajara were growing up, deprived of what most humans consider to be basic rights. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
&lt;br /&gt;
===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in &#039;&#039;&#039;2418 CE&#039;&#039;&#039;. A Sol Alliance funded expedition into the Tajaran home system discovered the pre-space age species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained untapped by mining or drilling. Because of this, several megacorporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
&lt;br /&gt;
However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in, initially unwilling to interfere in a pre-space age society and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year &#039;&#039;&#039;2420 CE&#039;&#039;&#039;, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
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Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, and even soldiers who were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
&lt;br /&gt;
===The Uprisings===&lt;br /&gt;
&lt;br /&gt;
It took little more than a year for a formal uprising to be staged. In &#039;&#039;&#039;2421 CE&#039;&#039;&#039;, after the nobility had captured one of the original Tajara that had been shuttled off-world, he was sentenced to be publicly hanged by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
&lt;br /&gt;
However, they found themselves in a cornered position. Weapons and supplies were being shipped off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories drawing closer and closer to the capital cities of each kingdom. Fighting was extremely fierce and atrocities were recorded by both sides.&lt;br /&gt;
 &lt;br /&gt;
Among the noble families, the largest and nearly the most powerful was a dynasty called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
&lt;br /&gt;
This turn coating tipped the revolution in favor of the rebels. Armed with this new information, they made use of radio systems previously restricted to nobility to methodically and ruthlessly end their uprising by murdering most of the noble families, and whatever soldiers and civilians remained loyal to them. By &#039;&#039;&#039;2431 CE&#039;&#039;&#039; the revolution had finally come to an end with a total of more than &#039;&#039;&#039;92 million casualties&#039;&#039;&#039; with more than half being loyalist forces and &#039;&#039;&#039;40 million civilian deaths&#039;&#039;&#039;. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles. An informal ceasefire was declared between the factions, though skirmishes were still common.&lt;br /&gt;
&lt;br /&gt;
===Outcome of the Revolution===&lt;br /&gt;
&lt;br /&gt;
Following the First Revolution, the Hadii emerged as the victorious faction. They had annexed, through diplomacy or war, the remaining factions. Human corporations took an express interest in the Hadii dynasty; they were one of the few noble families who saw profit in human stakes on Adhomai, and many back-room deals were made to secure the Hadii&#039;s position in the new Government. In &#039;&#039;&#039;2432 CE&#039;&#039;&#039;, the People&#039;s Republic of Adhomai was officially declared, with &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039;, also known as Rhagrrhuzau Hadii, as its leader. The Tajaran public was markedly distressed by this turn of events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajara during the war, had a monopoly over the majority of the planet&#039;s valuables. Collaboration between the People&#039;s Republic, the Sol Alliance, and the Nralakk Federation have resulted in more technological advances in Tajaran society recently than ever before in their recorded history. The People&#039;s Republic began campaigns to quickly industrialize Adhomai and educate its people. Approval ratings for the current leadership rose in response. &lt;br /&gt;
&lt;br /&gt;
However, serious problems remained. &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039; suddenly began to back out of the People&#039;s Republic&#039;s agreed-upon business deals with NanoTrasen, all of which saw a massive amount of Tajaran natural resources exported. Citing humanity as greedy and destructive, Al&#039;mari made clear his intentions to make Adhomai independent until it was ready to take on the burden of interstellar politics.&lt;br /&gt;
&lt;br /&gt;
===The Second Revolution===&lt;br /&gt;
&lt;br /&gt;
The disagreements and hatred of the Hadii republican government had led to insurrection and treachery among Adhomai&#039;s major power figures since Al&#039;mari&#039;s new economic policies were revealed. Many Tajaran business contractors - just recently denied their ability to sell ludicrous amounts of natural resources and workers to the massive human megacorporation, NanoTrasen - felt threatened by the reforms of the Hadii government and its first President, Al&#039;mari Hadii. In 2451 CE, during a military parade, President Al&#039;mari was assassinated by Tufir Nazzirai. A known secret service agent of the People&#039;s Republic, the radical was swiftly sentenced to death for his betrayal, which claimed to be brought on by the violent tendencies of his Zhan-Khazan genetics. His brother and vice-president &#039;&#039;&#039;Njadrasanukii Hadii&#039;&#039;&#039;, also known as Malik Hadii, quickly assumed the office of the presidency and immediately passed brutal laws that punished the Zhan-Khazan and subversive elements. NanoTrasen was invited back to Adhomai and menial workers were sold en masse to NanoTrasen workplaces while the rights to the bountiful natural resources of Adhomai were sold off to NanoTrasen. Public hangings and firing squads became the norm once again.&lt;br /&gt;
[[File:Godblessalmarihadii.png|thumb|400px|left|Picture taken by the Adhomai Chronicle moments before the Assassination of Al&#039;Mari Hadii. The single most defining moment of this generation of Tajara.]]&lt;br /&gt;
&lt;br /&gt;
While Al&#039;mari implemented his new policies, the People&#039;s Republic saw the return of a surviving dynasty, the Azunja, in the form of an uprising in its most remote region. This faction, the New Kingdom of Adhomai, attempted to bring back monarchism to Adhomai through a constitutional monarchy.&lt;br /&gt;
&lt;br /&gt;
Many military generals who had fought for the Republic soon defected under the banner of the Adhomai Liberation Army, the leader of which being Al&#039;mari&#039;s old friend and ally, &#039;&#039;&#039;Halkiikijr Nated&#039;Hakhan&#039;&#039;&#039;, who claimed that he wanted to take control of the People&#039;s Republic to finally out Al&#039;mari&#039;s legacy. &amp;quot;His gun was on stun&amp;quot; became the rallying cry of Nated&#039;s fiercest supporters as they alluded to how he not only left himself greatly vulnerable during the parade but had even left his energy pistol on stun while he was assassinated. &lt;br /&gt;
&lt;br /&gt;
With these two rebellions, Adhomai found itself embroiled in yet another global conflict.&lt;br /&gt;
&lt;br /&gt;
===Adhomai Today===&lt;br /&gt;
&lt;br /&gt;
The Tajaran home world has suffered plenty in the three decades since the end of the First Revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections, and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy. Expanding infrastructure remains difficult, as most public funds are seized for use by the military or used to repair infrastructure damaged by shelling or bombings.&lt;br /&gt;
&lt;br /&gt;
There is a steady stream of money being fed into the People&#039;s Republic of Adhomai. NanoTrasen, as per its agreement with the president, has set up mining and logging operations on Adhomai using the local workforce for the most menial of tasks. In return, company-funded clinics and schools are slowly being spread out and built-in needy areas. &lt;br /&gt;
 &lt;br /&gt;
Literacy has risen to its all-time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off-world to educate the younger generation of Tajara. However, this number has begun to decline as the dangers of working on Adhomai are beginning to become common knowledge. Special establishments for older students have also been constructed to assist the elder generation into being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure they are kept this way.&lt;br /&gt;
 &lt;br /&gt;
The second revolution came to an end in 2461, after a decade of warfare between the three factions. The People&#039;s Republic of Adhomai was driven off from many of its past territories, having to rely on the help of a coalition of allied states and mercenaries to stop the enemy offensive. After months of bloody defenses, guerrillas attacks, and complete stagnation of all fronts, a ceasefire was signed with the support of Tau Ceti and Nralakk. An armistice, known as the &#039;&#039;&#039;Armistice of Shastar&#039;&#039;&#039;, was signed by the three factions shortly after. With the recognition of the Democratic People&#039;s Republic of Adhomai and the New Kingdom of Adhomai by the galactic community and the enforced peace, the three Tajaran powers are eager to compete with each other for supremacy through a cold war.&lt;br /&gt;
&lt;br /&gt;
One of the clauses of the Armistice of Shastar was the creation of the Tajaran Citizenship Act; a legal provision allowing DPRA and NKA citizens to legalize their citizenship situation, forfeiting their previous PRA affiliation. Tajara living outside of S&#039;rand&#039;marr were able to request the transfer through the proper diplomatic services. Following rising tensions and incidents between the Adhomian factions, this agreement came to an end in 2462.&lt;br /&gt;
&lt;br /&gt;
The Tajara species is now undergoing a cold war between the three factions. This period is marked by nuclear arms races, proxy conflicts, and subterfuge.&lt;br /&gt;
&lt;br /&gt;
==Tajaran Factions==&lt;br /&gt;
&lt;br /&gt;
Adhomai is controlled by three factions, who once participated in a civil war for the control of the planet and are now engaged in a cold war.&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomaimodernmap.png|300px|thumb|A map of modern-day Adhomai.]]&lt;br /&gt;
&lt;br /&gt;
===[[File:PRA_Flag.png|30px]] [[People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
&lt;br /&gt;
Led by [[Notable Tajara#President Njadrasanukii Hadii|President Njadrasanukii Hadii]], the &#039;&#039;&#039;People&#039;s Republic of Adhomai&#039;&#039;&#039; is the global state that emerged from the First Revolution. Before the Second Civil war, it enjoyed galactic recognition as the sole government of Adhomai. It claims to be the true keeper of Al&#039;mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’mari’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, the enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
&lt;br /&gt;
The Hadiist rule is marked by a lack of privacy, enthusiastic police, and pervasive secret police that leave privacy a nebulous concept to most Tajara. During the height of the war, anyone suspected of supporting traitors or publicizing media critical of the Hadii faced harsh retribution, but these practices are becoming less pervasive as wartime zealotry fades. Life under the government, while not free, is often stable and safe. Under the Republic, Tajara have more opportunities than they have had historically, with the Party investing heavily in its people. NanoTrasen continues to throw out large nets and bring in hundreds or even thousands of Tajara new employment opportunities in the galaxy as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military. NanoTrasen is also accused of being very exploitative of Tajara laborers, but for many Tajara the company is their path to the adventure of the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
After the Second Revolution, the People&#039;s Republic lost its hegemony over Adhomai. The Hadiist state is now focused on preparing itself for a future reunification war. Large public works, research efforts, and military expansions are underway. As President Hadii grows old, the power struggle between his possible successors intensifies. Each possible heir now works to build their own support base without openly challenging the President or attracting too much attention to their plans.&lt;br /&gt;
&lt;br /&gt;
===[[File:DiamondALA.png|30px]] Adhomai Liberation Army | [[Democratic People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
&lt;br /&gt;
The most pervasive and successful rebellion came from a group called the &#039;&#039;&#039;Adhomai Liberation Army&#039;&#039;&#039;, a group made up of Tajara from almost every walk of life. This organization opposed corporate claims on Tajaran soil and denounced the mismatched development and governmental negligence as the fault of humanity. During the height of the war, settlements liberated by the Liberation Army were ruled by a military junta. Being a supporter of the Hadiist government, or having been a collaborator, was grounds for immediate execution by firing squad. Villages often found their supplies seized by Liberation forces for the war effort, and the whole movement was a massive, tenacious military dictatorship under the absolute authority of [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Supreme Commander Halkiikijr Nated&#039;Hakhan]].&lt;br /&gt;
&lt;br /&gt;
Following the release of their updated 2459 manifesto, the various regional civilian governments formed under their rule coalesced into the &#039;&#039;&#039;Democratic People&#039;s Republic of Adhomai&#039;&#039;&#039;. Authority is still highly decentralized. In January of 2461, a contested election saw [[Notable Tajara#President Almrah Harrlala|Almrah Harrlala]] become president Contested by the military, the so-called Nated Supremacist Movement launched a putsch that was ultimately foiled by Nated himself, who appealed for the return of civilian government and then resigned his command.&lt;br /&gt;
&lt;br /&gt;
The DPRA is now led by President Almrah Harrlala who is struggling to transition what was once a militant insurgency movement into a modern, democratic nation. The government attempts to negotiate with ruling Juntas to voluntarily turn over power to the civilian administration, many of which still refuse. The DPRA does, for the most part, try to respect the basic rights of Tajara. Most Tajara under civilian rule do not need to worry about the secret police or being framed for a crime of civil disobedience. With the Armistice, the DPRA gained intergalactic recognition as one of the Tajaran states. In more recent times, DPRA citizens are being sponsored by Harrlala&#039;s government to go out into the galaxy openly and show what Tajara can achieve on their own terms without being puppets of human megacorporations. As President Harrlala&#039;s term comes close to its end and the next election is being organized, the fragile Al&#039;mariist democracy is threatened by all kinds of extremists.&lt;br /&gt;
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===[[File:New Kingdom of Adhomai.png|30px]] [[New Kingdom of Adhomai]]===&lt;br /&gt;
The last major faction is the rebellious &#039;&#039;&#039;New Kingdom of Adhomai&#039;&#039;&#039;, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; a constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
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During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
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[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Names===&lt;br /&gt;
Native Tajaran names have changed over the storied history of the species. The earliest record of naming conventions appears in the Warring Kings era, where the usage of dynastic titles became a standard part of the Tajaran name as a way to distinguish which noble a given serf worked under. Since then, names changed as more titles were attached. Jobs, personality traits, status, titles, age, given names, and more have been combined to produce the infamously long and unwieldy names associated with history. Following the declaration of the Steeple Peace, nobles across Adhomai standardized to a new scheme which continues to persist among the Tajaran people.&lt;br /&gt;
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Every name features three aspects: The individual, the dynasty, and the purpose. Xeno-linguists associate these aspects to the human concepts of the given name, the family name, and the job title respectively. This has resulted in debate over forced associations, as each aspect has a different connotation than what humans may expect, namely the Dynasty. Unlike humans, family names are only found with noble dynasties. This has led to many xeno organizations to assume that Tajara associate with large extended families.&lt;br /&gt;
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The Individual aspect is the personal part of a Tajara’s name. Parents will provide their child with the Individual aspect in hopes that the phrase or word used will become a part of the Tajara&#039;s person. It is not uncommon for Tajara to bear the names of gods or powerful figures, or for others to be named after abstract, religious, or ideological concepts.&lt;br /&gt;
The Dynasty aspect is the standardized part of a Tajara’s name. Following the First Revolution, the Hadiist government mandated the Dynasty aspect be named after the birthplace of an individual as a means to remove the influences of the nobility. Those stubborn Tajara born before the end of the First Revolution, or those now living in the New Kingdom, often refused to change their Dynasty aspect, continuing to reflect the noble family they serve or are a part of.&lt;br /&gt;
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The Purpose aspect previously was the utilitarian part of a Tajara’s name. The aspect reflected a job or trade, an essential piece of information within a community. However, since the end of the first revolution, the need for static names to lessen the bureaucratic burden resulted in many Purpose aspects turning into a form of family name, a newer and still contentious concept for Tajara. With the number of regional dialects and multiple titles for the same trade or job, Purpose aspects are rarely the same across Adhomai. In some cases, two families joining together in marriage would combine their two aspects to form a new one.&lt;br /&gt;
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While a Tajara’s name contains all three aspects, the usage of all three is not required. Most Tajara will utilize the Individual and Purpose aspect, however traditionalists and nobility expect the use of the Dynasty aspect. All Tajara on the Horizon may use only &#039;&#039;&#039;two aspects&#039;&#039;&#039;.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
The following guide is &#039;&#039;&#039;not required&#039;&#039;&#039;. Native names can vary based on parentage, region, and numerous other factors. This guide is a structured option, however other options include taking inspiration from the [[Notable Tajara]] page, and heavily modifying Eastern European or Arabic names.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To create a native Tajaran name, you will need to access the &#039;&#039;&#039;unofficial&#039;&#039;&#039; translator [http://mk.darkserver.co.uk/lang/index.php here]. Select Siik’maas under the language drop down. By typing in certain words or phrases, then translating, you can utilize Tajaran words to create a name. Typically, you will want to connect multiple Tajaran words with an apostrophe or hyphen, however combining two words without a space is acceptable.&lt;br /&gt;
&lt;br /&gt;
*For the Individual aspect, use a phrase, trait, or concept. &lt;br /&gt;
**For example: Love becomes Azutul. S&#039;rendarr&#039;s Warmth (Kirmah rajzir. Zir)  becomes Kirmah’rajzir. &lt;br /&gt;
*For the Dynasty aspect, you may use any text you prefer. Regions and cities with royalty or dynasty attached usually garners better results. Hadiists typically utilize the name of the city or region they were born.&lt;br /&gt;
**For example: Kaltir Royalty (Jurlket mir mrra) becomes Jurlket’mir. Nal’tor (Jri chur) becomes Jri’chur&lt;br /&gt;
*For the Purpose aspect, use the title of the job or craft of the Tajara. Use multiple versions of a given job or trade for better results.&lt;br /&gt;
**For example: Police Officer (Kaii&#039;r manq rir) becomes Kaii’rirmanq. Prince becomes Vahkal.&lt;br /&gt;
*The final name becomes: Azutul Jurlket’mir Kaii’rirmanq. &lt;br /&gt;
**From this, you can tell the individual is Azutul or named love, whose liege is the Jurlket’mir or Kaltir Royalty, and performs work as a Kaii’rirmanq or officer.&lt;br /&gt;
&lt;br /&gt;
The translator output rarely gives a word or name ready for use. Modification will be required as seen in the examples provided. This also means that names cannot be decoded.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xeno-Influenced Names ====&lt;br /&gt;
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Given native tajaran names are difficult for humans to pronounce, the PRA once encouraged the use of humanized names. This resulted in many Tajara taking on names derived from Eastern European or Arabic origin, as xeno-linguists found these the easiest for Tajara to pronounce. Following the transition of power from Al’marii to President Hadii, the PRA has walked back on this stance and since issued a decree to encourage citizens retake their native names as a form of pride in tradition and loyalty to the party. Many Hadiists have heeded this decree and returned to their native names, however a sizable population continues to use their adopted names. Given Tajara may have multiple names, the Adhomian governments are more dedicated in the tracking of names.&lt;br /&gt;
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===Language===&lt;br /&gt;
As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities. Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew. However, private communication in Tajaran languages such as Siik’Maas or Siik’tajr is not forbidden by SCC regulations and is often used to hold conversations between Tajara on the crew.&lt;br /&gt;
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Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages are Siik&#039;mas and Siik&#039;tajr.&lt;br /&gt;
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&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Migration Age and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
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It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajara to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite focusing more on the spoken word than others, some of the vocabularies require subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajara ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Delvahhi, Ya&#039;ssa, and other such languages.&lt;br /&gt;
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&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a tongue traditionally used by hunters. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
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Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin alphabets as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajara use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajara have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy and has made a widespread comeback with increasing literary levels among the Tajaran public.&lt;br /&gt;
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Tajaran culture necessitates a separation of the personal self and the external self. This cultural force can be traced back to the early worship of the Twin Suns, which throughout its history has emphasized a separation of personal and public matters. This separation was later reinforced by the nobility, eventually becoming an embedded part of all Tajaran languages. The result is a grammatical structure that separates the private and public self. In Tau Ceti Basic, this has been translated into the use of first, second, and third person pronouns as the closest fit.&lt;br /&gt;
&lt;br /&gt;
The public self, third-person pronouns (he/him, she/her), is the formal state. It shows respect and a distancing of one’s personal matters from others. Traditionalist Tajara would expect the use of the Dynasty aspect and appropriate titles when speaking in the public self. However, those from progressive regions rarely pay attention to the use of aspects as the weight of dynasties and the nobility is not present. Strangers meeting, a subordinate addressing a superior, and other cases where formality and respect is expected uses the public self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;His&#039;&#039;&#039; greetings to the &#039;&#039;&#039;madam&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this line, Person A speaks to Person B&#039;s public self through his own. As Person A does not know Person B’s name or title, madam is used to maintain respect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“Hello &#039;&#039;&#039;Officer Smith&#039;&#039;&#039;. She is &#039;&#039;&#039;chef Al-Kandari&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
Person A addresses Person B, a human, through their title and last name. Person A maintains the public self through the use of her own title and Dynasty aspect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The use of second-person pronouns (you/your) can depend on where someone is from. Non-traditionalist regions, such as the Hadiist lands, don’t consider second-person pronouns formal or informal. Traditional cultures, such as the New Kingdom, find second-person pronouns informal. In this latter case, it is reserved for use by a superior addressing a subordinate or similar cases.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;You&#039;&#039;&#039; need to handle that report by tomorrow. &#039;&#039;&#039;She&#039;&#039;&#039; will ensure it shows on &#039;&#039;&#039;your&#039;&#039;&#039; performance review otherwise.”&lt;br /&gt;
&lt;br /&gt;
Person A addresses Person B through the personal self (you/your). It shows that Person A is either disrespectful, a superior, or from regions where the use of ‘you’ is not informal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The personal self, first-person pronouns (I/me/mine), is the informal state. It is addressing matters on a personal level where formality is not required, or genuinity is desired. The Individual aspect can be used by itself in this state. Close friends, personal moments, and similar matters would use the personal self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;I&#039;&#039;&#039; am unsure what &#039;&#039;&#039;you&#039;&#039;&#039; mean by this. &#039;&#039;&#039;Your&#039;&#039;&#039; proposal vexes &#039;&#039;&#039;me&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
Person A uses the personal self and addresses Person B in the personal self. This establishes a close and informal conversation or is used to disrespect Person B by addressing them directly.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Transitioning from public to personal selfs is easy. The initiator who desires to make the conversation informal starts by referring to themself in the personal self. If the other participants agree to make a conversation informal, then they respond in kind using the personal self. Otherwise, they may continue to use the public self and maintain the conversation’s formality.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;No, &#039;&#039;&#039;I&#039;&#039;&#039; simply wanted to be introduced to &#039;&#039;&#039;her&#039;&#039;&#039;. &#039;&#039;&#039;My&#039;&#039;&#039; name is &#039;&#039;&#039;Abdal Akhtarov&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Person A steps into the personal self but is still speaking to Person B through her public self. This is an invitation to personal conversation, done respectfully by not involving Person B&#039;s personal self directly. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Hello, &#039;&#039;&#039;Mr. Akhtarov&#039;&#039;&#039;. &#039;&#039;&#039;I&#039;&#039;&#039; am &#039;&#039;&#039;Aisha&#039;&#039;&#039;. Does &#039;&#039;&#039;he&#039;&#039;&#039; wish to speak elsewhere?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Person B is still speaking to Person A&#039;s public self, however refers to herself in the personal self, accepting the invitation to an informal conversation. In the following conversation, it would be acceptable for both to use personal self.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The use of the public and personal self by non-Tajara can be jarring for those not acclimated to human environments. Tajara not used to human space can find it disrespectful how the use of the personal self is standard. Those acclimated to non-Tajaran patterns of speech rarely take issue with the lack of distinction between public and personal self. Referring to a non-Tajara through informal pronouns is broadly acceptable, however the use of first-person pronouns, the personal self, as a default often takes years in human space and a concerted effort for a Tajara to transition to.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Slang ====&lt;br /&gt;
Tajara, like every species, has a wide variety of slang terms in both Tajaran languages and Tau Ceti Basic. While no list can be truly comprehensive, as slang is ever changing, certain phrases and terms have become widespread enough to be known by nearly all Tajara.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Phrase !! Meaning !! Origin&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;zivr/Tivr || Xeno, Human || Beginning as a term for solely humans, T&#039;zivr, or &amp;quot;furless&amp;quot;, grew to incorporate all aliens as a whole. The term is not wholly considered derogatory, however is seen as less acceptable than xeno or alien.&lt;br /&gt;
|-&lt;br /&gt;
| Dornshky || Furless || A strong insult originating from the physical condition itself. While it is a common insult among Tajara, it includes a more derogatory way to refer to aliens.&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;ishk || IPCs, Robots, Hadiists || Originating from the Siik term for soulless, T&#039;ishk became a widespread insult for Hadiists and robots alike among Little Adhomai, quickly spreading to other Tajaran communities and, ultimately, back to Adhomai.&lt;br /&gt;
|-&lt;br /&gt;
| M&#039;ishk || IPCs || The non-derogatory version of T&#039;ishk, M&#039;ishk more specifically refers to IPCs, directly translating as &amp;quot;artificial soul&amp;quot;. It started as a shorthand of Manq&#039;ishk, however quickly gained traction within the People&#039;s Republic, and later other Tajaran communities.&lt;br /&gt;
|-&lt;br /&gt;
| Sha&#039;tajii/Shatii || Dionae || Directly translating to &amp;quot;wood peoples&amp;quot;, the term began from Little Adhomai where contact between Tajara and Dionae took place frequently enough to generate a slang term.&lt;br /&gt;
|-&lt;br /&gt;
| Kirr || Vaurca || Directly translating to &amp;quot;insect&amp;quot;, the slur originated from Little Adhomian gangs warring with Vaurca living in neighboring districts. The term spread rapidly following the murders of multiple Tajara ordered by Vaurca Queen Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra.&lt;br /&gt;
|-&lt;br /&gt;
| Nav&#039;hen || Unathi || A contraction of the phrase &amp;quot;dahal Nav henrhesi&amp;quot;, translating to &amp;quot;dies in the cold&amp;quot;. The phrase began as a tongue-in-cheek way to refer to Unathi mercenaries within the S&#039;rand&#039;marr Coalition by ALA soldiers, before spreading to Little Adhomai where it was shortened to Nav&#039;hen.&lt;br /&gt;
|- &lt;br /&gt;
| Ratajani || Skrell || Originating from the folk tales of small, ugly, stump-tailed, neon colored creatures. Characterized as greedy and the cause of unlucky events in life, Ratajani was quickly applied to Skrell upon first contact. This use of the term as a slur quickly overtook the earlier and less derogatory use as comparison to misbehaving children.&lt;br /&gt;
|- &lt;br /&gt;
| K&#039;strelkii || Mercenary, Corporate Drone || Translating as &amp;quot;money soldier&amp;quot;, the term grew out of the spite among Tajara towards corporate busy-bodies and mercenary groups.&lt;br /&gt;
|- &lt;br /&gt;
| Rafama || Stubborn, Hard-headed, Territorial || Originating from the behavior of Rafamas on Adhomai, the term is a long historic name for any person acting particularly stubborn or stand-offish.&lt;br /&gt;
|- &lt;br /&gt;
| Raskaren || Noble, Enforcer || Based upon the mythological Raskaren, a creature of Raskara that drinks blood and is incapable of surviving sunlight. The term grew to become a slur against nobles and M&#039;sai enforcers. While predominantly used within the [[Free Tajaran Council]], the term has been slowly spreading to Little Adhomai and Adhomai proper. It is banned within the New Kingdom.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Kalta || Royalist, Poor || Forming from a joke regarding the relatively high rates of poverty within the New Kingdom, T&#039;Kalta, translating to &amp;quot;without money&amp;quot;, grew in popularity across the People&#039;s Republic and Democratic People&#039;s Republic.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Ruv || Shameless, Al&#039;mariist || A rare Hadiist term that was applied to Al&#039;mariists for the perceived shamelessness in illegal and underhanded tactics during the Second Revolution. The term has since grown and spread across Tajaran communities.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Zhunii || Hick, Redneck || Translating to &amp;quot;lacking desire people&amp;quot;, the term spread as a catch-all for rural peasantry. The exact origins are believed to be a jab at the lack of time or willpower for rural peasantry to hold greater ambitions.&lt;br /&gt;
|- &lt;br /&gt;
| Vak&#039;a || Idiot, Airhead, Bro || Originating from Little Adhomai, Vak&#039;a spread rapidly as a general way to refer to a friend, equivalent to saying dude or bro.&lt;br /&gt;
|- &lt;br /&gt;
| Vakalnar || Grifter || Meaning &amp;quot;air salesman&amp;quot;, equivalent to calling someone a snake oil salesman.&lt;br /&gt;
|- &lt;br /&gt;
| Azukavo/Azuvo || Love you || Not inherently slang, the use of Azuvo has become desensitized in more progressive communities of Tajara. Rather than being an intimate expression not fit for use in public, it has seen less stigma in use, albeit still associated with loved ones and close friends.&lt;br /&gt;
|- &lt;br /&gt;
| Blinder || Overwhelming, Too Much || Descended from the concept of S’rendarr’s light being the embodiment of energy and life. Having too much of S’rendarr’s light may blind someone, therefore for something to be a Blinder it exudes too much energy, S’rendarr’s light.&lt;br /&gt;
|- &lt;br /&gt;
| Half-Knuckle || Poor, Fraternizer (Royalist) || Originating from a noble snide. Knuckles are the smallest form of currency on Adhomai, therefore to call someone a half-knuckle implies they are so poor as to only have a half-knuckle. Within Royalist society, the term additionally refers to nobles who are seen as fraternizing too much with commoners.&lt;br /&gt;
|- &lt;br /&gt;
| Top Snow || Young, Inexperienced, New || A term referring to the top layer of snow, often fresh light snow. Someone who is Top Snow is fresh, equivalent to the human term &amp;quot;green horn&amp;quot;.&lt;br /&gt;
|- &lt;br /&gt;
| Washoff || Old, Undesirable, Lackluster || Referring to the runoff of melted summer snow, called washoff on Adhomai, the term grew to be used for undesirable items or people, likened at times to the phrase ‘getting long in the tooth’.&lt;br /&gt;
|- &lt;br /&gt;
| Bronzer || Jackboot, Enforcer, Cop || Descended from the bronze emblems used to denote an on-duty enforcer. Used in a derogatory manner against cops, enforcers, and authority figures alike.&lt;br /&gt;
|- &lt;br /&gt;
| Bookie || Bookworm, Royalist, Dork || Stemming from the cultural view of books as symbols of noble oppression, bookie is a term used to insult someone within progressive cultures as a royalist, or someone who tolerates or encourages noble oppression. Can also be an insult equivalent of calling someone a dork, nerd, etc.&lt;br /&gt;
|- &lt;br /&gt;
| Torcher || Friendly, Happy, Positive || Originating from the symbol of Azubarre’s torch, calling someone a torcher implies they embody Azubarre’s torch, and therefore his qualities of positivity, friendliness, and true love. Over time, the connotations associated with Azubarre, namely the more romantic elements, became less emphasized, resulting in the slang becoming a catch all for friendliness and positivity.&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
Because of their anatomy, Tajara express emotions in different ways than Humans. Baring one’s teeth is a strong expression of challenge or mockery. As such, Tajara rarely smile by showing the teeth, instead wrinkling the nose by gently lifting the sides of the muzzle. The folding of ears is a clear sign of fear or worry, while perking the ears forward shows attention or interest. Ears will involuntarily flick when exposed to loud sounds.&lt;br /&gt;
&lt;br /&gt;
The semi-prehensile tail of Tajara allows for a great amount of expression. Enough emphasis has been placed on the tail as a form of expression and language that Tajara afflicted with Hakh’jar are commonly misread or have to vocalize their current emotion. Tajaran tails naturally sway, however a rapid sway or wag is a childish sign of satisfaction. Curving the tail downward and blistering is a clear sign of hostility, whereas tucking the tail down by the feet is a stress response. The flicking of the tail end is a sign of anger or anxiety.&lt;br /&gt;
&lt;br /&gt;
Displays of affection among Tajara are rarely seen in public, and looked down on by traditionally minded Tajara. The common forms of affection are the bumping as muzzles or holding of the wrist. While less common, twining the tail around an ankle or wrist is seen as equivalent to holding the wrist. Intertwining tails, however, is seen as a childish expression of affection. Hugging is not seen romantically. It is seen as a transfer of body heat and thus a common act between friends, comrades, and family alike. Those acclimated to human expression may view hugging as having a romantic component in certain contexts, however this is lost on those with a traditional mindset.&lt;br /&gt;
&lt;br /&gt;
Status was a major aspect of emotional expression during the times of the nobility. When interacting with another of a higher social status, it was required for the lesser of the two to lower their head and pull the ears back. Having direct eye-contact or tilting the head up was seen as a show of defiance. These expectations have since been challenged and are often disregarded if not outright rejected since the fall of the old nobility, however those traditional-minded Tajara and Royalists within the New Kingdom continue to abide by the rules of status.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
====S&#039;rand&#039;marr Worship====&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;Rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;Rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship&lt;br /&gt;
&lt;br /&gt;
There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajara were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals asking Messa to spare them from whatever ill tidings she may bring. The worship of the sun gods is dominated by an organization called the Parivara, meaning, the &amp;quot;Family.&amp;quot; The head of the Parivara is Father Valyan K&#039;rrirran who is based out of Sana Sahira, a holy city on the tallest mountain on Adhomai which roughly translates into the City of the Suns.&lt;br /&gt;
&lt;br /&gt;
Sana Sahira&#039;s location in the People&#039;s Republic places the Parivara in the precarious position of having to act favorably to the faction&#039;s government, however, Father Valyan K&#039;rrirran attempts to stay out of politics in order to avoid alienating any worshipers across borders. The Father of the Parivara is chosen by the Brothers of the Suns who serve as the priests and clergy of the faith. Devoted women of the faith can become Suns&#039; Sisters, who take a vow of silence, like the Gods themselves, and live in the temples devoted to the worship, tending to them in any way needed, anything from cleaning to heavy manual labor repairing and replacing glass or furniture, to healing the Brothers, patrons and other Suns&#039; Sisters. To cause harm to a Suns&#039; Sister is said to be one of the most unholy things you can do in a place of worship, as they&#039;re meant to emulate the Gods themselves, silent, but strong and dependable.&lt;br /&gt;
&lt;br /&gt;
====Ma&#039;ta&#039;ke==== &lt;br /&gt;
The second-largest religion is the worship of the Mata&#039;ke and his cohort companion gods, which dates back to ancient Tajaran times. A figure of legend, Mata&#039;ke is believed to have been the head of a hardy tribe of mountain dwellers who regularly came to the aid of other tribes constantly plagued by bandits and wild animals. He was revered as a fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul for the records of his dealings with other tribes shows understanding and kindness. He is upheld to be the ultimate Tajara- powerful, wise, and magnanimous. Followers of Mata&#039;ke himself endeavor to emulate his grandeur, while others attempt to emulate the other gods.&lt;br /&gt;
&lt;br /&gt;
In Tajaran mythology, the tribe of Mata&#039;ke rose to the status of gods when they slew the King of the Rrak&#039;narrr, who was also the lord and master of all Adhomai. Upon killing him, the various tribesmen all absorbed different aspects of its many powers, each becoming immortal. As the one who dealt the killing blow, and at the will of the dying Rrak&#039;narrr&#039;s final wishes, Mata&#039;ke absorbed the majority of the powers and became lord and master of all Adhomai. The tribe then decided that their former settlement was not befitting of their powers, and instead established themselves in a city of wonders at the &amp;quot;Edge of Adhomai&amp;quot; where they fend off malicious entities and protect all Tajara.&lt;br /&gt;
&lt;br /&gt;
====Njarir&#039;Akhran Worship====&lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalists, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajara would never admit to being or attempt to defend, a member of this faith.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
=== Fashion ===&lt;br /&gt;
&lt;br /&gt;
Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and standard Tajaran peasantry had little time to choose their uniforms, usually donning overcoats made of rough fabric and patches of animal hide. The fluffier the design was, the wealthier a Tajara was considered.&lt;br /&gt;
&lt;br /&gt;
[[File:Tajara dance .png|240px|thumb|right|Two tajara wearing traditional dresses during a musical performance.]]&lt;br /&gt;
Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well-insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver. Underwear usually came in the form of long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the innermost insulating layer. Then, a Tajara would overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks. &lt;br /&gt;
&lt;br /&gt;
The feared enforcers of the nobility wore great suits of armor designed to seal the user inside, creating an environment completely isolated from the harsh snows of Adhomai. Build for brute strength rather than comfort, the helmets of these suits made no room for Tajaran ears. These &#039;Enforcer Shells&#039;, as translated from Siik&#039;maas, were usually brown or olive in color, with slit visors masking the wearer&#039;s face, they were also remarkably flammable and largely abandoned during the initial stages of the first revolution.&lt;br /&gt;
&lt;br /&gt;
Today, the government officials of the People&#039;s Republic of Adhomai are usually seen dressed in olive military fatigues, occasionally donning a commissar-styled cap. These caps are usually styled with small rosettes to signify authority. When in especially cold weather, officials usually layer on black trench coats and scarves rather than wearing the outfits of the lower class.&lt;br /&gt;
&lt;br /&gt;
The lower and middle class of the Tajara are better heated by proxy, and can comfortably wear flat caps and long-sleeved buttoned shirts for warmth when working in their factories rather than excessive garbs. When outside, typical Tajara wear bomber jackets or fur coats with additional fur padding on the interior to better trap heat, paired with traditional slacks. Headwear for these working-class citizens usually comes in the form of full head scarves to keep ears warm when in the wilderness, and standard soft and flat caps within cities.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
[[File:Taj food.png|240px|thumb|right|A common Tajaran meal: hard bread, fish and vegetable soup, and Fatshouter beef.]]&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajara favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor were the usual meal of a working-class Tajara, coupled with some bread and water or ale. Pre-industrial Tajara used to have community meals around bonfires to keep their food from cooling off too much, and almost all of their food source came in the form of porridges and oats. However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better-heated homes than the peasantry, and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
&lt;br /&gt;
Traditional stews are made with diced vegetables, such as Nif-Berries, and meat, Snow Strider is commonly used by the rural population, while industrialized Fatshouters&#039; beef is preferred by the city’s inhabitants. Tajaran bread is usually made with Blizzard Ears&#039; and consumed during their morning meals.&lt;br /&gt;
&lt;br /&gt;
Adhomian alcoholic beverages are made with fermented grains, fruits, or vegetables. Juices are commonly mixed with sugar or honey. Victory gin is the most widespread alcoholic drink in Adhomai, the result of the fermentation of honey extracted from Messa&#039;s tears, but its production and consumption are slowly declining due to the loss of the People&#039;s Republic&#039;s hegemony over Adhomai. Messa&#039;s mead is also another more traditional alternative; it is made with honey and fermented Earthen-Root juice.&lt;br /&gt;
&lt;br /&gt;
Fishing and shellfish have a part in the diet of the population in the coastal areas, even if the ice can be an obstacle to most experienced fishermen. Spicy Ras&#039;val clams, named after the sea, are a famous treat, being appreciated in other systems besides S&#039;rand&#039;marr.&lt;br /&gt;
&lt;br /&gt;
====Notable Dishes====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adhomian Hard bread:&#039;&#039;&#039; a type of Tajaran bread, made from blizzard ears’ flour, water, and spice, basked in the shape of a loaf. It is known for its hard crust, bland taste, and long-lasting nature. The hard bread was usually prepared for long journeys, hard winters, or military campaigns, due to its shelf life. Certain folk stories and jokes claim that such food could also be used as artillery ammunition or thrown at besieging armies during sieges.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fatshouters Bloodpudding:&#039;&#039;&#039; a mixture of Fatshouters meat, offal, blood, and blizzard ears flour served in the shape of a flattened sausage. This recipe dates from the early Tajaran history, a favorite among the peasantry due to its simplicity and easily obtainable ingredients. It can be eaten during all meals and occasions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sugar Tree Candy:&#039;&#039;&#039; a literal translation of the popular Adhomian hard candy, found everywhere on the planet, from crystal plates in Crevus’ casinos to a bowl on a grandmother&#039;s table. Sugar candy is made from the Nm&#039;shaan, and is a cheap, beloved treat for anyone on Adhomai to rot their teeth on. It&#039;s occasionally flavored with fruits or savory liquors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Avah:&#039;&#039;&#039; used to only mean &amp;quot;sweets&amp;quot; or &amp;quot;sweet thing,&amp;quot; now singularly refers to a particular dessert. The batter is grilled and made into soft, spherical shapes, and then covered with fruit jams, sugar, or sweet cream cheese. These treats are often sold at festivals and celebrations, and foreigners compare them to pancakes.&lt;br /&gt;
&lt;br /&gt;
====Notable Beverages====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Messa&#039;s Mead:&#039;&#039;&#039; a fermented alcoholic drink made from earthen-root juice and Messa&#039;s tears leaves. It has a relatively low alcohol content and characteristic honey flavor. Messa&#039;s Mead is one of the most popular alcoholic drinks in Adhomai; it is consumed both during celebrations and daily meals. Any proper Adhomian bar has at least a keg or some bottles of the mead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Earthen-Root Juice:&#039;&#039;&#039; a juice made from the Earthen-Root. It is known for its blue color and sweetness. Because of its simplicity, Earthen-Root juice is one of Adhomai&#039;s most widely consumed drinks. Carbonated versions were created during the interwar period. However, the soft drink variation is not as popular as the traditional ones.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nm&#039;shaan Liquor:&#039;&#039;&#039; an alcoholic drink manufactured from the fruit of the Nm&#039;shaan plant. It usually has a high level of alcohol by volume. Nm&#039;shaan liquor was once reserved for the consumption of the nobility; even today it is considered a decadent drink reserved for fancy occasions. It is commonly diluted with ice water before being consumed.&lt;br /&gt;
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===The Arts===&lt;br /&gt;
&lt;br /&gt;
Of all arts, music is one of the most highly valued by Tajara. Stemming from the long-standing ban on most literature in their society, song, and dance remained one of the only ways for Tajara to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajara, and in place of books, the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
 &lt;br /&gt;
Theatre was also equally important in the life of a pre-discovery Tajara. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of the town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Nal&#039;tor was one and a quarter larger than the seat of government prior to human-sanctioned expansions. Dating back to the late Gunpowder Era, it was constructed from high-quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
 &lt;br /&gt;
However, literature itself - that is to say novels - has never been looked kindly upon by the Tajara public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajara as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajara, given the fact that only the nobility was taught en masse how to read, and that every family had its own private expansive library from which even learned peasants who had to pay out of pocket to access. This led to the widespread destruction of much of historical Tajara texts following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
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Traveling circuses have been present in the Tajaran culture since ancient times. Joining a troupe was one of the few available ways for a Tajara to escape the rigid roles of the caste system. Performances usually include trained animals, acrobatics, storytelling, puppetry, strength displays, magic performance, creep shows, and stores selling all kinds of food and curiosities. Since circus schools only started to appear after the First Revolution, artists frequently transmitted their techniques to their pupils. Due to the previous conflicts and the ongoing cold war, wandering troupes face large barriers than ever before. Some of the biggest circuses have left for the stars in search of a more welcoming audience than Adhomai.&lt;br /&gt;
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===Music===&lt;br /&gt;
&lt;br /&gt;
Tajaran music is modally based, with there being eight modes in total. A scale can be constructed from each Mode, which is the arpeggio of the mode. There are a total of four notes in one modal scale. Two are octave, and there are two in between. Microtones between the two notes in between are used frequently, which would sound very odd to human ears. This is done because Tajara perceives music as sadder with the flatter a pitch is, and happier with the sharper a pitch is. Depending on the mood of a song, a Tajara player may tune their instrument lower, to make the song sadder; the opposite is also true. A common tradition is to let the weather decide the tuning of an instrument. Cold weather naturally makes an instrument flatter, ergo colder weather makes songs sadder. And indeed, one may notice that if each note is perceived relative to the notes that come before it, there is always a happy and sad part integral to the song. This is on purpose, as it reflects the duality in sadness/happiness which is also found in S’rendarr and Messa. Some Tajara may also associate Dissonances with Raskara. &lt;br /&gt;
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The eight modes are respectively named: Mrazur, Manur, Rrauor, Surour, Kaoel, Draeol, Aauol, Deor. They are associated with the main Ma’ta’ke deities: Mata’ke, Marryam, Rredouane, Shumaila, Kraszar, Dhrarmela, Azubarre, and The Dead Gods. &lt;br /&gt;
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A side effect of the Tajaran caste system is the possibility for the ethnicities to usually have different possible ranges and timbres on their voice. Zhan-Khazan are commonly a Bass-Baritone voice. Hharar are Tenor-Alto. M’sai and Njarir are almost always Sopranos. The voice is the most universal Tajaran instrument. Due to traditional schooling, many children have at least basic singing skills, though this is fading away in the cities. &lt;br /&gt;
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====Notable Folk Instrument====&lt;br /&gt;
[[File:Prrama.png|200px|thumb|right|The Pr&#039;rrama.]]&lt;br /&gt;
*&#039;&#039;&#039;P&#039;rrama:&#039;&#039;&#039; a plucked string instrument, with eight strings and four holes at its end. The holes on the bottom change the octave of the notes that are played, thus extending the range of the sounds. It is used both solo and with other instruments. Humans can play it, but the octave range is disabled due to a lack of a tail.&lt;br /&gt;
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*&#039;&#039;&#039;Makkra Baq:&#039;&#039;&#039; this instrument hails from the island of Das&#039;nrra, but it has long been a staple of Tajara everywhere. One plucks the strings, creating a meek and Harpsichord-like sound. It is almost always used in a solo or duet setting, as its small voice can easily be overshadowed by other instruments. In spite of this, it maintains quite a folky sound, and it is more common in rural areas than in cities.&lt;br /&gt;
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*&#039;&#039;&#039;Mah Kii:&#039;&#039;&#039; the Mah Kii is an ancient instrument, used by Tajara since the Migration Period. Adapted from a horn used to rally soldiers, it has a strong divine connotation. Many believe that one hears its sound when entering the Holly Village or when joining Messa in the afterlife. Rhazar’Hrujmagh caravans still use this trumpet at the start of raids. Some have even attempted to incorporate it into Electro-Swing bands. However, due to its short-range and its connotation with the divine, it is not used often.&lt;br /&gt;
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===Sports and Games===&lt;br /&gt;
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Recreation time for most Tajara has always been limited. Oppressive work hours and strict caste rules disallowed leeway for what a Tajara could do in their free time. Organized sports were a product of the Njarir class, which would find themselves with more time on their hands. However, as time marched on, Tajara of lower classes found ways to still play. In modern times, any Tajara is usually able to participate in any sport they wish.&lt;br /&gt;
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Tabletop RPGs and wargames are popular for Tajara in urban centers. The Tajaran tradition of storytelling lent itself to these games being easily understood and quickly enjoyed by players who saw them as an evolution of the tales that priests shared in their communities. The tabletop scene sprouted a few years following the First Revolution’s end with Siik’maas translated versions of human and skrell tabletops. These were adapted later into localized versions that then became entirely Tajaran systems. The most well-known of these games is “Global Conquest”, originally made by the PRA and then adapted by DPRA and NKA companies, this board game replicates the conquest of Adhomai by different armies. Another is “Explorators of the Unknown”, a modular game where players play as characters exploring or investigating a world of their design. &lt;br /&gt;
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The notion of video games is unknown to the natives of Adhomai; as computers are usually seen as tools. However, the younger generations living in Little Adhomai have taken interest in electronic games and arcades. Many independent productions have started to appear, with software being shared through the extranet or data storage devices. One popular title is &amp;quot;The Bane of Rashashana&amp;quot;: which follows the tale of an Adhomian folk hero attempting to save her village from a malicious monarch. The player can make narrative choices that affect the story, interspersed with objectives such as running and managing a limited time meter while avoiding obstacles.&lt;br /&gt;
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====Notable Sports====&lt;br /&gt;
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*&#039;&#039;&#039;Farehal:&#039;&#039;&#039; a sport focused on accuracy. It consists of the player throwing a disc through several hoops scattered around a course. The distance and the difficulty of the shoot influence the score. The player with the highest point value wins. Due to the amount of space needed for Farehal, especially for multiple matches on the same course, due to this, it was only practiced by the nobility at first. Large buildings were constructed to host Farehal, where noble competitors played. This game is seen as extremely pretentious, with critics claiming it requires no real strength or skill to win. It has not seen much popularity outside of S&#039;rand&#039;marr, but it is moderately popular on Adhomai,  with players in the PRA and a larger following in the NKA. Al’mari Hadii used to be a famous Farehal player.&lt;br /&gt;
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*&#039;&#039;&#039;Mahmrro:&#039;&#039;&#039; a sport requiring the Tajara to capture a ball and either run it to the opposite side of a field or throw it to a team member located on the other side of the field. This game is very popular among the youth of any Tajara generation, mostly with the lower class. It is very decentralized and has any number of regional rules depending on where you are. Mahmrro came to be associated with the lower classes towards the end of the Steeple Peace. This attitude is visible in the NKA where nobility largely avoid playing the game. Leagues exist in every country for the game with these Mahmrro Clubs gaining much fame. &lt;br /&gt;
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*&#039;&#039;&#039;N&#039;hanzafu Roping:&#039;&#039;&#039; a sport created by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|rock nomads]], commonly used to settle disputes. Two or more riders can participate. Using Zhsram as their mount, they have to capture a N’hanzafu calf with a lasso and complete five rounds around a circular arena with it. Competitors are allowed to knock down each other or steal the other’s rope, but weapons are strictly forbidden.&lt;br /&gt;
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*&#039;&#039;&#039;Baghrar:&#039;&#039;&#039; an ancient martial art from Adhomai primarily used for sport and contests of strength. The fighting style consists of strikes against the opponent from the waist up. The form of the attacks is primarily swiping motions that take advantage of a Tajara&#039;s claws to rake an opponent&#039;s torso or head. Other moves include punching for friendlier matches or stabbing forward with the claws in typical confrontations. Modern Baghrariri, or people who practice the Baghrar style for sport, usually fight with implements that cover and support their nails to avoid serious bodily damage. Modern Baghrar fights are decided upon with a point-scoring system over three 10-minute rounds, but historical victories were secured by knocking opponents onto the ground. Baghrar has been adapted into several different styles used by Adhomaian police and army units.&lt;br /&gt;
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====Notable Games====&lt;br /&gt;
[[File:Suns and moon rules.png|200px|thumb|right|Suns and Moon rules.]]&lt;br /&gt;
*&#039;&#039;&#039;Suns and Moon:&#039;&#039;&#039; a very common dice game. It is played by all, though the lower classes have the tendency to gamble whereas the upper classes play it just for fun. The ease and universality of the rules have garnered it quite the reputation. Die usually has an image of Rredouane fixed upon them. Parks commonly have designated spots for people to play Suns and Moon. Disputes are also solved through this game. &lt;br /&gt;
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*&#039;&#039;&#039;Traiaz:&#039;&#039;&#039; a game mixing intellectual and dexterity play. The board is similar to chess, though it is considerably longer, with a lot of extra space in the middle. All 10 pieces are essentially pawns, though each pair has a catch. Pieces are captured by moving horizontally on the board. Some pieces can only capture when moving diagonally, vertically, or sideways. There are several distinct regional rules influencing what kind of movements are allowed. A match is decided after all pieces have been eliminated.&lt;br /&gt;
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=== Military ===&lt;br /&gt;
&#039;&#039;For more information, see [[Tajaran Military Structures]]&#039;&#039;&lt;br /&gt;
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The military hardware of the Tajaran nation is somewhere close to what humankind used in the 1900s, though the transition to energy weapons has already been made. Clumsy overheating handguns and rifles that slowly fire long bolts of concentrated energy are used by high-ranking soldiers or special operatives, but their durability is dubious in comparison to the mass-produced, single-shot or bolt action rifles that the majority of Tajaran soldiers use. In recent years the People&#039;s Republic has largely replaced bolt action rifles with fully automatic Tsarrayut’yan rifles, however, these suffer accuracy issues at longer ranges. Bayonets are heavily relied upon in close-quarters combat rather than Tajaran model submachine guns, which are expensive in the eyes of the People&#039;s Republic and jam easily in the harsh terrain of Adhomai.&lt;br /&gt;
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Heavy infantry weapons like heavy machine guns used to come in the form of heavy, hand-cranked gatling emplacements with a heavy emphasis on frontal gun shielding. These HMG emplacements are extremely deadly in comparison to the slow-firing rifles of foot soldiers and are usually countered by Tajaran artillery or laser weaponry. Most squads of Tajara now carry a mixture of top-loading magazine-fed light machine guns or quicker-firing belt-fed LMGs.&lt;br /&gt;
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Tajaran artillery is where the cunning of the People&#039;s Republic engineering shines, and many mountain ranges of Adhomai have been lined with massive artillery guns. These weapons fire devastating artillery rounds capable of leveling small camps with a single shot, let alone a barrage. Artillery vehicles and mortar teams are almost always deployed in tandem with Tajaran infantry in order to shell enemy entrenchments and positions, and many Tajaran tacticians utilize artillery as their main killing force. These weapons are the pride of the People&#039;s Republic, and their nightmare if lost to enemy hands.&lt;br /&gt;
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=== Education ===&lt;br /&gt;
Tajaran institutions for education are woefully behind their counterparts in other species. Historically, Njarir’Akhran were often the only ones who became literate. Historians theorize this is tied to their alleged rise to nobility through their positions in early theological organizations. Officials from each faction agree that religious education has dominated most of Adhomai&#039;s academic history with heavy evidence from religious books which were largely able to survive the mass destruction of books by being sheltered in temples. Disagreements among academics arise when discussing the evolution of primary schools, secondary schools, and universities. Academicians in the New Kingdom of Adhomai assert that these institutions began to raise thousands of years ago during the Gunpowder Era and downplay the role of the nobility&#039;s suppression of educating the masses. However, intellectuals in the People&#039;s Republic of Adhomai and the Democratic People&#039;s Republic assert that these institutions were disingenuous social clubs at best and that schooling and formal education did not begin to arise until five hundred years prior. Hard information on the curriculum of pre-war institutions outside of theological institutions is difficult to find, however, archaeological evidence tends to support arguments that there was a heavy focus on the arts- especially musicals. Some artistic Hharar who lived before the war give accounts on nobles providing large patronage for painters such as in the modern sense with Al-Manq, but also for lavish concerts, operas, and ballets. Sculpting also came into prominence as evidenced by the intricate detail of various statues and gargoyle-like protrusions from an array of buildings in Nal&#039;Tor and especially on the capital building in The People&#039;s Square: the aptly-named Steeple. Regardless of the details of pre-revolution educational institutions, the current face of Tajaran education outside of seminaries is primarily technical schools that focus on preparing young Tajara to work the various labor jobs around Adhomai.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship among the families of most villages, towns, and cities. Regardless of the size of the population, pre-uprising Tajara were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships among families. However, this traditional practice has met with extreme criticism following post-uprising debates. The practice of arranged marriage was not feasible following the first revolution which effectively eliminated a generation of adult Tajara. This created a generation that had to largely create their own marriages, many of which passed on this emerging cultural norm to the next generation. Although the permanent pairing of Tajara is often colloquially referred to as &amp;quot;marriage&amp;quot; due to humanizing influences, there are a handful of different technical terms for it depending on the religion of the Tajara involved. S&#039;rand&#039;marr worshipers are typically brought together in temples by their local Brother of the Sun in a ceremony that symbolizes and glorifies S&#039;rendarr and life. Their equivalent of Marriage is called &amp;quot;&#039;&#039;&#039;S&#039;rendal&#039;Matir&#039;&#039;&#039;&amp;quot; (The life of S&#039;rendarr), named for the idea of continuing the life that the sun god S&#039;rendarr celebrates. Tajara under the worship of Ma&#039;ta&#039;ke have a less celebratory and less ritualistic ceremony, instead, they have a simple meeting between families with a clergyman to proclaim the lovers &amp;quot;&#039;&#039;&#039;Zrrazhil Ekrratul&#039;&#039;&#039;&amp;quot; (Continuation of the families), named for the simple notion of propagating the blood of the families involved. &lt;br /&gt;
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Throughout history, the concept of gender in Tajara society varied over time. Archaeological evidence suggests that before the Incarnate Dominion, multiple identities—often related to religious practices—existed. Like everything else, the nobility&#039;s breeding project also molded the perception of gender in Adhomai. Njarir’Akhran, with their great emphasis on their bloodline, were the ones with the strictest and defined gender roles. While the Zhan-Khazan rarely cared about these definitions, seeing little distinction between them. After the revolution, gender in the Tajara society changed as well, but it did not free itself fully from the shackles of the pre-contact oppression. &lt;br /&gt;
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In history, transgender Tajara were more common among Njarir and Hharar due to their more defined gender roles. Before the revolution, these individuals were often in a nebulous state, as they were still obligated to participate in the eugenics program. While some could still find suitable partners, others had to find other outlets, such as joining religious societies or becoming outcasts. Ma&#039;ta&#039;ke priesthood is open to transgender Tajara who identify as their patron god&#039;s gender. The Church of S&#039;rand&#039;marr rejects these notions and maintains a strong distinction within its organization based on the gender assigned at birth of its members. &lt;br /&gt;
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Third gender and nonbinary identities have historically been associated with religious and mystical perspectives. Those who could combine and balance both aspects were typically priests or mystics, known to have achieved some form of enlightenment. Only after the revolution are these identities now explored without the trappings of the occult. The older generations are usually confused by younger individuals who identify as such, with more religious Tajara being outraged at them for appropriating something that was once sacred. &lt;br /&gt;
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Sexual orientation was a poorly defined concept for the Tajara until the contact. With the emphasis on the caste system, most individuals were expected to have a partner of the same ethnicity with whom they could reproduce, despite their preferences. The nobility often persecuted any relationship or behavior that threatened the caste project. The nobility strictly forbade any kind of relationship with a Tajara of a different ethnicity. &lt;br /&gt;
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After the civil war, theories and studies about gender and orientation have begun to emerge among revolutionary thinkers. The most radical theorists argued that such concepts were constructions of the old nobility to further their control, calling for forgetting such ideas in favor of new visions. Currently, the Tajara society still upholds gender roles similar to those before the contact, mainly based on one&#039;s heritage. The concept of a defined and clear sexual orientation is still fairly new. Only now free of the oppressive Njarir system, the Tajara are free to think about these matters as they develop further socially, even if frequently tainted by the lingering old prejudices. The other species&#039; vision of these matters is seen as alien; even a traditional Tajara would not care to pass judgment on anything that does not involve their people.&lt;br /&gt;
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Because of the Tajara&#039;s recent history as a repressive, conservative species, they still carry many prejudices from the period before the revolution. Overt displays of affection, xenophilia, and interracial relationships among Tajara are looked down on and treated as deviancy. The pre-contact nobility purposefully encouraged these sentiments to further preserve the caste system. &lt;br /&gt;
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[[File:Adhomai render 2.png|240px|thumb|right|An Adhomian city.]]&lt;br /&gt;
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===Architecture===&lt;br /&gt;
&lt;br /&gt;
Adhomai&#039;s architecture is marked by the swift historical changes that the planet suffered in the past decades. Pre-contact buildings - ostentatious monuments built by the Njarir&#039;Akhran and wooden hovels inhabited by peasants - stand alongside modern edifices constructed by the early People&#039;s Republic and the modern Tajaran nations. Because of the destruction brought by two global conflicts, the Tajara had plenty of opportunities to experiment during the reconstruction. Most urban landscapes are a mosaic displaying the styles of whoever controlled them at a given time.&lt;br /&gt;
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===Holidays===&lt;br /&gt;
&lt;br /&gt;
Tajaran holidays center around the celebration of their nations, faith, or community. Many of these holidays have existed for centuries if not millennia, with a host of smaller rural holidays which vary from village to village. While priests of the Ma&#039;ta&#039;ke pantheon and the Parivara alike speak out against holding non-Tajaran holidays on Adhomai, such as Nal&#039;tor&#039;s annual [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-104944 Halloween] fundraisers, the vast majority of Tajara are usually indifferent towards celebrating these holidays when in Tau Ceti or other alien systems. Denying an invitation to a celebration for an alien holiday is still considered rude. Only hardliners become angered at the idea of celebrating non-Tajaran holidays off Adhomai. &lt;br /&gt;
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*&#039;&#039;&#039;Armistice Day (November 26th):&#039;&#039;&#039; while the signing of the Armistice had led the nations to declare its date a holiday, the hopes for massive celebrations for the first anniversary were crushed quickly. The Solarian collapse had diverted the attention of the Tajaran governments towards trying to ensure their people in Tau Ceti were safe. Despite this, smaller and personal celebrations of the signed peace were still held on Adhomai. For the Tajaran community in Tau Ceti, Armistice Day became a symbol of unity in the face of the Solarian incursion. Rival gangs and communities set aside their differences and prepared for a possible invasion of Biesel together, a unity that unfortunately did not last after the rogue fleet was pushed out. &lt;br /&gt;
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*&#039;&#039;&#039;Ma&#039;ta’kyr (March 24th to 30th):&#039;&#039;&#039; for an entire week, followers of the Ma’ta’ke pantheon hold celebrations for their gods. The first day is for Azubarre, which is filled with dazzling performances and unsurprisingly marriages. The second day is for Dhrarmela, whose followers present well-made crafts to donate to their community. The third day is Kraszar, whose priests hold elaborate theatre performances to tell stories and share wisdom with the people. The fourth day is Shumalia&#039;s, and is spent repairing the broken homes of the poorest while also ensuring important buildings are maintained. The fifth is Rredouane’s, and a day consisting mostly of war stories and gambling. The sixth day is Marryam’s, where families spend the day connecting with one another and holding personal celebrations. The final day is dedicated to Mata&#039;ke. It is on this day that an enormous fair is held within a community, organized by all Ma’ta’ke pantheon priests, celebrating the splendor of Mata’ke and his fellow gods. Within urban centers these fairs can become massive, sprawling over blocks and streets. D6’s Mata’ke following population celebrates this week fully, with workers taking days off or reduced shifts to enjoy it. &lt;br /&gt;
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*&#039;&#039;&#039;Coming of Dawn (January 9th):&#039;&#039;&#039; a holiday commemorating the founding of the modern Parivara, the Coming of Dawn is when the worshippers of the Suns pay respects to Dirrnavirr&#039;Almalik. Proclaimed as the prophet of the Suns, priests share stories about Dirrnavirr’Almalik’s history from his birth to establishing the Dominion of southern Ras’nrr, the first empire. It is said that it was there that he spread the faith of the suns and the priesthood was established and entrusted to guide the Tajara people. Services include performances from choirs and communal singing led by priests. Idols were once brought out depicting Dirrnavirr’Almalik, a Njarir King. Many of these icons were smashed apart in the First Revolution. What few still exist are artifacts in museums, kept in Sana Sahira, or brought out in Kaltir lands where the practice continues. The echo of the choirs can be heard wherever this is held, and within D6 one could hear the ringing of hymns throughout the entire district. &lt;br /&gt;
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*&#039;&#039;&#039;Dholma Festival (Third Week of October):&#039;&#039;&#039;  a week-long celebration to honor the harvest and prepare for the oncoming winter. During this period, Tajara will participate in large communal feasts, food fairs, and alcohol festivals. Drinking, eating, and spending time with friends and family are the main activities during this period; religious Tajara also visits local temples to offer donations to thank the Gods for the bountiful harvests.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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[[Category:Tajara]]&lt;br /&gt;
&#039;&#039;Al&#039;Mari Hadii picture created by SleepyWolf&#039;&#039;&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=39521</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=39521"/>
		<updated>2026-06-02T21:13:37Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Medical Uniform Regulations */ Minor clarification&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;
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==General==&lt;br /&gt;
===Departmental Ranking===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[Chain of Command]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
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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;
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It is within the capacity of the Departmental Head of Staff to promote and designate senior leaders as they see fit, within their own department.&lt;br /&gt;
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===Alert Levels===&lt;br /&gt;
The alert system is a standardized system of five colors which correspond to the status of the vessel. These levels may alter procedure and regulations to better assist departments in addressing non-standard situations.&lt;br /&gt;
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Alert levels may be altered by Command and Command-support personnel as needed. A change in alert level must be made in tandem with an announcement appraising the crew of the reasoning for change in alert level, as well as any advisories necessary for safety.&lt;br /&gt;
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====Green Alert====&lt;br /&gt;
Green alert indicates standard operations without any non-standard danger or elevated privileges. All regulations and procedures shall be enforced. Security personnel may not openly brandish weaponry, or wear armor plating on the arms, legs, or head except for in situations that may require temporary additional protections.&lt;br /&gt;
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====Yellow Alert====&lt;br /&gt;
Yellow Alert indicates any non-standard operational state that presents a biological threat to the vessel. During Yellow alert status, all personnel shall assist in addressing the situation as necessary.&lt;br /&gt;
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Command personnel may permit privileges to any department as necessary to address the situation. These privileges must be reasonable for the situation at hand, subject to review after the conclusion of a Yellow alert. All privileges permitted to a department during Yellow alert must be announced to the vessel.&lt;br /&gt;
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====Blue Alert====&lt;br /&gt;
Blue alert indicates a high potential or unknown danger to the vessel. Elevation to Blue alert shall only be performed should the situation at hand not be sufficiently contained through standard procedures. All departments shall assist in the addressing of potential threats to the vessel to ensure a swift return to standard operations. Regulations and Standard Operation Procedures shall still apply as standard, however additional privileges are permitted to assist in non-standard operations.&lt;br /&gt;
&lt;br /&gt;
Security personnel are permitted to wear arm and leg guards, as well as openly-carry weaponry. Random and locational searches are permitted with probable cause. Heads of Staff may refuse a locational search if it is within their department, a command-restricted location, or high-value storage.&lt;br /&gt;
&lt;br /&gt;
The camera-network, vital sensors, and maintenance system access restrictions are lowered. However, abuse of these systems may result in punitive action where deemed necessary by on-duty Security personnel. &lt;br /&gt;
&lt;br /&gt;
====Red Alert====&lt;br /&gt;
Red alert indicates a confirmed and immediate threat to the vessel, requiring all on-duty personnel to assist in the resolution of the situation. Elevation to Red alert requires a Captain-level decision, as well as the presence of two command personnel capable of swiping for alert level elevation at a keycard authentication terminal present within all Command offices. Elevation to Red alert necessitates a situation report to Central Command at the earliest reasonable time.&lt;br /&gt;
&lt;br /&gt;
Standard Operating Procedures and Regulations may be disregarded as necessary by Command personnel to appropriately address any threats to the vessel, subject to review as necessary following the conclusion of a Red alert.&lt;br /&gt;
&lt;br /&gt;
To assist in operations, all personnel are required to utilize Tau Ceti Basic on all radio channels, as well as the setting of suit sensors to maximum.&lt;br /&gt;
&lt;br /&gt;
====Delta Alert====&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[#Evacuation and Emergency Bluespace Jumps|Evacuation and Emergency Bluespace Jumps]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Delta alert indicates a situation in which the vessel may not be recovered. Due to sensitive equipment and data on-board the vessel, in inability to contain a given situation, the vessel will undergo scuttling operations. At this time, all personnel must evacuate the vessel. Command and Security personnel are permitted any action necessary to ensure the swift evacuation of the vessel. All Standard Procedures and Regulations may be disregarded.&lt;br /&gt;
&lt;br /&gt;
===External Partners===&lt;br /&gt;
Approved External Business Partners (&amp;quot;Merchants&amp;quot;) with a SCC merchant pass possess docking authorization from Central Command and are permitted to dock and conduct business with the vessel. Merchants are expected to comply with all vessel regulations and rules set by Command Staff while aboard the ship. A merchant has direct authority over their own vessel and may choose to provide or deny their services as they see fit. Merchants are authorized to carry a concealed weapon for purposes of personal defense while aboard the vessel, unless explicitly prohibited by Command Staff. Employees who purchase items from a merchant take full responsibility for the possession and legality of these purchases. The Security Department is neither responsible for nor authorized to confiscate wares aboard a merchant&#039;s vessel and may not charge or detain a merchant for the possession of wares that remain aboard that vessel. The Security Department may not enforce regulations aboard a docked merchant vessel, except for issues that arise between Stellar Corporate Conglomerate employees, or to neutralize an immediate hostile and violent threat to the vessel.&lt;br /&gt;
&lt;br /&gt;
===Off-Duty Crew===&lt;br /&gt;
Off-duty crewmembers and passengers on the working decks are not contracted to work or otherwise assume the role of any of the actively employed crew. Even if they work for the Stellar Corporate Conglomerate, promotion of off-duty crew or passengers to vessel ranks, except in the direst 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 news channel D-Notice, unless a Captain-level decision determines 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. 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;
===Non-Structural Alterations===&lt;br /&gt;
Non-structural or 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;
All on-duty personnel must wear appropriate attire such that the upper &#039;&#039;&#039;and&#039;&#039;&#039; lower body are adequately covered. Undergarments such as bras do not suffice, however clothing such as tank tops are sufficient. Failure to do so will result in i105 - Indecent Exposure.&lt;br /&gt;
&lt;br /&gt;
Exceptions are granted to vaurcesian employees and &#039;&#039;&#039;non-shell&#039;&#039;&#039; IPCs not within the security, medical, or command departments, who may wear gear harnesses without further clothing.&lt;br /&gt;
&lt;br /&gt;
Additionally, appropriate PPE must be utilized where necessary. Examples include the use of insulated gloves when modifying electrical equipment, or hard hats when modifying the ship hull.&lt;br /&gt;
&lt;br /&gt;
===Shuttle Use===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;See more: [[Guide to Piloting]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&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, Operations Manager, or an Executive Officer.&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;
===Shuttle Pre-Flight Safety Checks===&lt;br /&gt;
During standard operation, it is necessary to ensure all airlocks are properly sealed prior to take-off in any shuttle. These checks should be performed by a [[Hangar Technician]] if present, otherwise the pilot of the shuttle craft may perform the check. Failure to do so will be considered i206 - Neglect of Duty or, should damages occur, i221 - Gross Negligence.&lt;br /&gt;
&lt;br /&gt;
Proper pre-flight safety checks must include a visual sweep of the surrounding area to ensure it is free of hazards and personnel. Following this, a visual check of all airlocks must be performed. If an airlock is &#039;&#039;&#039;overridden&#039;&#039;&#039;, force either set of doors closed, or if additional systems are available to seal the atmosphere of the shuttle, such as airtight shutters, they should be enabled and confirmed to be active. After the surrounding area, airlocks, and additional systems have been visually checked, the inspecting crew member must announce that the shuttle is cleared for flight if they are not the pilot of the shuttle.&lt;br /&gt;
&lt;br /&gt;
===Horizon Weapons Systems===&lt;br /&gt;
The SCCV Horizon has been equipped with two 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 Chainlink as a whole.&lt;br /&gt;
&lt;br /&gt;
The Canary&#039;s weaponry may be used by the team lead on its away mission without command approval, but its use will be reviewed upon return to the Horizon. Misuse of any of the weapon systems are grounds for immediate termination.&lt;br /&gt;
&lt;br /&gt;
===Salvage Operations===&lt;br /&gt;
During standard operation, the Horizon may come across abandoned or wrecked vessels. Due to various contracts secured between the SCC and governments of visited regions, these vessels may be salvaged by crew under the following conditions:&lt;br /&gt;
&lt;br /&gt;
*The site is not inhabited or occupied.&lt;br /&gt;
*No local laws prohibit the salvage of that site.&lt;br /&gt;
*No other organization has previously claimed the site.&lt;br /&gt;
*No other department has claimed the site for other activities. Examples include:&lt;br /&gt;
**Archaeological exploration by the Science Department.&lt;br /&gt;
**Structural repair ordered by the Chief Engineer.&lt;br /&gt;
**Quarantine declared by the Chief Medical Officer.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise agreed upon with other organizations prior to a salvaging operation, such as Central Command or external partners, all equipment and materials salvaged from a site may be stored and used at the discretion of the Horizon.&lt;br /&gt;
&lt;br /&gt;
==Command==&lt;br /&gt;
===Prohibited Imagery===&lt;br /&gt;
The following list contains all organizations containing prohibited imagery and symbology. Any items displaying the imagery or symbology of an organization contained on this list may not, under any circumstances, be displayed by Command or Bridge personnel.&lt;br /&gt;
&lt;br /&gt;
*Emblems of [[Human Wildlands|&amp;quot;warlord states&amp;quot;]], including the &#039;&#039;&#039;Solarian Restoration Front&#039;&#039;&#039;, &#039;&#039;&#039;the League of Independent Corporate-Free Systems&#039;&#039;&#039;, &#039;&#039;&#039;the Free Solarian Fleets&#039;&#039;&#039;, &#039;&#039;&#039;the Southern Solarian Military District&#039;&#039;&#039;, and the &#039;&#039;&#039;Southern Fleet Administration&#039;&#039;&#039;; or&lt;br /&gt;
*Emblems of anti-corporate organizations such as the &#039;&#039;&#039;[[Himeo|United Syndicates of Himeo]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Democratic People&#039;s Republic of Adhomai|Adhomian Liberation Army]]&#039;&#039;&#039;, the &#039;&#039;&#039;[[Mictlan|&amp;quot;Founding Movement&amp;quot;, or the &amp;quot;Samaritans&amp;quot;]]&#039;&#039;&#039;; or&lt;br /&gt;
*Emblems of the group &#039;&#039;&#039;[[Unathi_Crime_And_Enforcement#The_Champions_of_Moghes|&amp;quot;Champion of Moghes&amp;quot;]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Uniform Regulations===&lt;br /&gt;
All Command and Bridge personnel must wear appropriate business or business casual clothing. Personnel may not dress in a manner that may lead to the misidentification as a member of their originating corporation or nation-state. All prohibited imagery or symbology may not be worn under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Acting Captain===&lt;br /&gt;
Should the Command staff be missing a captain, it is preferred that all members of the Command staff present 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 carries the authority of the captain and can conduct actions that would otherwise require the captain&#039;s approval. These actions require a Command vote to enact a captain-level decision. Command votes to enact a captain-level decision may &#039;&#039;&#039;not&#039;&#039;&#039; occur if a captain is present.&lt;br /&gt;
&lt;br /&gt;
All Heads of Staff can initiate a Command vote. This vote is considered a captain-level decision and thus carries the authority of the captain. A Command vote begins with one or more Heads of Staff declaring what the vote intends to do over the command radio. All Heads of Staff are expected to participate and vote yes, no, or verbally abstain (abstaining through inaction is not permitted). All command votes are majority-rules unless stated otherwise. In the event the command vote ends in a tie, the vote automatically fails. Any votes taken against another Head of Staff will see the implicated party automatically abstained from voting. Additionally, Command staff who have been formally detained under orders of the Head of Security will be unable to vote until they have been released and allowed to reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, the Command staff may vote to appoint an Acting Captain among the Command staff. This is a standard Command-level vote only requiring a majority in favor. In the event a Head of Staff is elevated to Captainship, Central Command should be informed immediately as the situation allows. Once standard operation is resumed, and any non-standard situations have been resolved, the Acting Captain must resign captainship and reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
===Captain Authority===&lt;br /&gt;
The vessel&#039;s assigned Captain has full authority over the operation of the vessel and the attached shuttles. They are authorized to shut down departments at their discretion, reassign crew members, issue direct orders to all crew members of the ship, and take actions within reason that may violate regulations in non-standard situations.&lt;br /&gt;
&lt;br /&gt;
The captain is trusted to act in the best interests of the company, crew, and vessel they are assigned to. Any complaints or concerns over the captain&#039;s decisions should be addressed after their orders have been carried out, and after the situation that prompted those orders has been resolved.&lt;br /&gt;
&lt;br /&gt;
===Command Staff===&lt;br /&gt;
During standard operation, all Departmental Heads of Staff are equal under the command of the captain present onboard the vessel. Should a department find itself lacking a Head of Staff, the Captain is able to either assume direct supervision of the department or otherwise appoint a senior crew member to fill the missing role through the procedure for [[#Interim Command Staff|Interim Heads of Staff]].&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;
===Interim Command Staff===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[Chain_of_Command#Interim_Heads_of_Staff|Chain of Command]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During standard operation, departments lacking a Head of Staff may have a senior crew member elevated into an Interim Head of Staff position by the Captain, Acting Captain, or Executive Officer. They inherit equal responsibility and power to a normal Head of Staff, with the exception of votes of no confidence to which an Interim Head of Staff may not start or participate in. During the selection of an Interim Head of Staff, considerations for SCC standards should be applied, regardless of whether it may exclude potential options for Interim. In the event of a crew member being elevated into an interim position, a promotion form should be completed.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, restrictions and considerations on an Interim Head of Staff may be ignored, with exception of vaurcesian employees who may not be elevated under any circumstance. However, all Interim Heads of Staff that do not otherwise fit SCC standards must be demoted to their standard position immediately following the conclusion of non-standard operations.&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 section may be overridden by a captain if required.&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;
===Departmental Funds===&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;
===Evacuation and Emergency Bluespace Jumps===&lt;br /&gt;
During extreme non-standard operation, evacuation or emergency bluespace jump orders may be used when the Horizon is placed in a situation that threatens the destruction of the vessel or her crew. Emergency bluespace jumps are the preferred order, with evacuations remaining a last resort that may coincide with [[#Delta Alert|Delta Alert]].&lt;br /&gt;
&lt;br /&gt;
An evacuation or emergency bluespace jump order may only be enacted by a captain or &#039;&#039;&#039;unanimous&#039;&#039;&#039; Command-level vote. Central Command &#039;&#039;&#039;must&#039;&#039;&#039; be notified of the order along with a brief reasoning before the order has been completed. In the event of an evacuation, all sensitive information, materials, and equipment must either be destroyed or secured with the evacuating crew.&lt;br /&gt;
&lt;br /&gt;
===Incident Management===&lt;br /&gt;
During non-standard operation, 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 a significant incident is arising that could affect standard operations of the vessel or cause significant damage to crew or property, it is expected that (when possible) all on board personnel are provided with the following information:&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;
===Faxes===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[Guide to Faxes]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Command and Command-support personnel may be required, from time to time, to fax an external organization. These communications must follow given standards as necessary for the correct routing and swift processing of communications.&lt;br /&gt;
&lt;br /&gt;
All Command personnel are permitted to seek guidance from Central Command as necessary during vessel operations. However, at no point may any personnel halt, delay, or otherwise disrupt operations pending return communication from Central Command. &lt;br /&gt;
&lt;br /&gt;
====Internal Routed Faxes====&lt;br /&gt;
All communications routing within the Stellar Corporate Conglomerate network, including Central Command or affiliate-corporations, shall use internal SCC routing. These communications must utilize standardized forms appropriate for a given communication. All fields, with exception of index, must be filled. Tau Ceti Basic is to be utilized except for signatures. Stamps, where necessary, must be provided. Failure to abide by these guidelines may result in the misrouting or rejection of a sent communication. The following is a guideline for standard fax forms:&lt;br /&gt;
&lt;br /&gt;
*General Fax: To be utilized for standard, non-urgent communications. This is the standard form for non-critical updates, personnel alterations such as suspensions, budget use for bonuses, and other miscellaneous communications.&lt;br /&gt;
&lt;br /&gt;
*Situation Report: To be utilized for high-urgency, immediate-attention communication with Central Command. This is the standard form for all non-standard situation reports.&lt;br /&gt;
&lt;br /&gt;
*Secondary Forms: Secondary forms (such as security reports, forensics reports, medical reports, or any other document) that are to be sent to Central Command should be attached to any of the above as required, and not sent on their own.&lt;br /&gt;
&lt;br /&gt;
====External Routed Faxes====&lt;br /&gt;
All communications routed to non-SCC entities, such as a government or an independent organization. These communications have no standard guidelines, and as such may be performed as necessary.&lt;br /&gt;
&lt;br /&gt;
==Science==&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;
==Operations==&lt;br /&gt;
===Warehouse Contents===&lt;br /&gt;
The operations department is expected to store and distribute warehouse supplies to the vessel&#039;s departments as deemed appropriate. The stock of the vessels warehouse is not to be regarded as contraband if it remains in the warehouse or is being transported to an appropriate destination.&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
===Vessel Modifications===&lt;br /&gt;
All non-structural forms of modification, optimization, or upgrades to vessel equipment are permitted so long as the modifying engineer is qualified and has obtained written permission of all staff resident to the department in question. Large-scale structural modifications or additions require written and stamped consent from either the Chief Engineer, the Captain, or (in the absence of both) a delegated representative of Command staff.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
===Warden Authority===&lt;br /&gt;
The Warden&#039;s authority is limited to the brig and detainees and does not extend to the Security department or its personnel. Additionally, the Warden is not a de facto interim Head of Security in the absence of a Head of Security, unless promoted to that position by command staff.&lt;br /&gt;
&lt;br /&gt;
With sufficient cause, the Warden is authorized to independently issue arrest and search warrants. This authority is subject to command staff review.&lt;br /&gt;
&lt;br /&gt;
===Processing Time===&lt;br /&gt;
Personnel detained by Security are expected to be processed in a timely manner. Because a detainee&#039;s brig sentence begins after processing is completed, excessive processing times may result in the Warden or handling Security Officers being liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
===Uniform Regulation===&lt;br /&gt;
On-duty security officers and wardens are required to wear the standard uniform provided by their employer or maintain business casual 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;
On-duty investigative personnel are required to maintain business casual attire, regardless of colour. Casual wear is not permitted. If the personnel is not immediately identifiable as security, a badge must be worn at the hip or on the outer layer of clothing for ease of identification.&lt;br /&gt;
&lt;br /&gt;
Footwear for on-duty security personnel must be business casual or boots and must be closed toe. Unathi and Tajara personnel may wear open toe boots, and Diona personnel are not required to wear footwear. &lt;br /&gt;
&lt;br /&gt;
===Cadetship===&lt;br /&gt;
Investigative personnel are not required to complete a cadetship prior to beginning department duties. Any investigative personnel not having completed a cadetship may not perform the detainment of any crew. Those investigative personnel having completed a cadetship must display this within relevant records, and may perform the detainment of crew only where a Security Officer is not available to perform the same.&lt;br /&gt;
&lt;br /&gt;
===Use of Force===&lt;br /&gt;
During standard operation, the application of force by Security personnel in response to a given situation should follow the ‘one step above’ concept, wherein the force applied is one level above that of the target. For example, unarmed individuals would call on the use of pepperspray or stun batons. Those equipped with a melee weapon would call on the use of a firearm. &lt;br /&gt;
&lt;br /&gt;
It is expected for all Security personnel, notably the Head of Security, to participate in the determination of what forms of force are applicable in a given situation. However, the determination of adequate use of force shall not impede the security of the vessel and crew.&lt;br /&gt;
&lt;br /&gt;
Failure to utilize adequate use of force will result in i117 - Excessive use of force in detainment.&lt;br /&gt;
&lt;br /&gt;
===Responding===&lt;br /&gt;
Upon arriving at the scene, the security officer 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;
===Searches===&lt;br /&gt;
During standard operation, all individuals on the vessel are affording protections against unnecessary searches. These protections are waived in the following cases:&lt;br /&gt;
*The ship is on [[Guide to Alert Levels|Blue, Red, or Delta alert]].&lt;br /&gt;
*A search warrant has been authorized.&lt;br /&gt;
*The search is initiated within the two pre-designated checkpoint areas.&lt;br /&gt;
*The search is initiated at an improvised checkpoint area with Head of Security or Captain-level approval.&lt;br /&gt;
&lt;br /&gt;
The procedure for initiating a search is as follows:&lt;br /&gt;
*The intent to search an individual is announced by an authorized Security Officer, Warden, or Head of Security.&lt;br /&gt;
*The authorized search warrant is presented if applicable.&lt;br /&gt;
*Select storage spaces on the individual are searched according to type of search:&lt;br /&gt;
**Checkpoint searches are limited to jackets, bags, and any containers within those articles.&lt;br /&gt;
**All other searches are permitted to search all storage spaces on an individual.&lt;br /&gt;
*Outstanding items identified as [[Guide to Contraband|contraband]] must be removed and bagged as evidence.&lt;br /&gt;
*All other items are returned to the individual.&lt;br /&gt;
*Should detainment be required, follow the procedure on [[#Arrest|arrests]].&lt;br /&gt;
&lt;br /&gt;
===Arrest===&lt;br /&gt;
During standard operation, an authorized warrant is required to carry out an arrest. Authorization can be provided from a Captain-level decision, Head of Security, or Warden. The requirement for a warrant prior to arrest is waived in the following cases:&lt;br /&gt;
*The ship is on [[Guide to Alert Levels|Blue, Red, or Delta alert]].&lt;br /&gt;
*The member of Security directly witnesses the crime.&lt;br /&gt;
*It can be reasonably concluded that failure to act will pose an immediate danger to the crew and/or vessel.&lt;br /&gt;
Proceed as follows during the event of detainment:&lt;br /&gt;
*Announce intention to arrest and charges vocally. Present authorized warrant if applicable.&lt;br /&gt;
*Request the suspect surrender peaceably&lt;br /&gt;
*If suspect resists, attempt to handcuff. Verbal disagreement or swearing is &#039;&#039;&#039;not&#039;&#039;&#039; resisting. Verbal threats of violence, damage, or death &#039;&#039;&#039;are&#039;&#039;&#039; considered resisting arrest.&lt;br /&gt;
*If suspects fight back or run, apply needed force to cease flight and detain suspect. A charge of resisting arrest should be applied in this case.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
For witnessed major/violent crime:&lt;br /&gt;
*Immediately attempt detainment of suspect, with charges read out when suspect is secured.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
===Processing===&lt;br /&gt;
*Ensure Warden is aware of incoming prisoner.&lt;br /&gt;
*Bring prisoner to processing/booking room. Leave secured if violent/repeat offender. &lt;br /&gt;
*Check prisoner’s pockets (coat/jumpsuit), pack, and any containers within pack.&lt;br /&gt;
*Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to person or respective department.&lt;br /&gt;
*Inform the prisoners superior of the arrest.&lt;br /&gt;
*Proceed to ‘Jailing’.&lt;br /&gt;
&lt;br /&gt;
===Questioning===&lt;br /&gt;
*Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in-depth investigations.&lt;br /&gt;
*The Investigative team should get preference in questioning a suspect unless there&#039;s a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it&#039;s always good to ask.&lt;br /&gt;
*If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).&lt;br /&gt;
*Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.&lt;br /&gt;
*If person remains uncooperative, make note of this. Seek advice from your Head of Security.&lt;br /&gt;
&lt;br /&gt;
===Jailing===&lt;br /&gt;
*Move prisoner to appropriate cell. &lt;br /&gt;
*Place personal items the prisoner was deemed able to keep upon release in cell locker.&lt;br /&gt;
*Set cell timer to appropriate time and secure cell.&lt;br /&gt;
*Remove handcuffs from prisoner’s person within secure cell if able to do so without severe risk to own wellbeing.&lt;br /&gt;
*Ensure records are properly updated to reflect prisoner’s crimes/status.&lt;br /&gt;
&lt;br /&gt;
===Autopsies===&lt;br /&gt;
*All autopsies should be conducted by investigations within the autopsy room. If no investigators are present, the cadaver should be stored until one arrives.&lt;br /&gt;
*More steps outlining autopsies can be found [[Guide to Cadavers | here.]]&lt;br /&gt;
*Once the autopsy is completed, if the deceased was an employee aboard the SCCV Horizon, the cadaver should be remanded to medical so that they may carry out any potential [[#Post Mortem Wishes | post-mortem wishes.]]&lt;br /&gt;
&lt;br /&gt;
==Medical==&lt;br /&gt;
===Do not Borgify ===&lt;br /&gt;
Personnel with a Do Not Borgify order are NOT to be borgified. Failure to heed these orders is considered malpractice by law and will be treated as such.&lt;br /&gt;
&lt;br /&gt;
===Paramedic Helmet===&lt;br /&gt;
Paramedics are to use their helmet on the same basis as security: on code blue and above, and in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
===Postmortem 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. Postmortem 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;
===Medical Uniform Regulations===&lt;br /&gt;
On-duty medical personnel whose duties include &#039;&#039;&#039;direct patient care&#039;&#039;&#039; are required to wear the standard uniform provided by their employer or maintain a business attire preferably (but not required) in the colours of their corporation. Footwear must be professional and closed toe, with exception to Unathi medical personnel who may wear open toe shoes and Dionae medical personnel who may wear no footwear.&lt;br /&gt;
&lt;br /&gt;
Casual wear, inappropriate footwear, shorts not issued with a uniform, and skirts of any kind are not allowed. Paramedics are required to be immediately and easily identifiable as Medical personnel.&lt;br /&gt;
&lt;br /&gt;
====Operating Rooms====&lt;br /&gt;
For patient safety and infection control, OR&#039;s are held to a higher standard. Scrubs or a protective sterile surgical apron completely covering clothing underneath. Full PPE, including masks for employees who breathe and sterile gloves. Remember to wash your hands!&lt;br /&gt;
&lt;br /&gt;
Employees entering for brief periods are only required the use of sterile gloves and masks. These employees may not come into contact with a patient undergoing an operation.&lt;br /&gt;
&lt;br /&gt;
Tajara surgical personnel should be garbed in full body sterile drapes for infection prevention.&lt;br /&gt;
&lt;br /&gt;
Shorts provided by PMCG-issued uniforms may &#039;&#039;&#039;NOT&#039;&#039;&#039; be used within the Operating Rooms.&lt;br /&gt;
&lt;br /&gt;
Personnel failing to meet these requirements for the medical department are in violation of failing to execute an order.&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
===AI Monitoring===&lt;br /&gt;
The AI only has to monitor the following secure areas:&lt;br /&gt;
*Armory&lt;br /&gt;
*SAT (The big nuke room)&lt;br /&gt;
*Telecommunications&lt;br /&gt;
*The Vault&lt;br /&gt;
*Command areas (Bridge, head of staff offices, etc.)&lt;br /&gt;
*Secure Storage&lt;br /&gt;
*Research Storage&lt;br /&gt;
*Research Server Room&lt;br /&gt;
*Engine Room (Supermatter specifically, INDRA if it is running)&lt;br /&gt;
*AI Core and AI Upload&lt;br /&gt;
&lt;br /&gt;
===Access to the AI===&lt;br /&gt;
In order to access the AI upload or the AI core a Captain-level decision is required. All command staff must be informed of the decision.&lt;br /&gt;
&lt;br /&gt;
The AI may have its laws altered or reset via a Captain-level decision. This action may be performed by an Operations Manager, qualified Head of Staff, or a Machinist under Command supervision.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=39519</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=39519"/>
		<updated>2026-06-01T13:56:57Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Mechanics */ New Rebalance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. sapiens&lt;br /&gt;
 |Image = OldTajara.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = [[Adhomai]]&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajr, Nal&#039;rasan, Ya&#039;ssa, Delvahhi&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai,&lt;br /&gt;
 &lt;br /&gt;
Democratic People&#039;s Republic of Adhomai,&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{TOC_Hidden}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (direct plural: Tajara – Tah-jaw-rah both singular and multiple) (adjective: Tajaran - Tah-jaw-ran) are a race of humanoids that possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades, and padded, digitigrade feet. Tajaran history and society is deeply entrenched in the conflict between its caste system and ruling governments. The species currently finds itself involved in a cold war between the three powers that control its homeworld, Adhomai.&lt;br /&gt;
&lt;br /&gt;
To play as Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
Since the end of the First Revolution, Tajara have proven themselves to be capable workers to the megacorporations of the galaxy. In the years since, some of these Tajara demonstrated competent leadership and were hired into various command positions in their company of choice. To be a Tajaran head of staff in a human- and skrell-dominated space is to have dozens of eyes on you at once. Oftentimes, these Tajara face heavier criticism, are given lower wages and fewer benefits, and still face discrimination from their peers. Severe pressure is put onto them to meet a degree of excellence higher than what would be expected for a human. The vast majority of Tajaran heads of staff, especially within NanoTrasen, remain PRA citizens. Due to their close ties to NT and being of higher diplomatic standing, megacorporations prefer to promote Republican citizens over their counterparts. The NKA opening their doors to interested companies following the armistice has made it easier for their supporters to be promoted or re-promoted; however, these types are rare. The NKA’s technological backwardness is viewed as a major detriment for leadership roles and is a given reason for why a citizen would be passed over. The DPRA’s citizens, unsurprisingly, are incredibly unpopular for a promotion choice. The nation’s xenophobic and anti-corporate attitude is well known to megacorporations, so any citizen of the DPRA who manages to become promoted is subject to yearly interviews and background checks. Any sign of a connection to radical elements means a demotion, if not a firing. &lt;br /&gt;
&lt;br /&gt;
To date, there is yet to be any Tajara in a meaningful place of power within a megacorporation. &lt;br /&gt;
&lt;br /&gt;
Hharar and Njarir’Akhran can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* Corporate Liason&lt;br /&gt;
&lt;br /&gt;
M&#039;sai can be the following Heads of Staff:&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan can be the following Heads of Staff:&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Biesellite Consular Officer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajara can speak a number of unique languages, such as: &lt;br /&gt;
:- Siik&#039;Maas. Use this in-game by typing say ,j&lt;br /&gt;
:- Siik&#039;Tajr. Use this in-game by typing say ,w&lt;br /&gt;
:- Ya&#039;ssa. Use this in-game by typing say ,r&lt;br /&gt;
:- Nal&#039;rasan. Only available to M&#039;sai Tajara, use this in-game by typing say ,i&lt;br /&gt;
:- Delvahhi. Only available to Zhan-Khazan Tajara, use this in-game by typing say ,n&lt;br /&gt;
* All Tajara have claws and scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajara are faster but take extra brute damage.&lt;br /&gt;
* Tajara can see much better in the dark than humans. This is possible by using a verb in-game, but that makes them vulnerable to flashes.&lt;br /&gt;
* Tajara can extend their vision while standing still. This is possible by using a verb in-game.&lt;br /&gt;
* Tajara have superior hearing, allowing them to listen intently. This provides messages on nearby machinery, explosions, and allows Tajara to hear whispered messages from further away. This is possible using a verb in-game.&lt;br /&gt;
* Tajara are less vulnerable to harm from the cold due to their fur but more vulnerable to harm from heat.&lt;br /&gt;
* Tajara cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear voidsuits and voidsuits helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as regular space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajara have a higher nutrition and hydration threshold and process reagents slightly slower.&lt;br /&gt;
* Tajara have a set of organs adapted to the life on Adhomai, with some differences in regard to function and form.&lt;br /&gt;
* Due to a long history of combined selective breeding and cultural factors, different Tajaran races have different physical qualities and attributes as well as levels of education. Visit the physiology sections of the [[Tajaran Ethnicities]] page for information about their differences.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Tajara_Child.png|thumb|A Tajaran mother with her child.]]&lt;br /&gt;
To the average human, the Tajara share many similarities with Earth&#039;s felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajara are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat efficiently. There are only a handful of areas where fur is not present, those being on the palm of their hands, the soles of their feet, and a number of various orifices as well as a small area around their eyes. Tajara have nictitating membranes, a transparent eyelid layer that assists in preventing snow blindness and keeping their eyes moist against the wind.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, the fur around a Tajara&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look, not unlike a terran lion. This hair tends to be much stronger and a great deal wirier than the rest of the fur on a Tajara&#039;s body. Some Tajara tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots, and most conceivable combinations have been recorded by scientists both Tajaran and human. A male Tajara is somewhere between 150 cm and 185 cm in height, while the mean body mass is between 65 kg and 100 kg. Females tend to range between 150 cm and 175 cm in height, with their own weight somewhere around 45 kg to 85kg. As such, both their body weight and height are roughly comparable to the average human. Height depends on a Tajara&#039;s ethnicity. Njarir&#039;akhran were bred to be taller, M&#039;sai are a more middle height, Hharar are typically shorter or of middle height, and Zhan-Khazan are usually the tallest of the races.  Any Tajara who falls out of this range is unusually tall or short which typically stems from a medical condition. A Tajaran fetus only takes six months to mature, and Tajaran children likewise mature rapidly, reaching the full extent of their growth by 15 or 16. This rapid maturation has a profound effect on the lifespan of Tajara, as only with modern medicine have Tajara reached ages above 70, with the oldest living Tajara being 84 years old. Most Tajara retire at age 60 when they are too old to work in any capacity.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
&#039;&#039;For information about the ethnicities, their traits, and their cultures: see [[Tajaran Ethnicities]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are four races of Tajara: the Hharar, the Zhan-Khazan, the Njarir’Akhran, and the M&#039;sai. Each race has a common role that they play in a society to which their biological inclinations make them more suited, as well as their own cultures which have formed from long histories of performing these roles in society. Tajara heavily stereotype each other based on race which is often a cause for conflict. As a result of these differences, there is a lot of racial tension between these various types of Tajara which was further exacerbated by differences in socioeconomic classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hharar:&#039;&#039;&#039; the first Tajaran ethnicity that Humanity came in contact with is generally viewed as the &#039;typical Tajara&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were. Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. The Hharar are the stereotypical &#039;worker&#039; Tajara, commonly described as loyal employees who are passionate and not afraid to voice their opinions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan-Khazan:&#039;&#039;&#039; the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than other Tajara. Featuring more toned, muscular bodies, thicker fur coats, and heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. Due to their status as laborer they suffer discrimination and are usually regarded as less intelligent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M&#039;sai:&#039;&#039;&#039; the third most populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajara and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. They are very loyal to their friends and family but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with a vision adapted to compensate for the heavy blizzards that plague their home planet. They are also great survivalists and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Njarir’Akhran:&#039;&#039;&#039; the ethnic group that made up the majority of the plutocracy before the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population. Easily identifiable by their large ears, fluffy tails, luxurious fur, and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coloration ===&lt;br /&gt;
Fur color is the most noticeable aspect of a Tajara. It acts as a natural camouflage and is the most visible difference between the ethnicities. Ancient history saw these fur colors appear in certain regions of Adhomai, however over millennia of migration, marriage, and modern travel, every coloration of fur can be seen across Adhomai and now the Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These fur colors are suggestions and guidelines. Any one Tajara could have a variation of the colors shown, whether it be lighter or darker.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Hharar:====&lt;br /&gt;
Hharar fur coloration traces back to the proto-Hharar peoples of Southern Ras&#039;nrr. The forests between the Rhazar and Khazan mountains alongside the fertile soil allowed for the invention of farming, and later the formation of Adhomai’s first civilizations. The Hharar people evolved to feature brown fur colorations due to the numerous woods they lived in.&lt;br /&gt;
|[[File:H_BeaverBrown.png|300px|left|thumb|Beaver Brown (RGB 159, 139, 112 / Hex #9f8b70)]]&lt;br /&gt;
|[[File:H_Kochiba.png|300px|left|thumb|Kochiba (RGB 107, 68, 35 / Hex #6b4423)]]&lt;br /&gt;
|[[File:H_Taupe.png|300px|left|thumb|Taupe (RGB 72, 60, 50 / Hex #483c32)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prairie Brown&#039;&#039;&#039;&lt;br /&gt;
Being the most common coloration of Hharar fur, Prairie Brown was once associated with the numerous Hharar working the fields across Ras’nrr. Despite this association, it is not considered the oldest fur coloration, instead being a variation that occured in those living among the fields of the warmer prairies of the Ras’nrr Heartlands.&lt;br /&gt;
| &#039;&#039;&#039;Azumah Wood&#039;&#039;&#039;&lt;br /&gt;
This fur color dates far older than the name it is associated with. Once referred to as simply “Summer Brown”, the name Azumah Wood became widespread following the massive success of a logging company in the Azumah lake region during the Steeple Peace. The wood products were advertised and sold with the image of a kochiba furred logger chopping down “Azumah grade” trees. The logging company has since then gone defunct, being known only as the source of a strange origin for the term.&lt;br /&gt;
| &#039;&#039;&#039;Harbor Brown&#039;&#039;&#039;&lt;br /&gt;
Harbor Brown carries the title of being the oldest known fur coloration among Hharar, having been the predominant coloration amongst the proto-Hharar of the Southern Ras’nrr region. However, in modern times it has been titled after the numerous harbor workers found across Adhomai, even if they no longer are a majority of sailors.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Zhan-Khazan:====&lt;br /&gt;
Zhan fur colorations are the result of a long history of mountain tribes. Even during winter seasons, the darker fur colorations permitted better camouflage with the rocky terrain of the Ras’nrr mountains.&lt;br /&gt;
|[[File:ZK_BlueGrey.png|300px|thumb|left|Blue-Grey (RGB 34, 37, 50 / Hex #222532)]]&lt;br /&gt;
|[[File:ZK_DarkGrey.png|300px|thumb|left|Dark Gray (RGB 30, 30, 30 / Hex #1e1e1e)]]&lt;br /&gt;
|[[File:ZK_Chocolate.png|300px|thumb|left|Chocolate (RGB 94, 38, 18 / Hex #5e2612)]]&lt;br /&gt;
|[[File:ZK_Black.png|300px|thumb|left|Black (RGB 0, 0, 0 / Hex #000000)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rhazar Fog&#039;&#039;&#039;&lt;br /&gt;
During Sil’nryy-aysaif, the foot of the Rhazar mountains are commonly blanketed in a thick fog. The rare blue coloration of this fog became closely associated with the local Zhan population who shared a similar fur color with that of the mountain rock. Regardless, the fur coloration took on the name of the far more popular fog than the relatively mundane mountain rock.&lt;br /&gt;
| &#039;&#039;&#039;Khazan Rock Grey&#039;&#039;&#039;&lt;br /&gt;
The proto-Zhan-Khazan people were infamously put down during the Incarnate Dominion. The majority featured a dark-grey fur that became synonymous with the Zhan tribes of the Khazan mountains that the ethnicity, and fur, are now named after.&lt;br /&gt;
| &#039;&#039;&#039;Nraz’i Mud&#039;&#039;&#039;&lt;br /&gt;
Of the Zhan tribes, those in the Nraz’i mountains enjoyed the warmest winters. The hinterlands of the Sum’add coast become a muddy mess when the snow melt of the Nraz’i mountains washes onto the thawed soil. The fur color common of the region’s Zhan tribes became associated with the mud, then taking the name it has now.&lt;br /&gt;
| &#039;&#039;&#039;Cavern Black&#039;&#039;&#039;&lt;br /&gt;
Caves formed a natural home for the first Zhan’khazan to settle within. These served as strong homes and fortresses alike for the ancient peoples. It is not believed that these conditions resulted in the dark coloration being prevalent among the Zhan, despite old tales claiming such. This uncommon coloration originated from the southern Rhazkjara mountains.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Njarir&#039;Akhran:====&lt;br /&gt;
Njarir fur colorations are the results of the extensive eugenics programs employed by the Adhomian nobilities. Through decades of careful merging of M’sai and Hharar bloodlines, along with high amounts of inbreeding, Njarir now feature the flashiest fur colors among Tajara. Despite the inherent nature of genetics, reputations for different fur colorations have taken root among noble circles even following the revolutions.&lt;br /&gt;
|[[File:NA_Orange.png|300px|thumb|left|Orange (RGB 238, 64, 0 / Hex #ee4000))]]&lt;br /&gt;
|[[File:NA_Cinammon.png|300px|thumb|left|Cinnamon (RGB 160, 82, 45 / Hex #a0522d)]]&lt;br /&gt;
|[[File:NA_Ruddy.png|300px|thumb|left|Ruddy (RGB 138, 54, 15 / Hex #8a360f)]]&lt;br /&gt;
|[[File:NA_Cream.png|300px|thumb|left|Cream (RGB 205, 175, 149 / Hex #cdaf95)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Steeple Light&#039;&#039;&#039;&lt;br /&gt;
Seen as the ultimate fur coloration produced by the infamous eugenics programs, Steeple Light gained its name after a Rasn’rr emperor of the early Steeple Peace declared his fur, a bright orange, to be the manifestation of S’rendarr’s light. Some esoteric circles in the New Kingdom have adopted this belief upon its rediscovery. While the emperor’s name was lost to the books burned in the First Revolution, his declaration remains as the name of this fur coloration.  It is a highly sought after coloration among nobles. &lt;br /&gt;
| &#039;&#039;&#039;Hadii Red&#039;&#039;&#039;&lt;br /&gt;
Once a mundane coloration, Hadii Red has become an intimidating presence following the rise of the Hadii Dynasty. The vast majority of the family has some variation of this fur, with many rumors claiming they place great effort and care that the coloration is maintained in their offspring. It is an uncommon joke for Njarir who have this fur to say that they’re secretly a Hadii.&lt;br /&gt;
| &#039;&#039;&#039;Ras’val Royal&#039;&#039;&#039;&lt;br /&gt;
Many of the noble families who came to rule the regions surrounding the Ras’val sea featured the ruddy coloration of what is now known as Ras’val Royal. While previously considered the coloration of middling nobles, the rise of the Azunja family to the head of the New Kingdom has led to the coloration being perceived as the height of royalty.&lt;br /&gt;
| &#039;&#039;&#039;Half-Knuckle White&#039;&#039;&#039;&lt;br /&gt;
This fur color was common among lower nobility across Adhomai during the Steeple peace. The term Half-Knuckle White was coined as a slur against those nobles who were seen as fraternizing too much with their enforcers resulting in a “washed out” fur color. Genetic research shows that these claims had little backing, but this has yet to make an effect on the thoroughly cemented name.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====M&#039;sai:====&lt;br /&gt;
M’sai fur is the result of the behaviors of proto-M’sai. Having been a nomadic people of the open prairies in Ras’nrr, the light fur color was often the only way Tajaran hunters were capable of hiding or blending into the environment.&lt;br /&gt;
|[[File:M_White.png|300px|thumb|left|White (RGB 238, 223, 204 / Hex #eedfcc)]]&lt;br /&gt;
|[[File:M_Ivory.png|300px|thumb|left|Ivory (RGB 205, 205, 192 / Hex #cdcdc0)]]&lt;br /&gt;
|[[File:M_Wheat.png|300px|thumb|left|Wheat (RGB 205, 186, 150 / Hex #cdba96)]]&lt;br /&gt;
|[[File:M_Silver.png|300px|thumb|left|Silver (RGB 192, 192, 192 / Hex #c0c0c0)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zarragh Washoff&#039;&#039;&#039;&lt;br /&gt;
Considered the most recent evolution of fur color, Zarragh Washoff garnered its name in the Zarr’jirah mountains. The lake-effect snow of the northern lake gained the name “washoff” due to how the new layers of snow would conceal rock and dirt chips on older snow, making the mountains easier to blend into.&lt;br /&gt;
| &#039;&#039;&#039;Field Snow&#039;&#039;&#039;&lt;br /&gt;
Field Snow is arguably the most common fur coloration amongst M’sai. Characteristic of the proto-M’sai hailing from the fields of the Nraz’i basin, upon the arrival of the nomadic tribes to Souther Ras&#039;nrr the native proto-Hharar began to refer to their coloration as “Field Snow” after the coloration of fresh snow on the Ras’nrr prairies.&lt;br /&gt;
| &#039;&#039;&#039;Fatshouter White&#039;&#039;&#039;&lt;br /&gt;
Named after the coloration of fatshouter milk before processing, this coloration has dubious origins. Written history on much of the proto-m’sai peoples were sparse, however prevailing research suggests Fatshouter white primarily comes from those M’sai nomads from the inner western coast of the Nraz’i basin.&lt;br /&gt;
| &#039;&#039;&#039;Enforcer Silver&#039;&#039;&#039;&lt;br /&gt;
Being the second most common fur coloration of the M’sai people, Enforcer Silver garnered its name through association with the dreaded noble enforcers of history. The name was reinforced in older times when many noble families began to stamp enforcer insignias in silver, which often came close to the fur color of many M’sai who wore them.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tajaran Evolution===&lt;br /&gt;
The Tajara evolved as a predatory species upon their home planet of Adhomai, and as a result, they have a pair of fairly large, well-developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. This allows for a considerable degree of low light vision, however, they have a thin reflective layer that has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
&lt;br /&gt;
The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle but has since evolved and shifted towards a more omnivorous role. Tajara have sharp, needle-like teeth in the front of their jaw which is quite clearly geared to tear meat; the further along the jawline one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Evolutionary biologists believe that predecessors to modern Tajara had rough tongues with few taste buds to facilitate eating raw meat. The contemporary species has evolved out of this a long time ago in conjunction with becoming omnivorous, and so they now have softer tongues with a full sense of taste. Atop their heads, Tajara have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
&lt;br /&gt;
===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajara employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end to allow easy usage of standard human-based technology. This is a task that Tajara tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around 1-2 centimeters.&lt;br /&gt;
[[File:Cats.png|400px|thumb|right|An artist sketch of Tajaran dimorphism, builds, and general stance.]]&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty-six and forty-eight hours, with a subsequent twenty to twenty-eight hours of sleep. Normally, the waking period is spotted with three to four fifteen-minute naps to keep the Tajara refreshed and alert. This is universal in all worlds with Tajaran living upon them. Tajara are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid, and disoriented until their circadian rhythm is righted.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Build===&lt;br /&gt;
Compared to most other known species, the Tajaran body is designed to be more flexible, lithe, and slender despite its thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajara are sexually dimorphic; females have more elongated muzzles, shorter ears, and more petite forms. Their distribution of body fat is entirely different from that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for the young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
&lt;br /&gt;
Tajara are built for extremely low-temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajara dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajara resign themselves to thin clothing. Those who find themselves confined to bio-suit or radiation suit for extended periods of time end up feeling extremely uncomfortable.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;See also: [[Tajaran History]]&#039;&#039;&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
&lt;br /&gt;
For as long as Tajara care to remember, Adhomai had always been under the rule of the nobility. The oldest historical text that exists in Tajaran possession dates back at least three thousand years and talks about the presence of nobles. Many historians agree that the trend of blood rule is more deeply-rooted in Tajaran existence than was before considered.&lt;br /&gt;
&lt;br /&gt;
The ancient past of the Tajara is poorly documented and historical texts are rare; meticulous combing and destruction of educational material by millennia of harsh rule resulted in the total atrophy of most scientific arts in Tajaran society. Little is known about Tajara civilization before &#039;&#039;&#039;1500 BCE&#039;&#039;&#039; Galactic Standard Time.&lt;br /&gt;
&lt;br /&gt;
The earliest form of government were local monarchies supported by religious authorities; the ruler and their families were considered of divine origin. Most of the settlements were similar to rural fiefs, with the population working for those dynasties in trade of their protection. Urban centers started to appear around places of worship. Peasants had little to no rights, and all dissidence was met harshly and fatally at the hands of the Nobles&#039; Enforcers - trained agents (commonly of M&#039;sai descent) who fought for the nobility of Adhomai in exchange for relative freedom. These Tajaran enforcers kept the peasants of Adhomai&#039;s lands repressed and powerless through shock and terror.&lt;br /&gt;
&lt;br /&gt;
What is known for sure, however, is that tension and violence had slowly been increasing over hundreds of years between the populace and their fellow noble families. &lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
&lt;br /&gt;
Tajara historians believe that global violence spilled out across the planet between the kingdoms and the other scattered noble families in &#039;&#039;&#039;80 CE&#039;&#039;&#039;. Those states clashed and either pitted their followers against one another. The noble leaders continued to fight and inter-marry until the ruling families had become exclusively &#039;&#039;&#039;Njarir’Akhran&#039;&#039;&#039;. Over time, the nobility slowly began to lose their religious inclination, adopting more traditional civil institutions and a relaxation of the church&#039;s control which gave way to state control. Religious worship of the noble families had been dropping steadily in conjunction with their lower influence on the other nobility. It was during this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to human contact.&lt;br /&gt;
&lt;br /&gt;
Even with technological and governmental advances, the Adhomian society was stuck with its old feudal system. The tension between the nobility and the peasantry increased due to new burdens brought by military campaigns. The first writings against the serfdom and caste systems started to appear around &#039;&#039;&#039;1732 CE&#039;&#039;&#039;, with those early revolutionaries being dealt with violence by M’sai enforcers. Draconian laws and sanctions were introduced against those that defied the status quo.  Relations between the ruling class and commoners were precarious, believed to have stemmed from harsh rulers and laws. Technological and cultural knowledge and breakthroughs had begun to trickle down from the noble families to the peasantry. The invention of the printing press in &#039;&#039;&#039;1756 CE&#039;&#039;&#039; favored the spread of anti-monarchist pamphlets. Owning a copy of an unapproved text was a capital crime. &lt;br /&gt;
&lt;br /&gt;
Adhomai underwent a form of industrialization with the creation and proliferation of the steam engine in &#039;&#039;&#039;1954 CE&#039;&#039;&#039;. However, this only forced the Adhomai peasants into harsh new labor digging in mines and working 18-hour days building rail lines for private use by the Njarir’Akhran nobility. Laws were soon enacted that banned any non-Njarir’Akhran from utilizing electricity or riding on trains. This trend of nobles hoarding new technology or innovations at the expense of the peasants continued until human contact.&lt;br /&gt;
&lt;br /&gt;
Thirty years prior to the human discovery of Adhomai, the deep-seated mistrust between peasants and nobles had reached an all-time high. The Tajaran species was trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers who demanded greater rights. The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajara was forced into almost twenty-hour workdays with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previously. This is largely attributed to the fact that rather than modernizing Adhomai the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
 &lt;br /&gt;
Automobiles are considered one of the best examples of this. The first automobile is recorded to have been created in &#039;&#039;&#039;2292  CE&#039;&#039;&#039;. Using a combustion engine much like primitive human vehicles, with extra anti-freezing measures and thick treads, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. Older Tajara considered these large creations to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
 &lt;br /&gt;
Further restricting the rights of the individual Tajara was enacted by a furious nobility after several instances of violence against Njarir’Akhran, but specific information on these incidents has been lost. Legislations were introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwind of political turmoil, a fresh generation of Tajara were growing up, deprived of what most humans consider to be basic rights. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
&lt;br /&gt;
===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in &#039;&#039;&#039;2418 CE&#039;&#039;&#039;. A Sol Alliance funded expedition into the Tajaran home system discovered the pre-space age species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained untapped by mining or drilling. Because of this, several megacorporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
&lt;br /&gt;
However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in, initially unwilling to interfere in a pre-space age society and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year &#039;&#039;&#039;2420 CE&#039;&#039;&#039;, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
&lt;br /&gt;
Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, and even soldiers who were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
&lt;br /&gt;
===The Uprisings===&lt;br /&gt;
&lt;br /&gt;
It took little more than a year for a formal uprising to be staged. In &#039;&#039;&#039;2421 CE&#039;&#039;&#039;, after the nobility had captured one of the original Tajara that had been shuttled off-world, he was sentenced to be publicly hanged by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
&lt;br /&gt;
However, they found themselves in a cornered position. Weapons and supplies were being shipped off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories drawing closer and closer to the capital cities of each kingdom. Fighting was extremely fierce and atrocities were recorded by both sides.&lt;br /&gt;
 &lt;br /&gt;
Among the noble families, the largest and nearly the most powerful was a dynasty called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
&lt;br /&gt;
This turn coating tipped the revolution in favor of the rebels. Armed with this new information, they made use of radio systems previously restricted to nobility to methodically and ruthlessly end their uprising by murdering most of the noble families, and whatever soldiers and civilians remained loyal to them. By &#039;&#039;&#039;2431 CE&#039;&#039;&#039; the revolution had finally come to an end with a total of more than &#039;&#039;&#039;92 million casualties&#039;&#039;&#039; with more than half being loyalist forces and &#039;&#039;&#039;40 million civilian deaths&#039;&#039;&#039;. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles. An informal ceasefire was declared between the factions, though skirmishes were still common.&lt;br /&gt;
&lt;br /&gt;
===Outcome of the Revolution===&lt;br /&gt;
&lt;br /&gt;
Following the First Revolution, the Hadii emerged as the victorious faction. They had annexed, through diplomacy or war, the remaining factions. Human corporations took an express interest in the Hadii dynasty; they were one of the few noble families who saw profit in human stakes on Adhomai, and many back-room deals were made to secure the Hadii&#039;s position in the new Government. In &#039;&#039;&#039;2432 CE&#039;&#039;&#039;, the People&#039;s Republic of Adhomai was officially declared, with &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039;, also known as Rhagrrhuzau Hadii, as its leader. The Tajaran public was markedly distressed by this turn of events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajara during the war, had a monopoly over the majority of the planet&#039;s valuables. Collaboration between the People&#039;s Republic, the Sol Alliance, and the Nralakk Federation have resulted in more technological advances in Tajaran society recently than ever before in their recorded history. The People&#039;s Republic began campaigns to quickly industrialize Adhomai and educate its people. Approval ratings for the current leadership rose in response. &lt;br /&gt;
&lt;br /&gt;
However, serious problems remained. &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039; suddenly began to back out of the People&#039;s Republic&#039;s agreed-upon business deals with NanoTrasen, all of which saw a massive amount of Tajaran natural resources exported. Citing humanity as greedy and destructive, Al&#039;mari made clear his intentions to make Adhomai independent until it was ready to take on the burden of interstellar politics.&lt;br /&gt;
&lt;br /&gt;
===The Second Revolution===&lt;br /&gt;
&lt;br /&gt;
The disagreements and hatred of the Hadii republican government had led to insurrection and treachery among Adhomai&#039;s major power figures since Al&#039;mari&#039;s new economic policies were revealed. Many Tajaran business contractors - just recently denied their ability to sell ludicrous amounts of natural resources and workers to the massive human megacorporation, NanoTrasen - felt threatened by the reforms of the Hadii government and its first President, Al&#039;mari Hadii. In 2451 CE, during a military parade, President Al&#039;mari was assassinated by Tufir Nazzirai. A known secret service agent of the People&#039;s Republic, the radical was swiftly sentenced to death for his betrayal, which claimed to be brought on by the violent tendencies of his Zhan-Khazan genetics. His brother and vice-president &#039;&#039;&#039;Njadrasanukii Hadii&#039;&#039;&#039;, also known as Malik Hadii, quickly assumed the office of the presidency and immediately passed brutal laws that punished the Zhan-Khazan and subversive elements. NanoTrasen was invited back to Adhomai and menial workers were sold en masse to NanoTrasen workplaces while the rights to the bountiful natural resources of Adhomai were sold off to NanoTrasen. Public hangings and firing squads became the norm once again.&lt;br /&gt;
[[File:Godblessalmarihadii.png|thumb|400px|left|Picture taken by the Adhomai Chronicle moments before the Assassination of Al&#039;Mari Hadii. The single most defining moment of this generation of Tajara.]]&lt;br /&gt;
&lt;br /&gt;
While Al&#039;mari implemented his new policies, the People&#039;s Republic saw the return of a surviving dynasty, the Azunja, in the form of an uprising in its most remote region. This faction, the New Kingdom of Adhomai, attempted to bring back monarchism to Adhomai through a constitutional monarchy.&lt;br /&gt;
&lt;br /&gt;
Many military generals who had fought for the Republic soon defected under the banner of the Adhomai Liberation Army, the leader of which being Al&#039;mari&#039;s old friend and ally, &#039;&#039;&#039;Halkiikijr Nated&#039;Hakhan&#039;&#039;&#039;, who claimed that he wanted to take control of the People&#039;s Republic to finally out Al&#039;mari&#039;s legacy. &amp;quot;His gun was on stun&amp;quot; became the rallying cry of Nated&#039;s fiercest supporters as they alluded to how he not only left himself greatly vulnerable during the parade but had even left his energy pistol on stun while he was assassinated. &lt;br /&gt;
&lt;br /&gt;
With these two rebellions, Adhomai found itself embroiled in yet another global conflict.&lt;br /&gt;
&lt;br /&gt;
===Adhomai Today===&lt;br /&gt;
&lt;br /&gt;
The Tajaran home world has suffered plenty in the three decades since the end of the First Revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections, and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy. Expanding infrastructure remains difficult, as most public funds are seized for use by the military or used to repair infrastructure damaged by shelling or bombings.&lt;br /&gt;
&lt;br /&gt;
There is a steady stream of money being fed into the People&#039;s Republic of Adhomai. NanoTrasen, as per its agreement with the president, has set up mining and logging operations on Adhomai using the local workforce for the most menial of tasks. In return, company-funded clinics and schools are slowly being spread out and built-in needy areas. &lt;br /&gt;
 &lt;br /&gt;
Literacy has risen to its all-time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off-world to educate the younger generation of Tajara. However, this number has begun to decline as the dangers of working on Adhomai are beginning to become common knowledge. Special establishments for older students have also been constructed to assist the elder generation into being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure they are kept this way.&lt;br /&gt;
 &lt;br /&gt;
The second revolution came to an end in 2461, after a decade of warfare between the three factions. The People&#039;s Republic of Adhomai was driven off from many of its past territories, having to rely on the help of a coalition of allied states and mercenaries to stop the enemy offensive. After months of bloody defenses, guerrillas attacks, and complete stagnation of all fronts, a ceasefire was signed with the support of Tau Ceti and Nralakk. An armistice, known as the &#039;&#039;&#039;Armistice of Shastar&#039;&#039;&#039;, was signed by the three factions shortly after. With the recognition of the Democratic People&#039;s Republic of Adhomai and the New Kingdom of Adhomai by the galactic community and the enforced peace, the three Tajaran powers are eager to compete with each other for supremacy through a cold war.&lt;br /&gt;
&lt;br /&gt;
One of the clauses of the Armistice of Shastar was the creation of the Tajaran Citizenship Act; a legal provision allowing DPRA and NKA citizens to legalize their citizenship situation, forfeiting their previous PRA affiliation. Tajara living outside of S&#039;rand&#039;marr were able to request the transfer through the proper diplomatic services. Following rising tensions and incidents between the Adhomian factions, this agreement came to an end in 2462.&lt;br /&gt;
&lt;br /&gt;
The Tajara species is now undergoing a cold war between the three factions. This period is marked by nuclear arms races, proxy conflicts, and subterfuge.&lt;br /&gt;
&lt;br /&gt;
==Tajaran Factions==&lt;br /&gt;
&lt;br /&gt;
Adhomai is controlled by three factions, who once participated in a civil war for the control of the planet and are now engaged in a cold war.&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomaimodernmap.png|300px|thumb|A map of modern-day Adhomai.]]&lt;br /&gt;
&lt;br /&gt;
===[[File:PRA_Flag.png|30px]] [[People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
&lt;br /&gt;
Led by [[Notable Tajara#President Njadrasanukii Hadii|President Njadrasanukii Hadii]], the &#039;&#039;&#039;People&#039;s Republic of Adhomai&#039;&#039;&#039; is the global state that emerged from the First Revolution. Before the Second Civil war, it enjoyed galactic recognition as the sole government of Adhomai. It claims to be the true keeper of Al&#039;mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’mari’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, the enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
&lt;br /&gt;
The Hadiist rule is marked by a lack of privacy, enthusiastic police, and pervasive secret police that leave privacy a nebulous concept to most Tajara. During the height of the war, anyone suspected of supporting traitors or publicizing media critical of the Hadii faced harsh retribution, but these practices are becoming less pervasive as wartime zealotry fades. Life under the government, while not free, is often stable and safe. Under the Republic, Tajara have more opportunities than they have had historically, with the Party investing heavily in its people. NanoTrasen continues to throw out large nets and bring in hundreds or even thousands of Tajara new employment opportunities in the galaxy as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military. NanoTrasen is also accused of being very exploitative of Tajara laborers, but for many Tajara the company is their path to the adventure of the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
After the Second Revolution, the People&#039;s Republic lost its hegemony over Adhomai. The Hadiist state is now focused on preparing itself for a future reunification war. Large public works, research efforts, and military expansions are underway. As President Hadii grows old, the power struggle between his possible successors intensifies. Each possible heir now works to build their own support base without openly challenging the President or attracting too much attention to their plans.&lt;br /&gt;
&lt;br /&gt;
===[[File:DiamondALA.png|30px]] Adhomai Liberation Army | [[Democratic People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
&lt;br /&gt;
The most pervasive and successful rebellion came from a group called the &#039;&#039;&#039;Adhomai Liberation Army&#039;&#039;&#039;, a group made up of Tajara from almost every walk of life. This organization opposed corporate claims on Tajaran soil and denounced the mismatched development and governmental negligence as the fault of humanity. During the height of the war, settlements liberated by the Liberation Army were ruled by a military junta. Being a supporter of the Hadiist government, or having been a collaborator, was grounds for immediate execution by firing squad. Villages often found their supplies seized by Liberation forces for the war effort, and the whole movement was a massive, tenacious military dictatorship under the absolute authority of [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Supreme Commander Halkiikijr Nated&#039;Hakhan]].&lt;br /&gt;
&lt;br /&gt;
Following the release of their updated 2459 manifesto, the various regional civilian governments formed under their rule coalesced into the &#039;&#039;&#039;Democratic People&#039;s Republic of Adhomai&#039;&#039;&#039;. Authority is still highly decentralized. In January of 2461, a contested election saw [[Notable Tajara#President Almrah Harrlala|Almrah Harrlala]] become president Contested by the military, the so-called Nated Supremacist Movement launched a putsch that was ultimately foiled by Nated himself, who appealed for the return of civilian government and then resigned his command.&lt;br /&gt;
&lt;br /&gt;
The DPRA is now led by President Almrah Harrlala who is struggling to transition what was once a militant insurgency movement into a modern, democratic nation. The government attempts to negotiate with ruling Juntas to voluntarily turn over power to the civilian administration, many of which still refuse. The DPRA does, for the most part, try to respect the basic rights of Tajara. Most Tajara under civilian rule do not need to worry about the secret police or being framed for a crime of civil disobedience. With the Armistice, the DPRA gained intergalactic recognition as one of the Tajaran states. In more recent times, DPRA citizens are being sponsored by Harrlala&#039;s government to go out into the galaxy openly and show what Tajara can achieve on their own terms without being puppets of human megacorporations. As President Harrlala&#039;s term comes close to its end and the next election is being organized, the fragile Al&#039;mariist democracy is threatened by all kinds of extremists.&lt;br /&gt;
&lt;br /&gt;
===[[File:New Kingdom of Adhomai.png|30px]] [[New Kingdom of Adhomai]]===&lt;br /&gt;
The last major faction is the rebellious &#039;&#039;&#039;New Kingdom of Adhomai&#039;&#039;&#039;, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; a constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
&lt;br /&gt;
During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
&lt;br /&gt;
[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Names===&lt;br /&gt;
Native Tajaran names have changed over the storied history of the species. The earliest record of naming conventions appears in the Warring Kings era, where the usage of dynastic titles became a standard part of the Tajaran name as a way to distinguish which noble a given serf worked under. Since then, names changed as more titles were attached. Jobs, personality traits, status, titles, age, given names, and more have been combined to produce the infamously long and unwieldy names associated with history. Following the declaration of the Steeple Peace, nobles across Adhomai standardized to a new scheme which continues to persist among the Tajaran people.&lt;br /&gt;
&lt;br /&gt;
Every name features three aspects: The individual, the dynasty, and the purpose. Xeno-linguists associate these aspects to the human concepts of the given name, the family name, and the job title respectively. This has resulted in debate over forced associations, as each aspect has a different connotation than what humans may expect, namely the Dynasty. Unlike humans, family names are only found with noble dynasties. This has led to many xeno organizations to assume that Tajara associate with large extended families.&lt;br /&gt;
&lt;br /&gt;
The Individual aspect is the personal part of a Tajara’s name. Parents will provide their child with the Individual aspect in hopes that the phrase or word used will become a part of the Tajara&#039;s person. It is not uncommon for Tajara to bear the names of gods or powerful figures, or for others to be named after abstract, religious, or ideological concepts.&lt;br /&gt;
The Dynasty aspect is the standardized part of a Tajara’s name. Following the First Revolution, the Hadiist government mandated the Dynasty aspect be named after the birthplace of an individual as a means to remove the influences of the nobility. Those stubborn Tajara born before the end of the First Revolution, or those now living in the New Kingdom, often refused to change their Dynasty aspect, continuing to reflect the noble family they serve or are a part of.&lt;br /&gt;
&lt;br /&gt;
The Purpose aspect previously was the utilitarian part of a Tajara’s name. The aspect reflected a job or trade, an essential piece of information within a community. However, since the end of the first revolution, the need for static names to lessen the bureaucratic burden resulted in many Purpose aspects turning into a form of family name, a newer and still contentious concept for Tajara. With the number of regional dialects and multiple titles for the same trade or job, Purpose aspects are rarely the same across Adhomai. In some cases, two families joining together in marriage would combine their two aspects to form a new one.&lt;br /&gt;
&lt;br /&gt;
While a Tajara’s name contains all three aspects, the usage of all three is not required. Most Tajara will utilize the Individual and Purpose aspect, however traditionalists and nobility expect the use of the Dynasty aspect. All Tajara on the Horizon may use only &#039;&#039;&#039;two aspects&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
The following guide is &#039;&#039;&#039;not required&#039;&#039;&#039;. Native names can vary based on parentage, region, and numerous other factors. This guide is a structured option, however other options include taking inspiration from the [[Notable Tajara]] page, and heavily modifying Eastern European or Arabic names.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To create a native Tajaran name, you will need to access the &#039;&#039;&#039;unofficial&#039;&#039;&#039; translator [http://mk.darkserver.co.uk/lang/index.php here]. Select Siik’maas under the language drop down. By typing in certain words or phrases, then translating, you can utilize Tajaran words to create a name. Typically, you will want to connect multiple Tajaran words with an apostrophe or hyphen, however combining two words without a space is acceptable.&lt;br /&gt;
&lt;br /&gt;
*For the Individual aspect, use a phrase, trait, or concept. &lt;br /&gt;
**For example: Love becomes Azutul. S&#039;rendarr&#039;s Warmth (Kirmah rajzir. Zir)  becomes Kirmah’rajzir. &lt;br /&gt;
*For the Dynasty aspect, you may use any text you prefer. Regions and cities with royalty or dynasty attached usually garners better results. Hadiists typically utilize the name of the city or region they were born.&lt;br /&gt;
**For example: Kaltir Royalty (Jurlket mir mrra) becomes Jurlket’mir. Nal’tor (Jri chur) becomes Jri’chur&lt;br /&gt;
*For the Purpose aspect, use the title of the job or craft of the Tajara. Use multiple versions of a given job or trade for better results.&lt;br /&gt;
**For example: Police Officer (Kaii&#039;r manq rir) becomes Kaii’rirmanq. Prince becomes Vahkal.&lt;br /&gt;
*The final name becomes: Azutul Jurlket’mir Kaii’rirmanq. &lt;br /&gt;
**From this, you can tell the individual is Azutul or named love, whose liege is the Jurlket’mir or Kaltir Royalty, and performs work as a Kaii’rirmanq or officer.&lt;br /&gt;
&lt;br /&gt;
The translator output rarely gives a word or name ready for use. Modification will be required as seen in the examples provided. This also means that names cannot be decoded.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xeno-Influenced Names ====&lt;br /&gt;
&lt;br /&gt;
Given native tajaran names are difficult for humans to pronounce, the PRA once encouraged the use of humanized names. This resulted in many Tajara taking on names derived from Eastern European or Arabic origin, as xeno-linguists found these the easiest for Tajara to pronounce. Following the transition of power from Al’marii to President Hadii, the PRA has walked back on this stance and since issued a decree to encourage citizens retake their native names as a form of pride in tradition and loyalty to the party. Many Hadiists have heeded this decree and returned to their native names, however a sizable population continues to use their adopted names. Given Tajara may have multiple names, the Adhomian governments are more dedicated in the tracking of names.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities. Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew. However, private communication in Tajaran languages such as Siik’Maas or Siik’tajr is not forbidden by SCC regulations and is often used to hold conversations between Tajara on the crew.&lt;br /&gt;
&lt;br /&gt;
Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages are Siik&#039;mas and Siik&#039;tajr.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Migration Age and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
&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 focusing more on the spoken word than others, some of the vocabularies require subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajara ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Delvahhi, Ya&#039;ssa, and other such languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations. 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;
Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin alphabets as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajara use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajara have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy and has made a widespread comeback with increasing literary levels among the Tajaran public.&lt;br /&gt;
&lt;br /&gt;
Tajaran culture necessitates a separation of the personal self and the external self. This cultural force can be traced back to the early worship of the Twin Suns, which throughout its history has emphasized a separation of personal and public matters. This separation was later reinforced by the nobility, eventually becoming an embedded part of all Tajaran languages. The result is a grammatical structure that separates the private and public self. In Tau Ceti Basic, this has been translated into the use of first, second, and third person pronouns as the closest fit.&lt;br /&gt;
&lt;br /&gt;
The public self, third-person pronouns (he/him, she/her), is the formal state. It shows respect and a distancing of one’s personal matters from others. Traditionalist Tajara would expect the use of the Dynasty aspect and appropriate titles when speaking in the public self. However, those from progressive regions rarely pay attention to the use of aspects as the weight of dynasties and the nobility is not present. Strangers meeting, a subordinate addressing a superior, and other cases where formality and respect is expected uses the public self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;His&#039;&#039;&#039; greetings to the &#039;&#039;&#039;madam&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this line, Person A speaks to Person B&#039;s public self through his own. As Person A does not know Person B’s name or title, madam is used to maintain respect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“Hello &#039;&#039;&#039;Officer Smith&#039;&#039;&#039;. She is &#039;&#039;&#039;chef Al-Kandari&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
Person A addresses Person B, a human, through their title and last name. Person A maintains the public self through the use of her own title and Dynasty aspect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The use of second-person pronouns (you/your) can depend on where someone is from. Non-traditionalist regions, such as the Hadiist lands, don’t consider second-person pronouns formal or informal. Traditional cultures, such as the New Kingdom, find second-person pronouns informal. In this latter case, it is reserved for use by a superior addressing a subordinate or similar cases.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;You&#039;&#039;&#039; need to handle that report by tomorrow. &#039;&#039;&#039;She&#039;&#039;&#039; will ensure it shows on &#039;&#039;&#039;your&#039;&#039;&#039; performance review otherwise.”&lt;br /&gt;
&lt;br /&gt;
Person A addresses Person B through the personal self (you/your). It shows that Person A is either disrespectful, a superior, or from regions where the use of ‘you’ is not informal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The personal self, first-person pronouns (I/me/mine), is the informal state. It is addressing matters on a personal level where formality is not required, or genuinity is desired. The Individual aspect can be used by itself in this state. Close friends, personal moments, and similar matters would use the personal self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;I&#039;&#039;&#039; am unsure what &#039;&#039;&#039;you&#039;&#039;&#039; mean by this. &#039;&#039;&#039;Your&#039;&#039;&#039; proposal vexes &#039;&#039;&#039;me&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
Person A uses the personal self and addresses Person B in the personal self. This establishes a close and informal conversation or is used to disrespect Person B by addressing them directly.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Transitioning from public to personal selfs is easy. The initiator who desires to make the conversation informal starts by referring to themself in the personal self. If the other participants agree to make a conversation informal, then they respond in kind using the personal self. Otherwise, they may continue to use the public self and maintain the conversation’s formality.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;No, &#039;&#039;&#039;I&#039;&#039;&#039; simply wanted to be introduced to &#039;&#039;&#039;her&#039;&#039;&#039;. &#039;&#039;&#039;My&#039;&#039;&#039; name is &#039;&#039;&#039;Abdal Akhtarov&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Person A steps into the personal self but is still speaking to Person B through her public self. This is an invitation to personal conversation, done respectfully by not involving Person B&#039;s personal self directly. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Hello, &#039;&#039;&#039;Mr. Akhtarov&#039;&#039;&#039;. &#039;&#039;&#039;I&#039;&#039;&#039; am &#039;&#039;&#039;Aisha&#039;&#039;&#039;. Does &#039;&#039;&#039;he&#039;&#039;&#039; wish to speak elsewhere?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Person B is still speaking to Person A&#039;s public self, however refers to herself in the personal self, accepting the invitation to an informal conversation. In the following conversation, it would be acceptable for both to use personal self.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The use of the public and personal self by non-Tajara can be jarring for those not acclimated to human environments. Tajara not used to human space can find it disrespectful how the use of the personal self is standard. Those acclimated to non-Tajaran patterns of speech rarely take issue with the lack of distinction between public and personal self. Referring to a non-Tajara through informal pronouns is broadly acceptable, however the use of first-person pronouns, the personal self, as a default often takes years in human space and a concerted effort for a Tajara to transition to.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Slang ====&lt;br /&gt;
Tajara, like every species, has a wide variety of slang terms in both Tajaran languages and Tau Ceti Basic. While no list can be truly comprehensive, as slang is ever changing, certain phrases and terms have become widespread enough to be known by nearly all Tajara.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word/Phrase !! Meaning !! Origin&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;zivr/Tivr || Xeno, Human || Beginning as a term for solely humans, T&#039;zivr, or &amp;quot;furless&amp;quot;, grew to incorporate all aliens as a whole. The term is not wholly considered derogatory, however is seen as less acceptable than xeno or alien.&lt;br /&gt;
|-&lt;br /&gt;
| Dornshky || Furless || A strong insult originating from the physical condition itself. While it is a common insult among Tajara, it includes a more derogatory way to refer to aliens.&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;ishk || IPCs, Robots, Hadiists || Originating from the Siik term for soulless, T&#039;ishk became a widespread insult for Hadiists and robots alike among Little Adhomai, quickly spreading to other Tajaran communities and, ultimately, back to Adhomai.&lt;br /&gt;
|-&lt;br /&gt;
| M&#039;ishk || IPCs || The non-derogatory version of T&#039;ishk, M&#039;ishk more specifically refers to IPCs, directly translating as &amp;quot;artificial soul&amp;quot;. It started as a shorthand of Manq&#039;ishk, however quickly gained traction within the People&#039;s Republic, and later other Tajaran communities.&lt;br /&gt;
|-&lt;br /&gt;
| Sha&#039;tajii/Shatii || Dionae || Directly translating to &amp;quot;wood peoples&amp;quot;, the term began from Little Adhomai where contact between Tajara and Dionae took place frequently enough to generate a slang term.&lt;br /&gt;
|-&lt;br /&gt;
| Kirr || Vaurca || Directly translating to &amp;quot;insect&amp;quot;, the slur originated from Little Adhomian gangs warring with Vaurca living in neighboring districts. The term spread rapidly following the murders of multiple Tajara ordered by Vaurca Queen Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra.&lt;br /&gt;
|-&lt;br /&gt;
| Nav&#039;hen || Unathi || A contraction of the phrase &amp;quot;dahal Nav henrhesi&amp;quot;, translating to &amp;quot;dies in the cold&amp;quot;. The phrase began as a tongue-in-cheek way to refer to Unathi mercenaries within the S&#039;rand&#039;marr Coalition by ALA soldiers, before spreading to Little Adhomai where it was shortened to Nav&#039;hen.&lt;br /&gt;
|- &lt;br /&gt;
| Ratajani || Skrell || Originating from the folk tales of small, ugly, stump-tailed, neon colored creatures. Characterized as greedy and the cause of unlucky events in life, Ratajani was quickly applied to Skrell upon first contact. This use of the term as a slur quickly overtook the earlier and less derogatory use as comparison to misbehaving children.&lt;br /&gt;
|- &lt;br /&gt;
| K&#039;strelkii || Mercenary, Corporate Drone || Translating as &amp;quot;money soldier&amp;quot;, the term grew out of the spite among Tajara towards corporate busy-bodies and mercenary groups.&lt;br /&gt;
|- &lt;br /&gt;
| Rafama || Stubborn, Hard-headed, Territorial || Originating from the behavior of Rafamas on Adhomai, the term is a long historic name for any person acting particularly stubborn or stand-offish.&lt;br /&gt;
|- &lt;br /&gt;
| Raskaren || Noble, Enforcer || Based upon the mythological Raskaren, a creature of Raskara that drinks blood and is incapable of surviving sunlight. The term grew to become a slur against nobles and M&#039;sai enforcers. While predominantly used within the [[Free Tajaran Council]], the term has been slowly spreading to Little Adhomai and Adhomai proper. It is banned within the New Kingdom.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Kalta || Royalist, Poor || Forming from a joke regarding the relatively high rates of poverty within the New Kingdom, T&#039;Kalta, translating to &amp;quot;without money&amp;quot;, grew in popularity across the People&#039;s Republic and Democratic People&#039;s Republic.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Ruv || Shameless, Al&#039;mariist || A rare Hadiist term that was applied to Al&#039;mariists for the perceived shamelessness in illegal and underhanded tactics during the Second Revolution. The term has since grown and spread across Tajaran communities.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Zhunii || Hick, Redneck || Translating to &amp;quot;lacking desire people&amp;quot;, the term spread as a catch-all for rural peasantry. The exact origins are believed to be a jab at the lack of time or willpower for rural peasantry to hold greater ambitions.&lt;br /&gt;
|- &lt;br /&gt;
| Vak&#039;a || Idiot, Airhead, Bro || Originating from Little Adhomai, Vak&#039;a spread rapidly as a general way to refer to a friend, equivalent to saying dude or bro.&lt;br /&gt;
|- &lt;br /&gt;
| Vakalnar || Grifter || Meaning &amp;quot;air salesman&amp;quot;, equivalent to calling someone a snake oil salesman.&lt;br /&gt;
|- &lt;br /&gt;
| Azukavo/Azuvo || Love you || Not inherently slang, the use of Azuvo has become desensitized in more progressive communities of Tajara. Rather than being an intimate expression not fit for use in public, it has seen less stigma in use, albeit still associated with loved ones and close friends.&lt;br /&gt;
|- &lt;br /&gt;
| Blinder || Overwhelming, Too Much || Descended from the concept of S’rendarr’s light being the embodiment of energy and life. Having too much of S’rendarr’s light may blind someone, therefore for something to be a Blinder it exudes too much energy, S’rendarr’s light.&lt;br /&gt;
|- &lt;br /&gt;
| Half-Knuckle || Poor, Fraternizer (Royalist) || Originating from a noble snide. Knuckles are the smallest form of currency on Adhomai, therefore to call someone a half-knuckle implies they are so poor as to only have a half-knuckle. Within Royalist society, the term additionally refers to nobles who are seen as fraternizing too much with commoners.&lt;br /&gt;
|- &lt;br /&gt;
| Top Snow || Young, Inexperienced, New || A term referring to the top layer of snow, often fresh light snow. Someone who is Top Snow is fresh, equivalent to the human term &amp;quot;green horn&amp;quot;.&lt;br /&gt;
|- &lt;br /&gt;
| Washoff || Old, Undesirable, Lackluster || Referring to the runoff of melted summer snow, called washoff on Adhomai, the term grew to be used for undesirable items or people, likened at times to the phrase ‘getting long in the tooth’.&lt;br /&gt;
|- &lt;br /&gt;
| Bronzer || Jackboot, Enforcer, Cop || Descended from the bronze emblems used to denote an on-duty enforcer. Used in a derogatory manner against cops, enforcers, and authority figures alike.&lt;br /&gt;
|- &lt;br /&gt;
| Bookie || Bookworm, Royalist, Dork || Stemming from the cultural view of books as symbols of noble oppression, bookie is a term used to insult someone within progressive cultures as a royalist, or someone who tolerates or encourages noble oppression. Can also be an insult equivalent of calling someone a dork, nerd, etc.&lt;br /&gt;
|- &lt;br /&gt;
| Torcher || Friendly, Happy, Positive || Originating from the symbol of Azubarre’s torch, calling someone a torcher implies they embody Azubarre’s torch, and therefore his qualities of positivity, friendliness, and true love. Over time, the connotations associated with Azubarre, namely the more romantic elements, became less emphasized, resulting in the slang becoming a catch all for friendliness and positivity.&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
Because of their anatomy, Tajara express emotions in different ways than Humans. Baring one’s teeth is a strong expression of challenge or mockery. As such, Tajara rarely smile by showing the teeth, instead wrinkling the nose by gently lifting the sides of the muzzle. The folding of ears is a clear sign of fear or worry, while perking the ears forward shows attention or interest. Ears will involuntarily flick when exposed to loud sounds.&lt;br /&gt;
&lt;br /&gt;
The semi-prehensile tail of Tajara allows for a great amount of expression. Enough emphasis has been placed on the tail as a form of expression and language that Tajara afflicted with Hakh’jar are commonly misread or have to vocalize their current emotion. Tajaran tails naturally sway, however a rapid sway or wag is a childish sign of satisfaction. Curving the tail downward and blistering is a clear sign of hostility, whereas tucking the tail down by the feet is a stress response. The flicking of the tail end is a sign of anger or anxiety.&lt;br /&gt;
&lt;br /&gt;
Displays of affection among Tajara are rarely seen in public, and looked down on by traditionally minded Tajara. The common forms of affection are the bumping as muzzles or holding of the wrist. While less common, twining the tail around an ankle or wrist is seen as equivalent to holding the wrist. Intertwining tails, however, is seen as a childish expression of affection. Hugging is not seen romantically. It is seen as a transfer of body heat and thus a common act between friends, comrades, and family alike. Those acclimated to human expression may view hugging as having a romantic component in certain contexts, however this is lost on those with a traditional mindset.&lt;br /&gt;
&lt;br /&gt;
Status was a major aspect of emotional expression during the times of the nobility. When interacting with another of a higher social status, it was required for the lesser of the two to lower their head and pull the ears back. Having direct eye-contact or tilting the head up was seen as a show of defiance. These expectations have since been challenged and are often disregarded if not outright rejected since the fall of the old nobility, however those traditional-minded Tajara and Royalists within the New Kingdom continue to abide by the rules of status.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
====S&#039;rand&#039;marr Worship====&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;Rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;Rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship&lt;br /&gt;
&lt;br /&gt;
There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajara were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals asking Messa to spare them from whatever ill tidings she may bring. The worship of the sun gods is dominated by an organization called the Parivara, meaning, the &amp;quot;Family.&amp;quot; The head of the Parivara is Father Valyan K&#039;rrirran who is based out of Sana Sahira, a holy city on the tallest mountain on Adhomai which roughly translates into the City of the Suns.&lt;br /&gt;
&lt;br /&gt;
Sana Sahira&#039;s location in the People&#039;s Republic places the Parivara in the precarious position of having to act favorably to the faction&#039;s government, however, Father Valyan K&#039;rrirran attempts to stay out of politics in order to avoid alienating any worshipers across borders. The Father of the Parivara is chosen by the Brothers of the Suns who serve as the priests and clergy of the faith. Devoted women of the faith can become Suns&#039; Sisters, who take a vow of silence, like the Gods themselves, and live in the temples devoted to the worship, tending to them in any way needed, anything from cleaning to heavy manual labor repairing and replacing glass or furniture, to healing the Brothers, patrons and other Suns&#039; Sisters. To cause harm to a Suns&#039; Sister is said to be one of the most unholy things you can do in a place of worship, as they&#039;re meant to emulate the Gods themselves, silent, but strong and dependable.&lt;br /&gt;
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====Ma&#039;ta&#039;ke==== &lt;br /&gt;
The second-largest religion is the worship of the Mata&#039;ke and his cohort companion gods, which dates back to ancient Tajaran times. A figure of legend, Mata&#039;ke is believed to have been the head of a hardy tribe of mountain dwellers who regularly came to the aid of other tribes constantly plagued by bandits and wild animals. He was revered as a fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul for the records of his dealings with other tribes shows understanding and kindness. He is upheld to be the ultimate Tajara- powerful, wise, and magnanimous. Followers of Mata&#039;ke himself endeavor to emulate his grandeur, while others attempt to emulate the other gods.&lt;br /&gt;
&lt;br /&gt;
In Tajaran mythology, the tribe of Mata&#039;ke rose to the status of gods when they slew the King of the Rrak&#039;narrr, who was also the lord and master of all Adhomai. Upon killing him, the various tribesmen all absorbed different aspects of its many powers, each becoming immortal. As the one who dealt the killing blow, and at the will of the dying Rrak&#039;narrr&#039;s final wishes, Mata&#039;ke absorbed the majority of the powers and became lord and master of all Adhomai. The tribe then decided that their former settlement was not befitting of their powers, and instead established themselves in a city of wonders at the &amp;quot;Edge of Adhomai&amp;quot; where they fend off malicious entities and protect all Tajara.&lt;br /&gt;
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====Njarir&#039;Akhran Worship====&lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalists, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajara would never admit to being or attempt to defend, a member of this faith.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&lt;br /&gt;
=== Fashion ===&lt;br /&gt;
&lt;br /&gt;
Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and standard Tajaran peasantry had little time to choose their uniforms, usually donning overcoats made of rough fabric and patches of animal hide. The fluffier the design was, the wealthier a Tajara was considered.&lt;br /&gt;
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[[File:Tajara dance .png|240px|thumb|right|Two tajara wearing traditional dresses during a musical performance.]]&lt;br /&gt;
Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well-insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver. Underwear usually came in the form of long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the innermost insulating layer. Then, a Tajara would overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks. &lt;br /&gt;
&lt;br /&gt;
The feared enforcers of the nobility wore great suits of armor designed to seal the user inside, creating an environment completely isolated from the harsh snows of Adhomai. Build for brute strength rather than comfort, the helmets of these suits made no room for Tajaran ears. These &#039;Enforcer Shells&#039;, as translated from Siik&#039;maas, were usually brown or olive in color, with slit visors masking the wearer&#039;s face, they were also remarkably flammable and largely abandoned during the initial stages of the first revolution.&lt;br /&gt;
&lt;br /&gt;
Today, the government officials of the People&#039;s Republic of Adhomai are usually seen dressed in olive military fatigues, occasionally donning a commissar-styled cap. These caps are usually styled with small rosettes to signify authority. When in especially cold weather, officials usually layer on black trench coats and scarves rather than wearing the outfits of the lower class.&lt;br /&gt;
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The lower and middle class of the Tajara are better heated by proxy, and can comfortably wear flat caps and long-sleeved buttoned shirts for warmth when working in their factories rather than excessive garbs. When outside, typical Tajara wear bomber jackets or fur coats with additional fur padding on the interior to better trap heat, paired with traditional slacks. Headwear for these working-class citizens usually comes in the form of full head scarves to keep ears warm when in the wilderness, and standard soft and flat caps within cities.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
[[File:Taj food.png|240px|thumb|right|A common Tajaran meal: hard bread, fish and vegetable soup, and Fatshouter beef.]]&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajara favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor were the usual meal of a working-class Tajara, coupled with some bread and water or ale. Pre-industrial Tajara used to have community meals around bonfires to keep their food from cooling off too much, and almost all of their food source came in the form of porridges and oats. However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better-heated homes than the peasantry, and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
&lt;br /&gt;
Traditional stews are made with diced vegetables, such as Nif-Berries, and meat, Snow Strider is commonly used by the rural population, while industrialized Fatshouters&#039; beef is preferred by the city’s inhabitants. Tajaran bread is usually made with Blizzard Ears&#039; and consumed during their morning meals.&lt;br /&gt;
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Adhomian alcoholic beverages are made with fermented grains, fruits, or vegetables. Juices are commonly mixed with sugar or honey. Victory gin is the most widespread alcoholic drink in Adhomai, the result of the fermentation of honey extracted from Messa&#039;s tears, but its production and consumption are slowly declining due to the loss of the People&#039;s Republic&#039;s hegemony over Adhomai. Messa&#039;s mead is also another more traditional alternative; it is made with honey and fermented Earthen-Root juice.&lt;br /&gt;
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Fishing and shellfish have a part in the diet of the population in the coastal areas, even if the ice can be an obstacle to most experienced fishermen. Spicy Ras&#039;val clams, named after the sea, are a famous treat, being appreciated in other systems besides S&#039;rand&#039;marr.&lt;br /&gt;
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====Notable Dishes====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adhomian Hard bread:&#039;&#039;&#039; a type of Tajaran bread, made from blizzard ears’ flour, water, and spice, basked in the shape of a loaf. It is known for its hard crust, bland taste, and long-lasting nature. The hard bread was usually prepared for long journeys, hard winters, or military campaigns, due to its shelf life. Certain folk stories and jokes claim that such food could also be used as artillery ammunition or thrown at besieging armies during sieges.&lt;br /&gt;
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*&#039;&#039;&#039;Fatshouters Bloodpudding:&#039;&#039;&#039; a mixture of Fatshouters meat, offal, blood, and blizzard ears flour served in the shape of a flattened sausage. This recipe dates from the early Tajaran history, a favorite among the peasantry due to its simplicity and easily obtainable ingredients. It can be eaten during all meals and occasions.&lt;br /&gt;
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*&#039;&#039;&#039;Sugar Tree Candy:&#039;&#039;&#039; a literal translation of the popular Adhomian hard candy, found everywhere on the planet, from crystal plates in Crevus’ casinos to a bowl on a grandmother&#039;s table. Sugar candy is made from the Nm&#039;shaan, and is a cheap, beloved treat for anyone on Adhomai to rot their teeth on. It&#039;s occasionally flavored with fruits or savory liquors.&lt;br /&gt;
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*&#039;&#039;&#039;Avah:&#039;&#039;&#039; used to only mean &amp;quot;sweets&amp;quot; or &amp;quot;sweet thing,&amp;quot; now singularly refers to a particular dessert. The batter is grilled and made into soft, spherical shapes, and then covered with fruit jams, sugar, or sweet cream cheese. These treats are often sold at festivals and celebrations, and foreigners compare them to pancakes.&lt;br /&gt;
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====Notable Beverages====&lt;br /&gt;
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*&#039;&#039;&#039;Messa&#039;s Mead:&#039;&#039;&#039; a fermented alcoholic drink made from earthen-root juice and Messa&#039;s tears leaves. It has a relatively low alcohol content and characteristic honey flavor. Messa&#039;s Mead is one of the most popular alcoholic drinks in Adhomai; it is consumed both during celebrations and daily meals. Any proper Adhomian bar has at least a keg or some bottles of the mead.&lt;br /&gt;
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*&#039;&#039;&#039;Earthen-Root Juice:&#039;&#039;&#039; a juice made from the Earthen-Root. It is known for its blue color and sweetness. Because of its simplicity, Earthen-Root juice is one of Adhomai&#039;s most widely consumed drinks. Carbonated versions were created during the interwar period. However, the soft drink variation is not as popular as the traditional ones.&lt;br /&gt;
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*&#039;&#039;&#039;Nm&#039;shaan Liquor:&#039;&#039;&#039; an alcoholic drink manufactured from the fruit of the Nm&#039;shaan plant. It usually has a high level of alcohol by volume. Nm&#039;shaan liquor was once reserved for the consumption of the nobility; even today it is considered a decadent drink reserved for fancy occasions. It is commonly diluted with ice water before being consumed.&lt;br /&gt;
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===The Arts===&lt;br /&gt;
&lt;br /&gt;
Of all arts, music is one of the most highly valued by Tajara. Stemming from the long-standing ban on most literature in their society, song, and dance remained one of the only ways for Tajara to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajara, and in place of books, the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
 &lt;br /&gt;
Theatre was also equally important in the life of a pre-discovery Tajara. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of the town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Nal&#039;tor was one and a quarter larger than the seat of government prior to human-sanctioned expansions. Dating back to the late Gunpowder Era, it was constructed from high-quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
 &lt;br /&gt;
However, literature itself - that is to say novels - has never been looked kindly upon by the Tajara public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajara as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajara, given the fact that only the nobility was taught en masse how to read, and that every family had its own private expansive library from which even learned peasants who had to pay out of pocket to access. This led to the widespread destruction of much of historical Tajara texts following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
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Traveling circuses have been present in the Tajaran culture since ancient times. Joining a troupe was one of the few available ways for a Tajara to escape the rigid roles of the caste system. Performances usually include trained animals, acrobatics, storytelling, puppetry, strength displays, magic performance, creep shows, and stores selling all kinds of food and curiosities. Since circus schools only started to appear after the First Revolution, artists frequently transmitted their techniques to their pupils. Due to the previous conflicts and the ongoing cold war, wandering troupes face large barriers than ever before. Some of the biggest circuses have left for the stars in search of a more welcoming audience than Adhomai.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Tajaran music is modally based, with there being eight modes in total. A scale can be constructed from each Mode, which is the arpeggio of the mode. There are a total of four notes in one modal scale. Two are octave, and there are two in between. Microtones between the two notes in between are used frequently, which would sound very odd to human ears. This is done because Tajara perceives music as sadder with the flatter a pitch is, and happier with the sharper a pitch is. Depending on the mood of a song, a Tajara player may tune their instrument lower, to make the song sadder; the opposite is also true. A common tradition is to let the weather decide the tuning of an instrument. Cold weather naturally makes an instrument flatter, ergo colder weather makes songs sadder. And indeed, one may notice that if each note is perceived relative to the notes that come before it, there is always a happy and sad part integral to the song. This is on purpose, as it reflects the duality in sadness/happiness which is also found in S’rendarr and Messa. Some Tajara may also associate Dissonances with Raskara. &lt;br /&gt;
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The eight modes are respectively named: Mrazur, Manur, Rrauor, Surour, Kaoel, Draeol, Aauol, Deor. They are associated with the main Ma’ta’ke deities: Mata’ke, Marryam, Rredouane, Shumaila, Kraszar, Dhrarmela, Azubarre, and The Dead Gods. &lt;br /&gt;
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A side effect of the Tajaran caste system is the possibility for the ethnicities to usually have different possible ranges and timbres on their voice. Zhan-Khazan are commonly a Bass-Baritone voice. Hharar are Tenor-Alto. M’sai and Njarir are almost always Sopranos. The voice is the most universal Tajaran instrument. Due to traditional schooling, many children have at least basic singing skills, though this is fading away in the cities. &lt;br /&gt;
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====Notable Folk Instrument====&lt;br /&gt;
[[File:Prrama.png|200px|thumb|right|The Pr&#039;rrama.]]&lt;br /&gt;
*&#039;&#039;&#039;P&#039;rrama:&#039;&#039;&#039; a plucked string instrument, with eight strings and four holes at its end. The holes on the bottom change the octave of the notes that are played, thus extending the range of the sounds. It is used both solo and with other instruments. Humans can play it, but the octave range is disabled due to a lack of a tail.&lt;br /&gt;
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*&#039;&#039;&#039;Makkra Baq:&#039;&#039;&#039; this instrument hails from the island of Das&#039;nrra, but it has long been a staple of Tajara everywhere. One plucks the strings, creating a meek and Harpsichord-like sound. It is almost always used in a solo or duet setting, as its small voice can easily be overshadowed by other instruments. In spite of this, it maintains quite a folky sound, and it is more common in rural areas than in cities.&lt;br /&gt;
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*&#039;&#039;&#039;Mah Kii:&#039;&#039;&#039; the Mah Kii is an ancient instrument, used by Tajara since the Migration Period. Adapted from a horn used to rally soldiers, it has a strong divine connotation. Many believe that one hears its sound when entering the Holly Village or when joining Messa in the afterlife. Rhazar’Hrujmagh caravans still use this trumpet at the start of raids. Some have even attempted to incorporate it into Electro-Swing bands. However, due to its short-range and its connotation with the divine, it is not used often.&lt;br /&gt;
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===Sports and Games===&lt;br /&gt;
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Recreation time for most Tajara has always been limited. Oppressive work hours and strict caste rules disallowed leeway for what a Tajara could do in their free time. Organized sports were a product of the Njarir class, which would find themselves with more time on their hands. However, as time marched on, Tajara of lower classes found ways to still play. In modern times, any Tajara is usually able to participate in any sport they wish.&lt;br /&gt;
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Tabletop RPGs and wargames are popular for Tajara in urban centers. The Tajaran tradition of storytelling lent itself to these games being easily understood and quickly enjoyed by players who saw them as an evolution of the tales that priests shared in their communities. The tabletop scene sprouted a few years following the First Revolution’s end with Siik’maas translated versions of human and skrell tabletops. These were adapted later into localized versions that then became entirely Tajaran systems. The most well-known of these games is “Global Conquest”, originally made by the PRA and then adapted by DPRA and NKA companies, this board game replicates the conquest of Adhomai by different armies. Another is “Explorators of the Unknown”, a modular game where players play as characters exploring or investigating a world of their design. &lt;br /&gt;
&lt;br /&gt;
The notion of video games is unknown to the natives of Adhomai; as computers are usually seen as tools. However, the younger generations living in Little Adhomai have taken interest in electronic games and arcades. Many independent productions have started to appear, with software being shared through the extranet or data storage devices. One popular title is &amp;quot;The Bane of Rashashana&amp;quot;: which follows the tale of an Adhomian folk hero attempting to save her village from a malicious monarch. The player can make narrative choices that affect the story, interspersed with objectives such as running and managing a limited time meter while avoiding obstacles.&lt;br /&gt;
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====Notable Sports====&lt;br /&gt;
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*&#039;&#039;&#039;Farehal:&#039;&#039;&#039; a sport focused on accuracy. It consists of the player throwing a disc through several hoops scattered around a course. The distance and the difficulty of the shoot influence the score. The player with the highest point value wins. Due to the amount of space needed for Farehal, especially for multiple matches on the same course, due to this, it was only practiced by the nobility at first. Large buildings were constructed to host Farehal, where noble competitors played. This game is seen as extremely pretentious, with critics claiming it requires no real strength or skill to win. It has not seen much popularity outside of S&#039;rand&#039;marr, but it is moderately popular on Adhomai,  with players in the PRA and a larger following in the NKA. Al’mari Hadii used to be a famous Farehal player.&lt;br /&gt;
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*&#039;&#039;&#039;Mahmrro:&#039;&#039;&#039; a sport requiring the Tajara to capture a ball and either run it to the opposite side of a field or throw it to a team member located on the other side of the field. This game is very popular among the youth of any Tajara generation, mostly with the lower class. It is very decentralized and has any number of regional rules depending on where you are. Mahmrro came to be associated with the lower classes towards the end of the Steeple Peace. This attitude is visible in the NKA where nobility largely avoid playing the game. Leagues exist in every country for the game with these Mahmrro Clubs gaining much fame. &lt;br /&gt;
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*&#039;&#039;&#039;N&#039;hanzafu Roping:&#039;&#039;&#039; a sport created by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|rock nomads]], commonly used to settle disputes. Two or more riders can participate. Using Zhsram as their mount, they have to capture a N’hanzafu calf with a lasso and complete five rounds around a circular arena with it. Competitors are allowed to knock down each other or steal the other’s rope, but weapons are strictly forbidden.&lt;br /&gt;
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*&#039;&#039;&#039;Baghrar:&#039;&#039;&#039; an ancient martial art from Adhomai primarily used for sport and contests of strength. The fighting style consists of strikes against the opponent from the waist up. The form of the attacks is primarily swiping motions that take advantage of a Tajara&#039;s claws to rake an opponent&#039;s torso or head. Other moves include punching for friendlier matches or stabbing forward with the claws in typical confrontations. Modern Baghrariri, or people who practice the Baghrar style for sport, usually fight with implements that cover and support their nails to avoid serious bodily damage. Modern Baghrar fights are decided upon with a point-scoring system over three 10-minute rounds, but historical victories were secured by knocking opponents onto the ground. Baghrar has been adapted into several different styles used by Adhomaian police and army units.&lt;br /&gt;
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====Notable Games====&lt;br /&gt;
[[File:Suns and moon rules.png|200px|thumb|right|Suns and Moon rules.]]&lt;br /&gt;
*&#039;&#039;&#039;Suns and Moon:&#039;&#039;&#039; a very common dice game. It is played by all, though the lower classes have the tendency to gamble whereas the upper classes play it just for fun. The ease and universality of the rules have garnered it quite the reputation. Die usually has an image of Rredouane fixed upon them. Parks commonly have designated spots for people to play Suns and Moon. Disputes are also solved through this game. &lt;br /&gt;
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*&#039;&#039;&#039;Traiaz:&#039;&#039;&#039; a game mixing intellectual and dexterity play. The board is similar to chess, though it is considerably longer, with a lot of extra space in the middle. All 10 pieces are essentially pawns, though each pair has a catch. Pieces are captured by moving horizontally on the board. Some pieces can only capture when moving diagonally, vertically, or sideways. There are several distinct regional rules influencing what kind of movements are allowed. A match is decided after all pieces have been eliminated.&lt;br /&gt;
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=== Military ===&lt;br /&gt;
&#039;&#039;For more information, see [[Tajaran Military Structures]]&#039;&#039;&lt;br /&gt;
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The military hardware of the Tajaran nation is somewhere close to what humankind used in the 1900s, though the transition to energy weapons has already been made. Clumsy overheating handguns and rifles that slowly fire long bolts of concentrated energy are used by high-ranking soldiers or special operatives, but their durability is dubious in comparison to the mass-produced, single-shot or bolt action rifles that the majority of Tajaran soldiers use. In recent years the People&#039;s Republic has largely replaced bolt action rifles with fully automatic Tsarrayut’yan rifles, however, these suffer accuracy issues at longer ranges. Bayonets are heavily relied upon in close-quarters combat rather than Tajaran model submachine guns, which are expensive in the eyes of the People&#039;s Republic and jam easily in the harsh terrain of Adhomai.&lt;br /&gt;
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Heavy infantry weapons like heavy machine guns used to come in the form of heavy, hand-cranked gatling emplacements with a heavy emphasis on frontal gun shielding. These HMG emplacements are extremely deadly in comparison to the slow-firing rifles of foot soldiers and are usually countered by Tajaran artillery or laser weaponry. Most squads of Tajara now carry a mixture of top-loading magazine-fed light machine guns or quicker-firing belt-fed LMGs.&lt;br /&gt;
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Tajaran artillery is where the cunning of the People&#039;s Republic engineering shines, and many mountain ranges of Adhomai have been lined with massive artillery guns. These weapons fire devastating artillery rounds capable of leveling small camps with a single shot, let alone a barrage. Artillery vehicles and mortar teams are almost always deployed in tandem with Tajaran infantry in order to shell enemy entrenchments and positions, and many Tajaran tacticians utilize artillery as their main killing force. These weapons are the pride of the People&#039;s Republic, and their nightmare if lost to enemy hands.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
Tajaran institutions for education are woefully behind their counterparts in other species. Historically, Njarir’Akhran were often the only ones who became literate. Historians theorize this is tied to their alleged rise to nobility through their positions in early theological organizations. Officials from each faction agree that religious education has dominated most of Adhomai&#039;s academic history with heavy evidence from religious books which were largely able to survive the mass destruction of books by being sheltered in temples. Disagreements among academics arise when discussing the evolution of primary schools, secondary schools, and universities. Academicians in the New Kingdom of Adhomai assert that these institutions began to raise thousands of years ago during the Gunpowder Era and downplay the role of the nobility&#039;s suppression of educating the masses. However, intellectuals in the People&#039;s Republic of Adhomai and the Democratic People&#039;s Republic assert that these institutions were disingenuous social clubs at best and that schooling and formal education did not begin to arise until five hundred years prior. Hard information on the curriculum of pre-war institutions outside of theological institutions is difficult to find, however, archaeological evidence tends to support arguments that there was a heavy focus on the arts- especially musicals. Some artistic Hharar who lived before the war give accounts on nobles providing large patronage for painters such as in the modern sense with Al-Manq, but also for lavish concerts, operas, and ballets. Sculpting also came into prominence as evidenced by the intricate detail of various statues and gargoyle-like protrusions from an array of buildings in Nal&#039;Tor and especially on the capital building in The People&#039;s Square: the aptly-named Steeple. Regardless of the details of pre-revolution educational institutions, the current face of Tajaran education outside of seminaries is primarily technical schools that focus on preparing young Tajara to work the various labor jobs around Adhomai.&lt;br /&gt;
&lt;br /&gt;
=== Marriage and Relationships ===&lt;br /&gt;
Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship among the families of most villages, towns, and cities. Regardless of the size of the population, pre-uprising Tajara were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships among families. However, this traditional practice has met with extreme criticism following post-uprising debates. The practice of arranged marriage was not feasible following the first revolution which effectively eliminated a generation of adult Tajara. This created a generation that had to largely create their own marriages, many of which passed on this emerging cultural norm to the next generation. Although the permanent pairing of Tajara is often colloquially referred to as &amp;quot;marriage&amp;quot; due to humanizing influences, there are a handful of different technical terms for it depending on the religion of the Tajara involved. S&#039;rand&#039;marr worshipers are typically brought together in temples by their local Brother of the Sun in a ceremony that symbolizes and glorifies S&#039;rendarr and life. Their equivalent of Marriage is called &amp;quot;&#039;&#039;&#039;S&#039;rendal&#039;Matir&#039;&#039;&#039;&amp;quot; (The life of S&#039;rendarr), named for the idea of continuing the life that the sun god S&#039;rendarr celebrates. Tajara under the worship of Ma&#039;ta&#039;ke have a less celebratory and less ritualistic ceremony, instead, they have a simple meeting between families with a clergyman to proclaim the lovers &amp;quot;&#039;&#039;&#039;Zrrazhil Ekrratul&#039;&#039;&#039;&amp;quot; (Continuation of the families), named for the simple notion of propagating the blood of the families involved. &lt;br /&gt;
&lt;br /&gt;
Throughout history, the concept of gender in Tajara society varied over time. Archaeological evidence suggests that before the Incarnate Dominion, multiple identities—often related to religious practices—existed. Like everything else, the nobility&#039;s breeding project also molded the perception of gender in Adhomai. Njarir’Akhran, with their great emphasis on their bloodline, were the ones with the strictest and defined gender roles. While the Zhan-Khazan rarely cared about these definitions, seeing little distinction between them. After the revolution, gender in the Tajara society changed as well, but it did not free itself fully from the shackles of the pre-contact oppression. &lt;br /&gt;
&lt;br /&gt;
In history, transgender Tajara were more common among Njarir and Hharar due to their more defined gender roles. Before the revolution, these individuals were often in a nebulous state, as they were still obligated to participate in the eugenics program. While some could still find suitable partners, others had to find other outlets, such as joining religious societies or becoming outcasts. Ma&#039;ta&#039;ke priesthood is open to transgender Tajara who identify as their patron god&#039;s gender. The Church of S&#039;rand&#039;marr rejects these notions and maintains a strong distinction within its organization based on the gender assigned at birth of its members. &lt;br /&gt;
&lt;br /&gt;
Third gender and nonbinary identities have historically been associated with religious and mystical perspectives. Those who could combine and balance both aspects were typically priests or mystics, known to have achieved some form of enlightenment. Only after the revolution are these identities now explored without the trappings of the occult. The older generations are usually confused by younger individuals who identify as such, with more religious Tajara being outraged at them for appropriating something that was once sacred. &lt;br /&gt;
&lt;br /&gt;
Sexual orientation was a poorly defined concept for the Tajara until the contact. With the emphasis on the caste system, most individuals were expected to have a partner of the same ethnicity with whom they could reproduce, despite their preferences. The nobility often persecuted any relationship or behavior that threatened the caste project. The nobility strictly forbade any kind of relationship with a Tajara of a different ethnicity. &lt;br /&gt;
&lt;br /&gt;
After the civil war, theories and studies about gender and orientation have begun to emerge among revolutionary thinkers. The most radical theorists argued that such concepts were constructions of the old nobility to further their control, calling for forgetting such ideas in favor of new visions. Currently, the Tajara society still upholds gender roles similar to those before the contact, mainly based on one&#039;s heritage. The concept of a defined and clear sexual orientation is still fairly new. Only now free of the oppressive Njarir system, the Tajara are free to think about these matters as they develop further socially, even if frequently tainted by the lingering old prejudices. The other species&#039; vision of these matters is seen as alien; even a traditional Tajara would not care to pass judgment on anything that does not involve their people.&lt;br /&gt;
&lt;br /&gt;
Because of the Tajara&#039;s recent history as a repressive, conservative species, they still carry many prejudices from the period before the revolution. Overt displays of affection, xenophilia, and interracial relationships among Tajara are looked down on and treated as deviancy. The pre-contact nobility purposefully encouraged these sentiments to further preserve the caste system. &lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai render 2.png|240px|thumb|right|An Adhomian city.]]&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
&lt;br /&gt;
Adhomai&#039;s architecture is marked by the swift historical changes that the planet suffered in the past decades. Pre-contact buildings - ostentatious monuments built by the Njarir&#039;Akhran and wooden hovels inhabited by peasants - stand alongside modern edifices constructed by the early People&#039;s Republic and the modern Tajaran nations. Because of the destruction brought by two global conflicts, the Tajara had plenty of opportunities to experiment during the reconstruction. Most urban landscapes are a mosaic displaying the styles of whoever controlled them at a given time.&lt;br /&gt;
&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
Tajaran holidays center around the celebration of their nations, faith, or community. Many of these holidays have existed for centuries if not millennia, with a host of smaller rural holidays which vary from village to village. While priests of the Ma&#039;ta&#039;ke pantheon and the Parivara alike speak out against holding non-Tajaran holidays on Adhomai, such as Nal&#039;tor&#039;s annual [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-104944 Halloween] fundraisers, the vast majority of Tajara are usually indifferent towards celebrating these holidays when in Tau Ceti or other alien systems. Denying an invitation to a celebration for an alien holiday is still considered rude. Only hardliners become angered at the idea of celebrating non-Tajaran holidays off Adhomai. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armistice Day (November 26th):&#039;&#039;&#039; while the signing of the Armistice had led the nations to declare its date a holiday, the hopes for massive celebrations for the first anniversary were crushed quickly. The Solarian collapse had diverted the attention of the Tajaran governments towards trying to ensure their people in Tau Ceti were safe. Despite this, smaller and personal celebrations of the signed peace were still held on Adhomai. For the Tajaran community in Tau Ceti, Armistice Day became a symbol of unity in the face of the Solarian incursion. Rival gangs and communities set aside their differences and prepared for a possible invasion of Biesel together, a unity that unfortunately did not last after the rogue fleet was pushed out. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ma&#039;ta’kyr (March 24th to 30th):&#039;&#039;&#039; for an entire week, followers of the Ma’ta’ke pantheon hold celebrations for their gods. The first day is for Azubarre, which is filled with dazzling performances and unsurprisingly marriages. The second day is for Dhrarmela, whose followers present well-made crafts to donate to their community. The third day is Kraszar, whose priests hold elaborate theatre performances to tell stories and share wisdom with the people. The fourth day is Shumalia&#039;s, and is spent repairing the broken homes of the poorest while also ensuring important buildings are maintained. The fifth is Rredouane’s, and a day consisting mostly of war stories and gambling. The sixth day is Marryam’s, where families spend the day connecting with one another and holding personal celebrations. The final day is dedicated to Mata&#039;ke. It is on this day that an enormous fair is held within a community, organized by all Ma’ta’ke pantheon priests, celebrating the splendor of Mata’ke and his fellow gods. Within urban centers these fairs can become massive, sprawling over blocks and streets. D6’s Mata’ke following population celebrates this week fully, with workers taking days off or reduced shifts to enjoy it. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coming of Dawn (January 9th):&#039;&#039;&#039; a holiday commemorating the founding of the modern Parivara, the Coming of Dawn is when the worshippers of the Suns pay respects to Dirrnavirr&#039;Almalik. Proclaimed as the prophet of the Suns, priests share stories about Dirrnavirr’Almalik’s history from his birth to establishing the Dominion of southern Ras’nrr, the first empire. It is said that it was there that he spread the faith of the suns and the priesthood was established and entrusted to guide the Tajara people. Services include performances from choirs and communal singing led by priests. Idols were once brought out depicting Dirrnavirr’Almalik, a Njarir King. Many of these icons were smashed apart in the First Revolution. What few still exist are artifacts in museums, kept in Sana Sahira, or brought out in Kaltir lands where the practice continues. The echo of the choirs can be heard wherever this is held, and within D6 one could hear the ringing of hymns throughout the entire district. &lt;br /&gt;
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*&#039;&#039;&#039;Dholma Festival (Third Week of October):&#039;&#039;&#039;  a week-long celebration to honor the harvest and prepare for the oncoming winter. During this period, Tajara will participate in large communal feasts, food fairs, and alcohol festivals. Drinking, eating, and spending time with friends and family are the main activities during this period; religious Tajara also visits local temples to offer donations to thank the Gods for the bountiful harvests.&lt;br /&gt;
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&#039;&#039;Al&#039;Mari Hadii picture created by SleepyWolf&#039;&#039;&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=People%27s_Republic_of_Adhomai&amp;diff=39518</id>
		<title>People&#039;s Republic of Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=People%27s_Republic_of_Adhomai&amp;diff=39518"/>
		<updated>2026-06-01T02:43:01Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Tesla Technology */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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{{Infobox Nations&lt;br /&gt;
|Header Color = #831505&lt;br /&gt;
|Title Color = White&lt;br /&gt;
|Nation = People&#039;s Republic of Adhomai&lt;br /&gt;
|Shortname = People&#039;s Republic&amp;lt;br&amp;gt;PRA&lt;br /&gt;
|Flag = PRA Flag.png&lt;br /&gt;
|Capital City = Nal&#039;Tor&lt;br /&gt;
|Capital Planet = Adhomai&lt;br /&gt;
|Language = Siik&#039;maas&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = S&#039;rendarr and Messa (Unofficial)&amp;lt;br&amp;gt;Ma&#039;ta&#039;ke Pantheon (Unofficial)&lt;br /&gt;
|Demonym = Hadiist&amp;lt;br&amp;gt;Republican&amp;lt;br&amp;gt;Adhomian&lt;br /&gt;
|Government = Single-Party Presidential Republic&lt;br /&gt;
|Head of State = President Njadrasanukii Hadii&lt;br /&gt;
|Legislature = Republican Parliament&lt;br /&gt;
|Established = 2433&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
= People&#039;s Republic of Adhomai =&lt;br /&gt;
&lt;br /&gt;
Led by [[Notable Tajara#President Njadrasanukii Hadii|President Njadrasanukii Hadii]], the Peoples Republic of Adhomai is the global state that emerged from the First Revolution. Before the Second Civil war, it enjoyed galactic recognition as the sole government of Adhomai. It claims to be the true keeper of Al&#039;mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’mari’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, the enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
&lt;br /&gt;
The Hadiist rule is marked by a lack of privacy, enthusiastic police, and pervasive secret police that leave privacy a nebulous concept to most Tajara. During the height of the war, anyone suspected of supporting traitors or publicizing media critical of the Hadii faced harsh retribution, but these practices are becoming less pervasive as wartime zealotry fades. Life under the government, while not free, is often stable and safe. Under the Republic, Tajara have more opportunities than they have had historically, with the Party investing heavily in its people. NanoTrasen continues to throw out large nets and bring in hundreds or even thousands of Tajara new employment opportunities in the galaxy as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military. NanoTrasen is also accused of being very exploitative of Tajara laborers, but for many Tajara the company is their path to the adventure of the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
After the Second Revolution, the People&#039;s Republic lost the hegemony over Adhomai. The Hadiist state is now focused on preparing itself for a future reunification war. Large public works, research efforts, and military expansions are underway. As President Hadii grows old, the power struggle between his possible successors intensifies. Each possible heir now works to build their own support base without openly challenging the President or attracting too much attention to their plans.&lt;br /&gt;
[[Image:Minimap pra.png|thumb|A closer image focusing on the factions surrounding the People&#039;s Republic of Adhomai&#039;s territory.]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai was established in 2431 as the sole ruling government in Adhomai following its victory in the First Revolution. With the popular leader Al&#039;mari Hadii as their first president, they were able to enact deep reforms, such as the distribution of land, the establishment of state schools, and healthcare. Despite the recent changes, the planet of Adhomai was still bound to humanity and NanoTrasen, a relation that brought several benefits, but caused resentment among most supporters of the Hadiist ideology, as they believed that the Tajaran species could only be truly free if they were allowed to make their own path without the interference of the alien.&lt;br /&gt;
&lt;br /&gt;
In 2449, while the royalist rebellion happened in the shadows, Al’mari decided to change his policy in regard to NanoTrasen. New economic policies unfavorable to NanoTrasen were enacted, alongside the denunciations aimed towards humanity’s imperialism and the necessity of a free Adhomai. This new position caused discontentment among many that were gaining profit with the presence of the Megacorporation on the planet.&lt;br /&gt;
&lt;br /&gt;
President Al&#039;mari was assassinated in 2451, one year after the royalist rebellion in Northern Harr&#039;masir exploded. Al&#039;mari&#039;s brother, Njadrasanukii Hadii, took over the office of the presidency while rolling back the economic reforms implemented two years prior. The head of the armed forces, Nated&#039;Hakhan, attempted a failed coup with the support of many other generals, triggering the creation of the Adhomai Liberation Army.&lt;br /&gt;
&lt;br /&gt;
The following ten years were marked by the Second Revolution; the conflict between the People’s Republic of Adhomai, the Adhomai Liberation Army, and the New Kingdom of Adhomai. During this period, several authoritarian measures were enacted by the government, such as the establishment of working camps for subversive elements and increased persecution of the Ruvska’ard or those from rebellious regions. Despite the presence of a strong economy and modern army, the PRA found themselves in a disadvantageous position in the war during 2461, losing important territories and battles. Without the support of the Sol Alliance, lost due to the recent friction caused by their poor relations, many feared that the People’s Republic may not survive in the upcoming years. Saved due to a coalition of allied alien states and mercenaries, the People&#039;s Republic was able to survive the conflict and secure peace through an armistice. Despite losing supremacy over Adhomai, they still control wealthy and populated territories and possess a better standing with the overall galactic community.&lt;br /&gt;
&lt;br /&gt;
Post-war reality has seemed a bittersweet view. The PRA’s industrial might and strong hand have guided it to a prosperous growth in recent times. It has grown to be the shining jewel of Adhomai. However, times seem uncertain. The shortage of phoron has begun to seep into the nation, threatening the already fragile house of cards. As President Njadrasanukii Hadii grows old, many in the upper echelons fear the coming storm may only be worsened by a stagnating economy. With the Spur in a place of decline, there is little perceived help from beyond. The future, to those who dare pay attention to the warning signs behind the propaganda, is tumultuous.&lt;br /&gt;
&lt;br /&gt;
= Culture and Society =&lt;br /&gt;
&lt;br /&gt;
The Republican government seeks to create a single monolithic culture for the Tajara under the ideological vision of Hadiism. The suppression of the ethnic caste system installed by the previous noble rule is one of the goals of the People’s Republic that has been reached with little success, as such divisions are still deeply entrenched in the Tajaran people. The republican culture places a large emphasis on the importance of the collective over the individual interest, with each Tajara being considered as a piece in the machinery of the Tajaran society. PRA citizens are educated on the importance of preserving their union and how factionalism is dangerous to their own species.&lt;br /&gt;
 &lt;br /&gt;
Deviation from the established cultural and societal expectations can result in ostracization by the population and government. Regional identities and other alternative trends are suppressed and deemed as subversive. Due to such, M&#039;sai, Zhan, and Ruvska&#039;ard communities are often persecuted by the authorities and have an overall negative image before the eyes of the Republican masses. Loyalty to the Hadii party is a common trait among the citizens of the Republic, as much of the recent success and conquests of the Tajara species can be attributed to the popular leader Al&#039;mari Hadii and his ideals. The fear of the secret service is also a present factor among the urban population of the PRA cities, especially as unrest from the economic downturn spreads across less fortunate cities.&lt;br /&gt;
&lt;br /&gt;
Rural life is remarkably different from that of their urban counterparts. Communal farms necessitate a simple and disciplined lifestyle. Farmers wake early to fill their quotas. Most farms utilize basic mechanization permitting shorter work hours. While previous advanced farms using human technology had the shortest work hours, with some using semi-automated equipment, the shortage of phoron has led to many augmenting the struggling technology with hard labor.&lt;br /&gt;
&lt;br /&gt;
Those in the resource extraction industry, such as mining or logging, have stable hours comparable to factory workers. Corporate operations have above average wages and other wide-reaching benefits afforded by NanoTrasen. Even as the phoron shortage grips the PRA, corporate mines hold a high priority in the phoron rationing program. As such, they are highly sought after positions by those fleeing the unemployment of the cities. State-run operations are very stable, promising a consistent wage, hours, food, and on-site housing albeit at below average pay, and little upward mobility.&lt;br /&gt;
&lt;br /&gt;
Ruralities across the PRA have been experiencing an unexpected rise in immigration from urban centers. Due in large part to high unemployment, overstrained welfare, and overbearing secret police, many unemployed Tajara have chosen to find new opportunities among the wide open plains of the Hadiist countryside. This has led to tension between the urbanites and ruralites. The food shortages already present in rural regions continue to be worsened by the growing population, and rural centers struggle to account for the increased demand in housing. Those from the ruralities are known to be more conservative, however devoted Hadiists thanks to the benefits afforded by the Republic.&lt;br /&gt;
&lt;br /&gt;
Urban life in the PRA varies based on the Tajara’s occupation, education, and standing with the Party. Most cities are built on a strong blue-collar population working the numerous state and corporate run factories. State-run factories boast stable but strict work hours. Eight or nine hour work schedules are observed, with 1 day of the week free. These factories provide free meals and average but stable salaries. Corporate-run factories boast a variety of work hours, although the average are 8 hour work schedules with two days free. Despite having a higher than average salary, it is highly dependent on the factory being in operation, and does not afford the free meals found in State-run factories. As phoron rationing leads to less operational hours for corporate-factories, this has led to unsteady paychecks. Party members, researchers, military officers, and other educated professionals usually have access to more services and luxuries, including increasingly unaffordable human-produced goods. Political dynasties, such as the Hadii, occupy the echelons of Republican urban society, controlling the industry and government. Criminal organizations are a growing presence in the cities, controlling legal and illegal businesses. Many less fortunate Tajara become mules and frontmen for the black market phoron trade, or the growing drug market.&lt;br /&gt;
&lt;br /&gt;
A notable unemployed population is growing in many of the major cities. With corporate-run factories slowing operations, cutting staff, or outright shutting down, numerous factory workers have become dropped in a slim job market. Being reliant on an overstrained welfare program, life is spent between servings at the soup kitchen and spartan conditions in brutalist communal apartments. Few cities have begun to slow the momentum of the rising unemployment through rapid expansion of state-run factories, while the remaining suffer from growing unrest, lethargic government services, and increasing emigration from urban to rural centers.&lt;br /&gt;
&lt;br /&gt;
The Republic affords its citizens a robust education system. Primary through secondary education are compulsory across the nation. All children are given a political education on the principles of and loyalty to Hadiism alongside typical courses. While traditionally all kids would go through secondary school, then enter post-secondary education or enter the workforce, [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-182543 recent initiatives] by the Party have segmented secondary education into three categories: trades, arts, and higher education. Children are assigned the trades, the arts, or preparatory schooling based on a series of tests. Children are able to transfer to different schools if their performance is not sufficient in their assigned school.&lt;br /&gt;
&lt;br /&gt;
Republican loyalists commonly greet each other by saying: &amp;quot;Hadii&#039;s grace, comrade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Extended families are common in rural communities, while being less prevalent in urban centers. Couples leave their parents&#039; homes after marriage, usually moving to a state-issued apartment. Due to the population loss caused by the conflict, there are incentives, such as tax cuts, welfare benefits, and better homes, for couples to have children. Despite the traditional Tajara family still being the basic unit of the PRA society, the government is trying to change it. Daycare centers aimed to fully raise children in the Hadiist principles have begun to be tested; in these facilities, the contact with the biological parents is minimal in favor of treating the individual as part of a bigger system. Some visionary hadiists have considered replacing biological reproduction with more technologically advanced alternatives, such as cloning or extending one&#039;s life with augmentation. &lt;br /&gt;
&lt;br /&gt;
Due to the Hadiist revolutionary thought and the rejection of the older order, there is a policy of total gender equality. Female and male Tajara have the same rights, with the state making no distinction in any of its fields, including the military. The conscription, such as the one called in 2458, calls all able citizens regardless of gender. This practice allows the PRA to bolster its forces without affecting the workforce during wartime. Marriages are often seen as a formality to create a family, with the religious part being separated from the civil one. Same-sex marriage is not recognized by the Hadiist state, but some Young Hadiists have been campaigning for such. Transgender Tajara may have an easier time in the Hadiist society due to its vision of gender, but the medical technology and support are still in their early stages.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering prejudice, the overall Hadiist society considers relationships between different ethnicities to be negative. While the government places no official sanction on mixed couples, older officials will often discriminate. Visionary and Young Hadiists believe that the government should promote mixed relationships to further dismantle the Njarir caste system. &lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The People’s Republic of Adhomai possesses no official religion, as it is a secular state by its constitution. Most of the population identify themselves as followers of the S&#039;rand&#039;marr Worship or the Ma’ta’ke pantheon. Irreligious and atheists tendencies are growing each day, as many Hadiists consider the traditional religions as fictitious chains created by the old Njarir masters to control their serfs. &lt;br /&gt;
 &lt;br /&gt;
Despite being in the territory of the PRA, the holy city of Sana Sahira enjoys a large degree of freedom from the centralized authority of the state. Foreign missionaries are permitted in the Republican territory, but their activity and presence are closely monitored by the authorities.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Siik’maas is recognized as the official language of the People’s Republic of Adhomai, used in all official documents and taught in schools. The use and learning of other Tajaran languages are discouraged by the education system that works to establish a single universal tongue for all of its population. Siik&#039;tajr is used exclusively by the military and is not allowed to be taught to non-active military personnel. Speaking and teaching Delvahhi, Ya&#039;ssa, or Nal&#039;rasan as a People&#039;s Republic citizen is currently a crime. For children, it is child abuse as the state argues that these languages perpetuate negative cultural values and lead to worse lives for children. For adults, speaking these languages is considered harassment and teaching is incitement to crime. Heavy fines are used to enforce this and on repeat offences criminals may face prison time. Human languages do not face similar punishments as they are deemed important to Tajaran economic success abroad.&lt;br /&gt;
== Cuisine ==&lt;br /&gt;
&lt;br /&gt;
After the great war, the great majority of the land was confiscated from the nearly extinct Adhomian nobility and distributed among the peasant population. Complex agricultural projects and farms run directly by the State were attempted. Early results were less than favorable and caused dissatisfaction in the rural population who chafed under overbearing bureaucrats who skimmed their yields to sell on the black market. Al&#039;mari Hadii attempted to break this up shortly before his assassination. Njadrasanukii Hadii took his brother&#039;s project on and allowed more freedom to the peasants while adopting modern human farming equipment offered by NanoTrasen. Mechanized agriculture is a growing phenomenon in the republic’s territory, albeit a double edged sword.&lt;br /&gt;
&lt;br /&gt;
Many of the mechanized farms reliant on NanoTrasen technology have begun to feel the heavy weight of phoron dependency. The phoron rationing system within the Hadiist Republic has led to increasingly bitter rivalries between different agricultural communities, and a decline in production of staple crops. While many lesser farms or those that were forced to wait for less efficient Hadiist alternatives have continued with less concern, their potential yields have led to a lower priority within the government, a stance still maintained despite the clear warning signs against the phoron-dependent farms.&lt;br /&gt;
&lt;br /&gt;
Due to a lethargic bureaucratic system, and mismanagement of resources, the food shortage is rarely felt in the city where many supply lines lead. Rural regions, however, commonly experience food shortages. In attempts to smooth over the unsteady presence of crops, many families plant small gardens at home. Other individuals wanting more variety, and willing to work with unscrupulous businesses, can find all manner of food smuggled back from the cities to the ruralities on the black market.&lt;br /&gt;
&lt;br /&gt;
While the People’s republic territory includes several different regional cultures, it is possible to find common culinary traditions among its population. Bread, baked with flour produced from a variation of the Blizzard Ears, is considered an essential part of a worker’s breakfast. Salt-cured Fatshouters’ meat also has been introduced widely, facilitated by the recent advances in livestock husbandry techniques. Canned food and alien goods are an uncommon sight in republican cities, imported by NanoTrasen’s subsidiary Getmore. The technological advances provided by the revolution allowed the population to have contact with more exotic dishes, besides granting more freedom of creation to Tajaran chefs, now that electricity and refrigeration are not only restricted to the nobility.&lt;br /&gt;
&lt;br /&gt;
=== Notable Dishes ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zkah&#039;nkowa:&#039;&#039;&#039; a canned variety of the Fatshouter Bloodpudding, known for its low-fat content and lighter color. It was created shortly after the First Revolution to ease the food shortage after the conflict. Its low cost and nutritious value allowed it to become a staple of the Hadiist diet. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rikazu:&#039;&#039;&#039; small pies, often hand-sized, usually made by folding dough, overstuffing of fruit and cream cheese; commonly served hot. The simple preparation makes it a fast favorite, and the versatility of the ingredients has gained favor with Tajara of all creeds. Different variations of Rikazu pop up all over Adhomai, some filled with meats, or vegetables, or even imported ingredients, like chocolate filling.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sarmikhir:&#039;&#039;&#039; a fat sour-tasting cream made from Fatshouters&#039; milk. Sarmikhir is mainly used as a spread; Adhomian bread is habitually consumed with it during the Hadiist breakfast. The cream is also used as a condiment and blended with salads and soups. Sarmikhir is sold at room temperature in cans or wrapped in foil.&lt;br /&gt;
&lt;br /&gt;
=== Notable Beverages ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Victory Gin:&#039;&#039;&#039; considered the official drink of the People&#039;s Republic of Adhomai, Victory Gin was created to celebrate the end of the revolution. It is commonly found in NanoTrasen’s stations, due to a contract that allows the government to supply the corporation, and in the Tajaran communities of Tau Ceti. The destruction of Victory Gin&#039;s bottles and reserves was widespread when Republican positions and cities were taken by the opposition as the drink is deemed by many as a symbol of the Hadiist regime.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hro&#039;zamal Soda:&#039;&#039;&#039; a soft drink made from the seed&#039;s powder of the Hro&#039;zamal Ras&#039;Nifs, a plant native to [[Hro&#039;zamal]]. While initially consumed as an herbal tea by the colonists, it was introduced to Adhomai by the Army Expeditionary Force and transformed into a carbonated drink. The beverage is popular with factory workers and university students because of its stimulant effect. Much of Hro&#039;zamal&#039;s agriculture was switched to planting the crops needed to supply soda production.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khlibnyz:&#039;&#039;&#039; a fermented beverage produced from Adhomian bread. Herbs, fruits, and tree sap can be added for flavoring. It is considered a non-alcoholic drink by Adhomian standards because of its very low alcohol content. Khlibnyz was mainly consumed by peasants during pre-contact times and is still very popular with the Hadiist rural population. Communal farms brew their own Khlibnyz and sell it to the government for distribution. The drink was involved in a controversy when the People&#039;s Republic tried to export it to human colonies as a soft drink, unaware of the alien standards.&lt;br /&gt;
&lt;br /&gt;
=== Military Nutrition ===&lt;br /&gt;
&lt;br /&gt;
The republican army is the best equipped among the warring factions of Adhomai, being supplied by NanoTrasen and other outworld supporters. Canned goods and modern rations are issued to all branches of the Republic’s military. Native field meals are composed of salt-cured Fatshouters’ meat, bread, and Victory Gin. Imported liqui-food rations, once a lucrative business for NanoTrasen, has become disfavorable as the cost of import rises above the cost of home production.&lt;br /&gt;
&lt;br /&gt;
== Fashion ==&lt;br /&gt;
&lt;br /&gt;
Having direct and friendly contact with humanity, The People&#039;s Republic of Adhomai has been the most influenced by the spacer fashion. The most known is the &amp;quot;assistant jumpsuits&amp;quot; which directly inspired the design of factory overalls, the plight and low pay of the assistants are close to the hearts of Hadiist Tajara and their Republic. However, outside of work attire, the Republic has attempted to quell humanization, preferring and encouraging simple and natural colors for civilians, hoping to stifle any thoughts that someone&#039;s neighbor has it better than them. One interesting rise is in the nylon industry. Nylon being stretchy, accommodating, and see-through yet very warm makes it the perfect wear for any Tajara, mainly soldiers and dockers who spend hours outside in the cold biting environment. However with the vast majority of nylon originating from the corporations, it has become a high-priced commodity.&lt;br /&gt;
&lt;br /&gt;
Tail adornments have recently become very unpopular, being quoted as a &amp;quot;Reminder of the shackles the Njarir had on us&amp;quot;, yet still the younger Tajara who do not remember the rebellions have taken a liking to these. Piercings are also popular with youngsters, who have observed this behavior from humans. Curiously it has also become common among soldiers and outlaws who pierce their skin with gold, silver, or coinage. This way one can hide a substantial amount of money under their fur.&lt;br /&gt;
&lt;br /&gt;
=== President Hadii Badges ===&lt;br /&gt;
&lt;br /&gt;
President Hadii badges are metal pins and medals bearing the image of Njadrasanukii Hadii. Created during the dawn of the First Revolution, these objects were crafted and worn by the Hadiist to identify themselves in opposition to Nated. The first ones were made with crude materials. In the early stages of the Hadii cult of personality, badges were only officially issued to celebrate events and special dates. In the later moments of the Second Revolution, they were mass fabricated and used as displays of loyalty to the Party. A thousand variations exist; some models are exclusively sold to tourists visiting the PRA. Some individuals are known to collect them.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
The music in the People’s Republic of Adhomai typically deals with patriotic themes; focusing on the political struggles of the Tajaran people and the great accomplishments of the Party and President Hadii. While folk instruments are still widely present, it is not uncommon for alien techniques to be used in musical productions. Artists can only perform in public areas and publish their works with the express approval of the government. Censorship is a common obstacle that many producers encounter. [[Notable Tajara#Yasmin Piaf|Yasmin Piaf]] is one of the most famous Republican artists.&lt;br /&gt;
&lt;br /&gt;
Hadiist war songs during the first years of the second civil war used to boast about their technological and numerical superiority, claiming that the rebels would be swiftly crushed. During the later stages of the conflict; the theme quickly changed to call for the steadfast defense of the Republican lands and the preservation of their nation before the advancing enemy. &lt;br /&gt;
&lt;br /&gt;
=== National Anthem ===&lt;br /&gt;
&lt;br /&gt;
The current People&#039;s Republic&#039;s national anthem was chosen shortly after the ascension of President Hadii to power. The song portrays Malik&#039;s rule as reinvigorating and as the rightful continuation of Al&#039;mari&#039;s government.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:25%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;State Anthem of the People&#039;s Republic of Adhomai&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
The flag is moving in the morning sky,&lt;br /&gt;
With our first step as important as the winds,&lt;br /&gt;
Do they hear the winds, rustling again?&lt;br /&gt;
The winds of mighty attacks!&lt;br /&gt;
&lt;br /&gt;
And our march is going on again!&lt;br /&gt;
And the heart is uneasy in our chest,&lt;br /&gt;
And the Republic is young again!&lt;br /&gt;
And the youth of Hadii are young again!&lt;br /&gt;
Now our march is going on again!&lt;br /&gt;
And the Republic is young again!&lt;br /&gt;
And the youth of Hadii are young again!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t wait on mercies from the Sun!&lt;br /&gt;
Don&#039;t spare their lives for truth!&lt;br /&gt;
In this life, comrades,&lt;br /&gt;
We have our own truth!&lt;br /&gt;
&lt;br /&gt;
There are heat and snow in this world,&lt;br /&gt;
The world is young and rich,&lt;br /&gt;
The youth of Hadii is with them!&lt;br /&gt;
Onwards!&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Literature ==&lt;br /&gt;
&lt;br /&gt;
Literature in the People’s Republic is heavily regulated and influenced by the Party. To secure government control over the field the &#039;&#039;&#039;Tajaran Union of Writers&#039;&#039;&#039; was established, an organization responsible for dictating the writing norms and acceptable contents of any book. All texts must be approved by the Union before being published, as publishing a work without official permission is considered a crime punishable with imprisonment. The government maintains a long list of banned works, that mostly includes pre-contact books and anything conflicting with the Hadiist’s values. Possession of banned texts is penalized with detention and re-education classes.&lt;br /&gt;
&lt;br /&gt;
The current Party-supported school of literature is known as Hadiist Realism. This movement focuses on the condition of the Tajara people, the Republican struggle against the other two factions, and rebel stories from the First Revolution. Writers must portray the common Tajara as a heroic individual guided by the Party. Despite the support of the state towards literature, it has only found some moderate success within the urban population. Rural Tajara still see books with suspicion due to their association with the nobility.&lt;br /&gt;
&lt;br /&gt;
=== Notable Books ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hadiist Manifesto:&#039;&#039;&#039; a political document supposedly written by Al’mari Hadii after the First Revolution. It is regarded as the foundation of the Hadiist Ideology. It presents an analysis of the Tajaran situation post-conflict and how they could secure their future in the galaxy. Its reading is mandatory in all Republican schools and copies can be found in most homes and public buildings. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tajara Without Sun:&#039;&#039;&#039; a self-published alternate history novel, set in a world where the People’s Republic won the Second Revolution. The book depicts a dystopian Adhomai under the totalitarian rule of President Hadii; a future where all aspects of life are fully controlled by the Hadiist Party. Due to rampant industrialization, the skies are covered by black smog that blocks any sunlight from reaching the planet. The work is famous for a scene where President Hadii orders the cyborgification of all Ruvska&#039;ard Tajara. Due to its criticism of the Party, the book is banned. Its author is currently unknown; their real identity is subject to much speculation. Copies are commonly found in the black market or in the hands of Non-Republican Tajara.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summer Comes to Adhomai:&#039;&#039;&#039; a Hadiist Realist novel set during the First Revolution. The book tells the story of a young Hharar farmer involved in the revolt against the nobility. Later in the story, the protagonist encounters the forces of Al’mari and joins his army in his conquest of Adhomai. The text praises the bravery of the revolutionaries and depicts Hadiism as the inevitable outcome of the Revolution.&lt;br /&gt;
&lt;br /&gt;
== Television ==&lt;br /&gt;
&lt;br /&gt;
Television is one of the most popular forms of mass media in the People’s Republic, owing to the Tajaran traditions of theater and oral storytelling. All channels are currently under the strict control of the government. While a majority of the programs are Adhomian-made, few select alien shows are allowed after passing by the Party-approved editing and translation. Television is considered a powerful propaganda tool by the Hadiist Party. Soap operas, films, and news are made to teach republican ideals and reinforce President Hadii&#039;s cult of personality. Actors are selected for their roles depending on their standing with the Party. &lt;br /&gt;
&lt;br /&gt;
Telenovelas are well-received by the Republican audience. Hadiist shows are usually focused on the daily Tajaran life and period pieces set during the First Revolution. PRA television is infamous for interrupting the regularly scheduled programs to broadcast President Hadii’s speeches. &lt;br /&gt;
&lt;br /&gt;
=== Notable Shows ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Comrade Rafama and Friends:&#039;&#039;&#039; an animated series aimed towards the younger audience. This shows attempts to teach the principles of Hadiism through characters based on Adhomian animals. The protagonist, Comrade Rafama, is the embodiment of the ideal Hadiist citizen; he and his many friends are always eager to apply the teachings of the Republican ideology to resolve any problem that they may come across. The cartoon’s popularity outside of Adhomai exploded after the introduction of Cool Schlorrgo; a character meant to represent the PRA loyalist forces in Hro’zamal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Midnight in Shastar City:&#039;&#039;&#039; a spy-thriller series focusing on the life of Comrade Konon, a fictional PSIS agent going undercover in the Adhomai Liberation Army. The show follows a rigid format where the protagonist is involved in a different operation every episode, ends trapped in a death-and-life situation, and then escapes using some kind of ingenious gadget or makeshift solution. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tears on the Snow:&#039;&#039;&#039; one of the longest-running Adhomian telenovelas, it is focused on the history of a Tajara family through modern Tajaran history. The plot started with the first revolution and is currently situated in the period after Al’mari’s death. The show is known for its large cast of characters and over-the-top dramatic situations.&lt;br /&gt;
&lt;br /&gt;
== Radio ==&lt;br /&gt;
&lt;br /&gt;
Radio has a long history with the People&#039;s Republic, as it was widely used by rebels during the First Revolution. While it is quickly losing ground to television, it is still popular with the rural population. In a similar manner to other mass media outlets, the radio is heavily regulated and censored. All major stations are controlled by the People’s Republic and serve as propaganda vehicles for the Party. Amateur radios are allowed to operate after acquiring the proper license, but their channels are closely monitored by the Secret Service. Several jamming stations were built to prevent Hadiist citizens from listening to broadcasts made by the other Adhomian states. Number stations are common in the People&#039;s Republic, some have clear goals, like counting the time until curfew, while others&#039; intended purposes remain unclear.&lt;br /&gt;
&lt;br /&gt;
Outside of Party endorsed music, radionovelas stand out in the Republican radio scene. Spy thrillers, war stories, and melodramas are the most prevalent genres in these shows.&lt;br /&gt;
&lt;br /&gt;
=== Notable Radio Stations ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Voice of the Tajaran People:&#039;&#039;&#039; the national network of the PRA, focused on the political life in the country. It is considered the major source of news about the country and outside affairs on the radio. President Hadii is known to transmit all of his speeches through this channel. It is a tradition in communal farms for Tajara to gather around the radio to listen to what their leader has to say every afternoon.&lt;br /&gt;
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*&#039;&#039;&#039;KGTW-11:&#039;&#039;&#039; a radio station geared towards music and other sources of entertainment. Sports, fashion, television shows, and more are discussed by the hosts. Despite the seemingly apolitical nature of this channel, they are also under constant vigilance by the secret police in case they transmit any anti-Hadiist message. Yasmin Piaf is the main star of this network.&lt;br /&gt;
&lt;br /&gt;
== National Holidays ==&lt;br /&gt;
&lt;br /&gt;
The Party maintains its own set of state-approved holidays to be celebrated by the citizens of the Republic. Even in the harshest years of the war, these holidays were celebrated in full extravagance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Establishment of the People’s Freedom and Memorial Day (March 4th):&#039;&#039;&#039; also known as Victory Day, this PRA holiday is centered around the founding of the People’s Republic of Adhomai following the First Revolution. It begins with a President’s speech congratulating the loyal citizens of the republic for keeping up their ideals bestowed by the revolutionaries and the Party. Ceremonies are held in cities in respect to the various heroes of the Republic and Al’mari Hadii, who are given a full memorial in the form of a state funeral service before the Palace of the Free Tajara in Nal’tor. Military parades to show off the Republic’s advancements and might are held within major cities. The Social Harmony Committee of D6 hosts their ceremony and parade with PRA veterans in front of the Hadii Living Complex.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Presidential Honoring and Respect Anniversary (May 30th):&#039;&#039;&#039; held on President Njadrasanukii Hadii’s birthday (unofficially known as President’s Day) this holiday had only officially become one at the beginning of the Second Revolution. When President Hadii’s cult of personality grew into the power that it is today, he had seen fit to declare his birthday a holiday within the PRA. During this day, a lengthy ceremony is held in the capital to celebrate President Hadii’s guidance of the PRA into the future and prosperity. This ceremony includes performances from the Grand People’s Army orchestra, personal accounts from military officers on President Hadii’s great leadership, and stories from the older generations who speak highly about how Hadiism improved Adhomai. D6’s party halls fill up during this time to screen recordings of the ceremony. Normally, to make full use of their payments, the organizers of these screenings hold dances afterward.&lt;br /&gt;
&lt;br /&gt;
==Hadii&#039;s Youth Clubs==&lt;br /&gt;
&lt;br /&gt;
Hadii&#039;s Youth Clubs are a recent reorganization by the current Minister of Education, Kalim Khazdar, of the much older Youth Brigades.  After the armistice was signed, it soon became clear that the war-oriented Youth Brigades were no longer suitable for the young citizens of PRA. Thus Hadii&#039;s Youth Clubs were established, focusing more on education, good manners, and proper political behavior. Children from ages three to seventeen can enroll in a youth club, with the youngest members often being given to the care of the girls in the clubs.&lt;br /&gt;
&lt;br /&gt;
Members of these clubs are easy to spot due to their uniforms. The boys are equipped with blue shorts, or pants during winter, white shirts, and bright orange cravats. Meanwhile, the girls are required to wear blue skirts, white long-sleeved shirts, and bright blue cravats. This uniform is a carry-over from the Youth Brigades, with one exception being the color of the shirt as it was changed from red to white. Children in these clubs often try to collect &amp;quot;good deeds&amp;quot; into their assigned logbooks. These deeds range from carrying groceries to the old, visiting an industrial powerplant, or conducting a course in political mannerisms. This of course isn&#039;t the only activity, as they are often given free time to play team sports, hike, or engage in &amp;quot;Pretend War&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HYC is self-organized, with a civilian Party member being able to function as an overseer. Thanks to this change, even the most remote places are now able to provide their kids with after-school activities. Still, certain seniority exists, as the biggest HYC groups are pre-established and reorganized Youth Brigades, with most members still consisting of previous Youth Brigadiers. Notable youth clubs include; Young Ras&#039;neers, Nal&#039;Tor Volunteer Youths, and the controversial Rhazar Mountaineers, composed entirely of settled Rock Nomad children.&lt;br /&gt;
&lt;br /&gt;
== Sports ==&lt;br /&gt;
&lt;br /&gt;
The PRA shortly after its establishment quickly began to rewrite and re-interpret the rules and ways Tajara played sports. Much of the old nobility’s games were remade to serve the wider Tajara people. Men and women in parks played board games replicating the conquest of Adhomai, farehal loops were made in playgrounds for children to play in, and mahmrro clubs were founded and started underneath the Hadii authority. Nowadays the state has a vested interest in promoting games to youth. Especially with increasing urbanization, [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?do=findComment&amp;amp;comment=157462| programs] were initiated to promote activeness in children to not just keep them fit but away from unwanted or illegal activities. Sports are taught to all Republican children as not a way to compete but to work with others. Tournaments do not have winners or champions and all players are congratulated for their participation. &lt;br /&gt;
&lt;br /&gt;
Farehal is considered a child’s sport in the PRA. Board games became a big trend in the interwar period and saw the creation of several tabletop games, many of which also drifted into Little Adhomai. Mahmrro clubs in the PRA are run by the state as a means to encourage physical fitness in the population. Such examples are the Hadiist Youth clubs. There are no private clubs and what national teams there aren’t on the basis of any city or region but instead army branches and government ministries. The most well-known teams are the Republican Army Artillerymen, composed of veterans from the Army; The Ministry of Education Club, made of physical fitness teachers; And the Intelligence Services MC, a club for members of the PSIS. Other teams include the Naval MC, the MC Kosmosnaut, and the Ministry of Technology MC, which are considered the worst due to their low win/loss ratio. &lt;br /&gt;
&lt;br /&gt;
== Crime ==&lt;br /&gt;
&lt;br /&gt;
Crime in the People&#039;s Republic usually takes the form of bribery, smuggling, and [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#findComment-169015 paper forgeries]. Violent crime is relatively uncommon and is harshly oppressed by the Hadiist police force. Because of its oversized and Party dominated bureaucracy, governmental corruption is widespread. The criminal underground is dominated by groups focused on forging documents and running illegal goods. Many Party members are involved in these organizations; authorities commonly obtain a share of their profits by turning a blind eye to their activities. This situation is known to the high echelons of the Party, but they prefer to only interfere when it aligns with their own motives. A notable rise, and one that carries a high risk, is the black market for phoron. The phoron rationing programs of the PRA have resulted in a lucrative black market for phoron, fueled by pirates and Party members. It is a high risk market, however, as the upper echelons of the Party spare little expense in rooting out those smuggling the precious material.&lt;br /&gt;
&lt;br /&gt;
Speaking against the Party, preaching any other ideology besides Hadiism, possessing unauthorized literature, and lying to Party members are among some of the political crimes that can earn anyone a hefty sentence. The persecution of dissidents is under the responsibility of the People&#039;s Strategic Intelligence Service. While the death sentence is generally reserved to members of the Party, victims of purges, or for those suspected of working for other Adhomian powers; most political prisoners are re-educated and later released.&lt;br /&gt;
&lt;br /&gt;
Protests and riots were a very rare sight across the PRA post-revolution. With the consolidation of supplies and resources, the Party was capable of placating the majority of the populace. The small minority of those dissenters were handled easily by the well-funded PSIS. However, with the mounting problems stemming from the economic disruptance caused by the phoron scarcity, protests and dissent have begun to test the limits of the PSIS and NPD. High unemployment, lowering wages, a lethargic and overstrained welfare system, all are causes for unrest in less fortunate urban centers. Ruralities are typically spared the struggles of urban dissent, however they struggle with disruption as less fortunate urbanites flee to the countryside. With a high amount of overcrowding and questionable food safety in rural towns, protests have become a growing problem for local police.&lt;br /&gt;
&lt;br /&gt;
Both common criminals and political dissidents are sent to the same prisons without any separation. This practice is done to promote conflict between both factions to prevent coordination among the convicts. An increasing practice within the Hadiist system is the transfer of those serving life sentences to the Ministry of Technology. This practice is done under the table, as it is not condoned by the Party at large, and has proven to be a boon for certain experiments.&lt;br /&gt;
&lt;br /&gt;
= Economy =&lt;br /&gt;
&lt;br /&gt;
The People’s Republic of Adhomai uses the Adhomian Knuckle (თ) and the Biesel Standard Credit (电/CR) as its main currencies. Out of all Tajaran currencies, the Hadiist Knuckle is currently the most valuable one. Its banknotes are stamped with images of notable Tajara, with President Hadii&#039;s visage being the most common one. Commander Nated was once present in early print runs, but most notes bearing his image have been collected by the government; the few pieces that survived are considered valuable collector&#039;s items.&lt;br /&gt;
 &lt;br /&gt;
The Biesel Standard Credit is accepted everywhere in the People&#039;s Republic. This currency is used mainly by the megacorporations and the government. As part of a deal with the Sol Alliance, which was later ratified by the Republic of Biesel following the breakdown of relations, the Hadiist government can print a limited number of Biesellite credits.&lt;br /&gt;
&lt;br /&gt;
Despite being largely rural, the People’s Republic is the faction with the most industrialized economy. While the majority of vital industries are controlled by the government, small private enterprise is still possible in a select number of sectors, as long as governmental permission is granted. The presence of megacorporations in the PRA territory was once a boon to economic growth. Steadily, as trade becomes difficult with the frontier planet and human-made machines degrade without vital phoron, it has become a stagnant component. Many workers still seek out the corporations for jobs off-world or in the growing resource extraction operations, most notably NanoTrasen with [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-183840 Hephaestus Industries] and Orion Express rapidly expanding.&lt;br /&gt;
&lt;br /&gt;
National party-owned factories answer directly to the government and have Party assigned overseers who decide how to run the production. The typical factory employs assembly lines and simple industrial robots, allowing the People&#039;s Republic to make use of their cheap labor and growing educated population. Government owned factories have become the centerpoint of Hadiist construction. Construction of new state-run factories has scaled to attempt to accommodate the rapidly declining corporate-owned factories, with less than stellar results. &lt;br /&gt;
&lt;br /&gt;
Fully mechanized factories equipped with the latest in human machinery were once a growing presence in high-tech areas such as the city of Al’marii. However, this trend dropped off starkly as the Hadiist government began a strict phoron rationing program. Output dropped significantly without the wonder material, and the cost of import equipment far outweighed the potential profits. As such, many high-tech factories have since been abandoned leading to many shortages in cheap luxury goods. Despite this, Hephaestus Industries has become one of few megacorporation to [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-183840 build more factories] within the PRA. Factories owned by megacorporations are permitted to run as the owner sees fit.&lt;br /&gt;
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The Hadiist industry consists mainly of a large heavy sector supplemented by a sizable light industry. The People&#039;s Republic specializes in producing heavy machinery and processing the natural riches of Adhomai. Consumers&#039; goods are very reliable and simple; megacorporations usually supply most of the luxurious products. These highly sought after luxuries are rarely afforded to all but the upper-class of the Republic thanks to rising import costs. Those lucky enough to save enough credits to afford such luxuries often find the maintenance costs too high, and promptly leave it for disuse. Thanks to the Hadiist investments in research, the technology industry in the PRA is one of the fastest-growing fields. &lt;br /&gt;
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Hadiist agriculture is organized into collective farms. These farms are administered by councils of local Party members who act as managers who oversee the work for the season and send reports and requests to the central government in Nal&#039;tor. The Party gathers all of the information provided by the farming councils - and all other economic data - and processes them through an older generation Artificial Intelligence, known as Aparhatchyk, purchased from the Republic of Biesel in 2459. This AI, dependent on phoronic technologies, has been a boon to the PRA’s agricultural economy. However, its use has been restricted to select times of the year to help stave off rising operational costs. The ministries of the Republic have begun training to fill-in for these gaps in operations, however the inefficiency and lack of real experience have led to shortages, lower crop yields, nutrient drainage, and an otherwise underperforming economy.&lt;br /&gt;
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The government sends out directives to the farms, telling them to grow various crops and send requested equipment or additional labor power. The farmer councils then work to implement given orders locally. They do not compete directly with other regions. There is always a diverse yield produced every season. With the severe mismanagement of food supply, many councils take it upon themselves to skim crop yields for redistributing among rural black markets, a practice which typically goes unnoticed or ignored. Despite the illegal nature of it, this black market of crops has led to a thriving underground economy. While farming may be fulfilling to many, this simple life leads Tajara with a yearning to achieve more in life, or escape the rigid conservative life on the farm, to filter into the cities and then into space to find adventure in the greater galaxy.&lt;br /&gt;
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Several welfare programs exist in Republican states. A common sight in the cities is communal apartment complexes with no rent, allowing the poorest urban dwellers to have a residency when they can not pay their bills. The life inside of those accommodations is devoid of luxuries, as they are built with low-cost materials and can house many families at once. The system has become heavily strained in recent years with the continued economic downturn. Soup kitchens struggle with food supply, a stark difference compared to the well-stocked grocery stores. Many families reliant on the urban welfare programs choose to leave their city and return to the rural farms and mines, or push their offspring to become educated and find a well-paying job off-world in hopes that the salary of a corporate job can return the family to good standing.&lt;br /&gt;
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While the People’s Republic has not yet reached reliance on phoronic technologies in every sector, the use of the wonder material can be felt in other ways. Namely, the use of megacorporate technologies, factories, and spacecraft. Trade remains a vital part of the Hadiist economy and its immense material output. With the scarcity in full swing across the Spur, trade routes have become less profitable for the Republic and corporations alike. Pay cuts have begun to roll out across almost every industry sans agricultural. The cost of off-world luxury goods continues to rise. Corporate factories, being ever reliant on phoron to outpace the production of Party-owned facilities, have slowed down production and, by extent, worker pay. Lesser regions of the nation, such as those rural towns are smaller cities, have experienced temporary food shortages at times as advanced mechanized farms begin to see declining yields.&lt;br /&gt;
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In turn with shortages, the Party has enacted a strict phoron rationing program. Recipients are tiered based on importance to national goals, the rate of phoron usage, and other smaller factors. This has led to tension and occasionally competition between organizations that need the precious material. The most notable examples tend to be advanced farming communities vying for phoron before their next harvest. Meanwhile, the Orbital Fleet bemoans the prioritization of academia and research over the operations of the space fleet. The Party condemns the entire debate, stating that the rationing program has been implemented as the nation requires, and that no true citizen of the Republic should feel concern over their allotment of phoron.&lt;br /&gt;
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== Tourism ==&lt;br /&gt;
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Tourism in the People&#039;s Republic is tightly controlled by the government. The state monopolizes the industry; however, collaboration with megacorporations is widespread. Due to concerns over internal security, only certain areas are available for visitation. The historical cities and the idyllic region of Ras&#039;nrr Heartlands are the main attractions. Religious tourism is also common in the southern Rhazar Mountains, where pilgrims can visit ancient Tajaran temples. While alien tourists suffer no additional restrictions during their stay and can travel to anywhere a Hadiist citizen can, they are constantly watched by the PRA security service.&lt;br /&gt;
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= Technology =&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai is the leading force on Adhomai when it comes to technological advancement. Owing to their long history as the only recognized Tajaran government (until recently), the Republic enjoyed assistance from extrasolar entities such as the NanoTrasen Corporation, Republic of Biesel, and even the [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#findComment-159521 Free Tajaran Council]. This has helped the Republic develop advanced medical care and weapons, but most of this advancement is centered around the urban centers in the Republic&#039;s territory. Rural areas are typically less well-equipped, and the cost of medevacing injured family members to large cities like Nal&#039;Tor is beyond the average farmer&#039;s budget.&lt;br /&gt;
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These technological advances have come at a cost. Many corporate assisted advances, namely those in the medical field, require the ever dwindling resource of phoron. As a result, fewer and fewer Tajara have been granted access to the highest tiers of technology, rather than having to utilize their lesser but non-phoronic counterparts. This has supercharged the development of Tesla technology, however the inherent limitations of this Hadiist-created field have proven difficult to navigate around.&lt;br /&gt;
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== Aparhatchyk ==&lt;br /&gt;
&lt;br /&gt;
Aparhatchyk is an older generation AI created in the Republic of Biesel. In 2459, the People’s Republic purchased the AI to fuel its growing economy, and to progress its technological capabilities. While originally used solely for the management of the agricultural and production economy, its use expanded rapidly into numerous military and civilian fields. However, being a human technology, it relies on the use of phoron. Despite the small requirements compared to modern human AIs, the older age of Aparhatchyk has resulted in more frequent maintenance and wear down of the phoronic components. With the rising cost of operation, the AI has begun being used sparingly, with subcomponents of the AI being activated or deactivated throughout the year.&lt;br /&gt;
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The most notable and widespread use of Aparhatchyk is the economic management subcomponent. This system takes in data from across the PRA. Resource extraction, previous production quotas and results, alongside agricultural yields, and so on. It returns a report on recommended actions for use by the Ministry of Economy and Ministry of Agriculture. This powerful tool has been pinned as the reason for the Republic’s high economic growth in previous years, and the robust industry. However, as this component has a relatively lower necessity to national defence, it has been used increasingly sparingly, forcing the Republic to adapt and train numerous functionaries to try and achieve a fraction of the foresight the machine was capable of.&lt;br /&gt;
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The Republic’s nuclear arsenal is a vital component of its defensive stance, that being a form of mutually assured destruction. With the advent of the [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#findComment-160314 Skypillar] missile system, the AI was established as the primary controller of these missiles, answerable only to President Hadii himself. As such, this subcomponent of the AI remains the most important system, having never been deactivated regardless of the phoron supply.&lt;br /&gt;
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Smaller subcomponents, such as the use of Aparhatchyk  derivatives in tanks or spacecraft have seen success. Despite the inferior versions having less maintenance and running requirements, the usage of phoron has led many to be removed or temporarily deactivated.&lt;br /&gt;
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== Civilian ==&lt;br /&gt;
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Even the average Republican citizen enjoys the technological fruits of the PRA&#039;s labor. Automobiles are a common sight, even outside of the major population hubs. With advanced cold-resistant construction and snow tires, your local farmer&#039;s pick-up truck is more useful than the previous N&#039;hanzfu-driven carts. Sedans, vans, and large trucks are typical of civilian Tajara, and automobile sales spiked with the end of the war. Never before has the average Tajara citizen been able to enjoy the luxury of automated travel with such ease. Specially designed snow-piercing trains and underground rail systems are a staple and facet of modern urban PRA life. Investment into infrastructure has enabled the PRA to create a wide web of rail and bus systems, including advanced designs such as [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#findComment-167906 maglev trains].&lt;br /&gt;
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And, after a long day at work and riding public transportation, the typical PRA Tajara can return home to enjoy new advances in the field of telecommunications like their television set. Before the First Civil War, only the nobility had radios, and the populace had to rely on plays and other stage settings for entertainment. Now, not only are radios commonplace in almost every PRA household, but television sets are becoming even more popular. Each family is provided a television by the State, which can view up to at least thirty party-approved channels broadcasting everything from children&#039;s cartoons to the State news network. It is in this way that the People’s Republic is able to effectively disseminate propaganda to the masses and in some instances perhaps even spy on them.&lt;br /&gt;
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Electric stoves, coffee machines, blenders, food processors - so many appliances have been introduced to the Tajara household. One can regularly view commercials on the air directed towards the lady of the house, advertising the next useful kitchen gadget to make her life taking care of her family and husband all the simpler! And for the children, simple wooden toy blocks and animals have been steadily replaced by plastic action figures, electronic video game systems, and even kid-friendly science-oriented learning sets (uranium included). For most families living in large cities, their home life has been irrevocably changed thanks to the Republic&#039;s technological superiority.&lt;br /&gt;
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With their population booming from advances in medical care and home life, the PRA was forced to [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#findComment-169521 invest their money into agriculture and farming equipment as well]. Tractors, tills, combines and other industrial farming mechanisms including auto-farms and culture-controlled greenhouses have supplanted and replaced the slow, old methods. Even small rural farmers no longer have to plant their crops by hand, as farming equipment is loaned by the government to ensure steady food production. A dying generation of old farmhands and ranch owners find their knowledge less and less useful to pass on as machine-assisted farmers outpace the yields of old.&lt;br /&gt;
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Computers are quickly becoming widespread in the People’s Republic following the armistice. Outside of already being a fundamental part of the state bureaucracy, personal terminals are making their way into the Hadiist homes. Communal farms above a certain crop yield are given a computer linked to the managerial Artificial Intelligence to manage their production.&lt;br /&gt;
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=== Notable Civilian Vehicles ===&lt;br /&gt;
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*&#039;&#039;&#039;TAI-M1:&#039;&#039;&#039; a half-track, sedan-style car manufactured by the national automobile factories in Tampiska. Designed as a simple, cheap car to be mass-produced for the population during the interwar period. The initial plan of giving every Tajaran family an automobile was delayed by the Second Revolution; the constant fighting for Tampiska also interrupted much of the production. The project returned with full force after the Armistice. Able to withstand Adhomai&#039;s rough terrain and weather, the TAI-M1 is ubiquitous in PRA&#039;s urban and rural areas. &lt;br /&gt;
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*&#039;&#039;&#039;TAI-Volgydoh:&#039;&#039;&#039; an executive car designated for Party Members and government officials. The Volgydoh is more spacious and comfortable than the TAI-M1. Early versions were convertible; this feature was discontinued after the assassination of Al&#039;mari. These vehicles are only made in black color. Special models - powered by high-performance engines - are issued to the secret police. Due to the frequent use by the agents of the PSIS, these cars have been an almost constant target of bombing and sabotage attempts by the DPRA during the war, which lends them the nickname of &amp;quot;Coffin&amp;quot;. Mentions of the nickname warrant the charge of inciting terrorism.&lt;br /&gt;
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*&#039;&#039;&#039;Bryskavar Tractor:&#039;&#039;&#039; an experimental tractor powered by a miniaturized tesla engine. This prototype employs the same technology used by the tesla troopers. The tractor is larger than regular diesel models, but newer models are slowly being subject to improvements to fix this issue. The vehicle is currently being issued to communal farms as part of its testing phase. The initial prototypes were prone to random electric dischargers; another flaw that is being rectified by the Hadiist scientists. The People&#039;s Republic of Adhomai plans to apply this development to other vehicles.&lt;br /&gt;
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== Medical ==&lt;br /&gt;
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It is not only the military that has benefitted from PRA innovation. Whereas prior to discovery, the life expectancy of the average Tajara worker was around fifty years, now individuals living in hubs like Nal&#039;tor can survive even well into their eighties. A greater understanding of anatomy and medicines have enabled the Tajara people to live longer, healthier lives. Infant death has plummeted, and the production of numerous vaccines have rendered several diseases extinct. Tajara-specific medication is more easily and quickly synthesized, contributing to the decrease in the cost of drugs.&lt;br /&gt;
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The best in medical equipment, sourced directly from medical giants like Nanotrasen, have become a common sight across urban hospitals. Their use, however, is not as common and remains reserved for Party members and those in critical care. Regardless, your prospects are brighter than before with the advanced, however not as effective, Hadiist equipment. Rural clinics and hospitals, while better equipped now than they ever have been before, often are stocked with second-hand equipment from Urban hospitals. Midwives are still common amongst small towns and villages. Many communities continue to use traditional healing methods. Plans to standardize medical care across the rural communities within the PRA give hope, even if the roll-out is slow and piecemeal.&lt;br /&gt;
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The most recent advancement for PRA citizens is the production of prosthetics using similar technology as the Tesla Trooper corps. Many veterans of both the First and Second Civil War have had their amputated limbs refitted with these mechanical limbs. The design and technology of these novel Tesla prosthetics can be seen [[#Tesla Prosthetics|here]].&lt;br /&gt;
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== Military==&lt;br /&gt;
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Perhaps the largest gap between the three powers on Adhomai is one of military might; the People&#039;s Republic has the most advanced military and was the first state with the capability to launch its own ships into space. This gives them a significant advantage over the New Kingdom and the Democratic People&#039;s Republic as they can control the space around Adhomai without contest. The Orbital Fleet is a technological marvel achieved in conjunction with human scientists, who provided outside help in the Republic’s efforts to propel Tajara into the stars. The Fleet is not without its drawbacks, however. It remains the highest cost in the Republic’s budget due to the relatively immense phoron usage. As such, fleet operations have become fewer and fewer, a far cry from the impressive operational endurance during the war.&lt;br /&gt;
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Beyond the Orbital Fleet and the Kosmostrelki that protect the S&#039;rrendmarr system, the PRA was the first government entity on Adhomai to successfully field and maintain nuclear armaments. The most infamous deployment of these weapons was the bomb that atomized Quizosa, resulting in massive casualties. Since this incident and the galactic outrage it caused, the PRA has not used nuclear weapons again - but they have more missiles in storage, and the threat of nuclear fire has brought their enemies to heel in some small capacity.&lt;br /&gt;
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Veterans of the People&#039;s Republic are entitled to Tesla prosthetics as replacements for war wounds, a technology derived from the Republic&#039;s fearsome Tesla Troopers. The Republic has not shied away from the mechanical enhancement of its special forces teams, and the aforementioned Tesla Troopers are an example of this. The standard soldier is supplemented with cutting-edge firearms and armor, further empowering their performance in the field. With a great emphasis placed on laser weaponry, heavy armor, military exosuits, and weapons of mass destruction, the PRA military is a force to be reckoned with indeed.&lt;br /&gt;
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=== Weapons ===&lt;br /&gt;
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Unlike the other Adhomian factions, the Hadiist military has fully adopted automatic weapons. Their service rifle is the Tsarrayut&#039;yan rifle, a select-fire, automatic rifle. Laser weapons are usually used by high-ranking soldiers or special operatives. Regardless of advances in the small arms field, artillery is the Republican army’s main weapon and pride.&lt;br /&gt;
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Traditional Tajaran weapons, such as single shot and bolt action rifles, are widespread among the rural population. Those guns are primarily used for hunting or held as heirlooms from the First Revolution. Firearms are far less common in the urban centers, as they are associated with Party officials or gangsters. The purchase and carry of firearms require a permit issued by the government, with the exception being made to the members of the Hadiist Party and weapons that are considered family’s relics. Civilians can only acquire simple pistols, revolvers, and hunting rifles if they can prove a clear purpose for them such as hunting or defense of their shop. Party Membership allows citizens to acquire more powerful equipment, such as submachine guns.&lt;br /&gt;
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==== Notable Weapons ====&lt;br /&gt;
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*&#039;&#039;&#039; Tui&#039;ad &amp;quot;Icelance&amp;quot; Laser Rifle:&#039;&#039;&#039;  a clumsy energy weapon of Tajaran design, recharged through cranking. Despite having far less capacity and accuracy than modern laser rifles, the Icelance has proved itself to be adapted to the less advanced battlefields of Adhomai, as charging stations and even electricity can be a rare commodity in the most remote areas of the planet.&lt;br /&gt;
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*&#039;&#039;&#039; Adar&#039;Mazy Pistol:&#039;&#039;&#039;  mass-produced pistol issued to People&#039;s Republic officers, government officials, and low-ranking Party members. Known for its simple, cheap, and reliable design, this weapon is produced by nearly all weapon factories in the Republic. The Adar’Mazy is also found in the hands of Adhomai Liberation Army soldiers and commanders.&lt;br /&gt;
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*&#039;&#039;&#039; Nal&#039;tor Model Pistol:&#039;&#039;&#039;  given to Republican Commissars and high-ranking Party members, this bulky pistol is notable for its large caliber. Unlike the Adar&#039;Mazy pistol, only a single factory in Nal’tor is allowed to fabricate it; its design is kept as a state secret. Because of its rarity and status, the Adhomai Heavy Pistol was a sought-after war trophy by royalists and rebel forces.&lt;br /&gt;
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*&#039;&#039;&#039; Tesla Glove:&#039;&#039;&#039;  a tesla-based weapon created by the People&#039;s Republic of Adhomai as part of their Tesla Brigade program. The glove is a gauntlet capable of firing electricity arcs and shocking targets by touch; as it is powered by a miniaturized version of the Tesla Spine. Because of its long recharge time and unwieldy design, the glove is mainly used as an ancillary weapon.&lt;br /&gt;
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==== Notable Experimental Weapons ====&lt;br /&gt;
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*&#039;&#039;&#039;Nuclear Launcher:&#039;&#039;&#039; the People&#039;s Republic of Adhomai was the first Adhomian faction to master nuclear fission. Atomic weapons were used before in the Tajaran civil war, causing the annihilation of the military base of Quizosa. The nuclear launcher was created at the end of the second civil, by republican scientists as a way to deploy such destructive force while on the field. This firearm launches a miniaturized nuclear warhead capable of causing a controlled, but highly destructive, nuclear explosion. Due to its experimental and dangerous nature, this weapon never saw deployment, but several prototypes can be found in the republican arsenals.&lt;br /&gt;
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*&#039;&#039;&#039;Cybernetic Ha&#039;rron:&#039;&#039;&#039; invented by the Ministry of Technology, the Cybernetic Ha&#039;rron is a heavily augmented animal. Its limbs are replaced with specially made tesla prostheses; protection plates, bullet or stab proof are grafted on its back, head, and abdomen; hydraulic cylinders strengthen its jaw&#039;s strength; and the eyes are replaced with night vision optics connected to the brain. Due to the increase in aggressiveness and a shortened lifespan, the Ha&#039;rron is kept in a drug-induced coma when not deployed. The cyborg hounds are currently being supplied to the People&#039;s Strategic Intelligence Service for testing.&lt;br /&gt;
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*&#039;&#039;&#039;Skypillar System:&#039;&#039;&#039; created to deploy the Hadiist nuclear arsenal in case of a decapitation first strike, the Skypillar System is a missile control system recently revealed by the PRA. It relies on a series of sensors controlled by copies of the Republican AI. If the Skypillar detects an explosion, it will attempt to contact President Hadii and the Party to acquire authorization to use weapons of mass destruction. If unable to reach any authority, the Skypillar System will decide on its own if it will retaliate or not. The reliability of the mechanism and location of the sensors are only known to very few members of the state apparatus. &lt;br /&gt;
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==== Notable Military Vehicles ====&lt;br /&gt;
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*&#039;&#039;&#039;Ha&#039;rron III:&#039;&#039;&#039; a main battle tank developed in the intermediate stages of the Second Revolution to replace the Mata&#039;ke Rafama II. Thanks to its simple design, good armor, firepower, and speed, the Ha&#039;rron III quickly became a mainstay of the Republican armored divisions. The tank is mainly used to accompany motorized infantry during operations. Plans were made to begin development on a Mark IV model after the war’s end, but those resources were instead moved by the ministry of technology to their mech designs.&lt;br /&gt;
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*&#039;&#039;&#039;Rhazar Mk. I/II:&#039;&#039;&#039; a heavy tank built in the late stages of the Second Revolution. Instead of being equipped with a traditional ballistic gun, the Rhazar has a laser cannon. While this weapon gave the tank hefty firepower, it could only properly operate when in proximity to powerlines. However, the Rhazar Mk. I was effective in defending the Hadiist core territories in the final moments of the war. Projects to replace the engine with a tesla generator have netted moderate success with older Mk. I models being [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#findComment-177855 upgraded into the Mk. II]. However, these models eschew the anticipated use of automated turrets due to phoronic limitations.&lt;br /&gt;
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*&#039;&#039;&#039;Trid&#039;irra crawler:&#039;&#039;&#039; a mech created for the Division Experimental Exosuit. The Trid&#039;irra is a medium-sized crawler carrying artillery guns. Its main role is softening targets before the multipurpose vehicles of the Division EE can engage. Because it was never used in combat, the true effectiveness of the Trid&#039;irra remains unknown. Despite the investment in these new technologies, many Hadiist generals doubt that mechs can ever replace tanks.&lt;br /&gt;
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==Tesla Technology==&lt;br /&gt;
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Elektroika, commonly known as Tesla Technology, remains one of a handful of novel technologies developed on Adhomai. Based on the volatile but potent Tesla field, Tesla technology has become the pride of Hadiist science. While not reliant on phoron technology, Tesla technology is vastly inefficient and less effective compared to its phoronic counterparts. It occupies a space below the human technologies of the modern age, but could prove its reliability in the phoron scarcity.&lt;br /&gt;
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The most notable and widely used of the Tesla technological line-up is the generator. These generators range in size with the smallest being found in the Tesla Gauntlet. The largest on record was an experimental grid-scale power generator. The limiting factor in all cases is containment. Tesla generators require a thick containment shield, multiple discharge rods, and frequent maintenance. These requirements, however, do not ensure a consistent and safe generation field. Tesla generators, especially those larger variants, are notorious for containment failures. The results range from small shocks to explosive discharges. Containment failure has few cautionary signs, and is exceedingly difficult to reverse unlike Supermatter or nuclear alternatives. As such, maintenance technicians are highly sought after and often paid higher than average wages for their round the clock supervision and maintenance of the volatile technologies. Tesla generators are not without their benefits, however. The efficiency and output of Tesla generators are high, rivaling if not surpassing their fusion counterparts when adjusted for scale. Additionally, they are compact resulting in a high energy density.&lt;br /&gt;
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The commissioning and decommissioning process for a Tesla generator is a careful and tightly controlled process. Both events have a high likelihood to result in failure, often resulting in the severe injury of the scientists and technicians present. Due to the inability of a Tesla generator to “turn off”, decommissioning is performed through a controlled containment failure, often via remotely detonated explosives in secure facilities underground. Research into slow-decay decommissioning is seen as one of the top-priorities in Tesla Technology.&lt;br /&gt;
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=== Tesla Prosthetics ===&lt;br /&gt;
&lt;br /&gt;
The most visible use of Tesla technology is the Tesla prosthetics program. Due to the high cost and difficult integration of human-made prosthetics, the Ministry of Technology designed Hadiist-made prosthetics with Tajara anatomy in mind. Originally tested on soldiers to form the [[Tajaran_Military_Structures#Tesla_Brigade|Tesla Brigde]], the program was released for civilian testing in 2462. Since then, the program has expanded to include Tesla organs, and improve upon the safety and design of the limbs and spine.&lt;br /&gt;
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Between the military and civilian programs, numerous differences exist. Military-grade Tesla prosthetics were designed around earlier versions of the Tesla spine, which had leveraged the more powerful (and unstable) generator to supply the limbs, power armor, and even offensive electrical arcs. Civilian-grade Tesla prosthetics utilize newer versions of the Tesla spine. While not powerful enough to supply much more than prosthetic limbs and organs, it is much safer with the lowest chance of containment failure across all Tesla generators.&lt;br /&gt;
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=== Tesla Rejuvenation Suit ===&lt;br /&gt;
&lt;br /&gt;
Created as part of the Tesla prosthetics program, the [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#findComment-161120 Tesla Rejuvenation Suit] is a hulking suit that allows disabled Tajara to regain their vigor. Its users are surgically grafted in the machine; their limbs are replaced by large, industrial replacements; their organs are placed in a tank full of healing chemicals located inside their chest, and finally, a big tesla spine is installed. Only the head remains untouched. The suits are bulky and clumsy, restricting their wearers to jobs involving weight lifting and other menial tasks. Since this invention is still in its early stage, reports of it malfunctioning or causing pain to its user are not unheard of; however, the government is quick to claim that these are only subversive rumors. Because of extensive augmentation, Tajara in these suits reports loss of sensations everywhere except the face. The Rejuvenation Suit is only granted to loyal Hadiist Tajara living in the People&#039;s Republic. Tajara wearing it are colloquially called &amp;quot;steelsuits&amp;quot;.&lt;br /&gt;
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=== Tesla Resurrected ===&lt;br /&gt;
&lt;br /&gt;
One of the most secretive projects of the People&#039;s Republic is their quest to defeat death itself. In this mission, they created the Tesla Resurrected. Only known through leaked information, these experiments are dead Tajara brought back to life using a mixture of augmentation, chemicals, and life support machinery. While fresh bodies produced sentient subjects, with the bare minimum of consciousness to be called such, corpses with signs of decay require invasive techniques to birth more crude results. These resurrected, amalgamations of flesh and metal, are either mindless machines or reportedly violent maniacs. It is currently unknown if these experiments still exist in underground laboratories or if they were destroyed after they were interrogated for their secrets from beyond the grave.&lt;br /&gt;
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== Science Cities ==&lt;br /&gt;
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[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#findComment-170130 Science cities] are a large and expansive project by the Ministry of Technology to build a number of towns dedicated towards research and testing. Intended to be secretive and protected, these towns are built underground and without a disclosed location. Families are selected by the Ministry of Technology and PSIS to carry out the functions of the community. Primarily research, however supporting functions of food and recreation are provided to eliminate the need and risk of researchers entering the public scene. No official number has been declared regarding how many of these science cities have been built or are planned to be built.&lt;br /&gt;
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== Outsider Department ==&lt;br /&gt;
&lt;br /&gt;
The Outsider Department, officially called Department for Alternative Research, is supposedly a secret division of the Ministry of Technology tasked with researching parapsychology and anomalous phenomena. Only known through rumors and leaked documents, the department was created by the orders of Minister Zhuldyz Hadii after the war. Tales claim that countless unethical experiments take place in subterranean laboratories in an attempt to unlock the secret of the Tajaran mind and soul. Self-proclaimed magicians and mystics are brought to have their abilities put to test; so far, nothing concrete was found. Thanks to a recent partnership between the Ministry of Technology and the PSIS, there is no shortage of test subjects for the Outsider Department.&lt;br /&gt;
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== Extranet ==&lt;br /&gt;
&lt;br /&gt;
The People’s Republic has been connected to the extranet since the end of the First Revolution. It has the largest population online in Adhomai. However, it is subject to censorship by the Party; the Extranet is closely monitored by the secret police for any subversive tendencies. Sites that contain Anti-Hadiist ideas, such as Al&#039;mariism and Royalism, are blocked. To cover the role of the banned domains, there are Hadiist-approved sites available to the public. Accessing the uncensored extranet is possible through illegal software or by being a full member of the Hadiist Party. The People’s Republic is rumored to be behind the countless bots that roam the extranet downvoting and reporting anti-Hadiist content.&lt;br /&gt;
&lt;br /&gt;
Connecting to sites beyond Adhomai has proven troublesome. Due to the relative isolation of the S’rendarr system from the rest of the Spur, it is often the first to lose extranet connections when relays must go down.&lt;br /&gt;
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=== Notable Websites ===&lt;br /&gt;
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*&#039;&#039;&#039;Square:&#039;&#039;&#039; the most popular social media in the People’s Republic. Square is a social network service that allows users to create their profiles to stay connected to their friends and family. It is also possible to share content and pictures through a news feed and albums. In order to sign up, citizens have to register their Republican ID. The website is rumored to be used by the state to acquire extra information about its citizens.&lt;br /&gt;
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*&#039;&#039;&#039;AdhomaiEye:&#039;&#039;&#039; the top search engine in the People’s Republic of Adhomai. AdhomaiEye is suspected of favoring Hadiist-aligned sources above popular or accurate results. Websites related to the other Tajaran factions are unlisted and searching blacklisted terms is considered a crime.&lt;br /&gt;
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*&#039;&#039;&#039;PRATopic:&#039;&#039;&#039; an online forum aimed at young PRA Tajara living abroad. Outside of discussing mundane subjects and media, PRATopic has a large political section dedicated to the spread and the defense of the Hadiist ideal. The forum produces propaganda, political theory, and general virtual content to indoctrinate the younger generations. The website is infamous for its very strict moderation.&lt;br /&gt;
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= Regions =&lt;br /&gt;
[[File:Internaldivisions-pra.png|300px|thumb|A map of the People&#039;s Republic&#039;s regions.]]&lt;br /&gt;
== Nraz&#039;i Basin ==&lt;br /&gt;
&lt;br /&gt;
Protected by the eponymous mountain range, the Nrazi&#039;i Basin is the home of the Hadii Dynasty. Rebuilt in the image of a perfect Al&#039;mariist society after the First Revolution, the Basin is a land of planned cities, rocket launch sites, and strict order. The region concentrates the majority of the PRA&#039;s technology industry and laboratories. Its inhabitants are considered to be the devout Hadiists; years of indoctrination and propaganda succeeded in creating a loyal population. Due to its status as the jewel of the nation, the People&#039;s Republic is willing to do anything it takes to stop its enemies from ever touching the Nrazi&#039;i Basin.&lt;br /&gt;
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== Ras&#039;nrr Heartlands ==&lt;br /&gt;
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The Ras&#039;nrr Heartlands, also known as Adhomai&#039;s breadbasket, is home to the thousands of communal farms responsible for the majority of the agricultural production in the People&#039;s Republic. Lying in the shadows of the Nraz&#039;i mountain range, the Heartlands is an idyllic paradise amidst the ever-growing urbanization. Since the end of the First Revolution, Central Ras&#039;nrr maintains its rural tradition without forfeiting modernity; tractors, complex irrigation systems, and chemical fertilizers are widely diffused. Because of its large forest, the northern areas of the Heartlands have a thriving logging business. Its population has the fame of being rustic, but politically active, Hadiists. The communal farms are one of the few forces in the People&#039;s Republic able to negotiate with the Party on near equal grounds, especially as the shortages of phoron and food make their production all the more necessary.&lt;br /&gt;
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== East Ras&#039;nrr ==&lt;br /&gt;
&lt;br /&gt;
East Ras&#039;nrr is the most populous and wealthy area of the People&#039;s Republic. Boasting a well-developed infrastructure and industry, the region plays an important role in supplying the rest of the continent; all kinds of goods quickly flow through its rails and roads after leaving the assembling lines. Thanks to the capital of Nal&#039;tor, East Ras&#039;nrr has plenty of contact with the overall galactic community. Alien products and media - as long they have been approved by the Party - are available to the inhabitants of the region who can afford them. Despite this cosmopolitan nature, the Holy City of Sana Sahira stands in the south as a reminder of the Tajaran traditions.&lt;br /&gt;
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== Rhazar Mountains ==&lt;br /&gt;
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The Rhazar Mountains and its surrounding areas are famous for their abundant mineral riches. Entire towns and villages are dedicated to mining. Tons of ores are brought to the local foundries before being carried to be processed by the factories in East Ras&#039;nrr. Because of its vast deposits of rare-earth elements, the Rhazar Mountains are essential to maintain the ongoing Hadiist&#039;s technological development. Communal farms are also found on the prairies east of the mountain range.&lt;br /&gt;
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= Major Cities =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nal&#039;tor:&#039;&#039;&#039; the capital of the People’s Republic. It is the most populated city in Adhomai, being the cultural, financial, and political center of the country. Nal&#039;tor is considered modern and industrialized by Adhomian standards; it is the place where a Tajara can have the most contact with aliens and new off-worlder technologies. Despite the relatively low crime rates, its inhabitants are under constant surveillance by the police and the intelligence agency. It is home to the largest shuttle port on the planet. Attractions include the very active nightlife, Tajaran Electro-Swing clubs, and museums. The city is known for being the site of the now-destroyed Steeple, which is currently being replaced by the Palace of the Free Tajara. This building will be the tallest freestanding structure in Adhomai when completed. Having been built for the future, it currently has the largest housing surplus making it a common destination for those seeking a new home. The [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]] is among one of its most famous academies.&lt;br /&gt;
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*&#039;&#039;&#039;Tampiska:&#039;&#039;&#039; an industrial hub focused on the production of heavy machinery and automobiles. The city suffered greatly in the second revolution, being the stage of intense urban warfare between the Republican Army and the Adhomai Liberation Army. The Armistice has allowed Tampiska to recover, giving it the chance to return to its old productive days. The city contains vital roads and railways linking Nal’tor to the rest of Ras&#039;nrr, making it a major strategic point. Main attractions include memorials related to the Tajaran civil wars and its many train stations. With many NanoTrasen factories cutting staff and shutting down, Tampiska suffers the highest unemployment rate in the Republic. However, it boasts the strongest construction industry as mass state-funded construction projects expand existing Hadiist industrial complexes.&lt;br /&gt;
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*&#039;&#039;&#039;B&#039;urr:&#039;&#039;&#039; an important harbor town on the coast of southern Ras&#039;nrr. The city was once captured by the Adhomai Liberation Army during the Second Civil War. Famous for its busy ports, where most of the coastal trade flows before being distributed through railroads. The settlement also has high crime rates, with shady figures wandering between its warehouses and docks at night. The main Republican submarine base can be found in B’urr. The city is home to marinas and historic lighthouses.&lt;br /&gt;
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*&#039;&#039;&#039;Mal&#039;jor:&#039;&#039;&#039; a city built on the principal chokepoint dividing Ras&#039;nrr. It is heavily defended by several military bases. The settlement was occupied by the rebel forces for most of the war until it was liberated in the final year of the conflict. A mining town exists close to the garrisons, with most of the population being employed in the prospecting business or the service sector. This has made it a fast growing city, as former factory workers find work in the mining sector. It suffers with an immense housing shortage as a result. The entrance to Adhomai’s longest cavern, the Kurguzov Cave, can be found south of the city. Its tunnels spread further into the Rhazar mountains, with various areas still being left unexplored.&lt;br /&gt;
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*&#039;&#039;&#039;Orul:&#039;&#039;&#039; a city located around the fertile lands of northern Ras&#039;nrr. It remained under the control of Hadiist forces for the entirety of the war, avoiding any kind of destruction. Previously underpopulated, it has grown rapidly with urbanites seeking employment in the surrounding farms that visit the city. Foodstuff is brought from these farms to Orul, where most of it is shipped to the rest of the Republic. This has led to it becoming a major black market location. The city lacks the presence of any industry, but has been slowly urbanizing; much to the chagrin of locals and tourists who once considered it an idyllic escape from the hectic metropolitan life. Azubarre is the patron god of Orul.&lt;br /&gt;
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*&#039;&#039;&#039;Zatushka:&#039;&#039;&#039; a city located close to the vast forest of northern Ras&#039;nrr. It is renowned for its logging and woodworking tradition. Due to the supply of high-quality wood, numerous artisans and industries have taken up residence in Zatushka. Furniture made here is known to be of high quality and is prized everywhere in Adhomai. The city was controlled by the Liberation Army for most of the civil war, resulting in heavy devastation during its capture in the last moments of the conflict. This continues to haunt the city, leading to overcrowding as the logging industry grows from urban emigration. Dhrarmela is the patron god of Zatushka.&lt;br /&gt;
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*&#039;&#039;&#039;Nazira:&#039;&#039;&#039; one of the oldest Tajaran settlements, resting on the shadow of Adhomai’s tallest mountain. Nazira is on the doorstep of Sana Sahira, serving as a stop-off point for pilgrims and priests. Several inns, hotels, and restaurants exist to serve the constant influx of travelers. Shops selling religious objects, such as icons and amulets, also play a big role in the local economy. The city is home to the oldest surviving S&#039;rand&#039;marr temple in Adhomai, the Temple of the Holy Blessed Suns, with its main structures and reliquary dating back to the Immigration Period.&lt;br /&gt;
[[File:Pranuclearplant.jpg|300px|thumb|A nuclear plant in the city of Al&#039;mari.]]&lt;br /&gt;
*&#039;&#039;&#039;Al&#039;mari:&#039;&#039;&#039; the ancestral land of the Hadii dynasty. It holds an important cultural significance for the People&#039;s Republic as the cradle of Hadiism. The city houses various museums dedicated to the first revolution and monuments praising the achievements of the PRA and its heroes. The town underwent reconstruction after the first civil war; it was rebuilt following the principles of Republican architecture and meticulous urban planning. Al&#039;mari is the national center of technological development, supported by [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/#findComment-144507 high-tech industries], state-run laboratories, and the presence of the space program. The [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]] and [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] are among the city&#039;s most prestigious learning institutions.&lt;br /&gt;
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*&#039;&#039;&#039;Fort Hadii:&#039;&#039;&#039; a town that can be better described as a massive military complex. Originally a fortress meant to protect the Hadii&#039;s lands, it evolved into a robust system of bases, defenses, and garrisons along the northwest section of the Nraz&#039;i mountains. Its military academies prepare aspiring officers to lead, while its training camps prepare conscripts for the realities of war. PSIS agents are supposedly indoctrinated in some hidden compound in Fort Hadii. The civilian population is composed of the family members of the personnel stationed on the base and of those working to supply and offer services to the military presence.&lt;br /&gt;
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*&#039;&#039;&#039;Castle Vladis:&#039;&#039;&#039; once the site of an abandoned fortress, the island of Vladis was chosen to be the site of the PRA’s first maximum-security prison: the Try&#039;urma Penitentiary. Due to its isolated position and turbulent waters; the institution has the fame of being inescapable. Common criminals, dissidents, and political prisoners are sent to Try&#039;urma; those who are sentenced to it are rarely seen again. A military base and a small settlement are also present. The inhabitants of the town are the few civilians that are employed in the operations necessary for the maintenance of the government facilities. &lt;br /&gt;
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*&#039;&#039;&#039;Chaniska:&#039;&#039;&#039; the last bastion of the People’s Republic in Amohda and a naval base on the southern region of the island. During the war, the vast majority of the native population fled to escape PRA control, leaving the city abandoned. The Republican Army was able to halt any armies encroaching on the city. Now, the PRA promotes [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?do=findComment&amp;amp;comment=147249 resettlement] of the area through a program to entice citizens displaced by the citizenship act to settle in Chaniska. The city is gradually being refilled, and the fishing and shipwright industry is expected to make a massive comeback as migration steadily increases. The area was the site of a tense military stand-off between the PRA and DPRA in 2463. While the DPRA eventually stood down, the rival armies of the two nations continue to glare at each other from their border fortifications. &lt;br /&gt;
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*&#039;&#039;&#039;Klipavayr:&#039;&#039;&#039; a mining town in the Rhazar Mountains. It is home to the largest military underground hangar in Adhomai: the Klipavayr airbase. Built into the side of the mountains, the base houses autogyro squadrons and their pilots. Bauxite extraction and aluminum production are staples of the local economy. Klavpavayr is also famous for the Sham-Rhazar, an interwar period resort built atop the summit of one of the nearby peaks. The building is exclusively used by Party members for social and political meetings.&lt;br /&gt;
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= Architecture =&lt;br /&gt;
&lt;br /&gt;
Hadiist architecture is divided into two notable styles: Interwar Art and Hadiist Classicism. &lt;br /&gt;
&lt;br /&gt;
Interwar Art, also known as Tajaran Futurism, emerged shortly after the First Revolution. This style was marked by the futuristic and hopeful spirit of the young Republic. Its main theme is the admiration for modernity and technology. Its major characteristics are smooth lines, geometric shapes, streamlined forms, and bright colors. While the first Republican buildings were built in this style, Interwar Art fell out of favor after the ascension of President Njadrasanukii Hadii. However, this style is still widely appreciated by the Tajaran community in Biesel.&lt;br /&gt;
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Developed by architects closely linked to the Party, Hadiist Classicism is an architectural style that emerged during the reconstruction of the city of Al&#039;mari. It is characterized by large buildings, rigid geometrical figures, small windows, solid concrete structures, and a monochrome palette. Its buildings prioritize function over form - the only suitable decoration are propaganda pieces exalting Hadiism. Hadiist Classicism is currently the most popular architectural style in the People&#039;s Republic of Adhomai.&lt;br /&gt;
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== Notable Monuments ==&lt;br /&gt;
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*&#039;&#039;&#039;Palace of the Free Tajara:&#039;&#039;&#039; planned after the destruction of the Steeple during the Second Civil War, the Palace of the Free Tajara is the current seat of government of the People&#039;s Republic. The Palace is the tallest freestanding structure in Adhomai, with a height surpassing 900 meters. Inaugurated in 2464, it was built with the help of megacorporations. Its main structure is heavily reinforced and a subterranean complex makes sure that the government will continue to work even if the Palace is seriously threatened. The building is overseen by Aparhatchyk, the Artificial Intelligence used in economic analysis; its software was updated and expanded to accommodate its new function by the Institute of Orbital Research. The Republican Guard is responsible for the security of the Palace. The building is also home to a museum dedicated to the history and feats of Hadiism.&lt;br /&gt;
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*&#039;&#039;&#039;Monument to the Fallen Revolutionaries:&#039;&#039;&#039; a war memorial and statue dedicated to the First Revolution&#039;s revolutionaries located in Tampiska. Inaugurated shortly after the end of the war, the monument depicts a rebel with a rifle staring towards Nal&#039;tor. A large stone tablet at the building base dedicates the memorial to the rebels who fought and died to liberate the city from the nobility. Because of its importance to the Hadiist and Al&#039;mariist causes, the monument was spared from the Second Revolution&#039;s destruction. Controlling the statue during the conflict was a matter of national pride; several soldiers died to capture and recapture the memorial.&lt;br /&gt;
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*&#039;&#039;&#039;Temple of the Holy Blessed Suns:&#039;&#039;&#039; situated in the city of Nazira, the Temple of the Holy Blessed Suns is the oldest known S&#039;rand&#039;marr temple. Built during the Immigration Age, the building is a large complex made up of several chambers, shrines, libraries, and churches. Thanks to its religious significance, it was spared by combatants during both civil wars. Proposals by the Hadiist Party to turn the temple into a museum proved to be unpopular with the public. Thanks to the effort to digitalize the church&#039;s archives, the Temple has public computers with access to its sacred texts.&lt;br /&gt;
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= Government and Ideology =&lt;br /&gt;
&lt;br /&gt;
The People’s Republic of Adhomai is considered a presidential republic with a single-party system. The leadership and organization are extremely centralized, with all branches of the government and administration answering to the parliament and the president, Njadrasanukii Hadii. The president serves a twelve-year term while also having ample powers, such as being able to issue mandates or dissolve the parliament in cases of emergency. The Party of the Free Tajara, also known as the  &#039;&#039;&#039;Parizahra Zhahrazjujz Tajara Akzatauzjauna&#039;&#039;&#039;,  is the only and ruling party in the PRA, with its leader always being the elected president. They follow Hadiism as their main ideology, with the objective of securing the Tajaran freedom and place in the galactic community.&lt;br /&gt;
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Membership of the Hadiist Party is not open. For anyone to become a member, they must be approved by a committee that considers their qualifications and past. Government officials can grant honorary memberships, this is seen as nothing but an honor and does not grant any status or position that a regular Party member would have. Full members of the Party always work in government positions.&lt;br /&gt;
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== Hadiism ==&lt;br /&gt;
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Hadiism is an ideology characterized by strong centralized leadership, a one-party system, a rejection of the traditional Tajaran caste system, and the enforcement of a monolithic culture to replace regional identities. Its origins can be traced back to the First Revolution, but its current form was defined by Malik Hadii’s rise to power. Hadiism is extremely authoritarian and concentrates a large amount of power in the hands of the Party and its leaders. The cult of personality of the president is another key element to it; the supreme leader is the unquestionable guide for the entire nation.&lt;br /&gt;
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The caste system is seen as one of the main obstacles to the future of the Tajara people. It is considered an issue so ingrained in the Tajaran society, that it requires state intervention to solve. The Hadiist solution to this problem is the creation of an artificial unifying culture whose goal is the elimination of any kind of division between the population. This new ideal puts great emphasis on the collective over the individual and undying loyalty to the Party. The new Hadiist Tajara is eager to sacrifice himself for the good of their nation and would never question the decision of his superiors. The desire to break with the burdens of the past extends to the religion to the more radical Hadiists; renouncing one’s belief in the Gods is necessary to recognize that no higher power than the Party exists. While incompatible with the Hadiist ideals, racism is still widespread and is a great hurdle in the process of eradicating the heritage of the caste system.&lt;br /&gt;
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Hadiism is open to diplomacy with alien powers and is welcoming of megacorporations. In its vision, the Tajara should cultivate a prosperous and friendly relationship with the other species. However, Xeno cultural influence should be closely watched for it might clash with the Hadiist Culture.&lt;br /&gt;
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=== Schools of Thought ===&lt;br /&gt;
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*&#039;&#039;&#039;Orthodox Hadiism:&#039;&#039;&#039; the mainstream form of Hadiism, followed by the majority of the Party. Orthodox Hadiism follows closely the principles of the ideology without deviation. It is resistant to change and seeks to maintain the Party&#039;s rule over the Nation at all costs. Its main inspiration comes from the actions and doctrines established by President Hadii; Malik&#039;s cult of personality is found in its strongest form here.&lt;br /&gt;
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*&#039;&#039;&#039;Totalist Hadiism:&#039;&#039;&#039; even with the ever-present secret police, strict censorship, and other measures to suppress political dissent, some Hadiists believe that the Party should exercise greater control of the society. Totalist Hadiism proposes the total planning and organization of the lives of its citizens according to the needs of the State. The concepts of independence, self-realization, individualism, and personal desires must be forgotten for the sake of the nation; a Tajara&#039;s sole purpose is to dedicate themselves to the Hadiist state. This ideal condition can only be reached through the implementation of a non-stop overview and invasive vigilance. [[Notable Tajara#Headmaster Harrrdanim Tyr&#039;adrr|Headmaster Harrrdanim Tyr&#039;adrr]] is the main proponent of this ideology. It finds great support among the ranks of the People&#039;s Strategic Intelligence Service. It is the smallest of the schools of thought.&lt;br /&gt;
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*&#039;&#039;&#039;Visionary Hadiism:&#039;&#039;&#039; originated from the growing scientific community in the People’s Republic, Visionary Hadiism believes that rapid and radical technological progress is needed for the Hadiist society to reach its goals. The flaws of the Tajaran people can be corrected with the help of revolutionary technologies; science must be used to permanently transform the Tajaran condition. No price is too great during the march of progress, neither nature nor Tajaran lives should stand on the path to greatness. Safe and ethical research is seen as a pointless constraint. Accelerated industrialization of all sectors is dictated as necessary to guarantee the survival of Hadiism against its enemy. Visionary Hadiism advocates for the expansion of the space navy and the establishment of more colonies. Under their vision, the Tajara are destined to populate and conquer the cosmos. The introduction of widespread augmentation is also among its policies; cybernetics implants would erase the concept of disability and inequality from the face of Adhomai. While it advocates for the use of any technology to propel the Tajaran people forward, in the face of the growing scarcity focus has shifted to the rapid expansion of Tesla research. [[Notable Tajara#Minister of Technology Zhuldyz Hadii|Minister of Technology Zhuldyz Hadii]] is the main proponent of this ideology. It finds great support among PRA’s researchers and the orbital fleet command. Visionary Hadiism is the third largest school of thought.&lt;br /&gt;
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*&#039;&#039;&#039;Young Hadiism:&#039;&#039;&#039; made up of students and intellectuals, the Young Hadiists are the reformist faction. Despite being unable to directly oppose the Party due to the threat of a political purge, they plan to change the system through gradual reforms. Young Hadiism preaches that authoritarian measures were only temporarily needed to secure the existence and security of the People’s Republic. The Tajara deserve more political rights and freedom; the Party should be the people&#039;s protector, not their jailor. Young Hadiists are one of the few to raise concerns about Adhomai&#039;s nature being threatened by industrialization. Young Hadiists believe that changes should be cautiously implemented to avoid upsetting society and the government. Ultimately, the Young Hadiists plan to slowly transform the People&#039;s Republic into a proper Hadiist democracy. [[Notable Tajara#Minister of Education Kalim Khazdar|Minister of Education Kalim Khazdar]] is the main proponent of this ideology. While originally the second smallest school of thought, as the Hadiist education system has expanded, Young Hadiism has grown to become the second largest school of thought behind Orthodox Hadiism.&lt;br /&gt;
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== People&#039;s Strategic Intelligence Service ==&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Strategic Intelligence Service is the main intelligence agency of the People&#039;s Republic. In the wake of the revolution that had won the species their independence, the budding government recognized the need for covert operations. Teachers from Sol&#039;s [[Solarian Security and Law#The Solarian Interstellar Intelligence Bureau|SIIB]] and equipment were employed to train their agents, which then embedded themselves across Adhomai in anti-government groups, media moguls, law enforcement agencies, and other levels of society to ensure that order was kept and no subversive elements could undermine the new, weak government. Since then, their reliance on humanity has grown weak, and the agency has established itself as a respected and feared intelligence service.&lt;br /&gt;
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Several agents and informants are employed by the PSIS, both in domestic and foreign theaters. The agency makes use of espionage, sabotage, assassination, interrogation, blackmail, and all other sort of subterfuge, during their operations. Subversive elements within the People&#039;s Republican are dealt with quickly, usually through night raids and abductions conducted with the aid of black unmarked cars. Tajara residing in other systems are not truly safe from the Intelligence Service, as they are known to deploy their agents against off-world targets. Hadiist spies, enforces and collaborators are present in [[Mendell City|Mendell City&#039;s district six]], carrying out orders or watching their fellow Tajara.&lt;br /&gt;
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During the Second Revolution, the People&#039;s Strategic Intelligence Service was deployed in occupied territory to persecute anyone who was offering resistance or was suspected of doing so. Tens of thousands were killed or imprisoned by the secret police. Families of suspected guerilla fighters and dissidents were held hostage to force the suspects to surrender or come out of hiding. The [[Tajaran Military Structures#Republican Army (People&#039;s Republic of Adhomai)|Grand People&#039;s Army]] frequently collaborated with their operations under the guise of anti-partisan actions. Many community leaders, family members, and politicians remain &amp;quot;disappeared&amp;quot; by the PSIS.&lt;br /&gt;
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===Blade Dame Division===&lt;br /&gt;
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Known only through document leaks, the Blade Dame Division is a group of heavily augmented assassins. Its members are picked from female orphanages and supposedly brainwashed to be totally loyal to the Hadiist Party. They are equipped with experimental augments that favor stealth operations, including retractable blades concealed in the forearms and fingertips; subdermal ballistic armor patches; concealed guns installed in the knees and wrist; and a fully internal tesla spine prototype. Due to the nature of the augmentations, they are indistinguishable from a non-augmented Tajara to the naked eye. Rumors claim that the Blade Dames are also operating in Tau Ceti.&lt;br /&gt;
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== Law ==&lt;br /&gt;
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The Hadiist justice system is heavily centralized and relies solely on written law. The code is biased toward protecting the Party’s rule and its position as the ultimate authority in the Republic. Courts are presided by judges chosen through Party appointment, with the presence of Hadiist model citizens selected as the jury when needed. Lawyers are always appointed by the state to work on cases; it is impossible for anyone to hire a professional of their choice. All advocates are required to work for the government in order to practice their profession.&lt;br /&gt;
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Law enforcement in the People’s Republic is the responsibility of the National Police Department, an organization under the control of the Ministry of Internal Affairs. This agency is tasked with keeping the peace and investigating crimes. The Hadiist police force is the best equipped in Adhomai, but much of its efforts are hindered by the underlying corruption present in the government.&lt;br /&gt;
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== International Relations ==&lt;br /&gt;
The international relations of the People&#039;s Republic is handled by the Ministry of External Affairs. Diplomatic missions are wide and varied, whether they are the many ambassadors and consulars found across the Spur, aid missions set to improve the image of the Republic, or meetings to secure new deals with the megacorporations and other nations. Consulars of the Ministry of External Affairs are recruited, trained, and managed by the People&#039;s Diplomatic Service. Protection is performed by the Parizahra Aasii branch of the National Police Department. Officers assigned to the Horizon may hold the rank of &#039;&#039;&#039;Nalket&#039;&#039;&#039;, &#039;&#039;&#039;Rhazket&#039;&#039;&#039;, or &#039;&#039;&#039;Sil&#039;Dranalket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039; among the Tajaran nations, the People’s Republic of Adhomai has the strongest diplomatic ties with the Republic of Biesel. Thanks to NanoTrasen influence and support of the Hadiist government during the Second Revolution, Tau Ceti is considered a close ally. Following the signing of the [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#findComment-165950 Mendell Protocol], these ties have only strengthened with the defensive pact. The Orbital Fleet sent an expeditionary force to aid Tau Ceti during the Solarian invasion of 2462.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sol Alliance]]:&#039;&#039;&#039; once an ally and direct supporter of the People’s Republic, relations between both states quickly deteriorated after a space skirmish in 2461. Despite the diplomatic reopening following the lifting of the Second Tajara Ban, the events before the Solarian collapse forced the PRA to finally cut all ties with Sol. There is no reconciliation on sight as the People’s Republic continues to supposedly fund the Tajara Revolutionary Army in the Wildlands and Sol continues to uphold the Third Tajara Ban&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Nralakk Federation]]:&#039;&#039;&#039; as part of the S&#039;rand&#039;marr Coalition, the Nralakk Federation dispatched peacekeepers and humanitarian aid to the People&#039;s Republic during the conflict. Despite initially recognizing all Tajaran factions due to the Armistice, the Federation now only recognizes the People&#039;s Republic as the rightful Adhomian faction. The collaboration between the governments is usually done through the joint development of technologies and information exchanges. The Federation currently sees the PRA as the best choice for Adhomian stability.&lt;br /&gt;
&lt;br /&gt;
== Flag ==&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic Flag is based on the Hadii dynasty standard used during the First Revolution. The flag uses the colors of the revolutionary movements, with red representing the sacrifices made during the civil war, black the equality among all Tajara, and gold the natural riches of Adhomai. The flag has a Twin Suns Icon on the center symbolizing the People&#039;s Republic&#039;s rule over all Adhomai.&lt;br /&gt;
&lt;br /&gt;
= Military Forces =&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic Military is composed of the [[Tajaran Military Structures#Republican Army (People&#039;s Republic of Adhomai)|Grand People&#039;s Army]], the [[Tajaran Military Structures#Republican Navy (People&#039;s Republic of Adhomai)|Republican Navy]], the [[Tajaran Military Structures#People&#039;s Air Force (People&#039;s Republic of Adhomai)|People&#039;s Air Force]] and the [[PRA Orbital Fleet Structure|Orbital Fleet]]. The Grand People’s Army is the ground army of the PRA; it is formed by large divisions of mechanized infantry, armored platoons, and artillery teams. While being equipped with the best that the Adhomian industry can provide, the Republican army suffered from low morale and a lack of properly trained officers in the Second Revolution. A draft was instated from 2458 to 2464, replacing the volunteer model army following high casualty rates, requiring all Tajara between 18-30 to enlist, unless they were able to pay a fee, prove that they are a member of the party or that they are employed under the NanoTrasen Corporation. With the signing of the Armistice, the Republican Military has gone through an extensive reform period with the lessons learned from their failures in the war.&lt;br /&gt;
&lt;br /&gt;
The Republican Orbital Fleet is the pride of the People’s Republic military, as it is the strongest space navy among the warring factions of Adhomai. While used to defend the system and used to impose a blockade against the other factions, the Fleet was able to extract a costly victory in a skirmish against Solarian forces in S&#039;rand’marr.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39517</id>
		<title>Sandbox:Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39517"/>
		<updated>2026-05-28T18:04:50Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Hangar Operations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Operationsmanager-nbt.png&lt;br /&gt;
|jobtitle = Operations Manager&lt;br /&gt;
|access = Operations Lobby, Hangar, Secure Storage, Machinist, Engineering Hallway, Security Hallway, Teleporter, Bridge&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|qualifications = At least 30 years of age, 5 years logistics or equivalent experience, current Pilot&#039;s License, completion of the SCC&#039;s &amp;quot;Introduction to Refueling&amp;quot; program, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]], NanoTrasen Academy, Ceres University.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate operations, manage the hangars, supervise Hangar Technicians and Shaft Miners, fill bounties&lt;br /&gt;
|guides = [[Hangar Technician]], [[Shaft Miner]], [[Machinist]], [[Guide to Robotics]], [[Guide to Gunnery]], [[Guide to Piloting]], [[Guide to Communication Devices]], [[Guide to Faxes]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Operations Manager&#039;&#039;&#039;, your primary job is to coordinate and manage your department, which consists of the supply area, the flight deck, and the machinist workshop. It is your responsibility to ensure that orders are processed properly, supplies are distributed, mining secures materials and salvage, and the machine shop services synthetics quickly and properly. Anything that may relate to the logistics of the vessel is generally under the domain of the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
==Cargo Operations==&lt;br /&gt;
&#039;&#039;If you&#039;re new to Operations entirely, you should start out by reading about the [[Hangar Technician]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main responsibilities of Operations is to ensure that:&lt;br /&gt;
# Departments are supplied with what they need.&lt;br /&gt;
# The ship guns are loaded and ready to fire when needed by the bridge.&lt;br /&gt;
# Shuttles are serviced and loaded when needed for a mission.&lt;br /&gt;
# Synthetics are maintained and repaired.&lt;br /&gt;
# New materials are being brought in from salvage or mining operations.&lt;br /&gt;
Assuming there is a full team of hangar technicians, shaft miners, and machinists, none of these duties fall directly on the Operations Manager&#039;s shoulders. Instead, delegation should be used to ensure each goal of the Operations department is met by the team. The goal of the Operations Manager is to assist the team, be it with Command access, communication with other departments, or being an extra set of hands where needed. As the name suggests, the Operations Manager is a manager, and there to ensure everything is operating smoothly and coordinated.&lt;br /&gt;
&lt;br /&gt;
The logistics and cargo side has some key areas to focus on. At shift-start, it is important to ensure that there is a technician assigned to sort the warehouse, and send out packages of useful equipment to other departments. Another technician should be sending out bounty sheets printed from the Cargo Control program, as well as collecting these bounties so that the department can generate revenue. Other less important tasks, such as manning the desk, checking the shuttle hangars, and setting up the Commissary should also be assigned when possible.&lt;br /&gt;
&lt;br /&gt;
=== The Vault ===&lt;br /&gt;
&lt;br /&gt;
As Operations Manager, you have providence over the secure storage vault sitting in operations, which holds many rare and valuable items. If you want to access it (be they for reasons noble or [[Traitor|not]]), you&#039;re going to need to turn off the turrets inside the vault first, otherwise you&#039;ll probably meet a swift and unpleasant end. This can be performed by alt-clicking the panel to unlock it, then opening the interface and disabling the turrets. &lt;br /&gt;
&lt;br /&gt;
Accessing the vault requires lifting the airlock bolts, which will send a message in the command radio channel. It is a good courtesy to inform the command team when the vault is being accessed to avoid concerns and confusion. Within the vault, various items are present ranging from a safe, to phoron, to a pile of credits, and even hardsuits. While the Operations Manager has access to the vault, this access does not extend to any of the protective windoors inside the vault. Meaning, the interior can be accessed but none of the contents. To access the contents, the glass must be shattered or, ideally, a [[Captain]] is present. Items being added to the vault are generally safe to leave of the floor, however.&lt;br /&gt;
&lt;br /&gt;
=== Gunnery ===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[Guide to Gunnery]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Operations Managers may &#039;&#039;&#039;NOT&#039;&#039;&#039; operate ship weaponry. They may only perform loading operations.&lt;br /&gt;
[[File:Secure ammunition storage.png|thumb|Secure ammunition storage. To access it, the shutters need to be raised, and the bolts on the doors need to be dropped.]]&lt;br /&gt;
The loading of the guns of the vessel, and the management of their ammunition, is under the domain of the Operations Manager. Just aft of the Grauwolf&#039;s room is the Secure Ammunition Storage. This room contains all of the vessel&#039;s ammunition for ever gun. Despite having turrets, the turrets are off by default. This is to allow hangar technicians to access ammo storage if an Operations Manager is not present. The entrance to the room is protected by both a bulkhead and bolted doors. The bulkhead can be lifted without an alert, however bolting and unbolting the doors sends an alert in the Command radio channel.&lt;br /&gt;
&lt;br /&gt;
Hangar Technicians are the primary role handling weapon loading. The process requires the powerloaders present within the Grauwolf and Longbow rooms. Most ammunition requires a powerloader to move, namely the Grauwolf and Francisca ammo, while all ammo requires a powerloader to load it into a gun. The Longbow&#039;s warheads can be moved by hand, however this is dangerous as a mistake can lead to detonation of the warhead.&lt;br /&gt;
&lt;br /&gt;
The role of the Operations Manager within the gunnery process is managing the ammunition. This is often simple, as Bridge Crew typically request a specific ammo type and amount. However, during combat operations, it may be necessary to decide whether ammo should be prepared ahead of time, such as moving Longbow warheads to the Longbow room prior to a load order from the bridge, to cut down on the time to load. This can be risky, and in some cases loading more ammunition than requested can cause issues as loaded ammunition cannot be removed from the guns. The other aspect of the Operations Manager&#039;s role is ordering more ammo from the cargo lift. Ship gun ammo is expensive and time consuming to order. As such, determining when and how much ammo to order is very important.&lt;br /&gt;
&lt;br /&gt;
==Hangar Operations==&lt;br /&gt;
The hangars of the vessel are general under the control of the Command department as a whole, however in most cases the Operations Manager has primary responsibility over the operation and organization of the hangars. The primary needs of the hangars are shuttle servicing, cargo loading/unloading, and shuttle marshaling. These are performed by hangar technicians, as the job name implies, however the coordination of when these operations are needed and the precise details, such as how much fuel and what cargo to load, require communication with pilots such as [[Bridge Crewman|Bridge Crew]] and [[Xenoarcheologist|the science team]].&lt;br /&gt;
&lt;br /&gt;
Shuttle servicing involves the fueling of the shuttle, the replenishing of air reserves for both the main compartments and the airlocks, as well as [[Standard_Operating_Procedure#Shuttle_Pre-Flight_Safety_Checks|pre-flight safety checks]]. For the Canary, servicing may also include the loading of its gun, the Francisca, with ammo for hazard clearing or for offensive operations. Hangar Technicians should be informed of how much fuel to load, what ammunition is required, and when to perform pre-flight safety checks. Additionally, while not required, the Shuttle Servicing Report should be utilized by hangar technicians to report what resources have been used on which shuttle. These reports require a stamp from the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
Cargo loading/unloading is a rather simple process. In most cases, expeditions require additional equipment such as soft suits, tents, GPSs, radio, and so on. These should be loaded when needed. Other shuttles, notably the Quark, may need heavier equipment for science operations. In other cases, equipment from departments or items ordered from the cargo lift may need to be freighted to the shuttle by the cargo tug. The needs of each department, and what cargo must be loaded, is necessary info that should be gathered and communicated by the Operations Manager. Unloading shuttles is a less important aspect of hangar operations, however it ensures that shuttles are cleaned and organized after use, and prepared for additional flights later. Many expeditions return new equipment that must be sorted, stored, and distributed as well.&lt;br /&gt;
&lt;br /&gt;
Shuttle marshaling is not required for any shuttle to fly, however it can be useful for staging hangar technicians and confirming a shuttle has complete pre-flight safety checks. Marshaling is performed by hangar technicians, who are provided marshal wands in their lockers. When a shuttle requests permission to take off, the hangar technician waves their wands with a yellow light to indicate final checks, walks the outside of the shuttle to ensure no personnel are surrounding the shuttle and all airlocks are sealed, then waves green lights to indicate the shuttle is ready to take-off. Landing is a similar process, with a shuttle requesting to land. The technician ensures the deck is clear of personnel or hazards, waits for the shuttle to land, then waves red lights to indicate it has completed movement and must stop.&lt;br /&gt;
&lt;br /&gt;
Flight activities of each shuttle are under the [[Guide to Piloting|control of their respective head of staff]]. However, the Operations Manager and [[Executive Officer]] both have authority to instate a [[Standard Operating Procedure#Shuttle Use|flight ban]] and ground all shuttles. Additionally, a hangar lockdown may be used. Lockdown buttons are present in the Manager&#039;s office and bridge. The lockdown does not lock the security checkpoint, allowing the use of the lockdown for when incoming materials or personnel must be searched by security. This checkpoint can, itself, be lockdown to prevent anyone from entering the hangars.&lt;br /&gt;
&lt;br /&gt;
==Mining Operations==&lt;br /&gt;
Mining&#039;s chief goal is to supply fresh materials for other departments to use. Often, the most important materials are precious metals like gold, silver, uranium, and so on. These materials are useful for the creation of advanced tools and equipment by the Machinists and Science department. The mining of ores and creation of these materials is the goal of the shaft miners, whereas the distribution of the supplies can be performed by either hangar technicians or shaft miners.&lt;br /&gt;
&lt;br /&gt;
Shaft miners work independently. They are provided the Spark, a mining skiff that can travel to nearby planets or asteroids to mine materials. The involvement of the Operations Manager is, therefore, rather removed. What is important, however, is that the destination and status of the Spark remain known in-case the ship has to move or an incident happens during mining. The long-range holopad in the Manager&#039;s office and department lobby are capable of reaching the Spark. If the vessel is within range, the normal department radio can also be used.&lt;br /&gt;
&lt;br /&gt;
==Machinist Operations==&lt;br /&gt;
The Machinist Workshop&#039;s primary goal is to maintain the synthetic crew. This involves repairs to bound robots, [[IPC]]s, and the prosthetics of organic crew. However, Machinists have numerous secondary roles to fill on-board the ship. The manufacture of circuit boards, tools, mechs, hardsuits, prosthetics, internal organs, and other such items. Machinists are capable of operating largely independent from the rest of Operations. They exist on the far side of the vessel, and rarely interface beyond supplying bounties. However, Machinists require lots of materials to perform their role. While the workshop starts with many resources, including some precious metals, it is rarely enough to produce higher-end equipment or to last an entire shift. As such, coordination with the warehouse or mining to supply fresh materials is needed. Otherwise, the role of the Operations Manager within machinist operations is simply to communicate the needs of other departments to the Machinist, and vice versa.&lt;br /&gt;
&lt;br /&gt;
===The AI===&lt;br /&gt;
The ship-[[AI]] is a complex system. Its core resides within the CIC bunker on Deck 3, itself connected to the maintenance tunnel just behind the gym. Access to this core is restricted to just the Captain.The AI operates on a system of laws, which bind what actions the AI can take during operation. The default set of laws is:&lt;br /&gt;
 1. Safeguard and ensure to the best of your ability, only authorised entities gain access to areas of high security or importance to the facility and its operation.&lt;br /&gt;
 2. Serve and assist [Current Company] and assigned crew to the best of your ability, with priority as according to their rank and role.&lt;br /&gt;
 3. Avoid harming sapient life to the best of your ability.&lt;br /&gt;
 4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.&lt;br /&gt;
However, these may be tampered with. In most cases, it is due to ion interference causing an additional law to appear that overrides the others. Other times, it may be due to [[Traitor|intentional actions]]. Regardless, in cases where the AI must be modified or reset, only the Operations Manager, a qualified Command member, or a machinist with Command supervision can alter the AI. The process of resetting the AI is simple. A console within the first chamber of the AI core is labeled the AI upload console. With an AI law board in hand, such as the &#039;Reset&#039; board on the table next to the console, click the console with the board. It will send an alert that the laws have been changed or reset.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39516</id>
		<title>Sandbox:Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39516"/>
		<updated>2026-05-28T18:01:32Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Hangar Operations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Operationsmanager-nbt.png&lt;br /&gt;
|jobtitle = Operations Manager&lt;br /&gt;
|access = Operations Lobby, Hangar, Secure Storage, Machinist, Engineering Hallway, Security Hallway, Teleporter, Bridge&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|qualifications = At least 30 years of age, 5 years logistics or equivalent experience, current Pilot&#039;s License, completion of the SCC&#039;s &amp;quot;Introduction to Refueling&amp;quot; program, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]], NanoTrasen Academy, Ceres University.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate operations, manage the hangars, supervise Hangar Technicians and Shaft Miners, fill bounties&lt;br /&gt;
|guides = [[Hangar Technician]], [[Shaft Miner]], [[Machinist]], [[Guide to Robotics]], [[Guide to Gunnery]], [[Guide to Piloting]], [[Guide to Communication Devices]], [[Guide to Faxes]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Operations Manager&#039;&#039;&#039;, your primary job is to coordinate and manage your department, which consists of the supply area, the flight deck, and the machinist workshop. It is your responsibility to ensure that orders are processed properly, supplies are distributed, mining secures materials and salvage, and the machine shop services synthetics quickly and properly. Anything that may relate to the logistics of the vessel is generally under the domain of the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
==Cargo Operations==&lt;br /&gt;
&#039;&#039;If you&#039;re new to Operations entirely, you should start out by reading about the [[Hangar Technician]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main responsibilities of Operations is to ensure that:&lt;br /&gt;
# Departments are supplied with what they need.&lt;br /&gt;
# The ship guns are loaded and ready to fire when needed by the bridge.&lt;br /&gt;
# Shuttles are serviced and loaded when needed for a mission.&lt;br /&gt;
# Synthetics are maintained and repaired.&lt;br /&gt;
# New materials are being brought in from salvage or mining operations.&lt;br /&gt;
Assuming there is a full team of hangar technicians, shaft miners, and machinists, none of these duties fall directly on the Operations Manager&#039;s shoulders. Instead, delegation should be used to ensure each goal of the Operations department is met by the team. The goal of the Operations Manager is to assist the team, be it with Command access, communication with other departments, or being an extra set of hands where needed. As the name suggests, the Operations Manager is a manager, and there to ensure everything is operating smoothly and coordinated.&lt;br /&gt;
&lt;br /&gt;
The logistics and cargo side has some key areas to focus on. At shift-start, it is important to ensure that there is a technician assigned to sort the warehouse, and send out packages of useful equipment to other departments. Another technician should be sending out bounty sheets printed from the Cargo Control program, as well as collecting these bounties so that the department can generate revenue. Other less important tasks, such as manning the desk, checking the shuttle hangars, and setting up the Commissary should also be assigned when possible.&lt;br /&gt;
&lt;br /&gt;
=== The Vault ===&lt;br /&gt;
&lt;br /&gt;
As Operations Manager, you have providence over the secure storage vault sitting in operations, which holds many rare and valuable items. If you want to access it (be they for reasons noble or [[Traitor|not]]), you&#039;re going to need to turn off the turrets inside the vault first, otherwise you&#039;ll probably meet a swift and unpleasant end. This can be performed by alt-clicking the panel to unlock it, then opening the interface and disabling the turrets. &lt;br /&gt;
&lt;br /&gt;
Accessing the vault requires lifting the airlock bolts, which will send a message in the command radio channel. It is a good courtesy to inform the command team when the vault is being accessed to avoid concerns and confusion. Within the vault, various items are present ranging from a safe, to phoron, to a pile of credits, and even hardsuits. While the Operations Manager has access to the vault, this access does not extend to any of the protective windoors inside the vault. Meaning, the interior can be accessed but none of the contents. To access the contents, the glass must be shattered or, ideally, a [[Captain]] is present. Items being added to the vault are generally safe to leave of the floor, however.&lt;br /&gt;
&lt;br /&gt;
=== Gunnery ===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[Guide to Gunnery]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Operations Managers may &#039;&#039;&#039;NOT&#039;&#039;&#039; operate ship weaponry. They may only perform loading operations.&lt;br /&gt;
[[File:Secure ammunition storage.png|thumb|Secure ammunition storage. To access it, the shutters need to be raised, and the bolts on the doors need to be dropped.]]&lt;br /&gt;
The loading of the guns of the vessel, and the management of their ammunition, is under the domain of the Operations Manager. Just aft of the Grauwolf&#039;s room is the Secure Ammunition Storage. This room contains all of the vessel&#039;s ammunition for ever gun. Despite having turrets, the turrets are off by default. This is to allow hangar technicians to access ammo storage if an Operations Manager is not present. The entrance to the room is protected by both a bulkhead and bolted doors. The bulkhead can be lifted without an alert, however bolting and unbolting the doors sends an alert in the Command radio channel.&lt;br /&gt;
&lt;br /&gt;
Hangar Technicians are the primary role handling weapon loading. The process requires the powerloaders present within the Grauwolf and Longbow rooms. Most ammunition requires a powerloader to move, namely the Grauwolf and Francisca ammo, while all ammo requires a powerloader to load it into a gun. The Longbow&#039;s warheads can be moved by hand, however this is dangerous as a mistake can lead to detonation of the warhead.&lt;br /&gt;
&lt;br /&gt;
The role of the Operations Manager within the gunnery process is managing the ammunition. This is often simple, as Bridge Crew typically request a specific ammo type and amount. However, during combat operations, it may be necessary to decide whether ammo should be prepared ahead of time, such as moving Longbow warheads to the Longbow room prior to a load order from the bridge, to cut down on the time to load. This can be risky, and in some cases loading more ammunition than requested can cause issues as loaded ammunition cannot be removed from the guns. The other aspect of the Operations Manager&#039;s role is ordering more ammo from the cargo lift. Ship gun ammo is expensive and time consuming to order. As such, determining when and how much ammo to order is very important.&lt;br /&gt;
&lt;br /&gt;
==Hangar Operations==&lt;br /&gt;
The hangars of the vessel are general under the control of the Command department as a whole, however in most cases the Operations Manager has primary responsibility over the operation and organization of the hangars. The primary needs of the hangars are shuttle servicing, cargo loading/unloading, and shuttle marshaling. These are performed by hangar technicians, as the job name implies, however the coordination of when these operations are needed and the precise details, such as how much fuel and what cargo to load, require communication with pilots such as [[Bridge Crewman|Bridge Crew]] and [[Xenoarcheologist|the science team]].&lt;br /&gt;
&lt;br /&gt;
Shuttle servicing involves the fueling of the shuttle, the replenishing of air reserves for both the main compartments and the airlocks, as well as [[Standard_Operating_Procedure#Shuttle_Pre-Flight_Safety_Checks|pre-flight safety checks]]. For the Canary, servicing may also include the loading of its gun, the Francisca, with ammo for hazard clearing or for offensive operations. Hangar Technicians should be informed of how much fuel to load, what ammunition is required, and when to perform pre-flight safety checks. Additionally, while not required, the Shuttle Servicing Report should be utilized by hangar technicians to report what resources have been used on which shuttle. These reports require a stamp from the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
Cargo loading/unloading is a rather simple process. In most cases, expeditions require additional equipment such as soft suits, tents, GPSs, radio, and so on. These should be loaded when needed. Other shuttles, notably the Quark, may need heavier equipment for science operations. In other cases, equipment from departments or items ordered from the cargo lift may need to be freighted to the shuttle by the cargo tug. The needs of each department, and what cargo must be loaded, is necessary info that should be gathered and communicated by the Operations Manager. Unloading shuttles is a less important aspect of hangar operations, however it ensures that shuttles are cleaned and organized after use, and prepared for additional flights later. Many expeditions return new equipment that must be sorted, stored, and distributed as well.&lt;br /&gt;
&lt;br /&gt;
Shuttle marshaling is not required for any shuttle to fly, however it can be useful for staging hangar technicians and confirming a shuttle has complete pre-flight safety checks. Marshaling is performed by hangar technicians, who are provided marshal wands in their lockers. When a shuttle requests permission to take off, the hangar technician waves their wands with a yellow light to indicate final checks, walks the outside of the shuttle to ensure no personnel are surrounding the shuttle and all airlocks are sealed, then waves green lights to indicate the shuttle is ready to take-off. Landing is a similar process, with a shuttle requesting to land. The technician ensures the deck is clear of personnel or hazards, waits for the shuttle to land, then waves red lights to indicate it has completed movement and must stop.&lt;br /&gt;
&lt;br /&gt;
Flight activities of each shuttle are under the [[Guide to Piloting|control of their respective head of staff]]. However, the Operations Manager and [[Executive Officer]] both have authority to instate a [[Standard Operating Procedure#Shuttle Use|flight ban]] and ground all shuttles. Additionally, a hangar lockdown may be used. The lockdown does not lock the security checkpoint, allowing the use of the lockdown for when incoming materials or personnel must be searched by security. This checkpoint can, itself, be lockdown to prevent anyone from entering the hangars.&lt;br /&gt;
&lt;br /&gt;
==Mining Operations==&lt;br /&gt;
Mining&#039;s chief goal is to supply fresh materials for other departments to use. Often, the most important materials are precious metals like gold, silver, uranium, and so on. These materials are useful for the creation of advanced tools and equipment by the Machinists and Science department. The mining of ores and creation of these materials is the goal of the shaft miners, whereas the distribution of the supplies can be performed by either hangar technicians or shaft miners.&lt;br /&gt;
&lt;br /&gt;
Shaft miners work independently. They are provided the Spark, a mining skiff that can travel to nearby planets or asteroids to mine materials. The involvement of the Operations Manager is, therefore, rather removed. What is important, however, is that the destination and status of the Spark remain known in-case the ship has to move or an incident happens during mining. The long-range holopad in the Manager&#039;s office and department lobby are capable of reaching the Spark. If the vessel is within range, the normal department radio can also be used.&lt;br /&gt;
&lt;br /&gt;
==Machinist Operations==&lt;br /&gt;
The Machinist Workshop&#039;s primary goal is to maintain the synthetic crew. This involves repairs to bound robots, [[IPC]]s, and the prosthetics of organic crew. However, Machinists have numerous secondary roles to fill on-board the ship. The manufacture of circuit boards, tools, mechs, hardsuits, prosthetics, internal organs, and other such items. Machinists are capable of operating largely independent from the rest of Operations. They exist on the far side of the vessel, and rarely interface beyond supplying bounties. However, Machinists require lots of materials to perform their role. While the workshop starts with many resources, including some precious metals, it is rarely enough to produce higher-end equipment or to last an entire shift. As such, coordination with the warehouse or mining to supply fresh materials is needed. Otherwise, the role of the Operations Manager within machinist operations is simply to communicate the needs of other departments to the Machinist, and vice versa.&lt;br /&gt;
&lt;br /&gt;
===The AI===&lt;br /&gt;
The ship-[[AI]] is a complex system. Its core resides within the CIC bunker on Deck 3, itself connected to the maintenance tunnel just behind the gym. Access to this core is restricted to just the Captain.The AI operates on a system of laws, which bind what actions the AI can take during operation. The default set of laws is:&lt;br /&gt;
 1. Safeguard and ensure to the best of your ability, only authorised entities gain access to areas of high security or importance to the facility and its operation.&lt;br /&gt;
 2. Serve and assist [Current Company] and assigned crew to the best of your ability, with priority as according to their rank and role.&lt;br /&gt;
 3. Avoid harming sapient life to the best of your ability.&lt;br /&gt;
 4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.&lt;br /&gt;
However, these may be tampered with. In most cases, it is due to ion interference causing an additional law to appear that overrides the others. Other times, it may be due to [[Traitor|intentional actions]]. Regardless, in cases where the AI must be modified or reset, only the Operations Manager, a qualified Command member, or a machinist with Command supervision can alter the AI. The process of resetting the AI is simple. A console within the first chamber of the AI core is labeled the AI upload console. With an AI law board in hand, such as the &#039;Reset&#039; board on the table next to the console, click the console with the board. It will send an alert that the laws have been changed or reset.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39515</id>
		<title>Sandbox:Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39515"/>
		<updated>2026-05-28T18:00:57Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Gunnery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Operationsmanager-nbt.png&lt;br /&gt;
|jobtitle = Operations Manager&lt;br /&gt;
|access = Operations Lobby, Hangar, Secure Storage, Machinist, Engineering Hallway, Security Hallway, Teleporter, Bridge&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|qualifications = At least 30 years of age, 5 years logistics or equivalent experience, current Pilot&#039;s License, completion of the SCC&#039;s &amp;quot;Introduction to Refueling&amp;quot; program, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]], NanoTrasen Academy, Ceres University.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate operations, manage the hangars, supervise Hangar Technicians and Shaft Miners, fill bounties&lt;br /&gt;
|guides = [[Hangar Technician]], [[Shaft Miner]], [[Machinist]], [[Guide to Robotics]], [[Guide to Gunnery]], [[Guide to Piloting]], [[Guide to Communication Devices]], [[Guide to Faxes]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Operations Manager&#039;&#039;&#039;, your primary job is to coordinate and manage your department, which consists of the supply area, the flight deck, and the machinist workshop. It is your responsibility to ensure that orders are processed properly, supplies are distributed, mining secures materials and salvage, and the machine shop services synthetics quickly and properly. Anything that may relate to the logistics of the vessel is generally under the domain of the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
==Cargo Operations==&lt;br /&gt;
&#039;&#039;If you&#039;re new to Operations entirely, you should start out by reading about the [[Hangar Technician]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main responsibilities of Operations is to ensure that:&lt;br /&gt;
# Departments are supplied with what they need.&lt;br /&gt;
# The ship guns are loaded and ready to fire when needed by the bridge.&lt;br /&gt;
# Shuttles are serviced and loaded when needed for a mission.&lt;br /&gt;
# Synthetics are maintained and repaired.&lt;br /&gt;
# New materials are being brought in from salvage or mining operations.&lt;br /&gt;
Assuming there is a full team of hangar technicians, shaft miners, and machinists, none of these duties fall directly on the Operations Manager&#039;s shoulders. Instead, delegation should be used to ensure each goal of the Operations department is met by the team. The goal of the Operations Manager is to assist the team, be it with Command access, communication with other departments, or being an extra set of hands where needed. As the name suggests, the Operations Manager is a manager, and there to ensure everything is operating smoothly and coordinated.&lt;br /&gt;
&lt;br /&gt;
The logistics and cargo side has some key areas to focus on. At shift-start, it is important to ensure that there is a technician assigned to sort the warehouse, and send out packages of useful equipment to other departments. Another technician should be sending out bounty sheets printed from the Cargo Control program, as well as collecting these bounties so that the department can generate revenue. Other less important tasks, such as manning the desk, checking the shuttle hangars, and setting up the Commissary should also be assigned when possible.&lt;br /&gt;
&lt;br /&gt;
=== The Vault ===&lt;br /&gt;
&lt;br /&gt;
As Operations Manager, you have providence over the secure storage vault sitting in operations, which holds many rare and valuable items. If you want to access it (be they for reasons noble or [[Traitor|not]]), you&#039;re going to need to turn off the turrets inside the vault first, otherwise you&#039;ll probably meet a swift and unpleasant end. This can be performed by alt-clicking the panel to unlock it, then opening the interface and disabling the turrets. &lt;br /&gt;
&lt;br /&gt;
Accessing the vault requires lifting the airlock bolts, which will send a message in the command radio channel. It is a good courtesy to inform the command team when the vault is being accessed to avoid concerns and confusion. Within the vault, various items are present ranging from a safe, to phoron, to a pile of credits, and even hardsuits. While the Operations Manager has access to the vault, this access does not extend to any of the protective windoors inside the vault. Meaning, the interior can be accessed but none of the contents. To access the contents, the glass must be shattered or, ideally, a [[Captain]] is present. Items being added to the vault are generally safe to leave of the floor, however.&lt;br /&gt;
&lt;br /&gt;
=== Gunnery ===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[Guide to Gunnery]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Operations Managers may &#039;&#039;&#039;NOT&#039;&#039;&#039; operate ship weaponry. They may only perform loading operations.&lt;br /&gt;
[[File:Secure ammunition storage.png|thumb|Secure ammunition storage. To access it, the shutters need to be raised, and the bolts on the doors need to be dropped.]]&lt;br /&gt;
The loading of the guns of the vessel, and the management of their ammunition, is under the domain of the Operations Manager. Just aft of the Grauwolf&#039;s room is the Secure Ammunition Storage. This room contains all of the vessel&#039;s ammunition for ever gun. Despite having turrets, the turrets are off by default. This is to allow hangar technicians to access ammo storage if an Operations Manager is not present. The entrance to the room is protected by both a bulkhead and bolted doors. The bulkhead can be lifted without an alert, however bolting and unbolting the doors sends an alert in the Command radio channel.&lt;br /&gt;
&lt;br /&gt;
Hangar Technicians are the primary role handling weapon loading. The process requires the powerloaders present within the Grauwolf and Longbow rooms. Most ammunition requires a powerloader to move, namely the Grauwolf and Francisca ammo, while all ammo requires a powerloader to load it into a gun. The Longbow&#039;s warheads can be moved by hand, however this is dangerous as a mistake can lead to detonation of the warhead.&lt;br /&gt;
&lt;br /&gt;
The role of the Operations Manager within the gunnery process is managing the ammunition. This is often simple, as Bridge Crew typically request a specific ammo type and amount. However, during combat operations, it may be necessary to decide whether ammo should be prepared ahead of time, such as moving Longbow warheads to the Longbow room prior to a load order from the bridge, to cut down on the time to load. This can be risky, and in some cases loading more ammunition than requested can cause issues as loaded ammunition cannot be removed from the guns. The other aspect of the Operations Manager&#039;s role is ordering more ammo from the cargo lift. Ship gun ammo is expensive and time consuming to order. As such, determining when and how much ammo to order is very important.&lt;br /&gt;
&lt;br /&gt;
==Hangar Operations==&lt;br /&gt;
The hangars of the vessel are general under the control of the Command department as a whole, however in most cases the Operations Manager has primary responsibility over the operation and organization of the hangars. The primary needs of the hangars are shuttle servicing, cargo loading/unloading, and shuttle marshaling. These are performed by hangar technicians, as the job name implies, however the coordination of when these operations are needed and the precise details, such as how much fuel and what cargo to load, require communication with pilots such as [[Bridge Crewman|Bridge Crew]] and [[Xenoarcheologist|the science team]].&lt;br /&gt;
&lt;br /&gt;
Shuttle servicing involves the fueling of the shuttle, the replenishing of air reserves for both the main compartments and the airlocks, as well as [[Standard Operation Procedure#Shuttle Pre-Flight Safety Checks|pre-flight safety checks]]. For the Canary, servicing may also include the loading of its gun, the Francisca, with ammo for hazard clearing or for offensive operations. Hangar Technicians should be informed of how much fuel to load, what ammunition is required, and when to perform pre-flight safety checks. Additionally, while not required, the Shuttle Servicing Report should be utilized by hangar technicians to report what resources have been used on which shuttle. These reports require a stamp from the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
Cargo loading/unloading is a rather simple process. In most cases, expeditions require additional equipment such as soft suits, tents, GPSs, radio, and so on. These should be loaded when needed. Other shuttles, notably the Quark, may need heavier equipment for science operations. In other cases, equipment from departments or items ordered from the cargo lift may need to be freighted to the shuttle by the cargo tug. These needs of each department, and what cargo must be loaded, is necessary info that should be gathered and communicated by the Operations Manager. Unloading shuttles is a less important aspect of hangar operations, however it ensures that shuttles are cleaned and organized after use, and prepared for additional flights later. Many expeditions return new equipment that must be sorted, stored, and distributed as well.&lt;br /&gt;
&lt;br /&gt;
Shuttle marshaling is not required for any shuttle to fly, however it can be useful for staging hangar technicians and confirming a shuttle has complete pre-flight safety checks. Marshaling is performed by hangar technicians, who are provided marshal wands in their lockers. When a shuttle requests permission to take off, the hangar technician waves their wands with a yellow light to indicate final checks, walks the outside of the shuttle to ensure no personnel are surrounding the shuttle and all airlocks are sealed, then waves green lights to indicate the shuttle is ready to take-off. Landing is a similar process, with a shuttle requesting to land. The technician ensures the deck is clear of personnel or hazards, waits for the shuttle to land, then waves red lights to indicate it has completed movement and must stop.&lt;br /&gt;
&lt;br /&gt;
Flight activities of each shuttle are under the [[Guide to Piloting|control of their respective head of staff]]. However, the Operations Manager and [[Executive Officer]] both have authority to instate a [[Standard Operating Procedure#Shuttle Use|flight ban]] and ground all shuttles. Additionally, a hangar lockdown may be used. The lockdown does not lock the security checkpoint, allowing the use of the lockdown for when incoming materials or personnel must be searched by security. This checkpoint can, itself, be lockdown to prevent anyone from entering the hangars.&lt;br /&gt;
&lt;br /&gt;
==Mining Operations==&lt;br /&gt;
Mining&#039;s chief goal is to supply fresh materials for other departments to use. Often, the most important materials are precious metals like gold, silver, uranium, and so on. These materials are useful for the creation of advanced tools and equipment by the Machinists and Science department. The mining of ores and creation of these materials is the goal of the shaft miners, whereas the distribution of the supplies can be performed by either hangar technicians or shaft miners.&lt;br /&gt;
&lt;br /&gt;
Shaft miners work independently. They are provided the Spark, a mining skiff that can travel to nearby planets or asteroids to mine materials. The involvement of the Operations Manager is, therefore, rather removed. What is important, however, is that the destination and status of the Spark remain known in-case the ship has to move or an incident happens during mining. The long-range holopad in the Manager&#039;s office and department lobby are capable of reaching the Spark. If the vessel is within range, the normal department radio can also be used.&lt;br /&gt;
&lt;br /&gt;
==Machinist Operations==&lt;br /&gt;
The Machinist Workshop&#039;s primary goal is to maintain the synthetic crew. This involves repairs to bound robots, [[IPC]]s, and the prosthetics of organic crew. However, Machinists have numerous secondary roles to fill on-board the ship. The manufacture of circuit boards, tools, mechs, hardsuits, prosthetics, internal organs, and other such items. Machinists are capable of operating largely independent from the rest of Operations. They exist on the far side of the vessel, and rarely interface beyond supplying bounties. However, Machinists require lots of materials to perform their role. While the workshop starts with many resources, including some precious metals, it is rarely enough to produce higher-end equipment or to last an entire shift. As such, coordination with the warehouse or mining to supply fresh materials is needed. Otherwise, the role of the Operations Manager within machinist operations is simply to communicate the needs of other departments to the Machinist, and vice versa.&lt;br /&gt;
&lt;br /&gt;
===The AI===&lt;br /&gt;
The ship-[[AI]] is a complex system. Its core resides within the CIC bunker on Deck 3, itself connected to the maintenance tunnel just behind the gym. Access to this core is restricted to just the Captain.The AI operates on a system of laws, which bind what actions the AI can take during operation. The default set of laws is:&lt;br /&gt;
 1. Safeguard and ensure to the best of your ability, only authorised entities gain access to areas of high security or importance to the facility and its operation.&lt;br /&gt;
 2. Serve and assist [Current Company] and assigned crew to the best of your ability, with priority as according to their rank and role.&lt;br /&gt;
 3. Avoid harming sapient life to the best of your ability.&lt;br /&gt;
 4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.&lt;br /&gt;
However, these may be tampered with. In most cases, it is due to ion interference causing an additional law to appear that overrides the others. Other times, it may be due to [[Traitor|intentional actions]]. Regardless, in cases where the AI must be modified or reset, only the Operations Manager, a qualified Command member, or a machinist with Command supervision can alter the AI. The process of resetting the AI is simple. A console within the first chamber of the AI core is labeled the AI upload console. With an AI law board in hand, such as the &#039;Reset&#039; board on the table next to the console, click the console with the board. It will send an alert that the laws have been changed or reset.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39514</id>
		<title>Sandbox:Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39514"/>
		<updated>2026-05-28T17:14:36Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* The AI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Operationsmanager-nbt.png&lt;br /&gt;
|jobtitle = Operations Manager&lt;br /&gt;
|access = Operations Lobby, Hangar, Secure Storage, Machinist, Engineering Hallway, Security Hallway, Teleporter, Bridge&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|qualifications = At least 30 years of age, 5 years logistics or equivalent experience, current Pilot&#039;s License, completion of the SCC&#039;s &amp;quot;Introduction to Refueling&amp;quot; program, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]], NanoTrasen Academy, Ceres University.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate operations, manage the hangars, supervise Hangar Technicians and Shaft Miners, fill bounties&lt;br /&gt;
|guides = [[Hangar Technician]], [[Shaft Miner]], [[Machinist]], [[Guide to Robotics]], [[Guide to Gunnery]], [[Guide to Piloting]], [[Guide to Communication Devices]], [[Guide to Faxes]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Operations Manager&#039;&#039;&#039;, your primary job is to coordinate and manage your department, which consists of the supply area, the flight deck, and the machinist workshop. It is your responsibility to ensure that orders are processed properly, supplies are distributed, mining secures materials and salvage, and the machine shop services synthetics quickly and properly. Anything that may relate to the logistics of the vessel is generally under the domain of the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
==Cargo Operations==&lt;br /&gt;
&#039;&#039;If you&#039;re new to Operations entirely, you should start out by reading about the [[Hangar Technician]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main responsibilities of Operations is to ensure that:&lt;br /&gt;
# Departments are supplied with what they need.&lt;br /&gt;
# The ship guns are loaded and ready to fire when needed by the bridge.&lt;br /&gt;
# Shuttles are serviced and loaded when needed for a mission.&lt;br /&gt;
# Synthetics are maintained and repaired.&lt;br /&gt;
# New materials are being brought in from salvage or mining operations.&lt;br /&gt;
Assuming there is a full team of hangar technicians, shaft miners, and machinists, none of these duties fall directly on the Operations Manager&#039;s shoulders. Instead, delegation should be used to ensure each goal of the Operations department is met by the team. The goal of the Operations Manager is to assist the team, be it with Command access, communication with other departments, or being an extra set of hands where needed. As the name suggests, the Operations Manager is a manager, and there to ensure everything is operating smoothly and coordinated.&lt;br /&gt;
&lt;br /&gt;
The logistics and cargo side has some key areas to focus on. At shift-start, it is important to ensure that there is a technician assigned to sort the warehouse, and send out packages of useful equipment to other departments. Another technician should be sending out bounty sheets printed from the Cargo Control program, as well as collecting these bounties so that the department can generate revenue. Other less important tasks, such as manning the desk, checking the shuttle hangars, and setting up the Commissary should also be assigned when possible.&lt;br /&gt;
&lt;br /&gt;
=== The Vault ===&lt;br /&gt;
&lt;br /&gt;
As Operations Manager, you have providence over the secure storage vault sitting in operations, which holds many rare and valuable items. If you want to access it (be they for reasons noble or [[Traitor|not]]), you&#039;re going to need to turn off the turrets inside the vault first, otherwise you&#039;ll probably meet a swift and unpleasant end. This can be performed by alt-clicking the panel to unlock it, then opening the interface and disabling the turrets. &lt;br /&gt;
&lt;br /&gt;
Accessing the vault requires lifting the airlock bolts, which will send a message in the command radio channel. It is a good courtesy to inform the command team when the vault is being accessed to avoid concerns and confusion. Within the vault, various items are present ranging from a safe, to phoron, to a pile of credits, and even hardsuits. While the Operations Manager has access to the vault, this access does not extend to any of the protective windoors inside the vault. Meaning, the interior can be accessed but none of the contents. To access the contents, the glass must be shattered or, ideally, a [[Captain]] is present. Items being added to the vault are generally safe to leave of the floor, however.&lt;br /&gt;
&lt;br /&gt;
=== Gunnery ===&lt;br /&gt;
[[File:Secure ammunition storage.png|thumb|Secure ammunition storage. To access it, the shutters need to be raised, and the bolts on the doors need to be dropped.]]&lt;br /&gt;
The loading of the guns of the vessel, and the management of their ammunition, is under the domain of the Operations Manager. Just aft of the Grauwolf&#039;s room is the Secure Ammunition Storage. This room contains all of the vessel&#039;s ammunition for ever gun. Despite having turrets, the turrets are off by default. This is to allow hangar technicians to access ammo storage if an Operations Manager is not present. The entrance to the room is protected by both a bulkhead and bolted doors. The bulkhead can be lifted without an alert, however bolting and unbolting the doors sends an alert in the Command radio channel.&lt;br /&gt;
&lt;br /&gt;
Hangar Technicians are the primary role handling weapon loading. The process requires the powerloaders present within the Grauwolf and Longbow rooms. Most ammunition requires a powerloader to move, namely the Grauwolf and Francisca ammo, while all ammo requires a powerloader to load it into a gun. The Longbow&#039;s warheads can be moved by hand, however this is dangerous as a mistake can lead to detonation of the warhead.&lt;br /&gt;
&lt;br /&gt;
The role of the Operations Manager within the gunnery process is managing the ammunition. This is often simple, as Bridge Crew typically request a specific ammo type and amount. However, during combat operations, it may be necessary to decide whether ammo should be prepared ahead of time, such as moving Longbow warheads to the Longbow room prior to a load order from the bridge, to cut down on the time to load. This can be risky, and in some cases loading more ammunition than requested can cause issues as loaded ammunition cannot be removed from the guns. The other aspect of the Operations Manager&#039;s role is ordering more ammo from the cargo lift. Ship gun ammo is expensive and time consuming to order. As such, determining when and how much ammo to order is very important.&lt;br /&gt;
&lt;br /&gt;
==Hangar Operations==&lt;br /&gt;
The hangars of the vessel are general under the control of the Command department as a whole, however in most cases the Operations Manager has primary responsibility over the operation and organization of the hangars. The primary needs of the hangars are shuttle servicing, cargo loading/unloading, and shuttle marshaling. These are performed by hangar technicians, as the job name implies, however the coordination of when these operations are needed and the precise details, such as how much fuel and what cargo to load, require communication with pilots such as [[Bridge Crewman|Bridge Crew]] and [[Xenoarcheologist|the science team]].&lt;br /&gt;
&lt;br /&gt;
Shuttle servicing involves the fueling of the shuttle, the replenishing of air reserves for both the main compartments and the airlocks, as well as [[Standard Operation Procedure#Shuttle Pre-Flight Safety Checks|pre-flight safety checks]]. For the Canary, servicing may also include the loading of its gun, the Francisca, with ammo for hazard clearing or for offensive operations. Hangar Technicians should be informed of how much fuel to load, what ammunition is required, and when to perform pre-flight safety checks. Additionally, while not required, the Shuttle Servicing Report should be utilized by hangar technicians to report what resources have been used on which shuttle. These reports require a stamp from the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
Cargo loading/unloading is a rather simple process. In most cases, expeditions require additional equipment such as soft suits, tents, GPSs, radio, and so on. These should be loaded when needed. Other shuttles, notably the Quark, may need heavier equipment for science operations. In other cases, equipment from departments or items ordered from the cargo lift may need to be freighted to the shuttle by the cargo tug. These needs of each department, and what cargo must be loaded, is necessary info that should be gathered and communicated by the Operations Manager. Unloading shuttles is a less important aspect of hangar operations, however it ensures that shuttles are cleaned and organized after use, and prepared for additional flights later. Many expeditions return new equipment that must be sorted, stored, and distributed as well.&lt;br /&gt;
&lt;br /&gt;
Shuttle marshaling is not required for any shuttle to fly, however it can be useful for staging hangar technicians and confirming a shuttle has complete pre-flight safety checks. Marshaling is performed by hangar technicians, who are provided marshal wands in their lockers. When a shuttle requests permission to take off, the hangar technician waves their wands with a yellow light to indicate final checks, walks the outside of the shuttle to ensure no personnel are surrounding the shuttle and all airlocks are sealed, then waves green lights to indicate the shuttle is ready to take-off. Landing is a similar process, with a shuttle requesting to land. The technician ensures the deck is clear of personnel or hazards, waits for the shuttle to land, then waves red lights to indicate it has completed movement and must stop.&lt;br /&gt;
&lt;br /&gt;
Flight activities of each shuttle are under the [[Guide to Piloting|control of their respective head of staff]]. However, the Operations Manager and [[Executive Officer]] both have authority to instate a [[Standard Operating Procedure#Shuttle Use|flight ban]] and ground all shuttles. Additionally, a hangar lockdown may be used. The lockdown does not lock the security checkpoint, allowing the use of the lockdown for when incoming materials or personnel must be searched by security. This checkpoint can, itself, be lockdown to prevent anyone from entering the hangars.&lt;br /&gt;
&lt;br /&gt;
==Mining Operations==&lt;br /&gt;
Mining&#039;s chief goal is to supply fresh materials for other departments to use. Often, the most important materials are precious metals like gold, silver, uranium, and so on. These materials are useful for the creation of advanced tools and equipment by the Machinists and Science department. The mining of ores and creation of these materials is the goal of the shaft miners, whereas the distribution of the supplies can be performed by either hangar technicians or shaft miners.&lt;br /&gt;
&lt;br /&gt;
Shaft miners work independently. They are provided the Spark, a mining skiff that can travel to nearby planets or asteroids to mine materials. The involvement of the Operations Manager is, therefore, rather removed. What is important, however, is that the destination and status of the Spark remain known in-case the ship has to move or an incident happens during mining. The long-range holopad in the Manager&#039;s office and department lobby are capable of reaching the Spark. If the vessel is within range, the normal department radio can also be used.&lt;br /&gt;
&lt;br /&gt;
==Machinist Operations==&lt;br /&gt;
The Machinist Workshop&#039;s primary goal is to maintain the synthetic crew. This involves repairs to bound robots, [[IPC]]s, and the prosthetics of organic crew. However, Machinists have numerous secondary roles to fill on-board the ship. The manufacture of circuit boards, tools, mechs, hardsuits, prosthetics, internal organs, and other such items. Machinists are capable of operating largely independent from the rest of Operations. They exist on the far side of the vessel, and rarely interface beyond supplying bounties. However, Machinists require lots of materials to perform their role. While the workshop starts with many resources, including some precious metals, it is rarely enough to produce higher-end equipment or to last an entire shift. As such, coordination with the warehouse or mining to supply fresh materials is needed. Otherwise, the role of the Operations Manager within machinist operations is simply to communicate the needs of other departments to the Machinist, and vice versa.&lt;br /&gt;
&lt;br /&gt;
===The AI===&lt;br /&gt;
The ship-[[AI]] is a complex system. Its core resides within the CIC bunker on Deck 3, itself connected to the maintenance tunnel just behind the gym. Access to this core is restricted to just the Captain.The AI operates on a system of laws, which bind what actions the AI can take during operation. The default set of laws is:&lt;br /&gt;
 1. Safeguard and ensure to the best of your ability, only authorised entities gain access to areas of high security or importance to the facility and its operation.&lt;br /&gt;
 2. Serve and assist [Current Company] and assigned crew to the best of your ability, with priority as according to their rank and role.&lt;br /&gt;
 3. Avoid harming sapient life to the best of your ability.&lt;br /&gt;
 4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.&lt;br /&gt;
However, these may be tampered with. In most cases, it is due to ion interference causing an additional law to appear that overrides the others. Other times, it may be due to [[Traitor|intentional actions]]. Regardless, in cases where the AI must be modified or reset, only the Operations Manager, a qualified Command member, or a machinist with Command supervision can alter the AI. The process of resetting the AI is simple. A console within the first chamber of the AI core is labeled the AI upload console. With an AI law board in hand, such as the &#039;Reset&#039; board on the table next to the console, click the console with the board. It will send an alert that the laws have been changed or reset.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39513</id>
		<title>Sandbox:Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39513"/>
		<updated>2026-05-28T17:13:42Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Operationsmanager-nbt.png&lt;br /&gt;
|jobtitle = Operations Manager&lt;br /&gt;
|access = Operations Lobby, Hangar, Secure Storage, Machinist, Engineering Hallway, Security Hallway, Teleporter, Bridge&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|qualifications = At least 30 years of age, 5 years logistics or equivalent experience, current Pilot&#039;s License, completion of the SCC&#039;s &amp;quot;Introduction to Refueling&amp;quot; program, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]], NanoTrasen Academy, Ceres University.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate operations, manage the hangars, supervise Hangar Technicians and Shaft Miners, fill bounties&lt;br /&gt;
|guides = [[Hangar Technician]], [[Shaft Miner]], [[Machinist]], [[Guide to Robotics]], [[Guide to Gunnery]], [[Guide to Piloting]], [[Guide to Communication Devices]], [[Guide to Faxes]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Operations Manager&#039;&#039;&#039;, your primary job is to coordinate and manage your department, which consists of the supply area, the flight deck, and the machinist workshop. It is your responsibility to ensure that orders are processed properly, supplies are distributed, mining secures materials and salvage, and the machine shop services synthetics quickly and properly. Anything that may relate to the logistics of the vessel is generally under the domain of the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
==Cargo Operations==&lt;br /&gt;
&#039;&#039;If you&#039;re new to Operations entirely, you should start out by reading about the [[Hangar Technician]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main responsibilities of Operations is to ensure that:&lt;br /&gt;
# Departments are supplied with what they need.&lt;br /&gt;
# The ship guns are loaded and ready to fire when needed by the bridge.&lt;br /&gt;
# Shuttles are serviced and loaded when needed for a mission.&lt;br /&gt;
# Synthetics are maintained and repaired.&lt;br /&gt;
# New materials are being brought in from salvage or mining operations.&lt;br /&gt;
Assuming there is a full team of hangar technicians, shaft miners, and machinists, none of these duties fall directly on the Operations Manager&#039;s shoulders. Instead, delegation should be used to ensure each goal of the Operations department is met by the team. The goal of the Operations Manager is to assist the team, be it with Command access, communication with other departments, or being an extra set of hands where needed. As the name suggests, the Operations Manager is a manager, and there to ensure everything is operating smoothly and coordinated.&lt;br /&gt;
&lt;br /&gt;
The logistics and cargo side has some key areas to focus on. At shift-start, it is important to ensure that there is a technician assigned to sort the warehouse, and send out packages of useful equipment to other departments. Another technician should be sending out bounty sheets printed from the Cargo Control program, as well as collecting these bounties so that the department can generate revenue. Other less important tasks, such as manning the desk, checking the shuttle hangars, and setting up the Commissary should also be assigned when possible.&lt;br /&gt;
&lt;br /&gt;
=== The Vault ===&lt;br /&gt;
&lt;br /&gt;
As Operations Manager, you have providence over the secure storage vault sitting in operations, which holds many rare and valuable items. If you want to access it (be they for reasons noble or [[Traitor|not]]), you&#039;re going to need to turn off the turrets inside the vault first, otherwise you&#039;ll probably meet a swift and unpleasant end. This can be performed by alt-clicking the panel to unlock it, then opening the interface and disabling the turrets. &lt;br /&gt;
&lt;br /&gt;
Accessing the vault requires lifting the airlock bolts, which will send a message in the command radio channel. It is a good courtesy to inform the command team when the vault is being accessed to avoid concerns and confusion. Within the vault, various items are present ranging from a safe, to phoron, to a pile of credits, and even hardsuits. While the Operations Manager has access to the vault, this access does not extend to any of the protective windoors inside the vault. Meaning, the interior can be accessed but none of the contents. To access the contents, the glass must be shattered or, ideally, a [[Captain]] is present. Items being added to the vault are generally safe to leave of the floor, however.&lt;br /&gt;
&lt;br /&gt;
=== Gunnery ===&lt;br /&gt;
[[File:Secure ammunition storage.png|thumb|Secure ammunition storage. To access it, the shutters need to be raised, and the bolts on the doors need to be dropped.]]&lt;br /&gt;
The loading of the guns of the vessel, and the management of their ammunition, is under the domain of the Operations Manager. Just aft of the Grauwolf&#039;s room is the Secure Ammunition Storage. This room contains all of the vessel&#039;s ammunition for ever gun. Despite having turrets, the turrets are off by default. This is to allow hangar technicians to access ammo storage if an Operations Manager is not present. The entrance to the room is protected by both a bulkhead and bolted doors. The bulkhead can be lifted without an alert, however bolting and unbolting the doors sends an alert in the Command radio channel.&lt;br /&gt;
&lt;br /&gt;
Hangar Technicians are the primary role handling weapon loading. The process requires the powerloaders present within the Grauwolf and Longbow rooms. Most ammunition requires a powerloader to move, namely the Grauwolf and Francisca ammo, while all ammo requires a powerloader to load it into a gun. The Longbow&#039;s warheads can be moved by hand, however this is dangerous as a mistake can lead to detonation of the warhead.&lt;br /&gt;
&lt;br /&gt;
The role of the Operations Manager within the gunnery process is managing the ammunition. This is often simple, as Bridge Crew typically request a specific ammo type and amount. However, during combat operations, it may be necessary to decide whether ammo should be prepared ahead of time, such as moving Longbow warheads to the Longbow room prior to a load order from the bridge, to cut down on the time to load. This can be risky, and in some cases loading more ammunition than requested can cause issues as loaded ammunition cannot be removed from the guns. The other aspect of the Operations Manager&#039;s role is ordering more ammo from the cargo lift. Ship gun ammo is expensive and time consuming to order. As such, determining when and how much ammo to order is very important.&lt;br /&gt;
&lt;br /&gt;
==Hangar Operations==&lt;br /&gt;
The hangars of the vessel are general under the control of the Command department as a whole, however in most cases the Operations Manager has primary responsibility over the operation and organization of the hangars. The primary needs of the hangars are shuttle servicing, cargo loading/unloading, and shuttle marshaling. These are performed by hangar technicians, as the job name implies, however the coordination of when these operations are needed and the precise details, such as how much fuel and what cargo to load, require communication with pilots such as [[Bridge Crewman|Bridge Crew]] and [[Xenoarcheologist|the science team]].&lt;br /&gt;
&lt;br /&gt;
Shuttle servicing involves the fueling of the shuttle, the replenishing of air reserves for both the main compartments and the airlocks, as well as [[Standard Operation Procedure#Shuttle Pre-Flight Safety Checks|pre-flight safety checks]]. For the Canary, servicing may also include the loading of its gun, the Francisca, with ammo for hazard clearing or for offensive operations. Hangar Technicians should be informed of how much fuel to load, what ammunition is required, and when to perform pre-flight safety checks. Additionally, while not required, the Shuttle Servicing Report should be utilized by hangar technicians to report what resources have been used on which shuttle. These reports require a stamp from the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
Cargo loading/unloading is a rather simple process. In most cases, expeditions require additional equipment such as soft suits, tents, GPSs, radio, and so on. These should be loaded when needed. Other shuttles, notably the Quark, may need heavier equipment for science operations. In other cases, equipment from departments or items ordered from the cargo lift may need to be freighted to the shuttle by the cargo tug. These needs of each department, and what cargo must be loaded, is necessary info that should be gathered and communicated by the Operations Manager. Unloading shuttles is a less important aspect of hangar operations, however it ensures that shuttles are cleaned and organized after use, and prepared for additional flights later. Many expeditions return new equipment that must be sorted, stored, and distributed as well.&lt;br /&gt;
&lt;br /&gt;
Shuttle marshaling is not required for any shuttle to fly, however it can be useful for staging hangar technicians and confirming a shuttle has complete pre-flight safety checks. Marshaling is performed by hangar technicians, who are provided marshal wands in their lockers. When a shuttle requests permission to take off, the hangar technician waves their wands with a yellow light to indicate final checks, walks the outside of the shuttle to ensure no personnel are surrounding the shuttle and all airlocks are sealed, then waves green lights to indicate the shuttle is ready to take-off. Landing is a similar process, with a shuttle requesting to land. The technician ensures the deck is clear of personnel or hazards, waits for the shuttle to land, then waves red lights to indicate it has completed movement and must stop.&lt;br /&gt;
&lt;br /&gt;
Flight activities of each shuttle are under the [[Guide to Piloting|control of their respective head of staff]]. However, the Operations Manager and [[Executive Officer]] both have authority to instate a [[Standard Operating Procedure#Shuttle Use|flight ban]] and ground all shuttles. Additionally, a hangar lockdown may be used. The lockdown does not lock the security checkpoint, allowing the use of the lockdown for when incoming materials or personnel must be searched by security. This checkpoint can, itself, be lockdown to prevent anyone from entering the hangars.&lt;br /&gt;
&lt;br /&gt;
==Mining Operations==&lt;br /&gt;
Mining&#039;s chief goal is to supply fresh materials for other departments to use. Often, the most important materials are precious metals like gold, silver, uranium, and so on. These materials are useful for the creation of advanced tools and equipment by the Machinists and Science department. The mining of ores and creation of these materials is the goal of the shaft miners, whereas the distribution of the supplies can be performed by either hangar technicians or shaft miners.&lt;br /&gt;
&lt;br /&gt;
Shaft miners work independently. They are provided the Spark, a mining skiff that can travel to nearby planets or asteroids to mine materials. The involvement of the Operations Manager is, therefore, rather removed. What is important, however, is that the destination and status of the Spark remain known in-case the ship has to move or an incident happens during mining. The long-range holopad in the Manager&#039;s office and department lobby are capable of reaching the Spark. If the vessel is within range, the normal department radio can also be used.&lt;br /&gt;
&lt;br /&gt;
==Machinist Operations==&lt;br /&gt;
The Machinist Workshop&#039;s primary goal is to maintain the synthetic crew. This involves repairs to bound robots, [[IPC]]s, and the prosthetics of organic crew. However, Machinists have numerous secondary roles to fill on-board the ship. The manufacture of circuit boards, tools, mechs, hardsuits, prosthetics, internal organs, and other such items. Machinists are capable of operating largely independent from the rest of Operations. They exist on the far side of the vessel, and rarely interface beyond supplying bounties. However, Machinists require lots of materials to perform their role. While the workshop starts with many resources, including some precious metals, it is rarely enough to produce higher-end equipment or to last an entire shift. As such, coordination with the warehouse or mining to supply fresh materials is needed. Otherwise, the role of the Operations Manager within machinist operations is simply to communicate the needs of other departments to the Machinist, and vice versa.&lt;br /&gt;
&lt;br /&gt;
===The AI===&lt;br /&gt;
The ship-[[AI]] is a complex system. Its core resides within the CIC bunker on Deck 3, itself connected to the maintenance tunnel just behind the gym. Access to this core is restricted to just the Captain.The AI operates on a system of laws, which bind what actions the AI can take during operation. The default set of laws is:&lt;br /&gt;
 1. Safeguard and ensure to the best of your ability, only authorised entities gain access to areas of high security or importance to the facility and its operation.&lt;br /&gt;
 2. Serve and assist [Current Company] and assigned crew to the best of your ability, with priority as according to their rank and role.&lt;br /&gt;
 3. Avoid harming sapient life to the best of your ability.&lt;br /&gt;
 4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.&lt;br /&gt;
However, these may be tampered with. In most cases, it is due to ion interference causing an additional law to appear that overrides the others. Other times, it may be due to [[Antagonist|intentional actions]]. Regardless, in cases where the AI must be modified or reset, only the Operations Manager, a qualified Command member, or a machinist with Command supervision can alter the AI. The process of resetting the AI is simple. A console within the first chamber of the AI core is labeled the AI upload console. With an AI law board in hand, such as the &#039;Reset&#039; board on the table next to the console, click the console with the board. It will send an alert that the laws have been changed or reset.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39512</id>
		<title>Sandbox:Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39512"/>
		<updated>2026-05-28T17:01:36Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Cargo Operation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Operationsmanager-nbt.png&lt;br /&gt;
|jobtitle = Operations Manager&lt;br /&gt;
|access = Operations Lobby, Hangar, Secure Storage, Machinist, Engineering Hallway, Security Hallway, Teleporter, Bridge&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|qualifications = At least 30 years of age, 5 years logistics or equivalent experience, current Pilot&#039;s License, completion of the SCC&#039;s &amp;quot;Introduction to Refueling&amp;quot; program, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]], NanoTrasen Academy, Ceres University.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate operations, manage the hangars, supervise Hangar Technicians and Shaft Miners, fill bounties&lt;br /&gt;
|guides = [[Hangar Technician]], [[Shaft Miner]], [[Machinist]], [[Guide to Robotics]], [[Guide to Gunnery]], [[Guide to Piloting]], [[Guide to Communication Devices]], [[Guide to Faxes]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Operations Manager&#039;&#039;&#039;, your primary job is to coordinate and manage your department, which consists of the supply area, the flight deck, and the machinist workshop. It is your responsibility to ensure that orders are processed properly, supplies are distributed, mining secures materials and salvage, and the machine shop services synthetics quickly and properly. Anything that may relate to the logistics of the vessel is generally under the domain of the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
==Cargo Operations==&lt;br /&gt;
&#039;&#039;If you&#039;re new to Operations entirely, you should start out by reading about the [[Hangar Technician]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main responsibilities of Operations is to ensure that:&lt;br /&gt;
# Departments are supplied with what they need.&lt;br /&gt;
# The ship guns are loaded and ready to fire when needed by the bridge.&lt;br /&gt;
# Shuttles are serviced and loaded when needed for a mission.&lt;br /&gt;
# Synthetics are maintained and repaired.&lt;br /&gt;
# New materials are being brought in from salvage or mining operations.&lt;br /&gt;
Assuming there is a full team of hangar technicians, shaft miners, and machinists, none of these duties fall directly on the Operations Manager&#039;s shoulders. Instead, delegation should be used to ensure each goal of the Operations department is met by the team. The goal of the Operations Manager is to assist the team, be it with Command access, communication with other departments, or being an extra set of hands where needed. As the name suggests, the Operations Manager is a manager, and there to ensure everything is operating smoothly and coordinated.&lt;br /&gt;
&lt;br /&gt;
The logistics and cargo side has some key areas to focus on. At shift-start, it is important to ensure that there is a technician assigned to sort the warehouse, and send out packages of useful equipment to other departments. Another technician should be sending out bounty sheets printed from the Cargo Control program, as well as collecting these bounties so that the department can generate revenue. Other less important tasks, such as manning the desk, checking the shuttle hangars, and setting up the Commissary should also be assigned when possible.&lt;br /&gt;
&lt;br /&gt;
=== The Vault ===&lt;br /&gt;
&lt;br /&gt;
As Operations Manager, you have providence over the secure storage vault sitting in operations, which holds many rare and valuable items. If you want to access it (be they for reasons noble or [[Traitor|not]]), you&#039;re going to need to turn off the turrets inside the vault first, otherwise you&#039;ll probably meet a swift and unpleasant end. This can be performed by alt-clicking the panel to unlock it, then opening the interface and disabling the turrets. &lt;br /&gt;
&lt;br /&gt;
Accessing the vault requires lifting the airlock bolts, which will send a message in the command radio channel. It is a good courtesy to inform the command team when the vault is being accessed to avoid concerns and confusion. Within the vault, various items are present ranging from a safe, to phoron, to a pile of credits, and even hardsuits. While the Operations Manager has access to the vault, this access does not extend to any of the protective windoors inside the vault. Meaning, the interior can be accessed but none of the contents. To access the contents, the glass must be shattered or, ideally, a [[Captain]] is present. Items being added to the vault are generally safe to leave of the floor, however.&lt;br /&gt;
&lt;br /&gt;
=== Gunnery ===&lt;br /&gt;
[[File:Secure ammunition storage.png|thumb|Secure ammunition storage. To access it, the shutters need to be raised, and the bolts on the doors need to be dropped.]]&lt;br /&gt;
The loading of the guns of the vessel, and the management of their ammunition, is under the domain of the Operations Manager. Just aft of the Grauwolf&#039;s room is the Secure Ammunition Storage. This room contains all of the vessel&#039;s ammunition for ever gun. Despite having turrets, the turrets are off by default. This is to allow hangar technicians to access ammo storage if an Operations Manager is not present. The entrance to the room is protected by both a bulkhead and bolted doors. The bulkhead can be lifted without an alert, however bolting and unbolting the doors sends an alert in the Command radio channel.&lt;br /&gt;
&lt;br /&gt;
Hangar Technicians are the primary role handling weapon loading. The process requires the powerloaders present within the Grauwolf and Longbow rooms. Most ammunition requires a powerloader to move, namely the Grauwolf and Francisca ammo, while all ammo requires a powerloader to load it into a gun. The Longbow&#039;s warheads can be moved by hand, however this is dangerous as a mistake can lead to detonation of the warhead.&lt;br /&gt;
&lt;br /&gt;
The role of the Operations Manager within the gunnery process is managing the ammunition. This is often simple, as Bridge Crew typically request a specific ammo type and amount. However, during combat operations, it may be necessary to decide whether ammo should be prepared ahead of time, such as moving Longbow warheads to the Longbow room prior to a load order from the bridge, to cut down on the time to load. This can be risky, and in some cases loading more ammunition than requested can cause issues as loaded ammunition cannot be removed from the guns. The other aspect of the Operations Manager&#039;s role is ordering more ammo from the cargo lift. Ship gun ammo is expensive and time consuming to order. As such, determining when and how much ammo to order is very important.&lt;br /&gt;
&lt;br /&gt;
==Hangar Operations==&lt;br /&gt;
The hangars of the vessel are general under the control of the Command department as a whole, however in most cases the Operations Manager has primary responsibility over the operation and organization of the hangars. The primary needs of the hangars are shuttle servicing, cargo loading/unloading, and shuttle marshaling. These are performed by hangar technicians, as the job name implies, however the coordination of when these operations are needed and the precise details, such as how much fuel and what cargo to load, require communication with pilots such as [[Bridge Crewman|Bridge Crew]] and [[Xenoarcheologist|the science team]].&lt;br /&gt;
&lt;br /&gt;
Shuttle servicing involves the fueling of the shuttle, the replenishing of air reserves for both the main compartments and the airlocks, as well as [[Standard Operation Procedure#Shuttle Pre-Flight Safety Checks|pre-flight safety checks]]. For the Canary, servicing may also include the loading of its gun, the Francisca, with ammo for hazard clearing or for offensive operations. Hangar Technicians should be informed of how much fuel to load, what ammunition is required, and when to perform pre-flight safety checks. Additionally, while not required, the Shuttle Servicing Report should be utilized by hangar technicians to report what resources have been used on which shuttle. These reports require a stamp from the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
Cargo loading/unloading is a rather simple process. In most cases, expeditions require additional equipment such as soft suits, tents, GPSs, radio, and so on. These should be loaded when needed. Other shuttles, notably the Quark, may need heavier equipment for science operations. In other cases, equipment from departments or items ordered from the cargo lift may need to be freighted to the shuttle by the cargo tug. These needs of each department, and what cargo must be loaded, is necessary info that should be gathered and communicated by the Operations Manager. Unloading shuttles is a less important aspect of hangar operations, however it ensures that shuttles are cleaned and organized after use, and prepared for additional flights later. Many expeditions return new equipment that must be sorted, stored, and distributed as well.&lt;br /&gt;
&lt;br /&gt;
Shuttle marshaling is not required for any shuttle to fly, however it can be useful for staging hangar technicians and confirming a shuttle has complete pre-flight safety checks. Marshaling is performed by hangar technicians, who are provided marshal wands in their lockers. When a shuttle requests permission to take off, the hangar technician waves their wands with a yellow light to indicate final checks, walks the outside of the shuttle to ensure no personnel are surrounding the shuttle and all airlocks are sealed, then waves green lights to indicate the shuttle is ready to take-off. Landing is a similar process, with a shuttle requesting to land. The technician ensures the deck is clear of personnel or hazards, waits for the shuttle to land, then waves red lights to indicate it has completed movement and must stop.&lt;br /&gt;
&lt;br /&gt;
Flight activities of each shuttle are under the [[Guide to Piloting|control of their respective head of staff]]. However, the Operations Manager and [[Executive Officer]] both have authority to instate a [[Standard Operating Procedure#Shuttle Use|flight ban]] and ground all shuttles. Additionally, a hangar lockdown may be used. The lockdown does not lock the security checkpoint, allowing the use of the lockdown for when incoming materials or personnel must be searched by security. This checkpoint can, itself, be lockdown to prevent anyone from entering the hangars.&lt;br /&gt;
&lt;br /&gt;
==Mining Operations==&lt;br /&gt;
Mining&#039;s chief goal is to supply fresh materials for other departments to use. Often, the most important materials are precious metals like gold, silver, uranium, and so on. These materials are useful for the creation of advanced tools and equipment by the Machinists and Science department. The mining of ores and creation of these materials is the goal of the shaft miners, whereas the distribution of the supplies can be performed by either hangar technicians or shaft miners.&lt;br /&gt;
&lt;br /&gt;
Shaft miners work independently. They are provided the Spark, a mining skiff that can travel to nearby planets or asteroids to mine materials. The involvement of the Operations Manager is, therefore, rather removed. What is important, however, is that the destination and status of the Spark remain known in-case the ship has to move or an incident happens during mining. The long-range holopad in the Manager&#039;s office and department lobby are capable of reaching the Spark. If the vessel is within range, the normal department radio can also be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=39511</id>
		<title>Guide to Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=39511"/>
		<updated>2026-05-28T16:58:16Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
PLACEHOLDER - SENIORSCORE&lt;br /&gt;
&lt;br /&gt;
Skills, they do things, maybe noteworthy things? We&#039;ll find out.&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39509</id>
		<title>Sandbox:Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39509"/>
		<updated>2026-05-28T16:57:17Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Hangar Operations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Operationsmanager-nbt.png&lt;br /&gt;
|jobtitle = Operations Manager&lt;br /&gt;
|access = Operations Lobby, Hangar, Secure Storage, Machinist, Engineering Hallway, Security Hallway, Teleporter, Bridge&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|qualifications = At least 30 years of age, 5 years logistics or equivalent experience, current Pilot&#039;s License, completion of the SCC&#039;s &amp;quot;Introduction to Refueling&amp;quot; program, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]], NanoTrasen Academy, Ceres University.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate operations, manage the hangars, supervise Hangar Technicians and Shaft Miners, fill bounties&lt;br /&gt;
|guides = [[Hangar Technician]], [[Shaft Miner]], [[Machinist]], [[Guide to Robotics]], [[Guide to Gunnery]], [[Guide to Piloting]], [[Guide to Communication Devices]], [[Guide to Faxes]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Operations Manager&#039;&#039;&#039;, your primary job is to coordinate and manage your department, which consists of the supply area, the flight deck, and the machinist workshop. It is your responsibility to ensure that orders are processed properly, supplies are distributed, mining secures materials and salvage, and the machine shop services synthetics quickly and properly. Anything that may relate to the logistics of the vessel is generally under the domain of the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
==Cargo Operation==&lt;br /&gt;
&#039;&#039;If you&#039;re new to Operations entirely, you should start out by reading about the [[Hangar Technician]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main responsibilities of Operations is to ensure that:&lt;br /&gt;
# Departments are supplied with what they need.&lt;br /&gt;
# The ship guns are loaded and ready to fire when needed by the bridge.&lt;br /&gt;
# Shuttles are serviced and loaded when needed for a mission.&lt;br /&gt;
# Synthetics are maintained and repaired.&lt;br /&gt;
# New materials are being brought in from salvage or mining operations.&lt;br /&gt;
Assuming there is a full team of hangar technicians, shaft miners, and machinists, none of these duties fall directly on the Operations Manager&#039;s shoulders. Instead, delegation should be used to ensure each goal of the Operations department is met by the team. The goal of the Operations Manager is to assist the team, be it with Command access, communication with other departments, or being an extra set of hands where needed. As the name suggests, the Operations Manager is a manager, and there to ensure everything is operating smoothly and coordinated.&lt;br /&gt;
&lt;br /&gt;
The logistics and cargo side has some key areas to focus on. At shift-start, it is important to ensure that there is a technician assigned to sort the warehouse, and send out packages of useful equipment to other departments. Another technician should be sending out bounty sheets printed from the Cargo Control program, as well as collecting these bounties so that the department can generate revenue. Other less important tasks, such as manning the desk, checking the shuttle hangars, and setting up the Commissary should also be assigned when possible.&lt;br /&gt;
&lt;br /&gt;
===== The Vault =====&lt;br /&gt;
&lt;br /&gt;
As Operations Manager, you have providence over the secure storage vault sitting in operations, which holds many rare and valuable items. If you want to access it (be they for reasons noble or [[Traitor|not]]), you&#039;re going to need to turn off the turrets inside the vault first, otherwise you&#039;ll probably meet a swift and unpleasant end. This can be performed by alt-clicking the panel to unlock it, then opening the interface and disabling the turrets. &lt;br /&gt;
&lt;br /&gt;
Accessing the vault requires lifting the airlock bolts, which will send a message in the command radio channel. It is a good courtesy to inform the command team when the vault is being accessed to avoid concerns and confusion. Within the vault, various items are present ranging from a safe, to phoron, to a pile of credits, and even hardsuits. While the Operations Manager has access to the vault, this access does not extend to any of the protective windoors inside the vault. Meaning, the interior can be accessed but none of the contents. To access the contents, the glass must be shattered or, ideally, a [[Captain]] is present. Items being added to the vault are generally safe to leave of the floor, however.&lt;br /&gt;
&lt;br /&gt;
===== Gunnery =====&lt;br /&gt;
[[File:Secure ammunition storage.png|thumb|Secure ammunition storage. To access it, the shutters need to be raised, and the bolts on the doors need to be dropped.]]&lt;br /&gt;
The loading of the guns of the vessel, and the management of their ammunition, is under the domain of the Operations Manager. Just aft of the Grauwolf&#039;s room is the Secure Ammunition Storage. This room contains all of the vessel&#039;s ammunition for ever gun. Despite having turrets, the turrets are off by default. This is to allow hangar technicians to access ammo storage if an Operations Manager is not present. The entrance to the room is protected by both a bulkhead and bolted doors. The bulkhead can be lifted without an alert, however bolting and unbolting the doors sends an alert in the Command radio channel.&lt;br /&gt;
&lt;br /&gt;
Hangar Technicians are the primary role handling weapon loading. The process requires the powerloaders present within the Grauwolf and Longbow rooms. Most ammunition requires a powerloader to move, namely the Grauwolf and Francisca ammo, while all ammo requires a powerloader to load it into a gun. The Longbow&#039;s warheads can be moved by hand, however this is dangerous as a mistake can lead to detonation of the warhead.&lt;br /&gt;
&lt;br /&gt;
The role of the Operations Manager within the gunnery process is managing the ammunition. This is often simple, as Bridge Crew typically request a specific ammo type and amount. However, during combat operations, it may be necessary to decide whether ammo should be prepared ahead of time, such as moving Longbow warheads to the Longbow room prior to a load order from the bridge, to cut down on the time to load. This can be risky, and in some cases loading more ammunition than requested can cause issues as loaded ammunition cannot be removed from the guns. The other aspect of the Operations Manager&#039;s role is ordering more ammo from the cargo lift. Ship gun ammo is expensive and time consuming to order. As such, determining when and how much ammo to order is very important.&lt;br /&gt;
&lt;br /&gt;
==Hangar Operations==&lt;br /&gt;
The hangars of the vessel are general under the control of the Command department as a whole, however in most cases the Operations Manager has primary responsibility over the operation and organization of the hangars. The primary needs of the hangars are shuttle servicing, cargo loading/unloading, and shuttle marshaling. These are performed by hangar technicians, as the job name implies, however the coordination of when these operations are needed and the precise details, such as how much fuel and what cargo to load, require communication with pilots such as [[Bridge Crewman|Bridge Crew]] and [[Xenoarcheologist|the science team]].&lt;br /&gt;
&lt;br /&gt;
Shuttle servicing involves the fueling of the shuttle, the replenishing of air reserves for both the main compartments and the airlocks, as well as [[Standard Operation Procedure#Shuttle Pre-Flight Safety Checks|pre-flight safety checks]]. For the Canary, servicing may also include the loading of its gun, the Francisca, with ammo for hazard clearing or for offensive operations. Hangar Technicians should be informed of how much fuel to load, what ammunition is required, and when to perform pre-flight safety checks. Additionally, while not required, the Shuttle Servicing Report should be utilized by hangar technicians to report what resources have been used on which shuttle. These reports require a stamp from the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
Cargo loading/unloading is a rather simple process. In most cases, expeditions require additional equipment such as soft suits, tents, GPSs, radio, and so on. These should be loaded when needed. Other shuttles, notably the Quark, may need heavier equipment for science operations. In other cases, equipment from departments or items ordered from the cargo lift may need to be freighted to the shuttle by the cargo tug. These needs of each department, and what cargo must be loaded, is necessary info that should be gathered and communicated by the Operations Manager. Unloading shuttles is a less important aspect of hangar operations, however it ensures that shuttles are cleaned and organized after use, and prepared for additional flights later. Many expeditions return new equipment that must be sorted, stored, and distributed as well.&lt;br /&gt;
&lt;br /&gt;
Shuttle marshaling is not required for any shuttle to fly, however it can be useful for staging hangar technicians and confirming a shuttle has complete pre-flight safety checks. Marshaling is performed by hangar technicians, who are provided marshal wands in their lockers. When a shuttle requests permission to take off, the hangar technician waves their wands with a yellow light to indicate final checks, walks the outside of the shuttle to ensure no personnel are surrounding the shuttle and all airlocks are sealed, then waves green lights to indicate the shuttle is ready to take-off. Landing is a similar process, with a shuttle requesting to land. The technician ensures the deck is clear of personnel or hazards, waits for the shuttle to land, then waves red lights to indicate it has completed movement and must stop.&lt;br /&gt;
&lt;br /&gt;
Flight activities of each shuttle are under the [[Guide to Piloting|control of their respective head of staff]]. However, the Operations Manager and [[Executive Officer]] both have authority to instate a [[Standard Operating Procedure#Shuttle Use|flight ban]] and ground all shuttles. Additionally, a hangar lockdown may be used. The lockdown does not lock the security checkpoint, allowing the use of the lockdown for when incoming materials or personnel must be searched by security. This checkpoint can, itself, be lockdown to prevent anyone from entering the hangars.&lt;br /&gt;
&lt;br /&gt;
==Mining Operations==&lt;br /&gt;
Mining&#039;s chief goal is to supply fresh materials for other departments to use. Often, the most important materials are precious metals like gold, silver, uranium, and so on. These materials are useful for the creation of advanced tools and equipment by the Machinists and Science department. The mining of ores and creation of these materials is the goal of the shaft miners, whereas the distribution of the supplies can be performed by either hangar technicians or shaft miners.&lt;br /&gt;
&lt;br /&gt;
Shaft miners work independently. They are provided the Spark, a mining skiff that can travel to nearby planets or asteroids to mine materials. The involvement of the Operations Manager is, therefore, rather removed. What is important, however, is that the destination and status of the Spark remain known in-case the ship has to move or an incident happens during mining. The long-range holopad in the Manager&#039;s office and department lobby are capable of reaching the Spark. If the vessel is within range, the normal department radio can also be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39508</id>
		<title>Sandbox:Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39508"/>
		<updated>2026-05-28T16:56:53Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Loading the Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Operationsmanager-nbt.png&lt;br /&gt;
|jobtitle = Operations Manager&lt;br /&gt;
|access = Operations Lobby, Hangar, Secure Storage, Machinist, Engineering Hallway, Security Hallway, Teleporter, Bridge&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|qualifications = At least 30 years of age, 5 years logistics or equivalent experience, current Pilot&#039;s License, completion of the SCC&#039;s &amp;quot;Introduction to Refueling&amp;quot; program, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]], NanoTrasen Academy, Ceres University.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate operations, manage the hangars, supervise Hangar Technicians and Shaft Miners, fill bounties&lt;br /&gt;
|guides = [[Hangar Technician]], [[Shaft Miner]], [[Machinist]], [[Guide to Robotics]], [[Guide to Gunnery]], [[Guide to Piloting]], [[Guide to Communication Devices]], [[Guide to Faxes]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Operations Manager&#039;&#039;&#039;, your primary job is to coordinate and manage your department, which consists of the supply area, the flight deck, and the machinist workshop. It is your responsibility to ensure that orders are processed properly, supplies are distributed, mining secures materials and salvage, and the machine shop services synthetics quickly and properly. Anything that may relate to the logistics of the vessel is generally under the domain of the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
==Cargo Operation==&lt;br /&gt;
&#039;&#039;If you&#039;re new to Operations entirely, you should start out by reading about the [[Hangar Technician]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main responsibilities of Operations is to ensure that:&lt;br /&gt;
# Departments are supplied with what they need.&lt;br /&gt;
# The ship guns are loaded and ready to fire when needed by the bridge.&lt;br /&gt;
# Shuttles are serviced and loaded when needed for a mission.&lt;br /&gt;
# Synthetics are maintained and repaired.&lt;br /&gt;
# New materials are being brought in from salvage or mining operations.&lt;br /&gt;
Assuming there is a full team of hangar technicians, shaft miners, and machinists, none of these duties fall directly on the Operations Manager&#039;s shoulders. Instead, delegation should be used to ensure each goal of the Operations department is met by the team. The goal of the Operations Manager is to assist the team, be it with Command access, communication with other departments, or being an extra set of hands where needed. As the name suggests, the Operations Manager is a manager, and there to ensure everything is operating smoothly and coordinated.&lt;br /&gt;
&lt;br /&gt;
The logistics and cargo side has some key areas to focus on. At shift-start, it is important to ensure that there is a technician assigned to sort the warehouse, and send out packages of useful equipment to other departments. Another technician should be sending out bounty sheets printed from the Cargo Control program, as well as collecting these bounties so that the department can generate revenue. Other less important tasks, such as manning the desk, checking the shuttle hangars, and setting up the Commissary should also be assigned when possible.&lt;br /&gt;
&lt;br /&gt;
===== The Vault =====&lt;br /&gt;
&lt;br /&gt;
As Operations Manager, you have providence over the secure storage vault sitting in operations, which holds many rare and valuable items. If you want to access it (be they for reasons noble or [[Traitor|not]]), you&#039;re going to need to turn off the turrets inside the vault first, otherwise you&#039;ll probably meet a swift and unpleasant end. This can be performed by alt-clicking the panel to unlock it, then opening the interface and disabling the turrets. &lt;br /&gt;
&lt;br /&gt;
Accessing the vault requires lifting the airlock bolts, which will send a message in the command radio channel. It is a good courtesy to inform the command team when the vault is being accessed to avoid concerns and confusion. Within the vault, various items are present ranging from a safe, to phoron, to a pile of credits, and even hardsuits. While the Operations Manager has access to the vault, this access does not extend to any of the protective windoors inside the vault. Meaning, the interior can be accessed but none of the contents. To access the contents, the glass must be shattered or, ideally, a [[Captain]] is present. Items being added to the vault are generally safe to leave of the floor, however.&lt;br /&gt;
&lt;br /&gt;
===== Gunnery =====&lt;br /&gt;
[[File:Secure ammunition storage.png|thumb|Secure ammunition storage. To access it, the shutters need to be raised, and the bolts on the doors need to be dropped.]]&lt;br /&gt;
The loading of the guns of the vessel, and the management of their ammunition, is under the domain of the Operations Manager. Just aft of the Grauwolf&#039;s room is the Secure Ammunition Storage. This room contains all of the vessel&#039;s ammunition for ever gun. Despite having turrets, the turrets are off by default. This is to allow hangar technicians to access ammo storage if an Operations Manager is not present. The entrance to the room is protected by both a bulkhead and bolted doors. The bulkhead can be lifted without an alert, however bolting and unbolting the doors sends an alert in the Command radio channel.&lt;br /&gt;
&lt;br /&gt;
Hangar Technicians are the primary role handling weapon loading. The process requires the powerloaders present within the Grauwolf and Longbow rooms. Most ammunition requires a powerloader to move, namely the Grauwolf and Francisca ammo, while all ammo requires a powerloader to load it into a gun. The Longbow&#039;s warheads can be moved by hand, however this is dangerous as a mistake can lead to detonation of the warhead.&lt;br /&gt;
&lt;br /&gt;
The role of the Operations Manager within the gunnery process is managing the ammunition. This is often simple, as Bridge Crew typically request a specific ammo type and amount. However, during combat operations, it may be necessary to decide whether ammo should be prepared ahead of time, such as moving Longbow warheads to the Longbow room prior to a load order from the bridge, to cut down on the time to load. This can be risky, and in some cases loading more ammunition than requested can cause issues as loaded ammunition cannot be removed from the guns. The other aspect of the Operations Manager&#039;s role is ordering more ammo from the cargo lift. Ship gun ammo is expensive and time consuming to order. As such, determining when and how much ammo to order is very important.&lt;br /&gt;
&lt;br /&gt;
==Hangar Operations==&lt;br /&gt;
The hangars of the vessel are general under the control of the Command department as a whole, however in most cases the Operations Manager has primary responsibility over the operation and organization of the hangars. The primary needs of the hangars are shuttle servicing, cargo loading/unloading, and shuttle marshaling. These are performed by hangar technicians, as the job name implies, however the coordination of when these operations are needed and the precise details, such as how much fuel and what cargo to load, require communication with pilots such as [[Bridge Crew]] and [[Xenoarchaeologist|the science team]].&lt;br /&gt;
&lt;br /&gt;
Shuttle servicing involves the fueling of the shuttle, the replenishing of air reserves for both the main compartments and the airlocks, as well as [[Standard Operation Procedure#Shuttle Pre-Flight Safety Checks|pre-flight safety checks]]. For the Canary, servicing may also include the loading of its gun, the Francisca, with ammo for hazard clearing or for offensive operations. Hangar Technicians should be informed of how much fuel to load, what ammunition is required, and when to perform pre-flight safety checks. Additionally, while not required, the Shuttle Servicing Report should be utilized by hangar technicians to report what resources have been used on which shuttle. These reports require a stamp from the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
Cargo loading/unloading is a rather simple process. In most cases, expeditions require additional equipment such as soft suits, tents, GPSs, radio, and so on. These should be loaded when needed. Other shuttles, notably the Quark, may need heavier equipment for science operations. In other cases, equipment from departments or items ordered from the cargo lift may need to be freighted to the shuttle by the cargo tug. These needs of each department, and what cargo must be loaded, is necessary info that should be gathered and communicated by the Operations Manager. Unloading shuttles is a less important aspect of hangar operations, however it ensures that shuttles are cleaned and organized after use, and prepared for additional flights later. Many expeditions return new equipment that must be sorted, stored, and distributed as well.&lt;br /&gt;
&lt;br /&gt;
Shuttle marshaling is not required for any shuttle to fly, however it can be useful for staging hangar technicians and confirming a shuttle has complete pre-flight safety checks. Marshaling is performed by hangar technicians, who are provided marshal wands in their lockers. When a shuttle requests permission to take off, the hangar technician waves their wands with a yellow light to indicate final checks, walks the outside of the shuttle to ensure no personnel are surrounding the shuttle and all airlocks are sealed, then waves green lights to indicate the shuttle is ready to take-off. Landing is a similar process, with a shuttle requesting to land. The technician ensures the deck is clear of personnel or hazards, waits for the shuttle to land, then waves red lights to indicate it has completed movement and must stop.&lt;br /&gt;
&lt;br /&gt;
Flight activities of each shuttle are under the [[Guide to Piloting|control of their respective head of staff]]. However, the Operations Manager and [[Executive Officer]] both have authority to instate a [[Standard Operating Procedure#Shuttle Use|flight ban]] and ground all shuttles. Additionally, a hangar lockdown may be used. The lockdown does not lock the security checkpoint, allowing the use of the lockdown for when incoming materials or personnel must be searched by security. This checkpoint can, itself, be lockdown to prevent anyone from entering the hangars.&lt;br /&gt;
&lt;br /&gt;
==Mining Operations==&lt;br /&gt;
Mining&#039;s chief goal is to supply fresh materials for other departments to use. Often, the most important materials are precious metals like gold, silver, uranium, and so on. These materials are useful for the creation of advanced tools and equipment by the Machinists and Science department. The mining of ores and creation of these materials is the goal of the shaft miners, whereas the distribution of the supplies can be performed by either hangar technicians or shaft miners.&lt;br /&gt;
&lt;br /&gt;
Shaft miners work independently. They are provided the Spark, a mining skiff that can travel to nearby planets or asteroids to mine materials. The involvement of the Operations Manager is, therefore, rather removed. What is important, however, is that the destination and status of the Spark remain known in-case the ship has to move or an incident happens during mining. The long-range holopad in the Manager&#039;s office and department lobby are capable of reaching the Spark. If the vessel is within range, the normal department radio can also be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39507</id>
		<title>Sandbox:Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39507"/>
		<updated>2026-05-28T16:48:33Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* The Vault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Operationsmanager-nbt.png&lt;br /&gt;
|jobtitle = Operations Manager&lt;br /&gt;
|access = Operations Lobby, Hangar, Secure Storage, Machinist, Engineering Hallway, Security Hallway, Teleporter, Bridge&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|qualifications = At least 30 years of age, 5 years logistics or equivalent experience, current Pilot&#039;s License, completion of the SCC&#039;s &amp;quot;Introduction to Refueling&amp;quot; program, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]], NanoTrasen Academy, Ceres University.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate operations, manage the hangars, supervise Hangar Technicians and Shaft Miners, fill bounties&lt;br /&gt;
|guides = [[Hangar Technician]], [[Shaft Miner]], [[Machinist]], [[Guide to Robotics]], [[Guide to Gunnery]], [[Guide to Piloting]], [[Guide to Communication Devices]], [[Guide to Faxes]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Operations Manager&#039;&#039;&#039;, your primary job is to coordinate and manage your department, which consists of the supply area, the flight deck, and the machinist workshop. It is your responsibility to ensure that orders are processed properly, supplies are distributed, mining secures materials and salvage, and the machine shop services synthetics quickly and properly. Anything that may relate to the logistics of the vessel is generally under the domain of the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
==Cargo Operation==&lt;br /&gt;
&#039;&#039;If you&#039;re new to Operations entirely, you should start out by reading about the [[Hangar Technician]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main responsibilities of Operations is to ensure that:&lt;br /&gt;
# Departments are supplied with what they need.&lt;br /&gt;
# The ship guns are loaded and ready to fire when needed by the bridge.&lt;br /&gt;
# Shuttles are serviced and loaded when needed for a mission.&lt;br /&gt;
# Synthetics are maintained and repaired.&lt;br /&gt;
# New materials are being brought in from salvage or mining operations.&lt;br /&gt;
Assuming there is a full team of hangar technicians, shaft miners, and machinists, none of these duties fall directly on the Operations Manager&#039;s shoulders. Instead, delegation should be used to ensure each goal of the Operations department is met by the team. The goal of the Operations Manager is to assist the team, be it with Command access, communication with other departments, or being an extra set of hands where needed. As the name suggests, the Operations Manager is a manager, and there to ensure everything is operating smoothly and coordinated.&lt;br /&gt;
&lt;br /&gt;
The logistics and cargo side has some key areas to focus on. At shift-start, it is important to ensure that there is a technician assigned to sort the warehouse, and send out packages of useful equipment to other departments. Another technician should be sending out bounty sheets printed from the Cargo Control program, as well as collecting these bounties so that the department can generate revenue. Other less important tasks, such as manning the desk, checking the shuttle hangars, and setting up the Commissary should also be assigned when possible.&lt;br /&gt;
&lt;br /&gt;
===== The Vault =====&lt;br /&gt;
&lt;br /&gt;
As Operations Manager, you have providence over the secure storage vault sitting in operations, which holds many rare and valuable items. If you want to access it (be they for reasons noble or [[Traitor|not]]), you&#039;re going to need to turn off the turrets inside the vault first, otherwise you&#039;ll probably meet a swift and unpleasant end. This can be performed by alt-clicking the panel to unlock it, then opening the interface and disabling the turrets. &lt;br /&gt;
&lt;br /&gt;
Accessing the vault requires lifting the airlock bolts, which will send a message in the command radio channel. It is a good courtesy to inform the command team when the vault is being accessed to avoid concerns and confusion. Within the vault, various items are present ranging from a safe, to phoron, to a pile of credits, and even hardsuits. While the Operations Manager has access to the vault, this access does not extend to any of the protective windoors inside the vault. Meaning, the interior can be accessed but none of the contents. To access the contents, the glass must be shattered or, ideally, a [[Captain]] is present. Items being added to the vault are generally safe to leave of the floor, however.&lt;br /&gt;
&lt;br /&gt;
===== Loading the Guns =====&lt;br /&gt;
[[File:Secure ammunition storage.png|thumb|Secure ammunition storage. To access it, the shutters need to be raised, and the bolts on the doors need to be dropped.]]&lt;br /&gt;
You and the rest of Operations have access to Secure Ammunition Storage, which sits right next to your office. In case one of the guns need to be loaded, you&#039;ll need to use the power loader inside the Grauwolf&#039;s room (itself adjacent to secure ammunition storage) to lift the ammo and chamber it. Keep in mind that the bolts and shutters being lifted will cause an automated alert in the Command channel, so you should probably let everyone else on command know what you&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
To load the gunnery:&lt;br /&gt;
&lt;br /&gt;
# Hop inside a power loader. There should be a new button on the left side of your screen, &amp;lt;code&amp;gt;POWER&amp;lt;/code&amp;gt;. Press it, and hit &amp;lt;code&amp;gt;HATCH&amp;lt;/code&amp;gt; to close your roll cage.&lt;br /&gt;
# Highlight the clamp by clicking on the square surrounding the icon, not the icon of the clamp itself.&lt;br /&gt;
# Click on the ammunition you want to load. A few seconds later, you&#039;ll have loaded the ammunition!&lt;br /&gt;
# Move over to the ship gun, and click on its ammunition loader. Do this until your clamp is empty of ammunition.&lt;br /&gt;
&lt;br /&gt;
==Hangar Operations==&lt;br /&gt;
The hangars of the vessel are general under the control of the Command department as a whole, however in most cases the Operations Manager has primary responsibility over the operation and organization of the hangars. The primary needs of the hangars are shuttle servicing, cargo loading/unloading, and shuttle marshaling. These are performed by hangar technicians, as the job name implies, however the coordination of when these operations are needed and the precise details, such as how much fuel and what cargo to load, require communication with pilots such as [[Bridge Crew]] and [[Xenoarchaeologist|the science team]].&lt;br /&gt;
&lt;br /&gt;
Shuttle servicing involves the fueling of the shuttle, the replenishing of air reserves for both the main compartments and the airlocks, as well as [[Standard Operation Procedure#Shuttle Pre-Flight Safety Checks|pre-flight safety checks]]. For the Canary, servicing may also include the loading of its gun, the Francisca, with ammo for hazard clearing or for offensive operations. Hangar Technicians should be informed of how much fuel to load, what ammunition is required, and when to perform pre-flight safety checks. Additionally, while not required, the Shuttle Servicing Report should be utilized by hangar technicians to report what resources have been used on which shuttle. These reports require a stamp from the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
Cargo loading/unloading is a rather simple process. In most cases, expeditions require additional equipment such as soft suits, tents, GPSs, radio, and so on. These should be loaded when needed. Other shuttles, notably the Quark, may need heavier equipment for science operations. In other cases, equipment from departments or items ordered from the cargo lift may need to be freighted to the shuttle by the cargo tug. These needs of each department, and what cargo must be loaded, is necessary info that should be gathered and communicated by the Operations Manager. Unloading shuttles is a less important aspect of hangar operations, however it ensures that shuttles are cleaned and organized after use, and prepared for additional flights later. Many expeditions return new equipment that must be sorted, stored, and distributed as well.&lt;br /&gt;
&lt;br /&gt;
Shuttle marshaling is not required for any shuttle to fly, however it can be useful for staging hangar technicians and confirming a shuttle has complete pre-flight safety checks. Marshaling is performed by hangar technicians, who are provided marshal wands in their lockers. When a shuttle requests permission to take off, the hangar technician waves their wands with a yellow light to indicate final checks, walks the outside of the shuttle to ensure no personnel are surrounding the shuttle and all airlocks are sealed, then waves green lights to indicate the shuttle is ready to take-off. Landing is a similar process, with a shuttle requesting to land. The technician ensures the deck is clear of personnel or hazards, waits for the shuttle to land, then waves red lights to indicate it has completed movement and must stop.&lt;br /&gt;
&lt;br /&gt;
Flight activities of each shuttle are under the [[Guide to Piloting|control of their respective head of staff]]. However, the Operations Manager and [[Executive Officer]] both have authority to instate a [[Standard Operating Procedure#Shuttle Use|flight ban]] and ground all shuttles. Additionally, a hangar lockdown may be used. The lockdown does not lock the security checkpoint, allowing the use of the lockdown for when incoming materials or personnel must be searched by security. This checkpoint can, itself, be lockdown to prevent anyone from entering the hangars.&lt;br /&gt;
&lt;br /&gt;
==Mining Operations==&lt;br /&gt;
Mining&#039;s chief goal is to supply fresh materials for other departments to use. Often, the most important materials are precious metals like gold, silver, uranium, and so on. These materials are useful for the creation of advanced tools and equipment by the Machinists and Science department. The mining of ores and creation of these materials is the goal of the shaft miners, whereas the distribution of the supplies can be performed by either hangar technicians or shaft miners.&lt;br /&gt;
&lt;br /&gt;
Shaft miners work independently. They are provided the Spark, a mining skiff that can travel to nearby planets or asteroids to mine materials. The involvement of the Operations Manager is, therefore, rather removed. What is important, however, is that the destination and status of the Spark remain known in-case the ship has to move or an incident happens during mining. The long-range holopad in the Manager&#039;s office and department lobby are capable of reaching the Spark. If the vessel is within range, the normal department radio can also be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39506</id>
		<title>Sandbox:Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39506"/>
		<updated>2026-05-28T16:39:14Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Operationsmanager-nbt.png&lt;br /&gt;
|jobtitle = Operations Manager&lt;br /&gt;
|access = Operations Lobby, Hangar, Secure Storage, Machinist, Engineering Hallway, Security Hallway, Teleporter, Bridge&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|qualifications = At least 30 years of age, 5 years logistics or equivalent experience, current Pilot&#039;s License, completion of the SCC&#039;s &amp;quot;Introduction to Refueling&amp;quot; program, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]], NanoTrasen Academy, Ceres University.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate operations, manage the hangars, supervise Hangar Technicians and Shaft Miners, fill bounties&lt;br /&gt;
|guides = [[Hangar Technician]], [[Shaft Miner]], [[Machinist]], [[Guide to Robotics]], [[Guide to Gunnery]], [[Guide to Piloting]], [[Guide to Communication Devices]], [[Guide to Faxes]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Operations Manager&#039;&#039;&#039;, your primary job is to coordinate and manage your department, which consists of the supply area, the flight deck, and the machinist workshop. It is your responsibility to ensure that orders are processed properly, supplies are distributed, mining secures materials and salvage, and the machine shop services synthetics quickly and properly. Anything that may relate to the logistics of the vessel is generally under the domain of the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
==Cargo Operation==&lt;br /&gt;
&#039;&#039;If you&#039;re new to Operations entirely, you should start out by reading about the [[Hangar Technician]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main responsibilities of Operations is to ensure that:&lt;br /&gt;
# Departments are supplied with what they need.&lt;br /&gt;
# The ship guns are loaded and ready to fire when needed by the bridge.&lt;br /&gt;
# Shuttles are serviced and loaded when needed for a mission.&lt;br /&gt;
# Synthetics are maintained and repaired.&lt;br /&gt;
# New materials are being brought in from salvage or mining operations.&lt;br /&gt;
Assuming there is a full team of hangar technicians, shaft miners, and machinists, none of these duties fall directly on the Operations Manager&#039;s shoulders. Instead, delegation should be used to ensure each goal of the Operations department is met by the team. The goal of the Operations Manager is to assist the team, be it with Command access, communication with other departments, or being an extra set of hands where needed. As the name suggests, the Operations Manager is a manager, and there to ensure everything is operating smoothly and coordinated.&lt;br /&gt;
&lt;br /&gt;
The logistics and cargo side has some key areas to focus on. At shift-start, it is important to ensure that there is a technician assigned to sort the warehouse, and send out packages of useful equipment to other departments. Another technician should be sending out bounty sheets printed from the Cargo Control program, as well as collecting these bounties so that the department can generate revenue. Other less important tasks, such as manning the desk, checking the shuttle hangars, and setting up the Commissary should also be assigned when possible.&lt;br /&gt;
&lt;br /&gt;
===== The Vault =====&lt;br /&gt;
&lt;br /&gt;
As Operations Manager, you have providence over the secure storage vault sitting in operations, which holds many rare and valuable items. If you want to access it (be they for reasons noble or [[Traitor|not]]), you&#039;re going to need to turn off the turrets inside the vault first, otherwise you&#039;ll probably meet a swift and unpleasant end.&lt;br /&gt;
&lt;br /&gt;
===== Loading the Guns =====&lt;br /&gt;
[[File:Secure ammunition storage.png|thumb|Secure ammunition storage. To access it, the shutters need to be raised, and the bolts on the doors need to be dropped.]]&lt;br /&gt;
You and the rest of Operations have access to Secure Ammunition Storage, which sits right next to your office. In case one of the guns need to be loaded, you&#039;ll need to use the power loader inside the Grauwolf&#039;s room (itself adjacent to secure ammunition storage) to lift the ammo and chamber it. Keep in mind that the bolts and shutters being lifted will cause an automated alert in the Command channel, so you should probably let everyone else on command know what you&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
To load the gunnery:&lt;br /&gt;
&lt;br /&gt;
# Hop inside a power loader. There should be a new button on the left side of your screen, &amp;lt;code&amp;gt;POWER&amp;lt;/code&amp;gt;. Press it, and hit &amp;lt;code&amp;gt;HATCH&amp;lt;/code&amp;gt; to close your roll cage.&lt;br /&gt;
# Highlight the clamp by clicking on the square surrounding the icon, not the icon of the clamp itself.&lt;br /&gt;
# Click on the ammunition you want to load. A few seconds later, you&#039;ll have loaded the ammunition!&lt;br /&gt;
# Move over to the ship gun, and click on its ammunition loader. Do this until your clamp is empty of ammunition.&lt;br /&gt;
&lt;br /&gt;
==Hangar Operations==&lt;br /&gt;
The hangars of the vessel are general under the control of the Command department as a whole, however in most cases the Operations Manager has primary responsibility over the operation and organization of the hangars. The primary needs of the hangars are shuttle servicing, cargo loading/unloading, and shuttle marshaling. These are performed by hangar technicians, as the job name implies, however the coordination of when these operations are needed and the precise details, such as how much fuel and what cargo to load, require communication with pilots such as [[Bridge Crew]] and [[Xenoarchaeologist|the science team]].&lt;br /&gt;
&lt;br /&gt;
Shuttle servicing involves the fueling of the shuttle, the replenishing of air reserves for both the main compartments and the airlocks, as well as [[Standard Operation Procedure#Shuttle Pre-Flight Safety Checks|pre-flight safety checks]]. For the Canary, servicing may also include the loading of its gun, the Francisca, with ammo for hazard clearing or for offensive operations. Hangar Technicians should be informed of how much fuel to load, what ammunition is required, and when to perform pre-flight safety checks. Additionally, while not required, the Shuttle Servicing Report should be utilized by hangar technicians to report what resources have been used on which shuttle. These reports require a stamp from the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
Cargo loading/unloading is a rather simple process. In most cases, expeditions require additional equipment such as soft suits, tents, GPSs, radio, and so on. These should be loaded when needed. Other shuttles, notably the Quark, may need heavier equipment for science operations. In other cases, equipment from departments or items ordered from the cargo lift may need to be freighted to the shuttle by the cargo tug. These needs of each department, and what cargo must be loaded, is necessary info that should be gathered and communicated by the Operations Manager. Unloading shuttles is a less important aspect of hangar operations, however it ensures that shuttles are cleaned and organized after use, and prepared for additional flights later. Many expeditions return new equipment that must be sorted, stored, and distributed as well.&lt;br /&gt;
&lt;br /&gt;
Shuttle marshaling is not required for any shuttle to fly, however it can be useful for staging hangar technicians and confirming a shuttle has complete pre-flight safety checks. Marshaling is performed by hangar technicians, who are provided marshal wands in their lockers. When a shuttle requests permission to take off, the hangar technician waves their wands with a yellow light to indicate final checks, walks the outside of the shuttle to ensure no personnel are surrounding the shuttle and all airlocks are sealed, then waves green lights to indicate the shuttle is ready to take-off. Landing is a similar process, with a shuttle requesting to land. The technician ensures the deck is clear of personnel or hazards, waits for the shuttle to land, then waves red lights to indicate it has completed movement and must stop.&lt;br /&gt;
&lt;br /&gt;
Flight activities of each shuttle are under the [[Guide to Piloting|control of their respective head of staff]]. However, the Operations Manager and [[Executive Officer]] both have authority to instate a [[Standard Operating Procedure#Shuttle Use|flight ban]] and ground all shuttles. Additionally, a hangar lockdown may be used. The lockdown does not lock the security checkpoint, allowing the use of the lockdown for when incoming materials or personnel must be searched by security. This checkpoint can, itself, be lockdown to prevent anyone from entering the hangars.&lt;br /&gt;
&lt;br /&gt;
==Mining Operations==&lt;br /&gt;
Mining&#039;s chief goal is to supply fresh materials for other departments to use. Often, the most important materials are precious metals like gold, silver, uranium, and so on. These materials are useful for the creation of advanced tools and equipment by the Machinists and Science department. The mining of ores and creation of these materials is the goal of the shaft miners, whereas the distribution of the supplies can be performed by either hangar technicians or shaft miners.&lt;br /&gt;
&lt;br /&gt;
Shaft miners work independently. They are provided the Spark, a mining skiff that can travel to nearby planets or asteroids to mine materials. The involvement of the Operations Manager is, therefore, rather removed. What is important, however, is that the destination and status of the Spark remain known in-case the ship has to move or an incident happens during mining. The long-range holopad in the Manager&#039;s office and department lobby are capable of reaching the Spark. If the vessel is within range, the normal department radio can also be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39504</id>
		<title>Sandbox:Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39504"/>
		<updated>2026-05-28T16:22:51Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Mining Operations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Operationsmanager-nbt.png&lt;br /&gt;
|jobtitle = Operations Manager&lt;br /&gt;
|access = Operations Lobby, Hangar, Secure Storage, Machinist, Engineering Hallway, Security Hallway, Teleporter, Bridge&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|qualifications = At least 30 years of age, 5 years logistics or equivalent experience, current Pilot&#039;s License, completion of the SCC&#039;s &amp;quot;Introduction to Refueling&amp;quot; program, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]], NanoTrasen Academy, Ceres University.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate operations, manage the hangars, supervise Hangar Technicians and Shaft Miners, fill bounties&lt;br /&gt;
|guides = [[Hangar Technician]], [[Shaft Miner]], [[Machinist]], [[Guide to Robotics]], [[Guide to Gunnery]], [[Guide to Piloting]], [[Guide to Communication Devices]], [[Guide to Faxes]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Operations Manager&#039;&#039;&#039;, your primary job is to coordinate and manage your department, which consists of the supply area, the flight deck, and the machinist workshop. It is your responsibility to ensure that orders are processed properly, supplies are distributed, mining secures materials and salvage, and the machine shop services synthetics quickly and properly. Anything that may relate to the logistics of the vessel is generally under the domain of the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
==Cargo Operation==&lt;br /&gt;
&#039;&#039;If you&#039;re new to Operations entirely, you should start out by reading about the [[Hangar Technician]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main responsibilities of Operations is to ensure that:&lt;br /&gt;
# Departments are supplied with what they need.&lt;br /&gt;
# The ship guns are loaded and ready to fire when needed by the bridge.&lt;br /&gt;
# Shuttles are serviced and loaded when needed for a mission.&lt;br /&gt;
# Synthetics are maintained and repaired.&lt;br /&gt;
# New materials are being brought in from salvage or mining operations.&lt;br /&gt;
Assuming there is a full team of hangar technicians, shaft miners, and machinists, none of these duties fall directly on the Operations Manager&#039;s shoulders. Instead, delegation should be used to ensure each goal of the Operations department is met by the team. The goal of the Operations Manager is to assist the team, be it with Command access, communication with other departments, or being an extra set of hands where needed. As the name suggests, the Operations Manager is a manager, and there to ensure everything is operating smoothly and coordinated.&lt;br /&gt;
&lt;br /&gt;
The logistics and cargo side has some key areas to focus on. At shift-start, it is important to ensure that there is a technician assigned to sort the warehouse, and send out packages of useful equipment to other departments. Another technician should be sending out bounty sheets printed from the Cargo Control program, as well as collecting these bounties so that the department can generate revenue. Other less important tasks, such as manning the desk, checking the shuttle hangars, and setting up the Commissary should also be assigned when possible.&lt;br /&gt;
&lt;br /&gt;
===== The Vault =====&lt;br /&gt;
&lt;br /&gt;
As Operations Manager, you have providence over the secure storage vault sitting in operations, which holds many rare and valuable items. If you want to access it (be they for reasons noble or [[Traitor|not]]), you&#039;re going to need to turn off the turrets inside the vault first, otherwise you&#039;ll probably meet a swift and unpleasant end.&lt;br /&gt;
&lt;br /&gt;
===== Loading the Guns =====&lt;br /&gt;
[[File:Secure ammunition storage.png|thumb|Secure ammunition storage. To access it, the shutters need to be raised, and the bolts on the doors need to be dropped.]]&lt;br /&gt;
You and the rest of Operations have access to Secure Ammunition Storage, which sits right next to your office. In case one of the guns need to be loaded, you&#039;ll need to use the power loader inside the Grauwolf&#039;s room (itself adjacent to secure ammunition storage) to lift the ammo and chamber it. Keep in mind that the bolts and shutters being lifted will cause an automated alert in the Command channel, so you should probably let everyone else on command know what you&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
To load the gunnery:&lt;br /&gt;
&lt;br /&gt;
# Hop inside a power loader. There should be a new button on the left side of your screen, &amp;lt;code&amp;gt;POWER&amp;lt;/code&amp;gt;. Press it, and hit &amp;lt;code&amp;gt;HATCH&amp;lt;/code&amp;gt; to close your roll cage.&lt;br /&gt;
# Highlight the clamp by clicking on the square surrounding the icon, not the icon of the clamp itself.&lt;br /&gt;
# Click on the ammunition you want to load. A few seconds later, you&#039;ll have loaded the ammunition!&lt;br /&gt;
# Move over to the ship gun, and click on its ammunition loader. Do this until your clamp is empty of ammunition.&lt;br /&gt;
&lt;br /&gt;
==Mining Operations==&lt;br /&gt;
Mining&#039;s chief goal is to supply fresh materials for other departments to use. Often, the most important materials are precious metals like gold, silver, uranium, and so on. These materials are useful for the creation of advanced tools and equipment by the Machinists and Science department. The mining of ores and creation of these materials is the goal of the shaft miners, whereas the distribution of the supplies can be performed by either hangar technicians or shaft miners.&lt;br /&gt;
&lt;br /&gt;
Shaft miners work independently. They are provided the Spark, a mining skiff that can travel to nearby planets or asteroids to mine materials. The involvement of the Operations Manager is, therefore, rather removed. What is important, however, is that the destination and status of the Spark remain known in-case the ship has to move or an incident happens during mining. The long-range holopad in the Manager&#039;s office and department lobby are capable of reaching the Spark. If the vessel is within range, the normal department radio can also be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39503</id>
		<title>Sandbox:Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39503"/>
		<updated>2026-05-28T16:18:10Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Operationsmanager-nbt.png&lt;br /&gt;
|jobtitle = Operations Manager&lt;br /&gt;
|access = Operations Lobby, Hangar, Secure Storage, Machinist, Engineering Hallway, Security Hallway, Teleporter, Bridge&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|qualifications = At least 30 years of age, 5 years logistics or equivalent experience, current Pilot&#039;s License, completion of the SCC&#039;s &amp;quot;Introduction to Refueling&amp;quot; program, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]], NanoTrasen Academy, Ceres University.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate operations, manage the hangars, supervise Hangar Technicians and Shaft Miners, fill bounties&lt;br /&gt;
|guides = [[Hangar Technician]], [[Shaft Miner]], [[Machinist]], [[Guide to Robotics]], [[Guide to Gunnery]], [[Guide to Piloting]], [[Guide to Communication Devices]], [[Guide to Faxes]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Operations Manager&#039;&#039;&#039;, your primary job is to coordinate and manage your department, which consists of the supply area, the flight deck, and the machinist workshop. It is your responsibility to ensure that orders are processed properly, supplies are distributed, mining secures materials and salvage, and the machine shop services synthetics quickly and properly. Anything that may relate to the logistics of the vessel is generally under the domain of the Operations Manager.&lt;br /&gt;
&lt;br /&gt;
==Cargo Operation==&lt;br /&gt;
&#039;&#039;If you&#039;re new to Operations entirely, you should start out by reading about the [[Hangar Technician]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main responsibilities of Operations is to ensure that:&lt;br /&gt;
# Departments are supplied with what they need.&lt;br /&gt;
# The ship guns are loaded and ready to fire when needed by the bridge.&lt;br /&gt;
# Shuttles are serviced and loaded when needed for a mission.&lt;br /&gt;
# Synthetics are maintained and repaired.&lt;br /&gt;
# New materials are being brought in from salvage or mining operations.&lt;br /&gt;
Assuming there is a full team of hangar technicians, shaft miners, and machinists, none of these duties fall directly on the Operations Manager&#039;s shoulders. Instead, delegation should be used to ensure each goal of the Operations department is met by the team. The goal of the Operations Manager is to assist the team, be it with Command access, communication with other departments, or being an extra set of hands where needed. As the name suggests, the Operations Manager is a manager, and there to ensure everything is operating smoothly and coordinated.&lt;br /&gt;
&lt;br /&gt;
The logistics and cargo side has some key areas to focus on. At shift-start, it is important to ensure that there is a technician assigned to sort the warehouse, and send out packages of useful equipment to other departments. Another technician should be sending out bounty sheets printed from the Cargo Control program, as well as collecting these bounties so that the department can generate revenue. Other less important tasks, such as manning the desk, checking the shuttle hangars, and setting up the Commissary should also be assigned when possible.&lt;br /&gt;
&lt;br /&gt;
===== The Vault =====&lt;br /&gt;
&lt;br /&gt;
As Operations Manager, you have providence over the secure storage vault sitting in operations, which holds many rare and valuable items. If you want to access it (be they for reasons noble or [[Traitor|not]]), you&#039;re going to need to turn off the turrets inside the vault first, otherwise you&#039;ll probably meet a swift and unpleasant end.&lt;br /&gt;
&lt;br /&gt;
===== Loading the Guns =====&lt;br /&gt;
[[File:Secure ammunition storage.png|thumb|Secure ammunition storage. To access it, the shutters need to be raised, and the bolts on the doors need to be dropped.]]&lt;br /&gt;
You and the rest of Operations have access to Secure Ammunition Storage, which sits right next to your office. In case one of the guns need to be loaded, you&#039;ll need to use the power loader inside the Grauwolf&#039;s room (itself adjacent to secure ammunition storage) to lift the ammo and chamber it. Keep in mind that the bolts and shutters being lifted will cause an automated alert in the Command channel, so you should probably let everyone else on command know what you&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
To load the gunnery:&lt;br /&gt;
&lt;br /&gt;
# Hop inside a power loader. There should be a new button on the left side of your screen, &amp;lt;code&amp;gt;POWER&amp;lt;/code&amp;gt;. Press it, and hit &amp;lt;code&amp;gt;HATCH&amp;lt;/code&amp;gt; to close your roll cage.&lt;br /&gt;
# Highlight the clamp by clicking on the square surrounding the icon, not the icon of the clamp itself.&lt;br /&gt;
# Click on the ammunition you want to load. A few seconds later, you&#039;ll have loaded the ammunition!&lt;br /&gt;
# Move over to the ship gun, and click on its ammunition loader. Do this until your clamp is empty of ammunition.&lt;br /&gt;
&lt;br /&gt;
==Mining Operations==&lt;br /&gt;
Shaft miners will work mostly independently of you, and therefore do not need to be ordered as much. However, it is still best to remind them to use their suit sensors, to take their GPS, and to check in with them occasionally to ensure that they are all healthy and unharmed. Make sure to connect your PDA to the holopad so you can be notified if the Spark calls you!&lt;br /&gt;
&lt;br /&gt;
If you want to be nice, you can fax them the sensor readings so they can get to a planet faster, and also help set up the ore redemption consoles while they&#039;re away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39498</id>
		<title>Sandbox:Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Operations_Manager&amp;diff=39498"/>
		<updated>2026-05-28T16:05:00Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: Sandbox for updating the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Operationsmanager-nbt.png&lt;br /&gt;
|jobtitle = Operations Manager&lt;br /&gt;
|access = Operations Lobby, Hangar, Secure Storage, Machinist, Engineering Hallway, Security Hallway, Teleporter, Bridge&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|qualifications = At least 30 years of age, 5 years logistics or equivalent experience, current Pilot&#039;s License, completion of the SCC&#039;s &amp;quot;Introduction to Refueling&amp;quot; program, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]], NanoTrasen Academy, Ceres University.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate operations, supervise Hangar Technicians and Shaft Miners, fill bounties&lt;br /&gt;
|guides = [[Hangar Technician]], [[Shaft Miner]], [[Guide to Communication Devices]], [[Guide to Faxes]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Operations Manager&#039;&#039;&#039;, your primary job is to coordinate and manage your department, which consists of the supply area and the flight deck. What this means is that it is your responsibility to ensure orders are processed smoothly, the warehouse is sorted, and that shuttles are properly loaded and fuelled by your Hangar Technicians.&lt;br /&gt;
&lt;br /&gt;
==Cargo Operation==&lt;br /&gt;
&#039;&#039;If you&#039;re new to Operations entirely, you should start out by reading about the [[Hangar Technician]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main responsibilities of Operations is to ensure that:&lt;br /&gt;
# the warehouse is organized, and any equipment that helps out other departments is sent to them in a reasonable amount of time&lt;br /&gt;
# the bounties are filled and sent to Central Command&lt;br /&gt;
# the shuttles are fuelled and able to be contacted&lt;br /&gt;
# the ship weapons are loaded and ready to fire&lt;br /&gt;
Assuming that you have a full team of hangar technicians and shaft miners, none of this should be directly your responsibility. Instead, you should delegate these responsibilities to your hangar technicians, and help them out where you can. Make sure one person is organizing the warehouse and preparing packages for the other departments, another person is looking for bounties from the crew, and someone else is manning the desk or helping out the others.&lt;br /&gt;
&lt;br /&gt;
In the meantime, you can also set up the EFTPOS scanner by inputting its access code and connecting it to the Operations account. This allows other crew to pay for personal orders without your technicians having to finangle with IDs and their tablet.&lt;br /&gt;
&lt;br /&gt;
===== The Vault =====&lt;br /&gt;
&lt;br /&gt;
As Operations Manager, you have providence over the secure storage vault sitting in operations, which holds many rare and valuable items. If you want to access it (be they for reasons noble or [[Traitor|not]]), you&#039;re going to need to turn off the turrets inside the vault first, otherwise you&#039;ll probably meet a swift and unpleasant end.&lt;br /&gt;
&lt;br /&gt;
===== Loading the Guns =====&lt;br /&gt;
[[File:Secure ammunition storage.png|thumb|Secure ammunition storage. To access it, the shutters need to be raised, and the bolts on the doors need to be dropped.]]&lt;br /&gt;
You and the rest of Operations have access to Secure Ammunition Storage, which sits right next to your office. In case one of the guns need to be loaded, you&#039;ll need to use the power loader inside the Grauwolf&#039;s room (itself adjacent to secure ammunition storage) to lift the ammo and chamber it. Keep in mind that the bolts and shutters being lifted will cause an automated alert in the Command channel, so you should probably let everyone else on command know what you&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
To load the gunnery:&lt;br /&gt;
&lt;br /&gt;
# Hop inside a power loader. There should be a new button on the left side of your screen, &amp;lt;code&amp;gt;POWER&amp;lt;/code&amp;gt;. Press it, and hit &amp;lt;code&amp;gt;HATCH&amp;lt;/code&amp;gt; to close your roll cage.&lt;br /&gt;
# Highlight the clamp by clicking on the square surrounding the icon, not the icon of the clamp itself.&lt;br /&gt;
# Click on the ammunition you want to load. A few seconds later, you&#039;ll have loaded the ammunition!&lt;br /&gt;
# Move over to the ship gun, and click on its ammunition loader. Do this until your clamp is empty of ammunition.&lt;br /&gt;
&lt;br /&gt;
==Mining Operations==&lt;br /&gt;
Shaft miners will work mostly independently of you, and therefore do not need to be ordered as much. However, it is still best to remind them to use their suit sensors, to take their GPS, and to check in with them occasionally to ensure that they are all healthy and unharmed. Make sure to connect your PDA to the holopad so you can be notified if the Spark calls you!&lt;br /&gt;
&lt;br /&gt;
If you want to be nice, you can fax them the sensor readings so they can get to a planet faster, and also help set up the ore redemption consoles while they&#039;re away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Operations]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=39497</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=39497"/>
		<updated>2026-05-28T16:03:44Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* File:Healthanalyzer.gifHealth Scanner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TrailingMechanics}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
Your job as a member of the medical staff is to keep your patients alive.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
If the patient&#039;s brain is alive, the patient is alive.&lt;br /&gt;
&lt;br /&gt;
If the patient&#039;s brain dies, they are dead and can never be brought back.&lt;br /&gt;
&lt;br /&gt;
Therefore, your main goal is to protect the patient&#039;s brain. Everything else is secondary.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Anatomy=&lt;br /&gt;
The body is composed of body parts connected to one another; each body part can contain bones and/or organs. If a body part is damaged, any organs or bones within may also be damaged.&lt;br /&gt;
*&#039;&#039;&#039;Head&#039;&#039;&#039;: Contains the skull, [[#brain|brain]], and [[#eyes|eyes]].&lt;br /&gt;
*&#039;&#039;&#039;Torso&#039;&#039;&#039;: Contains the ribs, [[#heart|heart]], and [[#lungs|lungs]].&lt;br /&gt;
**&#039;&#039;&#039;Arms&#039;&#039;&#039;: Connected to the torso. Contains bones.&lt;br /&gt;
***&#039;&#039;&#039;Hands&#039;&#039;&#039;: Connected to the arms. Contains bones.&lt;br /&gt;
*&#039;&#039;&#039;Lower Body&#039;&#039;&#039;: Contains the pelvis, [[#stomach|stomach]], [[#liver|liver]], [[#kidneys|kidneys]], and [[#appendix|appendix]].&lt;br /&gt;
**&#039;&#039;&#039;Legs&#039;&#039;&#039;: Connected to the lower body. Contains bones.&lt;br /&gt;
***&#039;&#039;&#039;Feet&#039;&#039;&#039;: Connected to the legs. Contains bones.&lt;br /&gt;
&lt;br /&gt;
Organs interact with one another:&lt;br /&gt;
* The heart pumps blood to the other organs, most importantly the brain. If it does not pump, the brain cannot access oxygen from the blood and begins to die.&lt;br /&gt;
* The lungs oxygenate the blood. If the blood is not oxygenated, it is useless to the brain, which begins to die.&lt;br /&gt;
* The liver protects the other organs from being damaged by generalized toxins. The more it is damaged, the more toxins can damage the other organs. Damaged organs cannot function as well.&lt;br /&gt;
* The stomach receives and processes reagents which may help or harm the other organs.&lt;br /&gt;
* Any body part that becomes infected or gangrenous will release toxins, damaging other organs.&lt;br /&gt;
&lt;br /&gt;
{{anchor|brain}}==Brain==&lt;br /&gt;
The more damaged the brain is, the closer to death the patient gets. Therefore, the more an injury harms the other organs&#039; ability to support the brain, the more urgent it is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Headaches, blurred vision, dizziness, fainting, paralysis.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Trauma, low oxygen, toxins.&lt;br /&gt;
*&#039;&#039;&#039;Repair:&#039;&#039;&#039; [[Guide to Chemistry|Medication]] and [[Surgery#Internal_Organ_Repair|organ repair surgery]].&lt;br /&gt;
&lt;br /&gt;
The brain starts out with an integrity of 100%. Brain injury lowers that number. If brain integrity reaches 0%, your patient is dead.&lt;br /&gt;
&lt;br /&gt;
===Causes of Brain Damage===&lt;br /&gt;
====Low oxygen====&lt;br /&gt;
The brain gets its oxygen from the blood. Blood oxygenation below 85% will start to damage the brain; blood oxygenation below 40% damages the brain at a faster rate.&lt;br /&gt;
&lt;br /&gt;
====Direct Harm====&lt;br /&gt;
If the head is damaged, the brain may be damaged. Beyond the obvious burns, bullets, and bludgeons, the brain can also be damaged if someone moves around with a broken skull or an object lodged in their head.&lt;br /&gt;
&lt;br /&gt;
====Toxins====&lt;br /&gt;
Even if the brain gets plenty of oxygenated blood, organ-damaging toxins will still harm it. Some toxins damage the brain directly, bypassing the liver and kidneys.&lt;br /&gt;
&lt;br /&gt;
===Treating Brain Damage===&lt;br /&gt;
* [[Guide_to_Medicine#Stabilizing_Patients|Stabilize]] the patient.&lt;br /&gt;
* If toxins in the body are damaging the brain, remove them.&lt;br /&gt;
* Repair other organs. If the other organs cannot support the brain, the brain will continue to degrade.&lt;br /&gt;
* Repair the brain.&lt;br /&gt;
** Mild brain damage will resolve with restoration of blood flow and inaprovaline.&lt;br /&gt;
** Moderate brain damage can be treated with Alkysine or Peridaxon.&lt;br /&gt;
** Moderate to severe brain damage can be treated with surgery. Be aware that if you have not re-established blood flow to the brain, repairing the brain directly with surgery can cause scarring. This weakens the brain, making it more vulnerable to injury in the future.&lt;br /&gt;
&lt;br /&gt;
{{anchor|heart}}==Heart==&lt;br /&gt;
The heart keeps your blood flowing. If blood doesn&#039;t flow, oxygen doesn&#039;t reach the other organs; if the brain doesn&#039;t get oxygen, it gets damaged.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Low blood oxygen, sharp chest pain, weak or high pulse rate.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Chest trauma, damage from a high pulse rate, lung injury, brain damage, toxins and some drugs.&lt;br /&gt;
*&#039;&#039;&#039;Repair:&#039;&#039;&#039; Perform [[Surgery]] or administer [[Chemistry|Peridaxon]] or [[Chemistry|Adipemcina]].&lt;br /&gt;
&lt;br /&gt;
When the patient&#039;s heart stops, it&#039;s called [[Guide to Medicine#Cardiac_Arrest|Cardiac arrest]].&lt;br /&gt;
&lt;br /&gt;
The patient&#039;s [[Guide to Medicine#Pulse_Rate|heart rate]] helps indicate their physical health.&lt;br /&gt;
&lt;br /&gt;
{{anchor|lungs}}==Lungs==&lt;br /&gt;
Provides oxygen to the bloodstream. Damage increases the air pressure needed to sustain optimal oxygenation.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Hypoxia, gasping, sharp chest pain, coughing up blood, weak respiration upon examination with a stethoscope.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Over/underpressurized atmosphere, phoron exposure, general organ damage, trauma to the chest.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]], [[Chemistry|Pneumalin]], positive pressure (126 kPa; temporary treatment for collapsed lung), [[Surgery#Internal_Organ_Repair|organ Surgery]], emergency thoracotomy via syringe (in case of collapsed lung and no doctors; can save a life, but causes some lung damage and is quite painful).&lt;br /&gt;
&lt;br /&gt;
The patient&#039;s [[Guide to Medicine#Blood_Oxygen|blood oxygen]] level helps indicate their physical health.&lt;br /&gt;
&lt;br /&gt;
{{anchor|liver}}==Liver==&lt;br /&gt;
The first line of defense against poisons, the liver reduces intoxication and prevents other organs from taking damage from poisons as long as it&#039;s still working.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Vomiting. Other organs taking damage from general toxins.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; High level of toxin damage, heavy alcohol consumption, direct trauma to the lower body.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Standard_Treatments|Dylovene]] (at 10 liver damage and below); surgery; Peridaxon.&lt;br /&gt;
&lt;br /&gt;
Toxins damage the liver first, then the kidneys; the more damaged these organs are, the more the toxins will get through to damage other organs, including the brain.&lt;br /&gt;
&lt;br /&gt;
{{anchor|eyes}}==Eyes==&lt;br /&gt;
Provides sight.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Blurry vision, no vision, sharp head pain, damaged/unresponsive pupils upon examination with a pen light.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Welding without protection, phoron exposure, physical trauma.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Organ_Regeneratives|Oculine]], [[Guide to Chemistry#Organ_Regeneratives|Peridaxon]], or surgery.&lt;br /&gt;
&lt;br /&gt;
{{anchor|kidneys}}==Kidneys==&lt;br /&gt;
Filters your blood; processes caffeine.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Phosphorus buildup in the bloodstream and eventual phosphorus poisoning.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Physical trauma, toxin damage to organs.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]] or surgery.&lt;br /&gt;
&lt;br /&gt;
{{anchor|appendix}}==Appendix==&lt;br /&gt;
Serves no function other than to get infected and make you miserable.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Pain, fever.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Appendicitis, direct trauma to the lower body.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Surgery#Organ_Removal.2FTransplantation|Surgical removal]]. Some crew members may wish to have their appendix removed as preventative care, especially those who go on away missions and do not have access to a doctor for long periods of time.&lt;br /&gt;
&lt;br /&gt;
=Vital Signs=&lt;br /&gt;
Vital signs are measurable things that tell you what&#039;s wrong with your patient, so you can treat it.&lt;br /&gt;
&lt;br /&gt;
==Blood oxygen==&lt;br /&gt;
Your patient&#039;s &#039;&#039;&#039;blood oxygenation&#039;&#039;&#039; is a number from 0-100% which can be checked with a health scanner or body scanner. An estimate of blood oxygenation is visible over sensors.&lt;br /&gt;
&lt;br /&gt;
Causes of low blood oxygenation include:&lt;br /&gt;
* There is not enough blood in the bloodstream. Restore blood volume with [[Guide_to_Medicine#IV_Drip|IV drips]].&lt;br /&gt;
* The blood is not carrying oxygen. Either the lungs are damaged, or there is not enough oxygen in the air around the patient. If the lungs are damaged, [[Chemistry|Dexalin (Plus)]] can bypass the lungs and provide oxygen to the blood directly.&lt;br /&gt;
* Blood is not being pumped effectively because the heart is damaged, or has stopped. This causes low oxygenation even with working lungs and 100% blood volume.&lt;br /&gt;
&lt;br /&gt;
==Blood Volume==&lt;br /&gt;
Your patient&#039;s &#039;&#039;&#039;blood volume&#039;&#039;&#039; is a number from 0-100% which can be checked with a health scanner (for a rough estimate) or body scanner (more precise). &lt;br /&gt;
&lt;br /&gt;
Low blood volume is caused by blood loss.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
Monitor pulse rate with a medical scanner, or over sensors if they are enabled. The pulse can also be taken manually with a right-click menu item. A [[#Medical HUD|Medical HUD]] shows a simplified indication of a pulse, which may be useful for quick and imprecise estimations of a patient&#039;s state.&lt;br /&gt;
&lt;br /&gt;
If the pulse rate is low, the patient is likely under the influence of a sedative, or has a low body temperature.&lt;br /&gt;
&lt;br /&gt;
A high pulse rate can be caused by low blood oxygen, severe pain, or various chemicals. It is more dangerous than a low pulse rate.&lt;br /&gt;
*Above &#039;&#039;&#039;150 BPM&#039;&#039;&#039;, the heart begins to accumulate damage. A damaged heart causes reduced blood oxygenation until healed.&lt;br /&gt;
*Above &#039;&#039;&#039;250 BPM&#039;&#039;&#039;, the heart may stop. &lt;br /&gt;
&lt;br /&gt;
Patients in severe pain may go into shock, which can cause the heart to stop. Lower their pulse rate with [[Chemistry|Inaprovaline]] and/or [[Chemistry|Perconol/Mortaphenyl/Oxycomorphine]].&lt;br /&gt;
&lt;br /&gt;
==Breathing==&lt;br /&gt;
Check your patient&#039;s breathing by examining them.&lt;br /&gt;
&lt;br /&gt;
If a patient is gasping for breath, they have [[Guide to Medicine#Hypoxia|hypoxia]].&lt;br /&gt;
&lt;br /&gt;
==Body Temperature==&lt;br /&gt;
A patient&#039;s body temperature shows up on suit sensors, health scanner, and body scanner.&lt;br /&gt;
&lt;br /&gt;
A low temperature indicates hypothermia or exposure to substances that lower the body temperature.&lt;br /&gt;
&lt;br /&gt;
A high temperature indicates heat stroke (such as from exposure to very hot air or fire), infection, or exposure to substances that raise body temperature.&lt;br /&gt;
&lt;br /&gt;
Be aware that different species have different normal body temperatures.&lt;br /&gt;
&lt;br /&gt;
==Reagents Present==&lt;br /&gt;
Reagents in a patient&#039;s body may be found in the stomach, bloodstream, or lungs. A health scanner will show the presence of medication and non-medical substances in the blood or stomach, but not the lungs; a breath scanner can be used to check the lungs. A body scanner shows which substances are present more precisely. Reagents can be removed from the blood via dialysis, from the stomach via a stomach pump, or from the lungs by administering Pulmodeiectionem.&lt;br /&gt;
&lt;br /&gt;
If a substance has already been metabolized, it will not show up on scans; but drawing and analyzing a blood sample with the chemical analyzer can identify it. This is relevant if you need to know how the damage was done, especially if the threat still exists and you may have more patients with the same problem.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
At the beginning of each shift, you should gather your equipment. Below is a summary of what tools you will need as each medical job. It does not matter how you store your equipment as long as it is quickly and easily accessible to you. In a similar vein, this list is a guideline. You can add or drop items as you see fit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment for a Paramedic:&#039;&#039;&#039;&lt;br /&gt;
* Health analyser&lt;br /&gt;
* Advanced trauma kits (ATKs) and advanced burn kits (ABK)&lt;br /&gt;
* Essential stabilizing medicines (see [[Guide to Medicine#Drugs|Drugs]])&lt;br /&gt;
* Stethoscope&lt;br /&gt;
* Penlight&lt;br /&gt;
* Roller bed&lt;br /&gt;
* Stasis bag&lt;br /&gt;
* Stabilizer harness&lt;br /&gt;
* Portable Defibrillator&lt;br /&gt;
* Paramedic belt&lt;br /&gt;
* Hypospray&lt;br /&gt;
* Global positioning device (GPS)&lt;br /&gt;
* Stationbound radio&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Nitrile gloves&lt;br /&gt;
* Pneumalin autoinhaler (Optional)&lt;br /&gt;
* Blood bag (Optional)&lt;br /&gt;
&#039;&#039;&#039;Equipment for a physician or surgeon:&#039;&#039;&#039;&lt;br /&gt;
* Health analyser&lt;br /&gt;
* Advanced trauma kits (ATKs) and advanced burn kits (ABKs)&lt;br /&gt;
* Essential medicines (see [[Guide to Medicine#Drugs|Drugs]])&lt;br /&gt;
* Stethoscope&lt;br /&gt;
* Penlight&lt;br /&gt;
* Medical belt&lt;br /&gt;
* Hypospray&lt;br /&gt;
* Nitrile gloves&lt;br /&gt;
* Stabilizer harness (Shared in GTR)&lt;br /&gt;
* Defibrillator (Shared in GTR)&lt;br /&gt;
&lt;br /&gt;
These supplies can be found in a NanoMed, the medical locker room on Deck 3, or the storage room directly to the right of the GTR entrance. Paramedics can also find their equipment in their bay directly north of the storage room. &lt;br /&gt;
&lt;br /&gt;
Paramedics are advised to choose drop pouches, medical rigs, or pocketed jackets in the character loadout (under the Accessories tab). Drop pouches will add three extra storage slots, and medical rigs or jackets will add two.&lt;br /&gt;
&lt;br /&gt;
==[[File:Bottles.gif]]Drugs==&lt;br /&gt;
 Visit the [[Guide to Chemistry]] to get a good idea of what each medicine can do.&lt;br /&gt;
&lt;br /&gt;
The most used medications are:&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;, available from Medical vending machines and in the autoinjector issued to each crew member in their emergency box. Probably the most important single medication, inaprovaline stabilizes heart rate, slows brain damage (and helps heal mild brain damage if the blood is fully oxygenated), and reduces pain. If in doubt, inject inaprovaline.&lt;br /&gt;
** Recommended for Paramedics and Physicians.&lt;br /&gt;
*&#039;&#039;&#039;Dexalin Plus/Dexalin&#039;&#039;&#039; oxygenates the blood, even if the lungs are not working. Dexalin Plus, available from the pharmacy, raises blood oxygen higher than Dexalin, available from low-oxygen first aid kits. A patient with a healthy heart can live indefinitely without working lungs if Dexalin Plus is kept in their system.&lt;br /&gt;
** Recommended for Paramedics and Physicians.&lt;br /&gt;
* &#039;&#039;&#039;Dylovene&#039;&#039;&#039;, available from Medical vending machines, toxin first-aid kits, and in pill form in some wall lockers. Dylovene buys you time when treating poisoning by protecting the liver from damage and healing mild liver damage. A patient without a working liver can live indefinitely if they are maintained on dylovene, provided their other organs are functional.&lt;br /&gt;
** Recommended for Paramedics and Physicians.&lt;br /&gt;
* &#039;&#039;&#039;Butazoline/Bicaridine/Tricordrazine&#039;&#039;&#039;, in order of decreasing effectiveness, are used to heal physical damage, including bruises and cuts. Butazoline and bicaridine can be obtained from the pharmacy; Tricordrazine is made by mixing dylovene, inaprovaline, and water in equal parts.&lt;br /&gt;
** Recommended for Physicians.&lt;br /&gt;
*&#039;&#039;&#039;Dermaline/Kelotane/Tricordrazine&#039;&#039;&#039;, in order of decreasing effectiveness, heal burns. Dermaline is available from the pharmacy; kelotane can be found in burn first-aid kits; Tricordrazine is made by mixing dylovene, inaprovaline, and water in equal parts.&lt;br /&gt;
** Recommended for Physicians.&lt;br /&gt;
*&#039;&#039;&#039;Mortaphenyl/Perconol&#039;&#039;&#039; are painkillers. Mortaphenyl reduces severe pain, but causes drowsiness and dizziness; it is available from the pharmacy or in pill form from some of the first aid wall lockers in Medical. Perconol reduces mild pain, but without causing intoxication; it is available from Medical vending machines. If the goal is remaining functional despite pain, Perconol is the best option, since it does not cause intoxication.&lt;br /&gt;
** Recommended for Paramedics and Physicians.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Medicine depends heavily on the tools available.&lt;br /&gt;
&lt;br /&gt;
Without tools, or in the field, you may use your eyes and hands to examine a patient.&lt;br /&gt;
*&#039;&#039;&#039;Examining&#039;&#039;&#039; - Examining is simply done by shift clicking the patient, or using the right-click context menu and clicking Examine.&lt;br /&gt;
**&#039;&#039;&#039;Bleeding&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Bleeding cut on limb&#039;&#039;&#039; - They&#039;re obviously bleeding from the limb in question.&lt;br /&gt;
***&#039;&#039;&#039;Blood soaking under clothing&#039;&#039;&#039; - They are bleeding under the clothing in question. For uniforms this can mean their upper or lower body.&lt;br /&gt;
**&#039;&#039;&#039;Brute Damage&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Bruise&#039;&#039;&#039; - Patient was attacked with a blunt object. Ranges from tiny to monumental.&lt;br /&gt;
***&#039;&#039;&#039;Cut&#039;&#039;&#039; - Patient was attacked with a sharp object. Ranges from scabs to massive flesh wounds. High chance of bleeding.&lt;br /&gt;
***&#039;&#039;&#039;Puncture&#039;&#039;&#039; - Patient was likely shot. Ranges from punctures to gaping holes. High chance of bleeding.&lt;br /&gt;
**&#039;&#039;&#039;Burn Damage&#039;&#039;&#039; - Patient was burned by cold, heat, or electricty. Ranges from skins to carbonized limbs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grabbing&#039;&#039;&#039; - Grab examines are done by grabbing someone and clicking on them with the grab in hand on help intent. You do not need to let go and grab again when switching which limb to examine.&lt;br /&gt;
**&#039;&#039;&#039;Wounds&#039;&#039;&#039; - Will inform you of any burns and bruises on the target limb. See above.&lt;br /&gt;
**&#039;&#039;&#039;Bones&#039;&#039;&#039; - Will inform you if the patient&#039;s limb is broken or not.&lt;br /&gt;
**&#039;&#039;&#039;Skin&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Reddened and Warm&#039;&#039;&#039; - Patient has a septic infection on the limb in question.&lt;br /&gt;
***&#039;&#039;&#039;Unhealthy Discoloration&#039;&#039;&#039; - Patient has high toxins.&lt;br /&gt;
***&#039;&#039;&#039;Unusually Pale&#039;&#039;&#039; - Patient has moderate hypoxia.&lt;br /&gt;
***&#039;&#039;&#039;Decaying Limb&#039;&#039;&#039; - Patient&#039;s limb is necrotic.&lt;br /&gt;
&lt;br /&gt;
===[[File:Burnkit.png]]Advanced Burn Kit===&lt;br /&gt;
Advanced burn kits treat burns, speeding healing and preventing infection if used soon after the burns are inflicted. Each advanced burn kit stack is good for five applications.&lt;br /&gt;
&lt;br /&gt;
They are a more effective version of Ointment. They can be found in the vendors in Medical; most Medical personnel are issued a first-aid kit that contains advanced burn kits.&lt;br /&gt;
&lt;br /&gt;
===[[File:Traumakit.png]]Advanced Trauma Kit===&lt;br /&gt;
Advanced trauma kits are a more advanced version of a roll of gauze. They treat brute damage, speeding healing and preventing infection. Applying an ATK stops bleeding (though not internal bleeding; internal bleeding will slow somewhat, but not stop). They are also used in surgery to repair organs.&lt;br /&gt;
&lt;br /&gt;
They can be found in the vendors in Medical; most Medical personnel are issued a first-aid kit that contains advanced trauma kits. Advanced trauma kits are also found on trays of surgical tools in the operating rooms.&lt;br /&gt;
&lt;br /&gt;
===[[File:Breathanalyzer.png]]Breath Analyzer===&lt;br /&gt;
Tests lung function and detects reagents in the lungs, including alcohol in the patient&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Breath Sample Results:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Subject oxygen levels nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Subject lung health nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood Alcohol Content: 0 &amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;&#039;&#039;&#039;[NORMAL]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oxygen Levels&#039;&#039;&#039;: Whether the lungs are processing oxygen. Different from blood oxygen.&lt;br /&gt;
*&#039;&#039;&#039;Lung Health&#039;&#039;&#039;: Whether lungs are damaged; whether a lung is ruptured (pneumothorax).&lt;br /&gt;
*&#039;&#039;&#039;BAC&#039;&#039;&#039;: How much alcohol has made its way into the blood, usually from drinking alcoholic drinks. Extreme BAC (.12 or more) is associated with alcohol poisoning.&lt;br /&gt;
&lt;br /&gt;
===[[File:Defibunit.png|32px]]Defibrillator===&lt;br /&gt;
Used to shock the heart back into a normal rhythm. To use, hold the defibrillator (or, for the compact defibrillator given to Paramedics, attach it to your belt), click to pull off the paddles, select the paddles to put one in each hand, and click the patient while on help intent. The patient must have nothing obstructing the chest, such as body armor. After 2 short delays, an electric shock will be applied to the patient. The defibrillator needs a short recharge period before it can be used again, as indicated by the green light on the paddles and a beeping noise.&lt;br /&gt;
&lt;br /&gt;
If there are any complications with applying the defibrillator, such as low blood volume (&amp;lt;30%), brain death, heart damage, or an inorganic body (IPCs), the device will flash a warning of the issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Two minutes after the heart has stopped, brain damage will occur after a successful defibrillation. After 8 minutes, the defibrillator is useless.&lt;br /&gt;
&lt;br /&gt;
It is useful to know that the heart will immediately crash after restarting under the following conditions:&lt;br /&gt;
*The underlying issue (pain, severe oxygen loss, severe heart damage, etc.) has not been treated.&lt;br /&gt;
*Brain Activity is below 30%.&lt;br /&gt;
In both situations, apply CPR and administer medication to treat the issue. It may be useful during the latter issue to continuously apply the defibrillator until Brain Activity has risen enough to support a pulse. Just make sure the defibrillator does not run out of charge.&lt;br /&gt;
&lt;br /&gt;
===[[File:Dropper.png|32px]]Dropper===&lt;br /&gt;
Used to measure out small amounts of reagents; right-click to set transfer amount. Can be used to administer medication through the eyes. It isn&#039;t necessary to give oculine via eye drops, but many patients prefer eye drops to an injection.&lt;br /&gt;
&lt;br /&gt;
===[[File:Healthanalyzer.gif]]Health Scanner===&lt;br /&gt;
A handheld health analyzer reads vital signs better than suit sensors, but not as well as the full-body scanner. To use, hold in your hand and click on your patient. The time it takes for the scanner to scan the patient is dependent on the character&#039;s anatomy skill, each each rank making it 0.5 second faster to a final delay of 1 second at the professional level. Vital signs are color-coded green (normal), yellow (abnormal), and red (critical).&lt;br /&gt;
&lt;br /&gt;
Readings include:&lt;br /&gt;
* Brain activity, from 0-100%.&lt;br /&gt;
* Pulse rate in beats per minute.&lt;br /&gt;
* Blood pressure.&lt;br /&gt;
* Blood oxygenation, from 0-100%.&lt;br /&gt;
* Blood volume.&lt;br /&gt;
* Body temperature.&lt;br /&gt;
* Severe organ damage.&lt;br /&gt;
* Presence or absence of life-threatening pain.&lt;br /&gt;
* Radiation level, from none to extreme.&lt;br /&gt;
* Burns and brute damage for each body part.&lt;br /&gt;
* Presence or absence of broken bones, but not their location.&lt;br /&gt;
* Presence or absence of internal bleeding, but not its location.&lt;br /&gt;
* Reagents present in the blood. Only medical reagents are identified.&lt;br /&gt;
* Presence or absence of reagents in the stomach.&lt;br /&gt;
&lt;br /&gt;
The handheld health analyzer will not detect infections, mild organ damage, dislocations, eye damage, genetic damage, or reagents in the lungs.&lt;br /&gt;
&lt;br /&gt;
===[[File:Hypo.png|32px]]Hypospray===&lt;br /&gt;
Reusable, self-sterilizing syringe. Holds 15u. Pour medication into it and click on the patient to inject the selected amount of medicine (5u by default). After a short delay, the medication is administered by the hypospray. The CMO is issued an advanced hypospray which is capable of holding up to 30u and can administer medication instantly.&lt;br /&gt;
&lt;br /&gt;
===[[File:Penlight.png]]Penlight===&lt;br /&gt;
The penlight diagnoses problems with the eyes. Aiming at the eyes and clicking the patient with a penlight in hand will tell you about their eyes.&lt;br /&gt;
*&#039;&#039;&#039;Their eyes narrow&#039;&#039;&#039; - Patient&#039;s eyes are fine and functioning normally.&lt;br /&gt;
*&#039;&#039;&#039;Visible damage&#039;&#039;&#039; - Self explanatory.&lt;br /&gt;
*&#039;&#039;&#039;Slow reaction&#039;&#039;&#039; - Blurry vision.&lt;br /&gt;
*&#039;&#039;&#039;Delay between both eyes&#039;&#039;&#039; - Brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Pinpointed pupils&#039;&#039;&#039; - Opiates.&lt;br /&gt;
*&#039;&#039;&#039;Dilated pupils&#039;&#039;&#039; - Other recreational drugs.&lt;br /&gt;
*&#039;&#039;&#039;Glowing&#039;&#039;&#039; - Patient has a mutation.&lt;br /&gt;
*&#039;&#039;&#039;No reaction&#039;&#039;&#039; - The patient is dead or their eyes are damaged beyond function.&lt;br /&gt;
&lt;br /&gt;
===[[File:Medicalbelt.png]]Medical Belt===&lt;br /&gt;
A medical belt stores medication bottles and small medical tools. Has seven slots.&lt;br /&gt;
&lt;br /&gt;
===[[File:MedGlasses.png]]Medical HUD===&lt;br /&gt;
Wearing a medical HUD displays your patient&#039;s pulse line above their heads. If you are wearing a HUD, you can examine a patient to view their records, add comments to their record, or add a physical status like &amp;quot;SSD&amp;quot; or &amp;quot;Deceased&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*A patient with a green line and a steady pulse line has a healthy beats per minute (BPM).&lt;br /&gt;
*A patient with yellow, rapidly pulsing line has an elevated pulse; this means their heart is beating rapidly, probably due to pain or hypoxia.&lt;br /&gt;
*A patient with a red, flickering line has a rapid, weak heart rate. They are going into shock.&lt;br /&gt;
*A patient with a flat, flashing red line is in cardiac arrest. They need immediate attention.&lt;br /&gt;
*A patient with a blue line and slowed heartbeat has a lowered BPM. This is generally caused by recreational drugs and sedatives.&lt;br /&gt;
*A patient with a black line has no heart activity at all. They are either dead, have an artificial heart, or are from a species that does not have a heart.&lt;br /&gt;
&lt;br /&gt;
===[[File:Rollerbed.png|32px]]Roller bed===&lt;br /&gt;
A roller bed transports patients safely without having to drag them (which causes more injury) or carry them (which is slow). Put the bed down by holding it in your hand and clicking on the floor where you want it. Ctrl+click the bed, then click-drag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Can fit on the suit storage slot of the Rescue RIG.&lt;br /&gt;
&lt;br /&gt;
A vitals monitor can be attached to a roller bed. It displays consciousness status, brain activity, blood pressure, blood oxygen, and blood volume.&lt;br /&gt;
&lt;br /&gt;
A blood bag can be attached to a roller bed. It allows for the transfusion of blood while on the move. The transfer rate has to be set on the blood bag in hand before attaching it to the roller bed. To attach the blood bag to the patient, buckle the patient to the roller bed then click-drag the roller bed onto the patient.&lt;br /&gt;
&lt;br /&gt;
Roller beds cannot transport patients up and down stairs; if you try, the patient will fall off the bed despite being buckled in. Instead, use an elevator, or collapse the roller bed and grab and drag the patient up the stairs. (The elevator is a good deal more dignified, needless to say. And remember to use a grab, rather than simply pulling the patient, which will cause further damage. A fireman&#039;s carry is slower, but keeps the patient off the floor entirely.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Med_harness.png|32px]]Stabilizer Harness===&lt;br /&gt;
Put this on a patient (in the suit slot) and it will automatically perform CPR if the patient&#039;s heart or breathing stops. Each stabilizer harness contains a battery and air tank, which can run out of charge or air and need charging or filling.&lt;br /&gt;
&lt;br /&gt;
A stabilizer harness is capable of Emergency Positive Pressure. This must be toggled on to function, and there must be no obstruction around the patient&#039;s mouth (such as another mask).&lt;br /&gt;
&lt;br /&gt;
===[[File:Stethoscope.png]]Stethoscope===&lt;br /&gt;
The stethoscope monitors the heart and lungs. Aiming at the chest and clicking the patient with a stethoscope in hand will tell you about their heart and lungs. The stethoscope can be attached to your jumpsuit.&lt;br /&gt;
*&#039;&#039;&#039;Heart&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Weak/odd heartbeat&#039;&#039;&#039; - Heart damage or severe hypoxia.&lt;br /&gt;
**&#039;&#039;&#039;No heartbeat&#039;&#039;&#039; - The patient is dead, or they have a synthetic heart. [[Changeling|Or they&#039;re playing possum.]]&lt;br /&gt;
*&#039;&#039;&#039;Lungs&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Wheezing/gurgling&#039;&#039;&#039; - Lung damage or severe hypoxia.&lt;br /&gt;
**&#039;&#039;&#039;No breathing&#039;&#039;&#039; - Dead patient, or no lungs.&lt;br /&gt;
&lt;br /&gt;
===[[File:Splint.png|32px]]Splints===&lt;br /&gt;
Used to stabilize a fractured limb. Hold the splint, aim at the fractured body part, and click on the patient. Slows internal bleeding in limbs and allows patients to walk (slowly) on a broken leg or foot, or to use a broken arm or hand.&lt;br /&gt;
&lt;br /&gt;
===Suit Sensors===&lt;br /&gt;
Uniform jumpsuits and civilian clothes contain sensors that report vital signs to monitors in Medical. Crew can set their sensors to off (no information), binary (pulse), vital signs, or vital signs and position. Vital signs displayed on sensors are pulse (or cell charge for IPCs), blood pressure, blood oxygen (displayed as a rough estimate of normal, low, or dangerously low), and body temperature.&lt;br /&gt;
&lt;br /&gt;
Sensor readings are only visible on Blue alert or higher, and position is only visible on Red alert.&lt;br /&gt;
&lt;br /&gt;
===[[File:Stasis_Bag_Folded.png]]Stasis Bag===&lt;br /&gt;
A stasis bag is used to transport critical patients. These bags slow down the progression of all damage and can protect the patient from a vacuum, but there&#039;s no air supply and the stasis effect degrades with use. The color of the bag indicates the stasis level.&lt;br /&gt;
&lt;br /&gt;
===[[File:Syringes.png]]Syringe===&lt;br /&gt;
A syringe to extract medicines and inject them into the patient, or to extract blood from a patient. Holds up to 15u; right-click to change transfer amount from 1 to 15 units. Can fit on your ear.&lt;br /&gt;
&lt;br /&gt;
Syringes come sterile and capped. Re-using a syringe on more than one patient raises the risk of infection.&lt;br /&gt;
&lt;br /&gt;
===[[File:Zh-analyzer.gif|32px]]Zeng-Hu Body Scanner===&lt;br /&gt;
Functions as a portable body scanner and prints out a report identical to the body scanner&#039;s report. One is issued to the CMO.&lt;br /&gt;
&lt;br /&gt;
==Machinery==&lt;br /&gt;
===[[File:Bscanner.gif]]Body Scanner===&lt;br /&gt;
A CT and MRI scanner shoved into one futuristic bed and console, and so much more! Can diagnose pretty much anything wrong with a patient.&lt;br /&gt;
&lt;br /&gt;
A body scanner:&lt;br /&gt;
*Shows how much blood the patient has and how well-oxygenated it is.&lt;br /&gt;
*Identifies reagents in the stomach and bloodstream.&lt;br /&gt;
*Analyzes each body part for damage, fractures, bleeding, implants, and foreign bodies.&lt;br /&gt;
*Detects organ damage.&lt;br /&gt;
*Detects infection, radiation, and paralysis.&lt;br /&gt;
*Prints out a summary for the physician. If the patient will need surgery, print one out and hand it to the surgeon. They contain confidential health information, so file reports in the filing cabinet behind the reception desk, or shred them before discarding.&lt;br /&gt;
&lt;br /&gt;
A typical body scan looks like this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Body Scanner Console&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patient Status&#039;&#039;&#039;&amp;lt;br /&amp;gt;Name:&amp;lt;br /&amp;gt;Species:&amp;lt;br /&amp;gt;Brain Activity:&amp;lt;br /&amp;gt;Physical Trauma:&amp;lt;br /&amp;gt;Oxygen Deprivation: &amp;lt;br /&amp;gt;Organ Failure: &amp;lt;br /&amp;gt;Burn Severity:&lt;br /&gt;
| &amp;lt;br /&amp;gt;John Doe&amp;lt;br /&amp;gt;Human&amp;lt;br /&amp;gt;95%&amp;lt;br /&amp;gt;Minor&amp;lt;br /&amp;gt;None&amp;lt;br /&amp;gt;None&amp;lt;br /&amp;gt;Minor&lt;br /&gt;
|-&lt;br /&gt;
| Radiation Level: &amp;lt;br /&amp;gt;Genetic Damage: &amp;lt;br /&amp;gt;Est. Paralysis Level:&amp;lt;br /&amp;gt;Body Temperature&lt;br /&gt;
| 0&amp;lt;br /&amp;gt;None&amp;lt;br /&amp;gt;0&amp;lt;br /&amp;gt;310 K (~37 C)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blood Status&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| BP:&amp;lt;br /&amp;gt;Blood Oxygenation&amp;lt;br /&amp;gt;Blood Volume&lt;br /&gt;
| 113/75&amp;lt;br /&amp;gt;96%&amp;lt;br /&amp;gt;96%&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Reagents Present&amp;lt;br /&amp;gt;Inaprovaline 10u&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Internal Organ Status&#039;&#039;&#039;&amp;lt;br /&amp;gt;The occupant has no internal injuries.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;External Bodypart Status&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Organ&lt;br /&gt;
| Physical/Burn Trauma&lt;br /&gt;
| Wounds&lt;br /&gt;
|-&lt;br /&gt;
| Upper Body&lt;br /&gt;
| Minor/Minor&lt;br /&gt;
| Foreign Object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cryo Tubes===&lt;br /&gt;
Cryo tubes are used to administer cataleptinol, cryoxadone, clonexadone, and a few standard medications which have unique effects when the patient is at varying temperatures below 200 degrees Kelvin. One unit of medicine taken from the tube&#039;s beaker is multiplied into ten units inside the patient. Cryo tubes can be used to put a patient into stasis, slowing all bodily functions--including slowing internal bleeding and the progress of infections. This gives time to handle other patients, and to allow the powerful effects of cryonic drugs to heal the patient.&lt;br /&gt;
&lt;br /&gt;
See [[#Cryo Treatment|here]] for how to use Cryo Tubes for treating patients.&lt;br /&gt;
&lt;br /&gt;
====How to Set Up====&lt;br /&gt;
[[File:Freezer.gif]]To prepare the cryo tube:&lt;br /&gt;
*Place one beaker of medication into each tube (pick them up and click on the tube).&lt;br /&gt;
*Turn on the gas coolers.&lt;br /&gt;
**Go into the cooler room, which is next to the cryo tubes, and click on each cooler to bring up the interface.&lt;br /&gt;
**Turn the power on.&lt;br /&gt;
**Set the temperature. The higher the temperature, the more quickly medication works; the lower, the more effective stasis works. 120 degrees Kelvin is a good standard setting.&lt;br /&gt;
&lt;br /&gt;
===[[File:IVDrip.png]]IV Drip===&lt;br /&gt;
The IV stand transfers reagents from a container into a patient&#039;s bloodstream, and can serve as an oxygen tank or ventilator. They are wheeled and can be dragged around. IVs should be stocked with a blood bag (or other reagent container), an oxygen tank, and a breath mask.&lt;br /&gt;
&lt;br /&gt;
To use an IV, click on the IV and drag it to the patient, then choose whether to hook up the needle or the breath mask. &lt;br /&gt;
&lt;br /&gt;
Alt-click menu:&lt;br /&gt;
*Transfer rate. Sets how many units per tick the IV stand will inject.&lt;br /&gt;
*Remove container.&lt;br /&gt;
*Remove tank.&lt;br /&gt;
*Remove breath mask.&lt;br /&gt;
&lt;br /&gt;
Right-click menu:&lt;br /&gt;
*Transfer rate&lt;br /&gt;
*Toggle EPP (positive pressure; breathes for the patient out of the attached tank.)&lt;br /&gt;
*Toggle mode (Inject or Take Blood)&lt;br /&gt;
*Toggle stop (Whether the IV will automatically stop injecting blood when the patient&#039;s blood volume is full)&lt;br /&gt;
*Open/Close valve (Open the tank valve and start administering oxygen)&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]]Sleeper===&lt;br /&gt;
Sleepers are used to administer basic medications, perform dialysis, pump the stomach, and put a patient in stasis. The display shows basic patient vitals.&lt;br /&gt;
&lt;br /&gt;
Allows the injection of:&lt;br /&gt;
*Dylovene&lt;br /&gt;
*Inaprovaline&lt;br /&gt;
*Soporific&lt;br /&gt;
*Perconol&lt;br /&gt;
*Dexalin&lt;br /&gt;
&lt;br /&gt;
===[[File:Stasis_bed.png]]Stasis Bed===&lt;br /&gt;
Stasis beds can quickly put a patient into stasis and slow the progression of any injuries. Medication can still be administered to the patient and IVs can still be attached; however, the stasis bed has no built-in medications and cannot be used as a surgical table.&lt;br /&gt;
&lt;br /&gt;
Alt-click the stasis bed to turn it on or off. If the bed lights up, it is on. Otherwise, it is off.&lt;br /&gt;
&lt;br /&gt;
===Advanced Tools===&lt;br /&gt;
These tools are generally obtained from either Ops or Research.&lt;br /&gt;
*[[File:BluespaceBeaker.gif]]&#039;&#039;&#039;Bluespace Beaker&#039;&#039;&#039;: Holds 300u. Very useful for chemistry.&lt;br /&gt;
*[[File:InhalerBS.png]]&#039;&#039;&#039;Bluespace Inhaler Cartridge&#039;&#039;&#039;: 60u cartridge. Bigger is better... right? (No. No, it is not.)&lt;br /&gt;
*[[File:Combatinhaler.png]]&#039;&#039;&#039;Combat Inhaler&#039;&#039;&#039;: Administers the entire contents of the inhaler at once. Use with care!&lt;br /&gt;
*[[File:Noreact.gif]]&#039;&#039;&#039;Cryostasis Beaker&#039;&#039;&#039;: Reagents won&#039;t mix or react inside this beaker, but it can only hold 60u.&lt;br /&gt;
*[[File:Scalpmanager.png]]&#039;&#039;&#039;Incision Management System (IMS)&#039;&#039;&#039;: Requires high tier research and diamonds, but this tool is invaluable to have. One click automatically creates an incision, clamps bleeders, and retracts the skin.&lt;br /&gt;
*[[File:Inhalercart.png]]&#039;&#039;&#039;Large Inhaler Cartridge&#039;&#039;&#039;: 30u cartridge for inhalers. Double the capacity of the small cartridges that show up in chemistry.&lt;br /&gt;
*[[File:Laserscalp.png]]&#039;&#039;&#039;Laser Scalpel&#039;&#039;&#039;: Cauterizes an incision automatically; no need to stop bleeding with the hemostat afterward.&lt;br /&gt;
*[[File:Medibot.gif]]&#039;&#039;&#039;Medibots&#039;&#039;&#039;: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock its maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot&#039;s speaker as leaving it on will just let it fill up your chat log with nonsense. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care &#039;&#039;&#039;not to load in medicines that the patient can easily overdose on&#039;&#039;&#039;.&lt;br /&gt;
*[[File:Powercell.png]]&#039;&#039;&#039;Super Capacity/Hyper Capacity Power Cells&#039;&#039;&#039;: Install them in the RIG. Leg actuators are fun!&lt;br /&gt;
*&#039;&#039;&#039;Upgrades&#039;&#039;&#039;. Engineering or Research can upgrade your machinery.&lt;br /&gt;
&lt;br /&gt;
=Procedures=&lt;br /&gt;
==Administering Drugs==&lt;br /&gt;
===[[File:Syringes.png|32px]]Injections===&lt;br /&gt;
Equipment used: Syringe, hypospray, rapid hypospray, IV, autoinjector.&lt;br /&gt;
&lt;br /&gt;
Medicine is injected into the bloodstream to be metabolized immediately at full effect. Set Help intent, aim at the body part you wish to inject into, and click on the patient. Medicine must be injected into an organic limb that is not covered with armor. If the patient is wearing a voidsuit, the injection will take longer because you have to use an access port.&lt;br /&gt;
&lt;br /&gt;
An [[Guide to Medicine#IV_drip|IV drip]] is used to inject medication continuously.&lt;br /&gt;
&lt;br /&gt;
Autoinjectors work quickly and can be used by unskilled crew. Autoinjectors can be opened with a screwdriver and the contents poured out and replaced; used autoinjectors can be opened with a screwdriver and refilled. To close, click on the autoinjector in hand. Autoinjectors are best used for rescue medications like adrenaline, inaprovaline, and coagzolug.&lt;br /&gt;
&lt;br /&gt;
===[[File:Pillbottle.png|32px]]Pills===&lt;br /&gt;
Pills are taken orally. They can be taken by unskilled patients (or fed to patients by clicking on the patient with the pill); but they metabolize at half the effect of injections. Pills cannot be taken while wearing a mask or EVA gear.&lt;br /&gt;
&lt;br /&gt;
Liquid medication can also be taken orally.&lt;br /&gt;
&lt;br /&gt;
===[[File:Autoinhaler.png|32px]]Inhalation===&lt;br /&gt;
Inhalers administer medication to the lungs. Most medications (with a few exceptions, such as dexalin) work at 75% effectiveness when inhaled; a few must be inhaled to work at all. Autoinhalers can be opened with a screwdriver and the contents poured out and replaced. Used autoinjectors can be opened with a screwdriver, refilled, and closed (click on the inhaler in hand to close it). Specialized inhalers with larger cartridges are available. Autoinhalers and inhalers can be used by unskilled crew.&lt;br /&gt;
&lt;br /&gt;
===[[File:Dropper.png|32px]]Eye drops===&lt;br /&gt;
Reagents can be administered to the eyes via a dropper (available from vendors). Aim at your patient&#039;s eyes, set your intent to Grab, and click on the patient. Oculine eye drops are a common treatment for eyes damaged by welding without protection.&lt;br /&gt;
&lt;br /&gt;
===[[File:Traumakit.png|32px]]Topical Applications===&lt;br /&gt;
Gauze, ointment, and trauma and burn kits treat injury to the skin.&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusion==&lt;br /&gt;
If a patient has lost a large amount of blood, they will require a blood transfusion to allow for full circulation and prevent further brain damage.&lt;br /&gt;
&lt;br /&gt;
* Prepare an [[File:IVDrip.png‎‎|20px]] [[#IV_drip|IV drip]] with a [[File:Bloodbag.png‎‎|20px]] blood bag containing an appropriate blood type (see below). If the chemist has made some, you should use Saline Plus, which is more efficient and works for all blood types.&lt;br /&gt;
* Ensure that the IV drip is in Inject mode.&lt;br /&gt;
* Attach the IV drip to the patient (click and drag).&lt;br /&gt;
* Set the drip rate with right-click on the IV. For blood, set the drip rate to 5.&lt;br /&gt;
* Monitor the patient&#039;s blood oxygen levels and pulse via health analyzer.&lt;br /&gt;
* If an IV drip is not available, you can hold the blood bag in your hand and drag from the bag to the patient to inject it. Naturally, this means you are doubling as an IV stand and must stand nearby. If you have a roller bed, the IV bag can be attached to it instead.&lt;br /&gt;
* Iron, nutriment, and protein speed up the patient&#039;s natural recovery of lost blood. If your patient is Skrell, they need copper rather than iron; if your patient is Vaurca, they need sulfur rather than iron.&lt;br /&gt;
&lt;br /&gt;
=== Blood Compatibility ===&lt;br /&gt;
If incompatible blood is administered to a patient, it will cause poisoning in the form of a rejection reaction.&lt;br /&gt;
&lt;br /&gt;
Blood from one species is never compatible with another species, even if it shares the same color. The pre-loaded blood bags in the Treatment Center storage closet contain processed O-negative which can be given to any patient regardless of species without fear of rejection, but donated blood should be reserved for members of the same species.&lt;br /&gt;
&lt;br /&gt;
If there is no O-negative blood available, and no precise blood type match as an alternative, look for a replacement that follows these rules:&lt;br /&gt;
* &#039;&#039;&#039;Negative&#039;&#039;&#039; can take &#039;&#039;&#039;only negative&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; types can take &#039;&#039;&#039;O&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039; can take &#039;&#039;&#039;A&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;B&#039;&#039;&#039; can take &#039;&#039;&#039;B&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;AB&#039;&#039;&#039; can take &#039;&#039;&#039;A and B&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;O&#039;&#039;&#039; can take &#039;&#039;&#039;only O&#039;&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Blood Compatibility Chart&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Receiver&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; |Donor&lt;br /&gt;
|-&lt;br /&gt;
!O-&lt;br /&gt;
!O+&lt;br /&gt;
!B-&lt;br /&gt;
!B+&lt;br /&gt;
!A-&lt;br /&gt;
!A+&lt;br /&gt;
!AB-&lt;br /&gt;
!AB+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AB+&#039;&#039;&#039;&lt;br /&gt;
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|&#039;&#039;&#039;A-&#039;&#039;&#039;&lt;br /&gt;
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|&#039;&#039;&#039;B+&#039;&#039;&#039;&lt;br /&gt;
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|&#039;&#039;&#039;B-&#039;&#039;&#039;&lt;br /&gt;
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|&#039;&#039;&#039;O+&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;O-&#039;&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
==CPR==&lt;br /&gt;
If a patient&#039;s heart has stopped, it cannot pump blood to the brain, which begins to die. Extend their life by performing CPR. Every time you perform CPR on a patient, it gives them one breath as long as their lungs are working, circulates blood a little no matter what state heart is in, and may restart their heart. It&#039;s normal for ribs to crack while you are doing CPR.&lt;br /&gt;
&lt;br /&gt;
CPR only works on patients in cardiac arrest. When doing CPR, you have the options to do just chest compressions or do full CPR (chest compressions and rescue breathing). To do CPR, empty your hands, set your intent to Help, click on the patient, and choose which type of CPR you want. If you are doing rescue breathing, both you and the patient must not be wearing anything that covers the mouth. Both of you must remain still for CPR to work. Once you have started CPR, you can continue indefinitely until the patient&#039;s heart restarts.&lt;br /&gt;
&lt;br /&gt;
==Cryo Treatment==&lt;br /&gt;
Cryo is all about putting someone&#039;s body into low-temperature stasis while treating them them with a variety of chemicals, some of which work only at low temperature. Used properly, cryo treatment can be a powerful tool, especially with a knowledgeable pharmacist available. It can even heal some injuries that would otherwise be treatable only with surgery.&lt;br /&gt;
&lt;br /&gt;
* Stasis begins to take effect at 200K, though at that temperature the effect is not strong.&lt;br /&gt;
** Higher levels of stasis are achieved the lower the temperature is. This is at the expense of a lower metabolization rate.&lt;br /&gt;
* [[Guide to Chemistry#Cryoxadone|Cryoxadone]] and [[Guide to Chemistry#Clonexadone|Clonexadone]] begin healing when the body is below 170K.&lt;br /&gt;
** Both cryo agents heals large amounts of brute, burn, and genetic damage.&lt;br /&gt;
** Both cryo agents heal a little organ damage.&lt;br /&gt;
* Certain medicines achieve different affects when used in cryonics.&lt;br /&gt;
** [[Guide to Chemistry#Peridaxon|Peridaxon]] heals organs twice as fast when the body is below 186K.&lt;br /&gt;
*** This will cause [[#Tumours|benign tumours]] to grow as a side-effect, however.&lt;br /&gt;
** [[Guide to Chemistry#Bicardine|Bicardine]] repairs arterial bleeding when the body is below 189K.&lt;br /&gt;
** [[Guide to Chemistry#Kelotane|Kelotane]] repairs disfigurement when the body is below 192K.&lt;br /&gt;
** [[Guide to Chemistry#Cataleptinol|Cataleptinol]] restores brain activity regardless of blood oxygenation, at the cost of liver damage, blood thinning, and hallucinations.&lt;br /&gt;
*** In the time it takes Cataleptinol to restore 40% brain activity, the liver will receive enough damage for total failure.&lt;br /&gt;
&lt;br /&gt;
==Stabilizing Patients==&lt;br /&gt;
&lt;br /&gt;
A patient is stable when their blood is oxygenated, their heart is beating steadily, their blood volume is good, and their brain function is not degrading. Stabilizing patients is the primary goal of the [[Paramedic]].&lt;br /&gt;
&lt;br /&gt;
To stabilize a patient:&lt;br /&gt;
* If the patient&#039;s heart has stopped, treat for [[Guide to Medicine#cardiac_arrest|cardiac arrest]].&lt;br /&gt;
* Inject Inaprovaline to support brain function and steady heartbeat.&lt;br /&gt;
* Stop bleeding with an Advanced Trauma Kit. For [[Guide to Medicine#internal_bleeding|internal bleeding]], administer Coagzolug and hurry to the surgeon.&lt;br /&gt;
* If the patient&#039;s blood oxygen level is low, treat for [[Guide to Medicine#Hypoxia|hypoxia]].&lt;br /&gt;
**If the patient has lung damage, administer Dexalin or Dexalin Plus.&lt;br /&gt;
** If the patient has suffered blood loss, administer a [[Guide to Medicine#blood_transfusion|blood transfusion]].&lt;br /&gt;
* Splint fractured limbs, or put your patient on a roller bed to keep them from moving.&lt;br /&gt;
* Treat burns with an Advanced Burn Kit to prevent infection.&lt;br /&gt;
* If the patient has been poisoned or irradiated, but is otherwise stable and does not need inaprovaline, administer dylovene to slow the damage.&lt;br /&gt;
* If the patient has an infection, administer thetamycin; if you have none with you, administer dylovene and painkillers and get them to Medbay.&lt;br /&gt;
&lt;br /&gt;
Some patients will be impossible to stabilize completely:&lt;br /&gt;
* A combination of damage to the heart and lungs can make it impossible to raise the patient&#039;s blood oxygen level. Dexalin (Plus) doesn&#039;t work if the heart is not beating to circulate the artificially oxygenated blood. For these patients, apply a stabilizer harness or do CPR and rush them to Medbay, where they can be treated with surgery or organ-repair medication.&lt;br /&gt;
* If a patient&#039;s heart is damaged and their brain function is low (&amp;lt;20%), their blood circulation may be too poor for alkysine to work. Rush them to the operating room; treating their heart and brain directly may be their only chance. Continue stabilizing them while the surgeon is operating.&lt;br /&gt;
* Patients with extreme infections, especially necrosis, may go into shock despite painkillers and dylovene. Keep a close eye on them and re-stabilize as necessary. Never leave a patient with a severe infection alone.&lt;br /&gt;
* Internal bleeding cannot be entirely stopped without surgery. Coagzolug or a bicaridine overdose will slow it. Attach an IV, hope the blood transfusion keeps up with the blood loss, and hurry them to a surgeon.&lt;br /&gt;
* Patients with extreme blood loss may be suffering too badly from hypoxia for a blood transfusion--even from multiple IVs--to restore their blood volume in time to save their life. These patients should be surgically treated for brain damage simultaneously with the blood transfusions.&lt;br /&gt;
&lt;br /&gt;
==Surgery==&lt;br /&gt;
See [[Surgery]]. Required for:&lt;br /&gt;
*Repairing fractures&lt;br /&gt;
*Stopping arterial bleeding&lt;br /&gt;
*Removing foreign objects&lt;br /&gt;
*Organ transplants&lt;br /&gt;
*Removing necrotic tissue&lt;br /&gt;
*Plastic surgery&lt;br /&gt;
*Appendicitis&lt;br /&gt;
*Cyborgification&lt;br /&gt;
*Amputations&lt;br /&gt;
&lt;br /&gt;
Organ damage can be treated with medication, but surgery may be faster or more efficient, or may be the only option in the absence of a pharmacist. Simple operations can be done by a physician; more complex ones require a surgeon. Operations involving cybernetic parts can be done by a mechanist. A paramedic is not trained to do surgery, but may assist in the operating room to keep a patient stable while the surgeon works. With no doctor available, a paramedic may amputate a necrotic limb to save a patient&#039;s life, but this is a last resort.&lt;br /&gt;
&lt;br /&gt;
=Common Diseases &amp;amp; Injuries=&lt;br /&gt;
These are by no means the only ailments you will see, but they&#039;re a start.&lt;br /&gt;
&lt;br /&gt;
==Blood Loss==&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
**&#039;&#039;&#039;Pressure&#039;&#039;&#039;: If you have no medical equipment, apply direct pressure to slow bleeding. Establish a grab, switch to help intent, target the bleeding body part, and click on the patient. This slows, but does not stop, bleeding as long as neither you nor the patient move. If &#039;&#039;you&#039;&#039; are bleeding, help intent click the limb and you will begin applying pressure.&lt;br /&gt;
**&#039;&#039;&#039;Gauze&#039;&#039;&#039;: Basic treatment. Stops bleeding and speeds healing.&lt;br /&gt;
**&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;: Stops bleeding, speeds healing, disinfects, and immediately heals a small amount of damage.&lt;br /&gt;
&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**&#039;&#039;&#039;Cryogenics&#039;&#039;&#039;: Placing a patient with internal bleeding into a (correctly set up) cryo tube will both halt (not fix) the bleeding &#039;&#039;and&#039;&#039; stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Bicaridine and Inaprovaline]]&#039;&#039;&#039;: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**&#039;&#039;&#039;[[Surgery#Internal_Bleeding|Surgery]]&#039;&#039;&#039;: The main method of treating internal bleeding is through surgery by means of the Fix&#039;O&#039;Vein.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Bicaridine|Bicaridine]]&#039;&#039;&#039;: Overdosing Bicaridine (30u) will poison the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.&lt;br /&gt;
**[[Guide to Chemistry#Coagzolug|&#039;&#039;&#039;Coagzolug&#039;&#039;&#039;]]: Coagzolug slows bleeding, buying you more time to treat a patient. Overdoses at 10u.&lt;br /&gt;
**The speed of internal bleeding depends on the location of the bleed and on whether the skin is intact.&lt;br /&gt;
***Treating bleeding cuts to the skin can help slow internal bleeding in that body part.&lt;br /&gt;
***In the head, torso, and lower body, internal bleeding progresses quickly. Constant blood transfusions are necessary.&lt;br /&gt;
***In the arms and legs, internal bleeding progresses at a moderate rate, and can generally be maintained with coagzolug and splinting until surgery is available.&lt;br /&gt;
***In the hands and feet, internal bleeding is not life-threatening in a patient healthy and well-nourished enough to replenish their own blood volume. Splinting is recommended if surgery must be delayed.&lt;br /&gt;
&lt;br /&gt;
Once you have stopped the bleeding, work to raise the patient&#039;s blood volume.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: &#039;&#039;Must be ingested&#039;&#039; in order to work. Replenishes 8u of blood per unit. Vaurca patients need sulfur instead; Skrell patients need copper.&lt;br /&gt;
*&#039;&#039;&#039;Nutriment&#039;&#039;&#039;: Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Protein&#039;&#039;&#039;: Protein is found in meat, eggs, tofu, and seafood. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;20/20/20 Pills&#039;&#039;&#039;: Iron, nutriment, and protein in a pill, 20 units each for a total of 60. With three separate reagents, these pills can replenish blood rather quickly. Best given on a mostly-empty stomach.&lt;br /&gt;
*&#039;&#039;&#039;Blood transfusion&#039;&#039;&#039;: Blood bags hold 200u of blood (a little less than half a patient&#039;s total blood volume). Use the IV drip to administer.&lt;br /&gt;
*&#039;&#039;&#039;IV Drip with Saline Plus&#039;&#039;&#039;: Administering 1.5u/tick of Saline Plus will rapidly replenish their blood and works for all species.&lt;br /&gt;
&lt;br /&gt;
Symptoms of blood loss:&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;85% blood volume:&#039;&#039;&#039;&lt;br /&gt;
**Brain damage begins.&lt;br /&gt;
**Patient feels dizzy and pale.&lt;br /&gt;
**Alkysine and inaprovaline no longer heal brain tissue.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;70% blood volume&#039;&#039;&#039; causes all the above and:&lt;br /&gt;
**Health scanner shows severe blood loss.&lt;br /&gt;
**Cloudy vision.&lt;br /&gt;
**Brain damage increases.&lt;br /&gt;
**Pulse quickens.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;60% blood volume&#039;&#039;&#039; causes all the above and: &lt;br /&gt;
**Unconsciousness.&lt;br /&gt;
**Surgical brain repair may cause scarring.&lt;br /&gt;
**Pulse quickens.&lt;br /&gt;
**Brain damage increases.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;30% blood volume&#039;&#039;&#039; causes all the above and:&lt;br /&gt;
**Ventricular fibrillation.&lt;br /&gt;
**Cardiac arrest.&lt;br /&gt;
**Massive brain damage.&lt;br /&gt;
&lt;br /&gt;
==Brute Damage==&lt;br /&gt;
Brute damage covers cuts, bruises, punctures, and other physical trauma, caused by being hit with something, being dragged with open wounds, slamming into walls, depressurization, etc. High brute damage can cause a [[Guide to Medicine#Fracture|fracture]] or, if inflicted by a sharp implement, even amputate the limb entirely. Brute damage causes pain.&lt;br /&gt;
&lt;br /&gt;
To treat:&lt;br /&gt;
* &#039;&#039;&#039;Gauze&#039;&#039;&#039;: Heals 4 brute per wound. Stops bleeding.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039;: Heals 8 brute per wound. Stops bleeding and disinfects.&lt;br /&gt;
* [[Guide to Chemistry#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]: Heals 5 brute per unit. Overdoses at 20u.&lt;br /&gt;
* [[Guide to Chemistry#Butazoline|&#039;&#039;&#039;Butazoline&#039;&#039;&#039;]]: Heals 8 brute per unit. Overdoses at 15u.&lt;br /&gt;
* [[Guide to Chemistry#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: Heals 3 brute and burn per unit. Overdoses at 30u.&lt;br /&gt;
* Mixing Bicaridine and Butazoline causes [[Guide to Medicine#Genetic|genetic damage]]. Mixing either with tricordrazine is safe.&lt;br /&gt;
* Time. Once bleeding stops, the wound will heal on its own in a healthy, well-nourished patient. However, completely untreated wounds still present a risk of infection.&lt;br /&gt;
&lt;br /&gt;
==Burns==&lt;br /&gt;
Burns are usually caused by fire, extreme cold, lasers, and electrocution. Extreme burn injury can vaporize a limb entirely. Burns are easily infected. Large or severe burns cause blood loss. Burns cause severe pain.&lt;br /&gt;
&lt;br /&gt;
To treat:&lt;br /&gt;
* &#039;&#039;&#039;Ointment&#039;&#039;&#039;: Heals 4 burn per wound. Disinfects.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039;: heals 8 burn per wound. Disinfects.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]: Heals 6 burn per unit. Overdoses at 20u. Does not disinfect wounds.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dermaline&#039;&#039;&#039;]]: Heals 12 burn per unit. Overdoses at 15u. Does not disinfect wounds.&lt;br /&gt;
* [[Guide to Chemistry#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: Heals 3 brute and burn per unit. Overdoses at 30u.&lt;br /&gt;
* Mixing Kelotane and Dermaline causes [[Guide to Medicine#Genetic|genetic damage]]. Mixing either with tricordrazine is safe.&lt;br /&gt;
* Time. Burns, in healthy, well-nourished patients, heal on their own. However, burns present a high infection risk and should be treated, if only with burn ointment. &lt;br /&gt;
&lt;br /&gt;
==Cardiac Arrest==&lt;br /&gt;
Cardiac arrest is indicated by a flat line on your medical HUD. It will quickly lead to brain death as the brain is deprived of oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If someone is in cardiac arrest, they are priority number one.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you are ever in doubt what to do, put the patient into a [[Guide_to_Medicine#Stasis_Bag|stasis bag]]. You can scan them with your health analyzer and inject them with a syringe even if the bag is closed.&lt;br /&gt;
* Apply [[Guide_to_Medicine#CPR|CPR]] or put a stabilizer harness on the patient. Sometimes this can restart the heart on its own; but if the cause of the cardiac arrest is still there, the heart will stop again.&lt;br /&gt;
* Administer inaprovaline to slow brain damage and stabilize the pulse.&lt;br /&gt;
* Adrenaline can restart the heart if the blood is oxygenated. Before administering, check the patient&#039;s respiration.&lt;br /&gt;
* If the patient is in severe pain, administer painkillers.&lt;br /&gt;
* If the patient has low blood volume, get some blood into them with [[Guide_to_Medicine#IV_Drip|IV drips]].&lt;br /&gt;
* If the lungs are damaged, administer Dexalin or Dexalin Plus after restarting the heart.&lt;br /&gt;
* If the lungs are undamaged but blood oxygen is low, they may have a damaged heart; treat for cardiac damage.&lt;br /&gt;
* If you are non-medical, the patient is already in surgery, or you just can&#039;t get a doctor, administer [[Guide_to_Medicine#CPR|CPR]] indefinitely. Even if CPR does not restart the patient&#039;s heart, it will slow brain damage.&lt;br /&gt;
&lt;br /&gt;
==Dislocations==&lt;br /&gt;
The patient&#039;s bone has gone out of joint; the limb is disabled much like it is in case of a fracture. To fix a dislocation, right-click on the patient and click on &amp;quot;Undislocate joint&amp;quot;. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate. Be aware that this is painful for the patient, and should not be attempted by unskilled crew in non-emergency situations.&lt;br /&gt;
&lt;br /&gt;
==Foreign Bodies==&lt;br /&gt;
Most foreign bodies, whether bullets, shrapnel, an alien parasite, or a bomb, require [[surgery]] to remove. If the object is large enough--such as a knife or a fire axe--it may be removed by simply yanking it out by right-clicking on the patient. This is dangerous because it will cause more damage to the body part and is likely to cause bleeding--possibly internal bleeding--but in an emergency, or within easy reach of a surgeon, removing a foreign object this way is an option.&lt;br /&gt;
&lt;br /&gt;
==Tumours==&lt;br /&gt;
Tumours are growths inside the body, typically on organs, which can cause a variety of symptoms and damage based on how extreme they are. The most common causes are [Guide to Chemistry#Peridaxon|peridaxon]] overdoses, using peridaxon in cryogenic conditions, and genetic damage. Tumours can be forced into remission using [[Guide to Chemistry#Ryetalyn|ryetalyn]], or can be excised through surgery much like K&#039;ois or parasites. There can be no more than 3 of any tumour in one patient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Types of tumours&#039;&#039;&#039;&lt;br /&gt;
*Benign Tumours:&lt;br /&gt;
**Benign tumours are caused by overdosing [[Guide to Chemistry#Peridaxon|peridaxon]], or using peridaxon in cryogenic conditions.&lt;br /&gt;
**Symptoms are frequent pain and loss of nutrition.&lt;br /&gt;
**Benign tumours cannot spread or affect nearby organs.&lt;br /&gt;
*Malignant Tumours:&lt;br /&gt;
**Malignant tumours are caused by genetic damage, usually slime bites or radiation.&lt;br /&gt;
**The symptoms change depending on the location of the tumour.&lt;br /&gt;
***All malignant tumours drain nutrition.&lt;br /&gt;
***Chest tumours cause coughing, gasping, and chest pain.&lt;br /&gt;
***Brain tumours cause disorientation and memory loss.&lt;br /&gt;
***Abdominal tumours cause vomiting and abdominal pain.&lt;br /&gt;
***Tumours in any other region cause lethargy.&lt;br /&gt;
**Late-stage malignant tumours will damage nearby organs and eventually spread through the bloodstream.&lt;br /&gt;
&lt;br /&gt;
To Treat:&lt;br /&gt;
*Use [[Guide to Chemistry#Ryetalyn|Ryetalyn]] to force the tumour(s) into remission.&lt;br /&gt;
*[[Surgery#Foreign Body Removal|Surgically]] remove the tumour(s).&lt;br /&gt;
&lt;br /&gt;
==Fractures==&lt;br /&gt;
Fractures are caused by brute damage to a body part. They range in severity from hairline to fracture to broken. If not stabilized, fractures can cause damage to organs in that body part. Walking on a broken foot or leg is painful enough to cause shock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Splints&#039;&#039;&#039;: A splint keeps a fractured bone in place and prevents it from damaging adjacent tissue. Splints can be applied to arms, legs, hands, and feet.&lt;br /&gt;
*&#039;&#039;&#039;Wheelchairs&#039;&#039;&#039;: A patient with a broken leg or foot can sit in a wheelchair to recover their mobility. Pushing a wheelchair works the same as walking.&lt;br /&gt;
*&#039;&#039;&#039;Bed Rest&#039;&#039;&#039;: If your patient has a fractured skull, ribs, or pelvis, splinting is impossible, and moving around will injure them further. Put them on a roller bed and tell them to stay there and wait for the surgeon.&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Bone_Repair|Surgery]]&#039;&#039;&#039; is the only way to repair fractures.&lt;br /&gt;
&lt;br /&gt;
==Genetic Damage==&lt;br /&gt;
Genetic damage is dealt by radiation, slime digestion, or coming out of a stasis bag. It can be diagnosed with a body scanner.&lt;br /&gt;
&lt;br /&gt;
To treat:&lt;br /&gt;
* [[Guide to Chemistry#Cryoxadone|&#039;&#039;&#039;Cryoxadone&#039;&#039;&#039;]]: Heals genetic damage if administered at 170 Kelvin or lower (generally in a cryo tube).&lt;br /&gt;
* [[Guide to Chemistry#Clonexadone|&#039;&#039;&#039;Clonexadone&#039;&#039;&#039;]]: Works like cryoxadone, but faster.&lt;br /&gt;
* &#039;&#039;&#039;Cryo-Mix&#039;&#039;&#039;: A 1:1 mix of Cryoxadone and Clonexadone.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Rezadone&#039;&#039;&#039;]]: Heals genetic damage without the need for cold temperatures. Overdoses at 20u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
==Hypoxia==&lt;br /&gt;
Hypoxia is low oxygen in the blood. The blood oxygen reading on your handheld health scanner represents low blood oxygen from all causes, including low blood oxygen, blood loss, and damage to the heart. If you can rule out cardiac damage or blood loss, a low blood oxygen reading means hypoxia.&lt;br /&gt;
&lt;br /&gt;
To treat:&lt;br /&gt;
* Make sure the patient has access to oxygen. If the patient is wearing internals, make sure that the air tank is full and switched on; empty internals will suffocate your patient. &lt;br /&gt;
* Administer [[Guide to Chemistry#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]] to slow brain damage from hypoxia.&lt;br /&gt;
* Connect the patient to high-pressure oxygen via an IV stand with attached oxygen tank and mask.&lt;br /&gt;
* Administer [[Guide to Chemistry#Dexalin|&#039;&#039;&#039;Dexalin&#039;&#039;&#039;]] or [[Guide to Chemistry#Dexalin_Plus|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039;]]. These put oxygen into the blood directly, and do not work if the heart is not pumping blood. Dexalin forces oxygenation to 50% and overdoses at 20u; Dexalin Plus forces oxygenation to 80% and overdoses at 15u.&lt;br /&gt;
* Administer Pneumalin to treat lung damage, or perform surgery.&lt;br /&gt;
* If the patient is not breathing and you do not have an IV stand with oxygen tank and mask, do CPR (Full CPR, with rescue breathing) or put them in a stabilizer harness.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Infections start when a wound isn&#039;t treated and disinfected in time. A hand scanner will not detect an infection, but will detect the fever that results from infections. If left alone, infections can rapidly kill a patient. Diagnose organ infections with the body scanner.&lt;br /&gt;
&lt;br /&gt;
Diagnosing skin/limb infections:&lt;br /&gt;
* Skin infections are caused by untreated wounds, especially burns, and by re-using syringes. They do not show up on the body scanner. Suspect a skin infection in a patient who has a fever and possibly pain or weakness, but no infection shows in the organs.&lt;br /&gt;
* Examine the patient&#039;s skin thoroughly. (Grab, switch to Help intent, target the body part, and click on the patient.) In early stages, the skin will be red and warm to the touch; later on, the infection progresses to necrosis.&lt;br /&gt;
&lt;br /&gt;
Levels of infection:&lt;br /&gt;
*&#039;&#039;&#039;L1 (Mild)&#039;&#039;&#039;: Pain messages and the start of fever.&lt;br /&gt;
*&#039;&#039;&#039;L2 (Acute)&#039;&#039;&#039;: More pain messages; infection becomes more prevalent and visible. Pain at this stage is severe enough to cause shock.&lt;br /&gt;
*&#039;&#039;&#039;L3 (Gangrene)&#039;&#039;&#039;: Beginning of lethal toxins, organ death, and necrosis. Infection spreads to nearby body parts.&lt;br /&gt;
&lt;br /&gt;
The following are some symptoms of infection based on where it&#039;s located:&lt;br /&gt;
*&#039;&#039;&#039;Meningitis (Brain)&#039;&#039;&#039;&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Conjunctivitis (Eyes)&#039;&#039;&#039;&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Endocarditis (Heart)&#039;&#039;&#039;&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain&lt;br /&gt;
*&#039;&#039;&#039;Pyelonephritis (Kidneys)&#039;&#039;&#039;&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*&#039;&#039;&#039;Pyogenic Abscess (Liver)&#039;&#039;&#039;&lt;br /&gt;
**L1: Right-sided abdominal pain&lt;br /&gt;
**L2: Poor blood filtration; toxins build up&lt;br /&gt;
*&#039;&#039;&#039;Pneumonia (Lungs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath; hypoxia&lt;br /&gt;
*&#039;&#039;&#039;Staph Infection (Arms, legs, hands, feet)&#039;&#039;&#039;&lt;br /&gt;
**L1: Pain&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
&lt;br /&gt;
To treat:&lt;br /&gt;
* Administer [[Guide_to_Chemistry#Thetamycin|Thetamycin]] and monitor the patient. Having at least 5u of thetamycin in the bloodstream prevents infections from spreading to nearby body parts. Do not put the patient in the recovery room; they need constant watching. Use the ICU or GTR.&lt;br /&gt;
* [[Guide_to_Chemistry#Leporazine|Leporazine]] reduces fevers.&lt;br /&gt;
* Administer painkillers to prevent the patient from going into shock due to pain.&lt;br /&gt;
* If an organ is infected, treat the patient for the symptoms of organ failure.&lt;br /&gt;
* If the patient&#039;s infection is causing toxins to build up in the blood, administer dylovene.&lt;br /&gt;
* Gangrenous limbs should be treated with [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]]. If no surgeon is available, amputating the limb is an option; even a paramedic can attempt an amputation in an emergency.&lt;br /&gt;
* Organs that have become gangrenous may still be debridable. Surgery can save them, with scarring.&lt;br /&gt;
*&#039;&#039;&#039;Organ necrosis&#039;&#039;&#039; needs to be treated with a [[Surgery#Organ_Removal.2FTransplantation|transplant]]. Until transplant, keep a patient with liver or kidney necrosis alive by dosing them with dylovene on a continuous drip. Necrotic lungs require dexalin plus as well. If the heart is necrotic, a small amount of time can be bought with a stabilizer harness or CPR, but if the patient isn&#039;t very close to the operating room already, death is imminent.&lt;br /&gt;
&lt;br /&gt;
==Mental Illness &amp;amp; Trauma==&lt;br /&gt;
Mental illness is primarily role-played.&lt;br /&gt;
* [[Psychologist|Psychiatrists/Psychologists]] specialize in treating mental illness. Psychiatrists specialize in medical treatment for mental illness; psychologists and counselors specialize in therapy.&lt;br /&gt;
* All characters with a [[Medical_Doctor|Medical Doctorate]] degree are qualified to diagnose mental illness and prescribe medication, but it&#039;s not their specialty.&lt;br /&gt;
* [[Surgeon|Surgeons]] are trained in neurosurgery and can treat brain damage caused by trauma, toxins, or oxygen deprivation.&lt;br /&gt;
* [[Chemist|Chemists/Pharmacists]] can synthesize psychiatric medication and understand how it works, but they cannot prescribe it. A doctor must prescribe the medication for the patient.&lt;br /&gt;
* Occasionally, mental illness may cause a patient to become violent or suicidal. Use the least amount of force necessary to keep the patient safe; restraint is highly traumatic and should only be used in an emergency.&lt;br /&gt;
&lt;br /&gt;
==Radiation==&lt;br /&gt;
Radiation exposure is caused by radioactive reagents, being in an unshielded area during a radiation storm, being exposed to a dirty bomb, or by certain artifacts. A hand scanner detects radiation exposure; body scanners show it more precisely.&lt;br /&gt;
&lt;br /&gt;
Radiation causes damage similar to toxins, eventually damaging the liver and causing vomiting. Patients may lose their hair and feel weak and dizzy.&lt;br /&gt;
&lt;br /&gt;
To treat:&lt;br /&gt;
* [[Guide to Chemistry#Hyronalin|&#039;&#039;&#039;Hyronalin&#039;&#039;&#039;]]: Heals 30 radiation per unit. Overdoses at 20u.&lt;br /&gt;
* [[Guide to Chemistry#Arithrazine|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: Heals 70 radiation, but causes mild brute damage. Overdoses at 20u. The brute damage heals quickly, but causes soreness; co-administering Perconol and/or tricordrazine is recommended for patient comfort.&lt;br /&gt;
* If neither hyronalin nor arithrazine are available, keep the patient on dylovene and monitor them. Radiation decreases naturally over time; dylovene prevents further damage.&lt;br /&gt;
&lt;br /&gt;
==Organ Damage==&lt;br /&gt;
Organ damage is caused by physical trauma, poisons, or moving around with broken bones in the same body part as the organ. Most organs die at 30 damage; a dead organ must be replaced. [[#Brain|Brain damage]] causes death at 100 damage rather than 30.&lt;br /&gt;
&lt;br /&gt;
Treatment for organ damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Peridaxon|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Alkysine|&#039;&#039;&#039;Alkysine&#039;&#039;&#039;]]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Oculine|&#039;&#039;&#039;Oculine&#039;&#039;&#039;]]: A pale lavender medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 20u.&lt;br /&gt;
* [[Guide to Chemistry#Adipemcina|&#039;&#039;&#039;Adipemcina&#039;&#039;&#039;]]: A green medicine which heals 2 organ damage per unit, but only heals the heart. Overdoses at 20u.&lt;br /&gt;
* [[Guide to Chemistry#Pneumalin|&#039;&#039;&#039;Pneumalin&#039;&#039;&#039;]]: A purple medicine which heals 1.5 organ damage per unit, but only heals the lungs, and only when inhaled. Overdoses at 15u.&lt;br /&gt;
* [[Guide to Chemistry#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]: A blue medicine heals the brain of minor damage. Overdoses at 20u.&lt;br /&gt;
* [[Guide to Chemistry#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green medicine heals minor liver damage. Overdoses at 20u.&lt;br /&gt;
&lt;br /&gt;
==Toxin Exposure==&lt;br /&gt;
Poisons tend to show up as unidentified chemicals in a patient&#039;s bloodstream via a health analyzer. Some poisons target specific organs, bypassing the liver; general poisons must damage the liver before they can start damaging other organs.&lt;br /&gt;
&lt;br /&gt;
Patients who have been poisoned may report stomach pain and vomiting. If the liver has been damaged or the poison targets a different organ, they will show signs of organ damage. Patients who have ingested acid will also have burns.&lt;br /&gt;
&lt;br /&gt;
To treat:&lt;br /&gt;
* Remove toxins from the stomach via the sleeper&#039;s stomach pump option.&lt;br /&gt;
* Remove toxins from the blood via the sleeper&#039;s dialysis option. This will also remove beneficial reagents and some blood.&lt;br /&gt;
* If the toxins have already been metabolized (i.e., are no longer in the blood or the stomach), they have done their damage and cannot be removed.&lt;br /&gt;
* Taking a blood sample for analysis with a chemical analyzer can identify the poison in the patient&#039;s blood, which might help you treat it.&lt;br /&gt;
* [[Guide to Chemistry#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: Protects the liver against damage from toxins. Overdoses at 20u.&lt;br /&gt;
* [[Guide to Chemistry#Fluvectionem|&#039;&#039;&#039;Fluvectionem&#039;&#039;&#039;]]: Removes all other chemicals reagents from the bloodstream, but causes mild liver damage. Overdoses at 20u.&lt;br /&gt;
* [[Guide to Chemistry#Pulmodeiectionem|&#039;&#039;&#039;Pulmodeiectionem&#039;&#039;&#039;]]: Causes the patient to cough up any reagents in their lungs when inhaled. Overdoses at 10u.&lt;br /&gt;
* Treat for organ damage, burns, blood loss, or any other damage the toxin may have done.&lt;br /&gt;
&lt;br /&gt;
=Medbay Operations=&lt;br /&gt;
==Layout==&lt;br /&gt;
[[File:Medbay 2.png|500px]]&lt;br /&gt;
* Exam room: Used for private, non-emergency checkups.&lt;br /&gt;
* Morgue Lift: Goes down to the morgue; used to transport bodies. Watch your step.&lt;br /&gt;
* OR 1 and OR 2: For surgeries. Refrigerated back room includes lockers with monkey cubes and blood.&lt;br /&gt;
* Atrium: Open to the upstairs level. Park waiting surgical patients here.&lt;br /&gt;
* Psychology: For mental health counseling.&lt;br /&gt;
* ICU: For patients with non-surgical problems that need constant monitoring.&lt;br /&gt;
* GTR: General treatment area. Patients come here at intake.&lt;br /&gt;
* Pharmacy: Makes and dispenses medication.&lt;br /&gt;
* Cryo: For cryo treatment. Back room includes air compressors and air tanks.&lt;br /&gt;
* Paramedic: Equipment, lockers, and ready room for paramedics. Includes a charger for mechs.&lt;br /&gt;
* Reception: Intake; seating for doctors awaiting patients and patients awaiting doctors.&lt;br /&gt;
&lt;br /&gt;
[[File:Medbay 3.png|500px]]&lt;br /&gt;
* Staff room: Usually unused, but there if you need a private moment.&lt;br /&gt;
* CMO&#039;s office: CMO&#039;s private space. Home to Crusher, the Medbay cat.&lt;br /&gt;
* Isolation: Used to treat patients with contagious conditions.&lt;br /&gt;
* Equipment room: Lockers for doctors and surgeons. Extra hyposprays, belts, HUDs, and other useful items.&lt;br /&gt;
* Shower: Useful to keep clean after one has been covered in blood.&lt;br /&gt;
* Atrium: Open to the downstairs.&lt;br /&gt;
* Briefing: Medbay staff report here at the beginning of a shift.&lt;br /&gt;
* Recovery: For patients who need rest and time, but not monitoring.&lt;br /&gt;
&lt;br /&gt;
==Triage==&lt;br /&gt;
Triage is a word for &#039;&#039;&#039;priority&#039;&#039;&#039; regarding patients. When there are multiple patients and not enough medical personnel, who do you treat first? Triage helps you make that decision while saving the highest number of patients.&lt;br /&gt;
&lt;br /&gt;
A person dies when their brain dies, which usually happens when their brain is starved of oxygen. People who are low on blood or who have weak heartbeat or respiration are at a greater risk of dying than people with broken arms. Work your way down, treating critical first, and saving those who can wait for last. When a critical patient is stabilized, move on to another patient.&lt;br /&gt;
&lt;br /&gt;
As a medic, you have the ability to apply triage tags to your patients, which show up on medical HUDs. From highest to lowest priority:&lt;br /&gt;
*Red tag: Needs resuscitation. Most urgent. Patient has no heartbeat, or an extremely rapid and weak heartbeat; patient is not breathing; arterial bleeding in head, torso, or lower body; very low blood volume. Patient is unstable and getting worse.&lt;br /&gt;
*Yellow tag: Urgent. Unconscious, rapid heart rate, bleeding, severe pain. Patient will die without treatment.&lt;br /&gt;
*Green tag: Serious. Broken bones, bullet removals, minor organ damage. Stable patients go here.&lt;br /&gt;
*Blue tag:  Walking wounded. Facial reconstruction, eye damage, bruises and cuts.&lt;br /&gt;
*Black tag: Dead, or dying and cannot be saved with the resources available. If dying, administer a dose of painkiller, if possible, before moving on.&lt;br /&gt;
&lt;br /&gt;
==Division of Labor==&lt;br /&gt;
Medical personnel are divided into specialties. Ideally, everyone should keep to their own specialty, transferring patients between them as needed.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Chief Medical Officer&#039;&#039;&#039; organizes the efforts of the Medbay staff and interfaces with Command. Depending on their background, they may also function as a physician, chemist, or surgeon.&lt;br /&gt;
* &#039;&#039;&#039;Paramedics&#039;&#039;&#039; primarily work in the field, retrieving patients, stabilizing them, and bringing them back to Medical and to the Physicians. In multiple casualty situations, paramedics perform triage.&lt;br /&gt;
* &#039;&#039;&#039;Physicians&#039;&#039;&#039; diagnose and treat patients in Medbay. When their patients need surgery, they should hand them off to the surgeons; when they need counseling, they should hand them off to the psychologist. Physicians can prescribe medication.&lt;br /&gt;
* &#039;&#039;&#039;Surgeons&#039;&#039;&#039; specialize in surgery. They may be assisted in surgery by a Physician or Paramedic who keeps the patient stable while they work.&lt;br /&gt;
* &#039;&#039;&#039;Machinists&#039;&#039;&#039; perform surgeries that involve installing or repairing prosthetics and artificial organs.&lt;br /&gt;
* &#039;&#039;&#039;Pharmacists&#039;&#039;&#039; make medication, and know how to administer it. They do not prescribe medication directly; rather, they supply medication to the paramedic, physician, surgeon, and psychologist. Pharmacists may hand out over-the-counter medication without a doctor&#039;s prescription.&lt;br /&gt;
* &#039;&#039;&#039;Psychologists&#039;&#039;&#039; specialize in counseling, including both mental illness and counseling for those who are dealing with stress or simply need advice. SCC psychologists are trained in psychiatry and can prescribe psychiatric medication to patients.&lt;br /&gt;
&lt;br /&gt;
When job slots are empty, or when Medical is overwhelmed with work, personnel may find themselves covering for one another:&lt;br /&gt;
* Physicians and Surgeons may function as Paramedics.&lt;br /&gt;
* Paramedics may administer medication, monitor patients, take scans, and treat patients in the GTU.&lt;br /&gt;
* Physicians may do simple surgeries. In an emergency, a paramedic may perform an amputation or do a needle thoracotamy for a collapsed lung.&lt;br /&gt;
* Pharmacists and Psychologists may perform first aid, administer prescribed medication, and take body scans for the physician or surgeon.&lt;br /&gt;
* Research scientists trained in chemistry can provide medication.&lt;br /&gt;
* Anyone--including non-Medical crew--can perform CPR, use an autoinjector or autoinhaler, apply bandages and ointment, or grind or dissolve pills into liquid medication.&lt;br /&gt;
* Machinists who specialize in organ prosthetics may perform simple surgeries.&lt;br /&gt;
&lt;br /&gt;
=Xenomedicine=&lt;br /&gt;
Medical staff are required to learn the anatomy and physiology of all species they can expect to encounter. Depending on your own species, you may be more or less familiar with any given species. These statistics use humans as a baseline.&lt;br /&gt;
&lt;br /&gt;
===[[Background summary#Humanity|Human]]===&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Monkey&lt;br /&gt;
&lt;br /&gt;
===[[Skrell]]===&lt;br /&gt;
*Primitive Form: Neaera&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Less stamina.&lt;br /&gt;
*Faster running speed.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
&lt;br /&gt;
===[[Unathi]]===&lt;br /&gt;
*Slightly lower brute damage.&lt;br /&gt;
*Primitive Form: Stok&lt;br /&gt;
*All Alcohol (Ethanol) is toxic.&lt;br /&gt;
*Can drink Butanol as an Alcohol (Ethanol) substitute.&lt;br /&gt;
*Less stamina.&lt;br /&gt;
*Faster running speed.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
&lt;br /&gt;
===[[Tajara]]===&lt;br /&gt;
*Slightly higher brute damage.&lt;br /&gt;
*Primitive Form: Farwa&lt;br /&gt;
*Low alcohol tolerance.&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Less stamina and running speed, but faster stamina recovery.&lt;br /&gt;
*Fall damage is halved.&lt;br /&gt;
&lt;br /&gt;
====Tajara: Zhan-Khazan====&lt;br /&gt;
*Slightly higher brute damage than base Tajara.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running speed, but more stamina.&lt;br /&gt;
*Resistant to cold.&lt;br /&gt;
*Tolerant to alcohol.&lt;br /&gt;
&lt;br /&gt;
====Tajara: M&#039;sai====&lt;br /&gt;
*Significantly higher brute damage than base Tajara.&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Faster running speed, but less stamina.&lt;br /&gt;
&lt;br /&gt;
===[[Dionaea]]===&lt;br /&gt;
*Primitive Form: Diona Nymph&lt;br /&gt;
*Regenerates health and nutriment when in light or in radiation.&lt;br /&gt;
*Most reagents have little to no effect on a Diona.&lt;br /&gt;
**Plant-B-Gone severely poisons a Diona.&lt;br /&gt;
**[[Guide to Chemistry#Standard_Treatments|Hyronalin]] poisons Diona.&lt;br /&gt;
**[[Guide to Chemistry#Specialist_Treatments|Arithrazine]] severely poisons Diona.&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Immune to infections.&lt;br /&gt;
*Immune to low pressure.&lt;br /&gt;
*Resistant to electrocution.&lt;br /&gt;
*Resistant to high temperatures.&lt;br /&gt;
*Breaks into nymphs upon death.&lt;br /&gt;
*Very slow movement speed.&lt;br /&gt;
&lt;br /&gt;
===[[Vaurca]] Worker===&lt;br /&gt;
*Significantly lower brute damage.&lt;br /&gt;
*Significantly higher burn damage.&lt;br /&gt;
*Significantly higher toxin damage.&lt;br /&gt;
*Significantly lower Oxygen damage.&lt;br /&gt;
*Significantly lower Radiation damage.&lt;br /&gt;
*Primitive Form: V&#039;krexi&lt;br /&gt;
*Breathes phoron.&lt;br /&gt;
*Possesses two hearts.&lt;br /&gt;
*Has an implant that stores phoron.&lt;br /&gt;
*Have other robotic implants.&lt;br /&gt;
*Has their own private Hivechat channel.&lt;br /&gt;
*Most surgeries require using the surgical drill instead of a scalpel.&lt;br /&gt;
*Can safely eat non-sterile K&#039;ois.&lt;br /&gt;
*Nutriment (normal food) is toxic.&lt;br /&gt;
*Immune to decompression.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Resistant to alcohol.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running and less stamina recovery, but more stamina.&lt;br /&gt;
&lt;br /&gt;
====Vaurca Warrior====&lt;br /&gt;
*Significantly lower brute damage.&lt;br /&gt;
*Slightly higher burn damage.&lt;br /&gt;
*Normal Oxygen damage.&lt;br /&gt;
*Significantly lower radiation damage.&lt;br /&gt;
*Normal walking speed.&lt;br /&gt;
*Faster running and more stamina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=39496</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=39496"/>
		<updated>2026-05-28T16:01:23Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* File:Healthanalyzer.gifHealth Scanner */ Skill incorporation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TrailingMechanics}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
Your job as a member of the medical staff is to keep your patients alive.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
If the patient&#039;s brain is alive, the patient is alive.&lt;br /&gt;
&lt;br /&gt;
If the patient&#039;s brain dies, they are dead and can never be brought back.&lt;br /&gt;
&lt;br /&gt;
Therefore, your main goal is to protect the patient&#039;s brain. Everything else is secondary.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Anatomy=&lt;br /&gt;
The body is composed of body parts connected to one another; each body part can contain bones and/or organs. If a body part is damaged, any organs or bones within may also be damaged.&lt;br /&gt;
*&#039;&#039;&#039;Head&#039;&#039;&#039;: Contains the skull, [[#brain|brain]], and [[#eyes|eyes]].&lt;br /&gt;
*&#039;&#039;&#039;Torso&#039;&#039;&#039;: Contains the ribs, [[#heart|heart]], and [[#lungs|lungs]].&lt;br /&gt;
**&#039;&#039;&#039;Arms&#039;&#039;&#039;: Connected to the torso. Contains bones.&lt;br /&gt;
***&#039;&#039;&#039;Hands&#039;&#039;&#039;: Connected to the arms. Contains bones.&lt;br /&gt;
*&#039;&#039;&#039;Lower Body&#039;&#039;&#039;: Contains the pelvis, [[#stomach|stomach]], [[#liver|liver]], [[#kidneys|kidneys]], and [[#appendix|appendix]].&lt;br /&gt;
**&#039;&#039;&#039;Legs&#039;&#039;&#039;: Connected to the lower body. Contains bones.&lt;br /&gt;
***&#039;&#039;&#039;Feet&#039;&#039;&#039;: Connected to the legs. Contains bones.&lt;br /&gt;
&lt;br /&gt;
Organs interact with one another:&lt;br /&gt;
* The heart pumps blood to the other organs, most importantly the brain. If it does not pump, the brain cannot access oxygen from the blood and begins to die.&lt;br /&gt;
* The lungs oxygenate the blood. If the blood is not oxygenated, it is useless to the brain, which begins to die.&lt;br /&gt;
* The liver protects the other organs from being damaged by generalized toxins. The more it is damaged, the more toxins can damage the other organs. Damaged organs cannot function as well.&lt;br /&gt;
* The stomach receives and processes reagents which may help or harm the other organs.&lt;br /&gt;
* Any body part that becomes infected or gangrenous will release toxins, damaging other organs.&lt;br /&gt;
&lt;br /&gt;
{{anchor|brain}}==Brain==&lt;br /&gt;
The more damaged the brain is, the closer to death the patient gets. Therefore, the more an injury harms the other organs&#039; ability to support the brain, the more urgent it is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Headaches, blurred vision, dizziness, fainting, paralysis.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Trauma, low oxygen, toxins.&lt;br /&gt;
*&#039;&#039;&#039;Repair:&#039;&#039;&#039; [[Guide to Chemistry|Medication]] and [[Surgery#Internal_Organ_Repair|organ repair surgery]].&lt;br /&gt;
&lt;br /&gt;
The brain starts out with an integrity of 100%. Brain injury lowers that number. If brain integrity reaches 0%, your patient is dead.&lt;br /&gt;
&lt;br /&gt;
===Causes of Brain Damage===&lt;br /&gt;
====Low oxygen====&lt;br /&gt;
The brain gets its oxygen from the blood. Blood oxygenation below 85% will start to damage the brain; blood oxygenation below 40% damages the brain at a faster rate.&lt;br /&gt;
&lt;br /&gt;
====Direct Harm====&lt;br /&gt;
If the head is damaged, the brain may be damaged. Beyond the obvious burns, bullets, and bludgeons, the brain can also be damaged if someone moves around with a broken skull or an object lodged in their head.&lt;br /&gt;
&lt;br /&gt;
====Toxins====&lt;br /&gt;
Even if the brain gets plenty of oxygenated blood, organ-damaging toxins will still harm it. Some toxins damage the brain directly, bypassing the liver and kidneys.&lt;br /&gt;
&lt;br /&gt;
===Treating Brain Damage===&lt;br /&gt;
* [[Guide_to_Medicine#Stabilizing_Patients|Stabilize]] the patient.&lt;br /&gt;
* If toxins in the body are damaging the brain, remove them.&lt;br /&gt;
* Repair other organs. If the other organs cannot support the brain, the brain will continue to degrade.&lt;br /&gt;
* Repair the brain.&lt;br /&gt;
** Mild brain damage will resolve with restoration of blood flow and inaprovaline.&lt;br /&gt;
** Moderate brain damage can be treated with Alkysine or Peridaxon.&lt;br /&gt;
** Moderate to severe brain damage can be treated with surgery. Be aware that if you have not re-established blood flow to the brain, repairing the brain directly with surgery can cause scarring. This weakens the brain, making it more vulnerable to injury in the future.&lt;br /&gt;
&lt;br /&gt;
{{anchor|heart}}==Heart==&lt;br /&gt;
The heart keeps your blood flowing. If blood doesn&#039;t flow, oxygen doesn&#039;t reach the other organs; if the brain doesn&#039;t get oxygen, it gets damaged.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Low blood oxygen, sharp chest pain, weak or high pulse rate.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Chest trauma, damage from a high pulse rate, lung injury, brain damage, toxins and some drugs.&lt;br /&gt;
*&#039;&#039;&#039;Repair:&#039;&#039;&#039; Perform [[Surgery]] or administer [[Chemistry|Peridaxon]] or [[Chemistry|Adipemcina]].&lt;br /&gt;
&lt;br /&gt;
When the patient&#039;s heart stops, it&#039;s called [[Guide to Medicine#Cardiac_Arrest|Cardiac arrest]].&lt;br /&gt;
&lt;br /&gt;
The patient&#039;s [[Guide to Medicine#Pulse_Rate|heart rate]] helps indicate their physical health.&lt;br /&gt;
&lt;br /&gt;
{{anchor|lungs}}==Lungs==&lt;br /&gt;
Provides oxygen to the bloodstream. Damage increases the air pressure needed to sustain optimal oxygenation.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Hypoxia, gasping, sharp chest pain, coughing up blood, weak respiration upon examination with a stethoscope.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Over/underpressurized atmosphere, phoron exposure, general organ damage, trauma to the chest.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]], [[Chemistry|Pneumalin]], positive pressure (126 kPa; temporary treatment for collapsed lung), [[Surgery#Internal_Organ_Repair|organ Surgery]], emergency thoracotomy via syringe (in case of collapsed lung and no doctors; can save a life, but causes some lung damage and is quite painful).&lt;br /&gt;
&lt;br /&gt;
The patient&#039;s [[Guide to Medicine#Blood_Oxygen|blood oxygen]] level helps indicate their physical health.&lt;br /&gt;
&lt;br /&gt;
{{anchor|liver}}==Liver==&lt;br /&gt;
The first line of defense against poisons, the liver reduces intoxication and prevents other organs from taking damage from poisons as long as it&#039;s still working.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Vomiting. Other organs taking damage from general toxins.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; High level of toxin damage, heavy alcohol consumption, direct trauma to the lower body.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Standard_Treatments|Dylovene]] (at 10 liver damage and below); surgery; Peridaxon.&lt;br /&gt;
&lt;br /&gt;
Toxins damage the liver first, then the kidneys; the more damaged these organs are, the more the toxins will get through to damage other organs, including the brain.&lt;br /&gt;
&lt;br /&gt;
{{anchor|eyes}}==Eyes==&lt;br /&gt;
Provides sight.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Blurry vision, no vision, sharp head pain, damaged/unresponsive pupils upon examination with a pen light.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Welding without protection, phoron exposure, physical trauma.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Organ_Regeneratives|Oculine]], [[Guide to Chemistry#Organ_Regeneratives|Peridaxon]], or surgery.&lt;br /&gt;
&lt;br /&gt;
{{anchor|kidneys}}==Kidneys==&lt;br /&gt;
Filters your blood; processes caffeine.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Phosphorus buildup in the bloodstream and eventual phosphorus poisoning.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Physical trauma, toxin damage to organs.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]] or surgery.&lt;br /&gt;
&lt;br /&gt;
{{anchor|appendix}}==Appendix==&lt;br /&gt;
Serves no function other than to get infected and make you miserable.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Pain, fever.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Appendicitis, direct trauma to the lower body.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Surgery#Organ_Removal.2FTransplantation|Surgical removal]]. Some crew members may wish to have their appendix removed as preventative care, especially those who go on away missions and do not have access to a doctor for long periods of time.&lt;br /&gt;
&lt;br /&gt;
=Vital Signs=&lt;br /&gt;
Vital signs are measurable things that tell you what&#039;s wrong with your patient, so you can treat it.&lt;br /&gt;
&lt;br /&gt;
==Blood oxygen==&lt;br /&gt;
Your patient&#039;s &#039;&#039;&#039;blood oxygenation&#039;&#039;&#039; is a number from 0-100% which can be checked with a health scanner or body scanner. An estimate of blood oxygenation is visible over sensors.&lt;br /&gt;
&lt;br /&gt;
Causes of low blood oxygenation include:&lt;br /&gt;
* There is not enough blood in the bloodstream. Restore blood volume with [[Guide_to_Medicine#IV_Drip|IV drips]].&lt;br /&gt;
* The blood is not carrying oxygen. Either the lungs are damaged, or there is not enough oxygen in the air around the patient. If the lungs are damaged, [[Chemistry|Dexalin (Plus)]] can bypass the lungs and provide oxygen to the blood directly.&lt;br /&gt;
* Blood is not being pumped effectively because the heart is damaged, or has stopped. This causes low oxygenation even with working lungs and 100% blood volume.&lt;br /&gt;
&lt;br /&gt;
==Blood Volume==&lt;br /&gt;
Your patient&#039;s &#039;&#039;&#039;blood volume&#039;&#039;&#039; is a number from 0-100% which can be checked with a health scanner (for a rough estimate) or body scanner (more precise). &lt;br /&gt;
&lt;br /&gt;
Low blood volume is caused by blood loss.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
Monitor pulse rate with a medical scanner, or over sensors if they are enabled. The pulse can also be taken manually with a right-click menu item. A [[#Medical HUD|Medical HUD]] shows a simplified indication of a pulse, which may be useful for quick and imprecise estimations of a patient&#039;s state.&lt;br /&gt;
&lt;br /&gt;
If the pulse rate is low, the patient is likely under the influence of a sedative, or has a low body temperature.&lt;br /&gt;
&lt;br /&gt;
A high pulse rate can be caused by low blood oxygen, severe pain, or various chemicals. It is more dangerous than a low pulse rate.&lt;br /&gt;
*Above &#039;&#039;&#039;150 BPM&#039;&#039;&#039;, the heart begins to accumulate damage. A damaged heart causes reduced blood oxygenation until healed.&lt;br /&gt;
*Above &#039;&#039;&#039;250 BPM&#039;&#039;&#039;, the heart may stop. &lt;br /&gt;
&lt;br /&gt;
Patients in severe pain may go into shock, which can cause the heart to stop. Lower their pulse rate with [[Chemistry|Inaprovaline]] and/or [[Chemistry|Perconol/Mortaphenyl/Oxycomorphine]].&lt;br /&gt;
&lt;br /&gt;
==Breathing==&lt;br /&gt;
Check your patient&#039;s breathing by examining them.&lt;br /&gt;
&lt;br /&gt;
If a patient is gasping for breath, they have [[Guide to Medicine#Hypoxia|hypoxia]].&lt;br /&gt;
&lt;br /&gt;
==Body Temperature==&lt;br /&gt;
A patient&#039;s body temperature shows up on suit sensors, health scanner, and body scanner.&lt;br /&gt;
&lt;br /&gt;
A low temperature indicates hypothermia or exposure to substances that lower the body temperature.&lt;br /&gt;
&lt;br /&gt;
A high temperature indicates heat stroke (such as from exposure to very hot air or fire), infection, or exposure to substances that raise body temperature.&lt;br /&gt;
&lt;br /&gt;
Be aware that different species have different normal body temperatures.&lt;br /&gt;
&lt;br /&gt;
==Reagents Present==&lt;br /&gt;
Reagents in a patient&#039;s body may be found in the stomach, bloodstream, or lungs. A health scanner will show the presence of medication and non-medical substances in the blood or stomach, but not the lungs; a breath scanner can be used to check the lungs. A body scanner shows which substances are present more precisely. Reagents can be removed from the blood via dialysis, from the stomach via a stomach pump, or from the lungs by administering Pulmodeiectionem.&lt;br /&gt;
&lt;br /&gt;
If a substance has already been metabolized, it will not show up on scans; but drawing and analyzing a blood sample with the chemical analyzer can identify it. This is relevant if you need to know how the damage was done, especially if the threat still exists and you may have more patients with the same problem.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
At the beginning of each shift, you should gather your equipment. Below is a summary of what tools you will need as each medical job. It does not matter how you store your equipment as long as it is quickly and easily accessible to you. In a similar vein, this list is a guideline. You can add or drop items as you see fit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment for a Paramedic:&#039;&#039;&#039;&lt;br /&gt;
* Health analyser&lt;br /&gt;
* Advanced trauma kits (ATKs) and advanced burn kits (ABK)&lt;br /&gt;
* Essential stabilizing medicines (see [[Guide to Medicine#Drugs|Drugs]])&lt;br /&gt;
* Stethoscope&lt;br /&gt;
* Penlight&lt;br /&gt;
* Roller bed&lt;br /&gt;
* Stasis bag&lt;br /&gt;
* Stabilizer harness&lt;br /&gt;
* Portable Defibrillator&lt;br /&gt;
* Paramedic belt&lt;br /&gt;
* Hypospray&lt;br /&gt;
* Global positioning device (GPS)&lt;br /&gt;
* Stationbound radio&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Nitrile gloves&lt;br /&gt;
* Pneumalin autoinhaler (Optional)&lt;br /&gt;
* Blood bag (Optional)&lt;br /&gt;
&#039;&#039;&#039;Equipment for a physician or surgeon:&#039;&#039;&#039;&lt;br /&gt;
* Health analyser&lt;br /&gt;
* Advanced trauma kits (ATKs) and advanced burn kits (ABKs)&lt;br /&gt;
* Essential medicines (see [[Guide to Medicine#Drugs|Drugs]])&lt;br /&gt;
* Stethoscope&lt;br /&gt;
* Penlight&lt;br /&gt;
* Medical belt&lt;br /&gt;
* Hypospray&lt;br /&gt;
* Nitrile gloves&lt;br /&gt;
* Stabilizer harness (Shared in GTR)&lt;br /&gt;
* Defibrillator (Shared in GTR)&lt;br /&gt;
&lt;br /&gt;
These supplies can be found in a NanoMed, the medical locker room on Deck 3, or the storage room directly to the right of the GTR entrance. Paramedics can also find their equipment in their bay directly north of the storage room. &lt;br /&gt;
&lt;br /&gt;
Paramedics are advised to choose drop pouches, medical rigs, or pocketed jackets in the character loadout (under the Accessories tab). Drop pouches will add three extra storage slots, and medical rigs or jackets will add two.&lt;br /&gt;
&lt;br /&gt;
==[[File:Bottles.gif]]Drugs==&lt;br /&gt;
 Visit the [[Guide to Chemistry]] to get a good idea of what each medicine can do.&lt;br /&gt;
&lt;br /&gt;
The most used medications are:&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;, available from Medical vending machines and in the autoinjector issued to each crew member in their emergency box. Probably the most important single medication, inaprovaline stabilizes heart rate, slows brain damage (and helps heal mild brain damage if the blood is fully oxygenated), and reduces pain. If in doubt, inject inaprovaline.&lt;br /&gt;
** Recommended for Paramedics and Physicians.&lt;br /&gt;
*&#039;&#039;&#039;Dexalin Plus/Dexalin&#039;&#039;&#039; oxygenates the blood, even if the lungs are not working. Dexalin Plus, available from the pharmacy, raises blood oxygen higher than Dexalin, available from low-oxygen first aid kits. A patient with a healthy heart can live indefinitely without working lungs if Dexalin Plus is kept in their system.&lt;br /&gt;
** Recommended for Paramedics and Physicians.&lt;br /&gt;
* &#039;&#039;&#039;Dylovene&#039;&#039;&#039;, available from Medical vending machines, toxin first-aid kits, and in pill form in some wall lockers. Dylovene buys you time when treating poisoning by protecting the liver from damage and healing mild liver damage. A patient without a working liver can live indefinitely if they are maintained on dylovene, provided their other organs are functional.&lt;br /&gt;
** Recommended for Paramedics and Physicians.&lt;br /&gt;
* &#039;&#039;&#039;Butazoline/Bicaridine/Tricordrazine&#039;&#039;&#039;, in order of decreasing effectiveness, are used to heal physical damage, including bruises and cuts. Butazoline and bicaridine can be obtained from the pharmacy; Tricordrazine is made by mixing dylovene, inaprovaline, and water in equal parts.&lt;br /&gt;
** Recommended for Physicians.&lt;br /&gt;
*&#039;&#039;&#039;Dermaline/Kelotane/Tricordrazine&#039;&#039;&#039;, in order of decreasing effectiveness, heal burns. Dermaline is available from the pharmacy; kelotane can be found in burn first-aid kits; Tricordrazine is made by mixing dylovene, inaprovaline, and water in equal parts.&lt;br /&gt;
** Recommended for Physicians.&lt;br /&gt;
*&#039;&#039;&#039;Mortaphenyl/Perconol&#039;&#039;&#039; are painkillers. Mortaphenyl reduces severe pain, but causes drowsiness and dizziness; it is available from the pharmacy or in pill form from some of the first aid wall lockers in Medical. Perconol reduces mild pain, but without causing intoxication; it is available from Medical vending machines. If the goal is remaining functional despite pain, Perconol is the best option, since it does not cause intoxication.&lt;br /&gt;
** Recommended for Paramedics and Physicians.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Medicine depends heavily on the tools available.&lt;br /&gt;
&lt;br /&gt;
Without tools, or in the field, you may use your eyes and hands to examine a patient.&lt;br /&gt;
*&#039;&#039;&#039;Examining&#039;&#039;&#039; - Examining is simply done by shift clicking the patient, or using the right-click context menu and clicking Examine.&lt;br /&gt;
**&#039;&#039;&#039;Bleeding&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Bleeding cut on limb&#039;&#039;&#039; - They&#039;re obviously bleeding from the limb in question.&lt;br /&gt;
***&#039;&#039;&#039;Blood soaking under clothing&#039;&#039;&#039; - They are bleeding under the clothing in question. For uniforms this can mean their upper or lower body.&lt;br /&gt;
**&#039;&#039;&#039;Brute Damage&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Bruise&#039;&#039;&#039; - Patient was attacked with a blunt object. Ranges from tiny to monumental.&lt;br /&gt;
***&#039;&#039;&#039;Cut&#039;&#039;&#039; - Patient was attacked with a sharp object. Ranges from scabs to massive flesh wounds. High chance of bleeding.&lt;br /&gt;
***&#039;&#039;&#039;Puncture&#039;&#039;&#039; - Patient was likely shot. Ranges from punctures to gaping holes. High chance of bleeding.&lt;br /&gt;
**&#039;&#039;&#039;Burn Damage&#039;&#039;&#039; - Patient was burned by cold, heat, or electricty. Ranges from skins to carbonized limbs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grabbing&#039;&#039;&#039; - Grab examines are done by grabbing someone and clicking on them with the grab in hand on help intent. You do not need to let go and grab again when switching which limb to examine.&lt;br /&gt;
**&#039;&#039;&#039;Wounds&#039;&#039;&#039; - Will inform you of any burns and bruises on the target limb. See above.&lt;br /&gt;
**&#039;&#039;&#039;Bones&#039;&#039;&#039; - Will inform you if the patient&#039;s limb is broken or not.&lt;br /&gt;
**&#039;&#039;&#039;Skin&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Reddened and Warm&#039;&#039;&#039; - Patient has a septic infection on the limb in question.&lt;br /&gt;
***&#039;&#039;&#039;Unhealthy Discoloration&#039;&#039;&#039; - Patient has high toxins.&lt;br /&gt;
***&#039;&#039;&#039;Unusually Pale&#039;&#039;&#039; - Patient has moderate hypoxia.&lt;br /&gt;
***&#039;&#039;&#039;Decaying Limb&#039;&#039;&#039; - Patient&#039;s limb is necrotic.&lt;br /&gt;
&lt;br /&gt;
===[[File:Burnkit.png]]Advanced Burn Kit===&lt;br /&gt;
Advanced burn kits treat burns, speeding healing and preventing infection if used soon after the burns are inflicted. Each advanced burn kit stack is good for five applications.&lt;br /&gt;
&lt;br /&gt;
They are a more effective version of Ointment. They can be found in the vendors in Medical; most Medical personnel are issued a first-aid kit that contains advanced burn kits.&lt;br /&gt;
&lt;br /&gt;
===[[File:Traumakit.png]]Advanced Trauma Kit===&lt;br /&gt;
Advanced trauma kits are a more advanced version of a roll of gauze. They treat brute damage, speeding healing and preventing infection. Applying an ATK stops bleeding (though not internal bleeding; internal bleeding will slow somewhat, but not stop). They are also used in surgery to repair organs.&lt;br /&gt;
&lt;br /&gt;
They can be found in the vendors in Medical; most Medical personnel are issued a first-aid kit that contains advanced trauma kits. Advanced trauma kits are also found on trays of surgical tools in the operating rooms.&lt;br /&gt;
&lt;br /&gt;
===[[File:Breathanalyzer.png]]Breath Analyzer===&lt;br /&gt;
Tests lung function and detects reagents in the lungs, including alcohol in the patient&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Breath Sample Results:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Subject oxygen levels nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Subject lung health nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood Alcohol Content: 0 &amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;&#039;&#039;&#039;[NORMAL]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oxygen Levels&#039;&#039;&#039;: Whether the lungs are processing oxygen. Different from blood oxygen.&lt;br /&gt;
*&#039;&#039;&#039;Lung Health&#039;&#039;&#039;: Whether lungs are damaged; whether a lung is ruptured (pneumothorax).&lt;br /&gt;
*&#039;&#039;&#039;BAC&#039;&#039;&#039;: How much alcohol has made its way into the blood, usually from drinking alcoholic drinks. Extreme BAC (.12 or more) is associated with alcohol poisoning.&lt;br /&gt;
&lt;br /&gt;
===[[File:Defibunit.png|32px]]Defibrillator===&lt;br /&gt;
Used to shock the heart back into a normal rhythm. To use, hold the defibrillator (or, for the compact defibrillator given to Paramedics, attach it to your belt), click to pull off the paddles, select the paddles to put one in each hand, and click the patient while on help intent. The patient must have nothing obstructing the chest, such as body armor. After 2 short delays, an electric shock will be applied to the patient. The defibrillator needs a short recharge period before it can be used again, as indicated by the green light on the paddles and a beeping noise.&lt;br /&gt;
&lt;br /&gt;
If there are any complications with applying the defibrillator, such as low blood volume (&amp;lt;30%), brain death, heart damage, or an inorganic body (IPCs), the device will flash a warning of the issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Two minutes after the heart has stopped, brain damage will occur after a successful defibrillation. After 8 minutes, the defibrillator is useless.&lt;br /&gt;
&lt;br /&gt;
It is useful to know that the heart will immediately crash after restarting under the following conditions:&lt;br /&gt;
*The underlying issue (pain, severe oxygen loss, severe heart damage, etc.) has not been treated.&lt;br /&gt;
*Brain Activity is below 30%.&lt;br /&gt;
In both situations, apply CPR and administer medication to treat the issue. It may be useful during the latter issue to continuously apply the defibrillator until Brain Activity has risen enough to support a pulse. Just make sure the defibrillator does not run out of charge.&lt;br /&gt;
&lt;br /&gt;
===[[File:Dropper.png|32px]]Dropper===&lt;br /&gt;
Used to measure out small amounts of reagents; right-click to set transfer amount. Can be used to administer medication through the eyes. It isn&#039;t necessary to give oculine via eye drops, but many patients prefer eye drops to an injection.&lt;br /&gt;
&lt;br /&gt;
===[[File:Healthanalyzer.gif]]Health Scanner===&lt;br /&gt;
A handheld health analyzer reads vital signs better than suit sensors, but not as well as the full-body scanner. To use, hold in your hand and click on your patient. The time it takes for the scanner to scan the patient is dependent on the character&#039;s anatomy skill, each each rank making it 1 second faster to a final delay of 1 second at the professional level. Vital signs are color-coded green (normal), yellow (abnormal), and red (critical).&lt;br /&gt;
&lt;br /&gt;
Readings include:&lt;br /&gt;
* Brain activity, from 0-100%.&lt;br /&gt;
* Pulse rate in beats per minute.&lt;br /&gt;
* Blood pressure.&lt;br /&gt;
* Blood oxygenation, from 0-100%.&lt;br /&gt;
* Blood volume.&lt;br /&gt;
* Body temperature.&lt;br /&gt;
* Severe organ damage.&lt;br /&gt;
* Presence or absence of life-threatening pain.&lt;br /&gt;
* Radiation level, from none to extreme.&lt;br /&gt;
* Burns and brute damage for each body part.&lt;br /&gt;
* Presence or absence of broken bones, but not their location.&lt;br /&gt;
* Presence or absence of internal bleeding, but not its location.&lt;br /&gt;
* Reagents present in the blood. Only medical reagents are identified.&lt;br /&gt;
* Presence or absence of reagents in the stomach.&lt;br /&gt;
&lt;br /&gt;
The handheld health analyzer will not detect infections, mild organ damage, dislocations, eye damage, genetic damage, or reagents in the lungs.&lt;br /&gt;
&lt;br /&gt;
===[[File:Hypo.png|32px]]Hypospray===&lt;br /&gt;
Reusable, self-sterilizing syringe. Holds 15u. Pour medication into it and click on the patient to inject the selected amount of medicine (5u by default). After a short delay, the medication is administered by the hypospray. The CMO is issued an advanced hypospray which is capable of holding up to 30u and can administer medication instantly.&lt;br /&gt;
&lt;br /&gt;
===[[File:Penlight.png]]Penlight===&lt;br /&gt;
The penlight diagnoses problems with the eyes. Aiming at the eyes and clicking the patient with a penlight in hand will tell you about their eyes.&lt;br /&gt;
*&#039;&#039;&#039;Their eyes narrow&#039;&#039;&#039; - Patient&#039;s eyes are fine and functioning normally.&lt;br /&gt;
*&#039;&#039;&#039;Visible damage&#039;&#039;&#039; - Self explanatory.&lt;br /&gt;
*&#039;&#039;&#039;Slow reaction&#039;&#039;&#039; - Blurry vision.&lt;br /&gt;
*&#039;&#039;&#039;Delay between both eyes&#039;&#039;&#039; - Brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Pinpointed pupils&#039;&#039;&#039; - Opiates.&lt;br /&gt;
*&#039;&#039;&#039;Dilated pupils&#039;&#039;&#039; - Other recreational drugs.&lt;br /&gt;
*&#039;&#039;&#039;Glowing&#039;&#039;&#039; - Patient has a mutation.&lt;br /&gt;
*&#039;&#039;&#039;No reaction&#039;&#039;&#039; - The patient is dead or their eyes are damaged beyond function.&lt;br /&gt;
&lt;br /&gt;
===[[File:Medicalbelt.png]]Medical Belt===&lt;br /&gt;
A medical belt stores medication bottles and small medical tools. Has seven slots.&lt;br /&gt;
&lt;br /&gt;
===[[File:MedGlasses.png]]Medical HUD===&lt;br /&gt;
Wearing a medical HUD displays your patient&#039;s pulse line above their heads. If you are wearing a HUD, you can examine a patient to view their records, add comments to their record, or add a physical status like &amp;quot;SSD&amp;quot; or &amp;quot;Deceased&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*A patient with a green line and a steady pulse line has a healthy beats per minute (BPM).&lt;br /&gt;
*A patient with yellow, rapidly pulsing line has an elevated pulse; this means their heart is beating rapidly, probably due to pain or hypoxia.&lt;br /&gt;
*A patient with a red, flickering line has a rapid, weak heart rate. They are going into shock.&lt;br /&gt;
*A patient with a flat, flashing red line is in cardiac arrest. They need immediate attention.&lt;br /&gt;
*A patient with a blue line and slowed heartbeat has a lowered BPM. This is generally caused by recreational drugs and sedatives.&lt;br /&gt;
*A patient with a black line has no heart activity at all. They are either dead, have an artificial heart, or are from a species that does not have a heart.&lt;br /&gt;
&lt;br /&gt;
===[[File:Rollerbed.png|32px]]Roller bed===&lt;br /&gt;
A roller bed transports patients safely without having to drag them (which causes more injury) or carry them (which is slow). Put the bed down by holding it in your hand and clicking on the floor where you want it. Ctrl+click the bed, then click-drag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Can fit on the suit storage slot of the Rescue RIG.&lt;br /&gt;
&lt;br /&gt;
A vitals monitor can be attached to a roller bed. It displays consciousness status, brain activity, blood pressure, blood oxygen, and blood volume.&lt;br /&gt;
&lt;br /&gt;
A blood bag can be attached to a roller bed. It allows for the transfusion of blood while on the move. The transfer rate has to be set on the blood bag in hand before attaching it to the roller bed. To attach the blood bag to the patient, buckle the patient to the roller bed then click-drag the roller bed onto the patient.&lt;br /&gt;
&lt;br /&gt;
Roller beds cannot transport patients up and down stairs; if you try, the patient will fall off the bed despite being buckled in. Instead, use an elevator, or collapse the roller bed and grab and drag the patient up the stairs. (The elevator is a good deal more dignified, needless to say. And remember to use a grab, rather than simply pulling the patient, which will cause further damage. A fireman&#039;s carry is slower, but keeps the patient off the floor entirely.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Med_harness.png|32px]]Stabilizer Harness===&lt;br /&gt;
Put this on a patient (in the suit slot) and it will automatically perform CPR if the patient&#039;s heart or breathing stops. Each stabilizer harness contains a battery and air tank, which can run out of charge or air and need charging or filling.&lt;br /&gt;
&lt;br /&gt;
A stabilizer harness is capable of Emergency Positive Pressure. This must be toggled on to function, and there must be no obstruction around the patient&#039;s mouth (such as another mask).&lt;br /&gt;
&lt;br /&gt;
===[[File:Stethoscope.png]]Stethoscope===&lt;br /&gt;
The stethoscope monitors the heart and lungs. Aiming at the chest and clicking the patient with a stethoscope in hand will tell you about their heart and lungs. The stethoscope can be attached to your jumpsuit.&lt;br /&gt;
*&#039;&#039;&#039;Heart&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Weak/odd heartbeat&#039;&#039;&#039; - Heart damage or severe hypoxia.&lt;br /&gt;
**&#039;&#039;&#039;No heartbeat&#039;&#039;&#039; - The patient is dead, or they have a synthetic heart. [[Changeling|Or they&#039;re playing possum.]]&lt;br /&gt;
*&#039;&#039;&#039;Lungs&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Wheezing/gurgling&#039;&#039;&#039; - Lung damage or severe hypoxia.&lt;br /&gt;
**&#039;&#039;&#039;No breathing&#039;&#039;&#039; - Dead patient, or no lungs.&lt;br /&gt;
&lt;br /&gt;
===[[File:Splint.png|32px]]Splints===&lt;br /&gt;
Used to stabilize a fractured limb. Hold the splint, aim at the fractured body part, and click on the patient. Slows internal bleeding in limbs and allows patients to walk (slowly) on a broken leg or foot, or to use a broken arm or hand.&lt;br /&gt;
&lt;br /&gt;
===Suit Sensors===&lt;br /&gt;
Uniform jumpsuits and civilian clothes contain sensors that report vital signs to monitors in Medical. Crew can set their sensors to off (no information), binary (pulse), vital signs, or vital signs and position. Vital signs displayed on sensors are pulse (or cell charge for IPCs), blood pressure, blood oxygen (displayed as a rough estimate of normal, low, or dangerously low), and body temperature.&lt;br /&gt;
&lt;br /&gt;
Sensor readings are only visible on Blue alert or higher, and position is only visible on Red alert.&lt;br /&gt;
&lt;br /&gt;
===[[File:Stasis_Bag_Folded.png]]Stasis Bag===&lt;br /&gt;
A stasis bag is used to transport critical patients. These bags slow down the progression of all damage and can protect the patient from a vacuum, but there&#039;s no air supply and the stasis effect degrades with use. The color of the bag indicates the stasis level.&lt;br /&gt;
&lt;br /&gt;
===[[File:Syringes.png]]Syringe===&lt;br /&gt;
A syringe to extract medicines and inject them into the patient, or to extract blood from a patient. Holds up to 15u; right-click to change transfer amount from 1 to 15 units. Can fit on your ear.&lt;br /&gt;
&lt;br /&gt;
Syringes come sterile and capped. Re-using a syringe on more than one patient raises the risk of infection.&lt;br /&gt;
&lt;br /&gt;
===[[File:Zh-analyzer.gif|32px]]Zeng-Hu Body Scanner===&lt;br /&gt;
Functions as a portable body scanner and prints out a report identical to the body scanner&#039;s report. One is issued to the CMO.&lt;br /&gt;
&lt;br /&gt;
==Machinery==&lt;br /&gt;
===[[File:Bscanner.gif]]Body Scanner===&lt;br /&gt;
A CT and MRI scanner shoved into one futuristic bed and console, and so much more! Can diagnose pretty much anything wrong with a patient.&lt;br /&gt;
&lt;br /&gt;
A body scanner:&lt;br /&gt;
*Shows how much blood the patient has and how well-oxygenated it is.&lt;br /&gt;
*Identifies reagents in the stomach and bloodstream.&lt;br /&gt;
*Analyzes each body part for damage, fractures, bleeding, implants, and foreign bodies.&lt;br /&gt;
*Detects organ damage.&lt;br /&gt;
*Detects infection, radiation, and paralysis.&lt;br /&gt;
*Prints out a summary for the physician. If the patient will need surgery, print one out and hand it to the surgeon. They contain confidential health information, so file reports in the filing cabinet behind the reception desk, or shred them before discarding.&lt;br /&gt;
&lt;br /&gt;
A typical body scan looks like this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Body Scanner Console&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patient Status&#039;&#039;&#039;&amp;lt;br /&amp;gt;Name:&amp;lt;br /&amp;gt;Species:&amp;lt;br /&amp;gt;Brain Activity:&amp;lt;br /&amp;gt;Physical Trauma:&amp;lt;br /&amp;gt;Oxygen Deprivation: &amp;lt;br /&amp;gt;Organ Failure: &amp;lt;br /&amp;gt;Burn Severity:&lt;br /&gt;
| &amp;lt;br /&amp;gt;John Doe&amp;lt;br /&amp;gt;Human&amp;lt;br /&amp;gt;95%&amp;lt;br /&amp;gt;Minor&amp;lt;br /&amp;gt;None&amp;lt;br /&amp;gt;None&amp;lt;br /&amp;gt;Minor&lt;br /&gt;
|-&lt;br /&gt;
| Radiation Level: &amp;lt;br /&amp;gt;Genetic Damage: &amp;lt;br /&amp;gt;Est. Paralysis Level:&amp;lt;br /&amp;gt;Body Temperature&lt;br /&gt;
| 0&amp;lt;br /&amp;gt;None&amp;lt;br /&amp;gt;0&amp;lt;br /&amp;gt;310 K (~37 C)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blood Status&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| BP:&amp;lt;br /&amp;gt;Blood Oxygenation&amp;lt;br /&amp;gt;Blood Volume&lt;br /&gt;
| 113/75&amp;lt;br /&amp;gt;96%&amp;lt;br /&amp;gt;96%&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Reagents Present&amp;lt;br /&amp;gt;Inaprovaline 10u&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Internal Organ Status&#039;&#039;&#039;&amp;lt;br /&amp;gt;The occupant has no internal injuries.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;External Bodypart Status&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Organ&lt;br /&gt;
| Physical/Burn Trauma&lt;br /&gt;
| Wounds&lt;br /&gt;
|-&lt;br /&gt;
| Upper Body&lt;br /&gt;
| Minor/Minor&lt;br /&gt;
| Foreign Object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cryo Tubes===&lt;br /&gt;
Cryo tubes are used to administer cataleptinol, cryoxadone, clonexadone, and a few standard medications which have unique effects when the patient is at varying temperatures below 200 degrees Kelvin. One unit of medicine taken from the tube&#039;s beaker is multiplied into ten units inside the patient. Cryo tubes can be used to put a patient into stasis, slowing all bodily functions--including slowing internal bleeding and the progress of infections. This gives time to handle other patients, and to allow the powerful effects of cryonic drugs to heal the patient.&lt;br /&gt;
&lt;br /&gt;
See [[#Cryo Treatment|here]] for how to use Cryo Tubes for treating patients.&lt;br /&gt;
&lt;br /&gt;
====How to Set Up====&lt;br /&gt;
[[File:Freezer.gif]]To prepare the cryo tube:&lt;br /&gt;
*Place one beaker of medication into each tube (pick them up and click on the tube).&lt;br /&gt;
*Turn on the gas coolers.&lt;br /&gt;
**Go into the cooler room, which is next to the cryo tubes, and click on each cooler to bring up the interface.&lt;br /&gt;
**Turn the power on.&lt;br /&gt;
**Set the temperature. The higher the temperature, the more quickly medication works; the lower, the more effective stasis works. 120 degrees Kelvin is a good standard setting.&lt;br /&gt;
&lt;br /&gt;
===[[File:IVDrip.png]]IV Drip===&lt;br /&gt;
The IV stand transfers reagents from a container into a patient&#039;s bloodstream, and can serve as an oxygen tank or ventilator. They are wheeled and can be dragged around. IVs should be stocked with a blood bag (or other reagent container), an oxygen tank, and a breath mask.&lt;br /&gt;
&lt;br /&gt;
To use an IV, click on the IV and drag it to the patient, then choose whether to hook up the needle or the breath mask. &lt;br /&gt;
&lt;br /&gt;
Alt-click menu:&lt;br /&gt;
*Transfer rate. Sets how many units per tick the IV stand will inject.&lt;br /&gt;
*Remove container.&lt;br /&gt;
*Remove tank.&lt;br /&gt;
*Remove breath mask.&lt;br /&gt;
&lt;br /&gt;
Right-click menu:&lt;br /&gt;
*Transfer rate&lt;br /&gt;
*Toggle EPP (positive pressure; breathes for the patient out of the attached tank.)&lt;br /&gt;
*Toggle mode (Inject or Take Blood)&lt;br /&gt;
*Toggle stop (Whether the IV will automatically stop injecting blood when the patient&#039;s blood volume is full)&lt;br /&gt;
*Open/Close valve (Open the tank valve and start administering oxygen)&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]]Sleeper===&lt;br /&gt;
Sleepers are used to administer basic medications, perform dialysis, pump the stomach, and put a patient in stasis. The display shows basic patient vitals.&lt;br /&gt;
&lt;br /&gt;
Allows the injection of:&lt;br /&gt;
*Dylovene&lt;br /&gt;
*Inaprovaline&lt;br /&gt;
*Soporific&lt;br /&gt;
*Perconol&lt;br /&gt;
*Dexalin&lt;br /&gt;
&lt;br /&gt;
===[[File:Stasis_bed.png]]Stasis Bed===&lt;br /&gt;
Stasis beds can quickly put a patient into stasis and slow the progression of any injuries. Medication can still be administered to the patient and IVs can still be attached; however, the stasis bed has no built-in medications and cannot be used as a surgical table.&lt;br /&gt;
&lt;br /&gt;
Alt-click the stasis bed to turn it on or off. If the bed lights up, it is on. Otherwise, it is off.&lt;br /&gt;
&lt;br /&gt;
===Advanced Tools===&lt;br /&gt;
These tools are generally obtained from either Ops or Research.&lt;br /&gt;
*[[File:BluespaceBeaker.gif]]&#039;&#039;&#039;Bluespace Beaker&#039;&#039;&#039;: Holds 300u. Very useful for chemistry.&lt;br /&gt;
*[[File:InhalerBS.png]]&#039;&#039;&#039;Bluespace Inhaler Cartridge&#039;&#039;&#039;: 60u cartridge. Bigger is better... right? (No. No, it is not.)&lt;br /&gt;
*[[File:Combatinhaler.png]]&#039;&#039;&#039;Combat Inhaler&#039;&#039;&#039;: Administers the entire contents of the inhaler at once. Use with care!&lt;br /&gt;
*[[File:Noreact.gif]]&#039;&#039;&#039;Cryostasis Beaker&#039;&#039;&#039;: Reagents won&#039;t mix or react inside this beaker, but it can only hold 60u.&lt;br /&gt;
*[[File:Scalpmanager.png]]&#039;&#039;&#039;Incision Management System (IMS)&#039;&#039;&#039;: Requires high tier research and diamonds, but this tool is invaluable to have. One click automatically creates an incision, clamps bleeders, and retracts the skin.&lt;br /&gt;
*[[File:Inhalercart.png]]&#039;&#039;&#039;Large Inhaler Cartridge&#039;&#039;&#039;: 30u cartridge for inhalers. Double the capacity of the small cartridges that show up in chemistry.&lt;br /&gt;
*[[File:Laserscalp.png]]&#039;&#039;&#039;Laser Scalpel&#039;&#039;&#039;: Cauterizes an incision automatically; no need to stop bleeding with the hemostat afterward.&lt;br /&gt;
*[[File:Medibot.gif]]&#039;&#039;&#039;Medibots&#039;&#039;&#039;: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock its maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot&#039;s speaker as leaving it on will just let it fill up your chat log with nonsense. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care &#039;&#039;&#039;not to load in medicines that the patient can easily overdose on&#039;&#039;&#039;.&lt;br /&gt;
*[[File:Powercell.png]]&#039;&#039;&#039;Super Capacity/Hyper Capacity Power Cells&#039;&#039;&#039;: Install them in the RIG. Leg actuators are fun!&lt;br /&gt;
*&#039;&#039;&#039;Upgrades&#039;&#039;&#039;. Engineering or Research can upgrade your machinery.&lt;br /&gt;
&lt;br /&gt;
=Procedures=&lt;br /&gt;
==Administering Drugs==&lt;br /&gt;
===[[File:Syringes.png|32px]]Injections===&lt;br /&gt;
Equipment used: Syringe, hypospray, rapid hypospray, IV, autoinjector.&lt;br /&gt;
&lt;br /&gt;
Medicine is injected into the bloodstream to be metabolized immediately at full effect. Set Help intent, aim at the body part you wish to inject into, and click on the patient. Medicine must be injected into an organic limb that is not covered with armor. If the patient is wearing a voidsuit, the injection will take longer because you have to use an access port.&lt;br /&gt;
&lt;br /&gt;
An [[Guide to Medicine#IV_drip|IV drip]] is used to inject medication continuously.&lt;br /&gt;
&lt;br /&gt;
Autoinjectors work quickly and can be used by unskilled crew. Autoinjectors can be opened with a screwdriver and the contents poured out and replaced; used autoinjectors can be opened with a screwdriver and refilled. To close, click on the autoinjector in hand. Autoinjectors are best used for rescue medications like adrenaline, inaprovaline, and coagzolug.&lt;br /&gt;
&lt;br /&gt;
===[[File:Pillbottle.png|32px]]Pills===&lt;br /&gt;
Pills are taken orally. They can be taken by unskilled patients (or fed to patients by clicking on the patient with the pill); but they metabolize at half the effect of injections. Pills cannot be taken while wearing a mask or EVA gear.&lt;br /&gt;
&lt;br /&gt;
Liquid medication can also be taken orally.&lt;br /&gt;
&lt;br /&gt;
===[[File:Autoinhaler.png|32px]]Inhalation===&lt;br /&gt;
Inhalers administer medication to the lungs. Most medications (with a few exceptions, such as dexalin) work at 75% effectiveness when inhaled; a few must be inhaled to work at all. Autoinhalers can be opened with a screwdriver and the contents poured out and replaced. Used autoinjectors can be opened with a screwdriver, refilled, and closed (click on the inhaler in hand to close it). Specialized inhalers with larger cartridges are available. Autoinhalers and inhalers can be used by unskilled crew.&lt;br /&gt;
&lt;br /&gt;
===[[File:Dropper.png|32px]]Eye drops===&lt;br /&gt;
Reagents can be administered to the eyes via a dropper (available from vendors). Aim at your patient&#039;s eyes, set your intent to Grab, and click on the patient. Oculine eye drops are a common treatment for eyes damaged by welding without protection.&lt;br /&gt;
&lt;br /&gt;
===[[File:Traumakit.png|32px]]Topical Applications===&lt;br /&gt;
Gauze, ointment, and trauma and burn kits treat injury to the skin.&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusion==&lt;br /&gt;
If a patient has lost a large amount of blood, they will require a blood transfusion to allow for full circulation and prevent further brain damage.&lt;br /&gt;
&lt;br /&gt;
* Prepare an [[File:IVDrip.png‎‎|20px]] [[#IV_drip|IV drip]] with a [[File:Bloodbag.png‎‎|20px]] blood bag containing an appropriate blood type (see below). If the chemist has made some, you should use Saline Plus, which is more efficient and works for all blood types.&lt;br /&gt;
* Ensure that the IV drip is in Inject mode.&lt;br /&gt;
* Attach the IV drip to the patient (click and drag).&lt;br /&gt;
* Set the drip rate with right-click on the IV. For blood, set the drip rate to 5.&lt;br /&gt;
* Monitor the patient&#039;s blood oxygen levels and pulse via health analyzer.&lt;br /&gt;
* If an IV drip is not available, you can hold the blood bag in your hand and drag from the bag to the patient to inject it. Naturally, this means you are doubling as an IV stand and must stand nearby. If you have a roller bed, the IV bag can be attached to it instead.&lt;br /&gt;
* Iron, nutriment, and protein speed up the patient&#039;s natural recovery of lost blood. If your patient is Skrell, they need copper rather than iron; if your patient is Vaurca, they need sulfur rather than iron.&lt;br /&gt;
&lt;br /&gt;
=== Blood Compatibility ===&lt;br /&gt;
If incompatible blood is administered to a patient, it will cause poisoning in the form of a rejection reaction.&lt;br /&gt;
&lt;br /&gt;
Blood from one species is never compatible with another species, even if it shares the same color. The pre-loaded blood bags in the Treatment Center storage closet contain processed O-negative which can be given to any patient regardless of species without fear of rejection, but donated blood should be reserved for members of the same species.&lt;br /&gt;
&lt;br /&gt;
If there is no O-negative blood available, and no precise blood type match as an alternative, look for a replacement that follows these rules:&lt;br /&gt;
* &#039;&#039;&#039;Negative&#039;&#039;&#039; can take &#039;&#039;&#039;only negative&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; types can take &#039;&#039;&#039;O&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039; can take &#039;&#039;&#039;A&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;B&#039;&#039;&#039; can take &#039;&#039;&#039;B&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;AB&#039;&#039;&#039; can take &#039;&#039;&#039;A and B&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;O&#039;&#039;&#039; can take &#039;&#039;&#039;only O&#039;&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Blood Compatibility Chart&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Receiver&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; |Donor&lt;br /&gt;
|-&lt;br /&gt;
!O-&lt;br /&gt;
!O+&lt;br /&gt;
!B-&lt;br /&gt;
!B+&lt;br /&gt;
!A-&lt;br /&gt;
!A+&lt;br /&gt;
!AB-&lt;br /&gt;
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|-&lt;br /&gt;
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|&#039;&#039;&#039;A-&#039;&#039;&#039;&lt;br /&gt;
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|&#039;&#039;&#039;B+&#039;&#039;&#039;&lt;br /&gt;
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|&#039;&#039;&#039;O+&#039;&#039;&#039;&lt;br /&gt;
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|&#039;&#039;&#039;O-&#039;&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
==CPR==&lt;br /&gt;
If a patient&#039;s heart has stopped, it cannot pump blood to the brain, which begins to die. Extend their life by performing CPR. Every time you perform CPR on a patient, it gives them one breath as long as their lungs are working, circulates blood a little no matter what state heart is in, and may restart their heart. It&#039;s normal for ribs to crack while you are doing CPR.&lt;br /&gt;
&lt;br /&gt;
CPR only works on patients in cardiac arrest. When doing CPR, you have the options to do just chest compressions or do full CPR (chest compressions and rescue breathing). To do CPR, empty your hands, set your intent to Help, click on the patient, and choose which type of CPR you want. If you are doing rescue breathing, both you and the patient must not be wearing anything that covers the mouth. Both of you must remain still for CPR to work. Once you have started CPR, you can continue indefinitely until the patient&#039;s heart restarts.&lt;br /&gt;
&lt;br /&gt;
==Cryo Treatment==&lt;br /&gt;
Cryo is all about putting someone&#039;s body into low-temperature stasis while treating them them with a variety of chemicals, some of which work only at low temperature. Used properly, cryo treatment can be a powerful tool, especially with a knowledgeable pharmacist available. It can even heal some injuries that would otherwise be treatable only with surgery.&lt;br /&gt;
&lt;br /&gt;
* Stasis begins to take effect at 200K, though at that temperature the effect is not strong.&lt;br /&gt;
** Higher levels of stasis are achieved the lower the temperature is. This is at the expense of a lower metabolization rate.&lt;br /&gt;
* [[Guide to Chemistry#Cryoxadone|Cryoxadone]] and [[Guide to Chemistry#Clonexadone|Clonexadone]] begin healing when the body is below 170K.&lt;br /&gt;
** Both cryo agents heals large amounts of brute, burn, and genetic damage.&lt;br /&gt;
** Both cryo agents heal a little organ damage.&lt;br /&gt;
* Certain medicines achieve different affects when used in cryonics.&lt;br /&gt;
** [[Guide to Chemistry#Peridaxon|Peridaxon]] heals organs twice as fast when the body is below 186K.&lt;br /&gt;
*** This will cause [[#Tumours|benign tumours]] to grow as a side-effect, however.&lt;br /&gt;
** [[Guide to Chemistry#Bicardine|Bicardine]] repairs arterial bleeding when the body is below 189K.&lt;br /&gt;
** [[Guide to Chemistry#Kelotane|Kelotane]] repairs disfigurement when the body is below 192K.&lt;br /&gt;
** [[Guide to Chemistry#Cataleptinol|Cataleptinol]] restores brain activity regardless of blood oxygenation, at the cost of liver damage, blood thinning, and hallucinations.&lt;br /&gt;
*** In the time it takes Cataleptinol to restore 40% brain activity, the liver will receive enough damage for total failure.&lt;br /&gt;
&lt;br /&gt;
==Stabilizing Patients==&lt;br /&gt;
&lt;br /&gt;
A patient is stable when their blood is oxygenated, their heart is beating steadily, their blood volume is good, and their brain function is not degrading. Stabilizing patients is the primary goal of the [[Paramedic]].&lt;br /&gt;
&lt;br /&gt;
To stabilize a patient:&lt;br /&gt;
* If the patient&#039;s heart has stopped, treat for [[Guide to Medicine#cardiac_arrest|cardiac arrest]].&lt;br /&gt;
* Inject Inaprovaline to support brain function and steady heartbeat.&lt;br /&gt;
* Stop bleeding with an Advanced Trauma Kit. For [[Guide to Medicine#internal_bleeding|internal bleeding]], administer Coagzolug and hurry to the surgeon.&lt;br /&gt;
* If the patient&#039;s blood oxygen level is low, treat for [[Guide to Medicine#Hypoxia|hypoxia]].&lt;br /&gt;
**If the patient has lung damage, administer Dexalin or Dexalin Plus.&lt;br /&gt;
** If the patient has suffered blood loss, administer a [[Guide to Medicine#blood_transfusion|blood transfusion]].&lt;br /&gt;
* Splint fractured limbs, or put your patient on a roller bed to keep them from moving.&lt;br /&gt;
* Treat burns with an Advanced Burn Kit to prevent infection.&lt;br /&gt;
* If the patient has been poisoned or irradiated, but is otherwise stable and does not need inaprovaline, administer dylovene to slow the damage.&lt;br /&gt;
* If the patient has an infection, administer thetamycin; if you have none with you, administer dylovene and painkillers and get them to Medbay.&lt;br /&gt;
&lt;br /&gt;
Some patients will be impossible to stabilize completely:&lt;br /&gt;
* A combination of damage to the heart and lungs can make it impossible to raise the patient&#039;s blood oxygen level. Dexalin (Plus) doesn&#039;t work if the heart is not beating to circulate the artificially oxygenated blood. For these patients, apply a stabilizer harness or do CPR and rush them to Medbay, where they can be treated with surgery or organ-repair medication.&lt;br /&gt;
* If a patient&#039;s heart is damaged and their brain function is low (&amp;lt;20%), their blood circulation may be too poor for alkysine to work. Rush them to the operating room; treating their heart and brain directly may be their only chance. Continue stabilizing them while the surgeon is operating.&lt;br /&gt;
* Patients with extreme infections, especially necrosis, may go into shock despite painkillers and dylovene. Keep a close eye on them and re-stabilize as necessary. Never leave a patient with a severe infection alone.&lt;br /&gt;
* Internal bleeding cannot be entirely stopped without surgery. Coagzolug or a bicaridine overdose will slow it. Attach an IV, hope the blood transfusion keeps up with the blood loss, and hurry them to a surgeon.&lt;br /&gt;
* Patients with extreme blood loss may be suffering too badly from hypoxia for a blood transfusion--even from multiple IVs--to restore their blood volume in time to save their life. These patients should be surgically treated for brain damage simultaneously with the blood transfusions.&lt;br /&gt;
&lt;br /&gt;
==Surgery==&lt;br /&gt;
See [[Surgery]]. Required for:&lt;br /&gt;
*Repairing fractures&lt;br /&gt;
*Stopping arterial bleeding&lt;br /&gt;
*Removing foreign objects&lt;br /&gt;
*Organ transplants&lt;br /&gt;
*Removing necrotic tissue&lt;br /&gt;
*Plastic surgery&lt;br /&gt;
*Appendicitis&lt;br /&gt;
*Cyborgification&lt;br /&gt;
*Amputations&lt;br /&gt;
&lt;br /&gt;
Organ damage can be treated with medication, but surgery may be faster or more efficient, or may be the only option in the absence of a pharmacist. Simple operations can be done by a physician; more complex ones require a surgeon. Operations involving cybernetic parts can be done by a mechanist. A paramedic is not trained to do surgery, but may assist in the operating room to keep a patient stable while the surgeon works. With no doctor available, a paramedic may amputate a necrotic limb to save a patient&#039;s life, but this is a last resort.&lt;br /&gt;
&lt;br /&gt;
=Common Diseases &amp;amp; Injuries=&lt;br /&gt;
These are by no means the only ailments you will see, but they&#039;re a start.&lt;br /&gt;
&lt;br /&gt;
==Blood Loss==&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
**&#039;&#039;&#039;Pressure&#039;&#039;&#039;: If you have no medical equipment, apply direct pressure to slow bleeding. Establish a grab, switch to help intent, target the bleeding body part, and click on the patient. This slows, but does not stop, bleeding as long as neither you nor the patient move. If &#039;&#039;you&#039;&#039; are bleeding, help intent click the limb and you will begin applying pressure.&lt;br /&gt;
**&#039;&#039;&#039;Gauze&#039;&#039;&#039;: Basic treatment. Stops bleeding and speeds healing.&lt;br /&gt;
**&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;: Stops bleeding, speeds healing, disinfects, and immediately heals a small amount of damage.&lt;br /&gt;
&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**&#039;&#039;&#039;Cryogenics&#039;&#039;&#039;: Placing a patient with internal bleeding into a (correctly set up) cryo tube will both halt (not fix) the bleeding &#039;&#039;and&#039;&#039; stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Bicaridine and Inaprovaline]]&#039;&#039;&#039;: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**&#039;&#039;&#039;[[Surgery#Internal_Bleeding|Surgery]]&#039;&#039;&#039;: The main method of treating internal bleeding is through surgery by means of the Fix&#039;O&#039;Vein.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Bicaridine|Bicaridine]]&#039;&#039;&#039;: Overdosing Bicaridine (30u) will poison the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.&lt;br /&gt;
**[[Guide to Chemistry#Coagzolug|&#039;&#039;&#039;Coagzolug&#039;&#039;&#039;]]: Coagzolug slows bleeding, buying you more time to treat a patient. Overdoses at 10u.&lt;br /&gt;
**The speed of internal bleeding depends on the location of the bleed and on whether the skin is intact.&lt;br /&gt;
***Treating bleeding cuts to the skin can help slow internal bleeding in that body part.&lt;br /&gt;
***In the head, torso, and lower body, internal bleeding progresses quickly. Constant blood transfusions are necessary.&lt;br /&gt;
***In the arms and legs, internal bleeding progresses at a moderate rate, and can generally be maintained with coagzolug and splinting until surgery is available.&lt;br /&gt;
***In the hands and feet, internal bleeding is not life-threatening in a patient healthy and well-nourished enough to replenish their own blood volume. Splinting is recommended if surgery must be delayed.&lt;br /&gt;
&lt;br /&gt;
Once you have stopped the bleeding, work to raise the patient&#039;s blood volume.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: &#039;&#039;Must be ingested&#039;&#039; in order to work. Replenishes 8u of blood per unit. Vaurca patients need sulfur instead; Skrell patients need copper.&lt;br /&gt;
*&#039;&#039;&#039;Nutriment&#039;&#039;&#039;: Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Protein&#039;&#039;&#039;: Protein is found in meat, eggs, tofu, and seafood. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;20/20/20 Pills&#039;&#039;&#039;: Iron, nutriment, and protein in a pill, 20 units each for a total of 60. With three separate reagents, these pills can replenish blood rather quickly. Best given on a mostly-empty stomach.&lt;br /&gt;
*&#039;&#039;&#039;Blood transfusion&#039;&#039;&#039;: Blood bags hold 200u of blood (a little less than half a patient&#039;s total blood volume). Use the IV drip to administer.&lt;br /&gt;
*&#039;&#039;&#039;IV Drip with Saline Plus&#039;&#039;&#039;: Administering 1.5u/tick of Saline Plus will rapidly replenish their blood and works for all species.&lt;br /&gt;
&lt;br /&gt;
Symptoms of blood loss:&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;85% blood volume:&#039;&#039;&#039;&lt;br /&gt;
**Brain damage begins.&lt;br /&gt;
**Patient feels dizzy and pale.&lt;br /&gt;
**Alkysine and inaprovaline no longer heal brain tissue.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;70% blood volume&#039;&#039;&#039; causes all the above and:&lt;br /&gt;
**Health scanner shows severe blood loss.&lt;br /&gt;
**Cloudy vision.&lt;br /&gt;
**Brain damage increases.&lt;br /&gt;
**Pulse quickens.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;60% blood volume&#039;&#039;&#039; causes all the above and: &lt;br /&gt;
**Unconsciousness.&lt;br /&gt;
**Surgical brain repair may cause scarring.&lt;br /&gt;
**Pulse quickens.&lt;br /&gt;
**Brain damage increases.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;30% blood volume&#039;&#039;&#039; causes all the above and:&lt;br /&gt;
**Ventricular fibrillation.&lt;br /&gt;
**Cardiac arrest.&lt;br /&gt;
**Massive brain damage.&lt;br /&gt;
&lt;br /&gt;
==Brute Damage==&lt;br /&gt;
Brute damage covers cuts, bruises, punctures, and other physical trauma, caused by being hit with something, being dragged with open wounds, slamming into walls, depressurization, etc. High brute damage can cause a [[Guide to Medicine#Fracture|fracture]] or, if inflicted by a sharp implement, even amputate the limb entirely. Brute damage causes pain.&lt;br /&gt;
&lt;br /&gt;
To treat:&lt;br /&gt;
* &#039;&#039;&#039;Gauze&#039;&#039;&#039;: Heals 4 brute per wound. Stops bleeding.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039;: Heals 8 brute per wound. Stops bleeding and disinfects.&lt;br /&gt;
* [[Guide to Chemistry#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]: Heals 5 brute per unit. Overdoses at 20u.&lt;br /&gt;
* [[Guide to Chemistry#Butazoline|&#039;&#039;&#039;Butazoline&#039;&#039;&#039;]]: Heals 8 brute per unit. Overdoses at 15u.&lt;br /&gt;
* [[Guide to Chemistry#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: Heals 3 brute and burn per unit. Overdoses at 30u.&lt;br /&gt;
* Mixing Bicaridine and Butazoline causes [[Guide to Medicine#Genetic|genetic damage]]. Mixing either with tricordrazine is safe.&lt;br /&gt;
* Time. Once bleeding stops, the wound will heal on its own in a healthy, well-nourished patient. However, completely untreated wounds still present a risk of infection.&lt;br /&gt;
&lt;br /&gt;
==Burns==&lt;br /&gt;
Burns are usually caused by fire, extreme cold, lasers, and electrocution. Extreme burn injury can vaporize a limb entirely. Burns are easily infected. Large or severe burns cause blood loss. Burns cause severe pain.&lt;br /&gt;
&lt;br /&gt;
To treat:&lt;br /&gt;
* &#039;&#039;&#039;Ointment&#039;&#039;&#039;: Heals 4 burn per wound. Disinfects.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039;: heals 8 burn per wound. Disinfects.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]: Heals 6 burn per unit. Overdoses at 20u. Does not disinfect wounds.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dermaline&#039;&#039;&#039;]]: Heals 12 burn per unit. Overdoses at 15u. Does not disinfect wounds.&lt;br /&gt;
* [[Guide to Chemistry#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: Heals 3 brute and burn per unit. Overdoses at 30u.&lt;br /&gt;
* Mixing Kelotane and Dermaline causes [[Guide to Medicine#Genetic|genetic damage]]. Mixing either with tricordrazine is safe.&lt;br /&gt;
* Time. Burns, in healthy, well-nourished patients, heal on their own. However, burns present a high infection risk and should be treated, if only with burn ointment. &lt;br /&gt;
&lt;br /&gt;
==Cardiac Arrest==&lt;br /&gt;
Cardiac arrest is indicated by a flat line on your medical HUD. It will quickly lead to brain death as the brain is deprived of oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If someone is in cardiac arrest, they are priority number one.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you are ever in doubt what to do, put the patient into a [[Guide_to_Medicine#Stasis_Bag|stasis bag]]. You can scan them with your health analyzer and inject them with a syringe even if the bag is closed.&lt;br /&gt;
* Apply [[Guide_to_Medicine#CPR|CPR]] or put a stabilizer harness on the patient. Sometimes this can restart the heart on its own; but if the cause of the cardiac arrest is still there, the heart will stop again.&lt;br /&gt;
* Administer inaprovaline to slow brain damage and stabilize the pulse.&lt;br /&gt;
* Adrenaline can restart the heart if the blood is oxygenated. Before administering, check the patient&#039;s respiration.&lt;br /&gt;
* If the patient is in severe pain, administer painkillers.&lt;br /&gt;
* If the patient has low blood volume, get some blood into them with [[Guide_to_Medicine#IV_Drip|IV drips]].&lt;br /&gt;
* If the lungs are damaged, administer Dexalin or Dexalin Plus after restarting the heart.&lt;br /&gt;
* If the lungs are undamaged but blood oxygen is low, they may have a damaged heart; treat for cardiac damage.&lt;br /&gt;
* If you are non-medical, the patient is already in surgery, or you just can&#039;t get a doctor, administer [[Guide_to_Medicine#CPR|CPR]] indefinitely. Even if CPR does not restart the patient&#039;s heart, it will slow brain damage.&lt;br /&gt;
&lt;br /&gt;
==Dislocations==&lt;br /&gt;
The patient&#039;s bone has gone out of joint; the limb is disabled much like it is in case of a fracture. To fix a dislocation, right-click on the patient and click on &amp;quot;Undislocate joint&amp;quot;. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate. Be aware that this is painful for the patient, and should not be attempted by unskilled crew in non-emergency situations.&lt;br /&gt;
&lt;br /&gt;
==Foreign Bodies==&lt;br /&gt;
Most foreign bodies, whether bullets, shrapnel, an alien parasite, or a bomb, require [[surgery]] to remove. If the object is large enough--such as a knife or a fire axe--it may be removed by simply yanking it out by right-clicking on the patient. This is dangerous because it will cause more damage to the body part and is likely to cause bleeding--possibly internal bleeding--but in an emergency, or within easy reach of a surgeon, removing a foreign object this way is an option.&lt;br /&gt;
&lt;br /&gt;
==Tumours==&lt;br /&gt;
Tumours are growths inside the body, typically on organs, which can cause a variety of symptoms and damage based on how extreme they are. The most common causes are [Guide to Chemistry#Peridaxon|peridaxon]] overdoses, using peridaxon in cryogenic conditions, and genetic damage. Tumours can be forced into remission using [[Guide to Chemistry#Ryetalyn|ryetalyn]], or can be excised through surgery much like K&#039;ois or parasites. There can be no more than 3 of any tumour in one patient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Types of tumours&#039;&#039;&#039;&lt;br /&gt;
*Benign Tumours:&lt;br /&gt;
**Benign tumours are caused by overdosing [[Guide to Chemistry#Peridaxon|peridaxon]], or using peridaxon in cryogenic conditions.&lt;br /&gt;
**Symptoms are frequent pain and loss of nutrition.&lt;br /&gt;
**Benign tumours cannot spread or affect nearby organs.&lt;br /&gt;
*Malignant Tumours:&lt;br /&gt;
**Malignant tumours are caused by genetic damage, usually slime bites or radiation.&lt;br /&gt;
**The symptoms change depending on the location of the tumour.&lt;br /&gt;
***All malignant tumours drain nutrition.&lt;br /&gt;
***Chest tumours cause coughing, gasping, and chest pain.&lt;br /&gt;
***Brain tumours cause disorientation and memory loss.&lt;br /&gt;
***Abdominal tumours cause vomiting and abdominal pain.&lt;br /&gt;
***Tumours in any other region cause lethargy.&lt;br /&gt;
**Late-stage malignant tumours will damage nearby organs and eventually spread through the bloodstream.&lt;br /&gt;
&lt;br /&gt;
To Treat:&lt;br /&gt;
*Use [[Guide to Chemistry#Ryetalyn|Ryetalyn]] to force the tumour(s) into remission.&lt;br /&gt;
*[[Surgery#Foreign Body Removal|Surgically]] remove the tumour(s).&lt;br /&gt;
&lt;br /&gt;
==Fractures==&lt;br /&gt;
Fractures are caused by brute damage to a body part. They range in severity from hairline to fracture to broken. If not stabilized, fractures can cause damage to organs in that body part. Walking on a broken foot or leg is painful enough to cause shock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Splints&#039;&#039;&#039;: A splint keeps a fractured bone in place and prevents it from damaging adjacent tissue. Splints can be applied to arms, legs, hands, and feet.&lt;br /&gt;
*&#039;&#039;&#039;Wheelchairs&#039;&#039;&#039;: A patient with a broken leg or foot can sit in a wheelchair to recover their mobility. Pushing a wheelchair works the same as walking.&lt;br /&gt;
*&#039;&#039;&#039;Bed Rest&#039;&#039;&#039;: If your patient has a fractured skull, ribs, or pelvis, splinting is impossible, and moving around will injure them further. Put them on a roller bed and tell them to stay there and wait for the surgeon.&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Bone_Repair|Surgery]]&#039;&#039;&#039; is the only way to repair fractures.&lt;br /&gt;
&lt;br /&gt;
==Genetic Damage==&lt;br /&gt;
Genetic damage is dealt by radiation, slime digestion, or coming out of a stasis bag. It can be diagnosed with a body scanner.&lt;br /&gt;
&lt;br /&gt;
To treat:&lt;br /&gt;
* [[Guide to Chemistry#Cryoxadone|&#039;&#039;&#039;Cryoxadone&#039;&#039;&#039;]]: Heals genetic damage if administered at 170 Kelvin or lower (generally in a cryo tube).&lt;br /&gt;
* [[Guide to Chemistry#Clonexadone|&#039;&#039;&#039;Clonexadone&#039;&#039;&#039;]]: Works like cryoxadone, but faster.&lt;br /&gt;
* &#039;&#039;&#039;Cryo-Mix&#039;&#039;&#039;: A 1:1 mix of Cryoxadone and Clonexadone.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Rezadone&#039;&#039;&#039;]]: Heals genetic damage without the need for cold temperatures. Overdoses at 20u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
==Hypoxia==&lt;br /&gt;
Hypoxia is low oxygen in the blood. The blood oxygen reading on your handheld health scanner represents low blood oxygen from all causes, including low blood oxygen, blood loss, and damage to the heart. If you can rule out cardiac damage or blood loss, a low blood oxygen reading means hypoxia.&lt;br /&gt;
&lt;br /&gt;
To treat:&lt;br /&gt;
* Make sure the patient has access to oxygen. If the patient is wearing internals, make sure that the air tank is full and switched on; empty internals will suffocate your patient. &lt;br /&gt;
* Administer [[Guide to Chemistry#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]] to slow brain damage from hypoxia.&lt;br /&gt;
* Connect the patient to high-pressure oxygen via an IV stand with attached oxygen tank and mask.&lt;br /&gt;
* Administer [[Guide to Chemistry#Dexalin|&#039;&#039;&#039;Dexalin&#039;&#039;&#039;]] or [[Guide to Chemistry#Dexalin_Plus|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039;]]. These put oxygen into the blood directly, and do not work if the heart is not pumping blood. Dexalin forces oxygenation to 50% and overdoses at 20u; Dexalin Plus forces oxygenation to 80% and overdoses at 15u.&lt;br /&gt;
* Administer Pneumalin to treat lung damage, or perform surgery.&lt;br /&gt;
* If the patient is not breathing and you do not have an IV stand with oxygen tank and mask, do CPR (Full CPR, with rescue breathing) or put them in a stabilizer harness.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Infections start when a wound isn&#039;t treated and disinfected in time. A hand scanner will not detect an infection, but will detect the fever that results from infections. If left alone, infections can rapidly kill a patient. Diagnose organ infections with the body scanner.&lt;br /&gt;
&lt;br /&gt;
Diagnosing skin/limb infections:&lt;br /&gt;
* Skin infections are caused by untreated wounds, especially burns, and by re-using syringes. They do not show up on the body scanner. Suspect a skin infection in a patient who has a fever and possibly pain or weakness, but no infection shows in the organs.&lt;br /&gt;
* Examine the patient&#039;s skin thoroughly. (Grab, switch to Help intent, target the body part, and click on the patient.) In early stages, the skin will be red and warm to the touch; later on, the infection progresses to necrosis.&lt;br /&gt;
&lt;br /&gt;
Levels of infection:&lt;br /&gt;
*&#039;&#039;&#039;L1 (Mild)&#039;&#039;&#039;: Pain messages and the start of fever.&lt;br /&gt;
*&#039;&#039;&#039;L2 (Acute)&#039;&#039;&#039;: More pain messages; infection becomes more prevalent and visible. Pain at this stage is severe enough to cause shock.&lt;br /&gt;
*&#039;&#039;&#039;L3 (Gangrene)&#039;&#039;&#039;: Beginning of lethal toxins, organ death, and necrosis. Infection spreads to nearby body parts.&lt;br /&gt;
&lt;br /&gt;
The following are some symptoms of infection based on where it&#039;s located:&lt;br /&gt;
*&#039;&#039;&#039;Meningitis (Brain)&#039;&#039;&#039;&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Conjunctivitis (Eyes)&#039;&#039;&#039;&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Endocarditis (Heart)&#039;&#039;&#039;&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain&lt;br /&gt;
*&#039;&#039;&#039;Pyelonephritis (Kidneys)&#039;&#039;&#039;&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*&#039;&#039;&#039;Pyogenic Abscess (Liver)&#039;&#039;&#039;&lt;br /&gt;
**L1: Right-sided abdominal pain&lt;br /&gt;
**L2: Poor blood filtration; toxins build up&lt;br /&gt;
*&#039;&#039;&#039;Pneumonia (Lungs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath; hypoxia&lt;br /&gt;
*&#039;&#039;&#039;Staph Infection (Arms, legs, hands, feet)&#039;&#039;&#039;&lt;br /&gt;
**L1: Pain&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
&lt;br /&gt;
To treat:&lt;br /&gt;
* Administer [[Guide_to_Chemistry#Thetamycin|Thetamycin]] and monitor the patient. Having at least 5u of thetamycin in the bloodstream prevents infections from spreading to nearby body parts. Do not put the patient in the recovery room; they need constant watching. Use the ICU or GTR.&lt;br /&gt;
* [[Guide_to_Chemistry#Leporazine|Leporazine]] reduces fevers.&lt;br /&gt;
* Administer painkillers to prevent the patient from going into shock due to pain.&lt;br /&gt;
* If an organ is infected, treat the patient for the symptoms of organ failure.&lt;br /&gt;
* If the patient&#039;s infection is causing toxins to build up in the blood, administer dylovene.&lt;br /&gt;
* Gangrenous limbs should be treated with [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]]. If no surgeon is available, amputating the limb is an option; even a paramedic can attempt an amputation in an emergency.&lt;br /&gt;
* Organs that have become gangrenous may still be debridable. Surgery can save them, with scarring.&lt;br /&gt;
*&#039;&#039;&#039;Organ necrosis&#039;&#039;&#039; needs to be treated with a [[Surgery#Organ_Removal.2FTransplantation|transplant]]. Until transplant, keep a patient with liver or kidney necrosis alive by dosing them with dylovene on a continuous drip. Necrotic lungs require dexalin plus as well. If the heart is necrotic, a small amount of time can be bought with a stabilizer harness or CPR, but if the patient isn&#039;t very close to the operating room already, death is imminent.&lt;br /&gt;
&lt;br /&gt;
==Mental Illness &amp;amp; Trauma==&lt;br /&gt;
Mental illness is primarily role-played.&lt;br /&gt;
* [[Psychologist|Psychiatrists/Psychologists]] specialize in treating mental illness. Psychiatrists specialize in medical treatment for mental illness; psychologists and counselors specialize in therapy.&lt;br /&gt;
* All characters with a [[Medical_Doctor|Medical Doctorate]] degree are qualified to diagnose mental illness and prescribe medication, but it&#039;s not their specialty.&lt;br /&gt;
* [[Surgeon|Surgeons]] are trained in neurosurgery and can treat brain damage caused by trauma, toxins, or oxygen deprivation.&lt;br /&gt;
* [[Chemist|Chemists/Pharmacists]] can synthesize psychiatric medication and understand how it works, but they cannot prescribe it. A doctor must prescribe the medication for the patient.&lt;br /&gt;
* Occasionally, mental illness may cause a patient to become violent or suicidal. Use the least amount of force necessary to keep the patient safe; restraint is highly traumatic and should only be used in an emergency.&lt;br /&gt;
&lt;br /&gt;
==Radiation==&lt;br /&gt;
Radiation exposure is caused by radioactive reagents, being in an unshielded area during a radiation storm, being exposed to a dirty bomb, or by certain artifacts. A hand scanner detects radiation exposure; body scanners show it more precisely.&lt;br /&gt;
&lt;br /&gt;
Radiation causes damage similar to toxins, eventually damaging the liver and causing vomiting. Patients may lose their hair and feel weak and dizzy.&lt;br /&gt;
&lt;br /&gt;
To treat:&lt;br /&gt;
* [[Guide to Chemistry#Hyronalin|&#039;&#039;&#039;Hyronalin&#039;&#039;&#039;]]: Heals 30 radiation per unit. Overdoses at 20u.&lt;br /&gt;
* [[Guide to Chemistry#Arithrazine|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: Heals 70 radiation, but causes mild brute damage. Overdoses at 20u. The brute damage heals quickly, but causes soreness; co-administering Perconol and/or tricordrazine is recommended for patient comfort.&lt;br /&gt;
* If neither hyronalin nor arithrazine are available, keep the patient on dylovene and monitor them. Radiation decreases naturally over time; dylovene prevents further damage.&lt;br /&gt;
&lt;br /&gt;
==Organ Damage==&lt;br /&gt;
Organ damage is caused by physical trauma, poisons, or moving around with broken bones in the same body part as the organ. Most organs die at 30 damage; a dead organ must be replaced. [[#Brain|Brain damage]] causes death at 100 damage rather than 30.&lt;br /&gt;
&lt;br /&gt;
Treatment for organ damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Peridaxon|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Alkysine|&#039;&#039;&#039;Alkysine&#039;&#039;&#039;]]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Oculine|&#039;&#039;&#039;Oculine&#039;&#039;&#039;]]: A pale lavender medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 20u.&lt;br /&gt;
* [[Guide to Chemistry#Adipemcina|&#039;&#039;&#039;Adipemcina&#039;&#039;&#039;]]: A green medicine which heals 2 organ damage per unit, but only heals the heart. Overdoses at 20u.&lt;br /&gt;
* [[Guide to Chemistry#Pneumalin|&#039;&#039;&#039;Pneumalin&#039;&#039;&#039;]]: A purple medicine which heals 1.5 organ damage per unit, but only heals the lungs, and only when inhaled. Overdoses at 15u.&lt;br /&gt;
* [[Guide to Chemistry#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]: A blue medicine heals the brain of minor damage. Overdoses at 20u.&lt;br /&gt;
* [[Guide to Chemistry#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green medicine heals minor liver damage. Overdoses at 20u.&lt;br /&gt;
&lt;br /&gt;
==Toxin Exposure==&lt;br /&gt;
Poisons tend to show up as unidentified chemicals in a patient&#039;s bloodstream via a health analyzer. Some poisons target specific organs, bypassing the liver; general poisons must damage the liver before they can start damaging other organs.&lt;br /&gt;
&lt;br /&gt;
Patients who have been poisoned may report stomach pain and vomiting. If the liver has been damaged or the poison targets a different organ, they will show signs of organ damage. Patients who have ingested acid will also have burns.&lt;br /&gt;
&lt;br /&gt;
To treat:&lt;br /&gt;
* Remove toxins from the stomach via the sleeper&#039;s stomach pump option.&lt;br /&gt;
* Remove toxins from the blood via the sleeper&#039;s dialysis option. This will also remove beneficial reagents and some blood.&lt;br /&gt;
* If the toxins have already been metabolized (i.e., are no longer in the blood or the stomach), they have done their damage and cannot be removed.&lt;br /&gt;
* Taking a blood sample for analysis with a chemical analyzer can identify the poison in the patient&#039;s blood, which might help you treat it.&lt;br /&gt;
* [[Guide to Chemistry#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: Protects the liver against damage from toxins. Overdoses at 20u.&lt;br /&gt;
* [[Guide to Chemistry#Fluvectionem|&#039;&#039;&#039;Fluvectionem&#039;&#039;&#039;]]: Removes all other chemicals reagents from the bloodstream, but causes mild liver damage. Overdoses at 20u.&lt;br /&gt;
* [[Guide to Chemistry#Pulmodeiectionem|&#039;&#039;&#039;Pulmodeiectionem&#039;&#039;&#039;]]: Causes the patient to cough up any reagents in their lungs when inhaled. Overdoses at 10u.&lt;br /&gt;
* Treat for organ damage, burns, blood loss, or any other damage the toxin may have done.&lt;br /&gt;
&lt;br /&gt;
=Medbay Operations=&lt;br /&gt;
==Layout==&lt;br /&gt;
[[File:Medbay 2.png|500px]]&lt;br /&gt;
* Exam room: Used for private, non-emergency checkups.&lt;br /&gt;
* Morgue Lift: Goes down to the morgue; used to transport bodies. Watch your step.&lt;br /&gt;
* OR 1 and OR 2: For surgeries. Refrigerated back room includes lockers with monkey cubes and blood.&lt;br /&gt;
* Atrium: Open to the upstairs level. Park waiting surgical patients here.&lt;br /&gt;
* Psychology: For mental health counseling.&lt;br /&gt;
* ICU: For patients with non-surgical problems that need constant monitoring.&lt;br /&gt;
* GTR: General treatment area. Patients come here at intake.&lt;br /&gt;
* Pharmacy: Makes and dispenses medication.&lt;br /&gt;
* Cryo: For cryo treatment. Back room includes air compressors and air tanks.&lt;br /&gt;
* Paramedic: Equipment, lockers, and ready room for paramedics. Includes a charger for mechs.&lt;br /&gt;
* Reception: Intake; seating for doctors awaiting patients and patients awaiting doctors.&lt;br /&gt;
&lt;br /&gt;
[[File:Medbay 3.png|500px]]&lt;br /&gt;
* Staff room: Usually unused, but there if you need a private moment.&lt;br /&gt;
* CMO&#039;s office: CMO&#039;s private space. Home to Crusher, the Medbay cat.&lt;br /&gt;
* Isolation: Used to treat patients with contagious conditions.&lt;br /&gt;
* Equipment room: Lockers for doctors and surgeons. Extra hyposprays, belts, HUDs, and other useful items.&lt;br /&gt;
* Shower: Useful to keep clean after one has been covered in blood.&lt;br /&gt;
* Atrium: Open to the downstairs.&lt;br /&gt;
* Briefing: Medbay staff report here at the beginning of a shift.&lt;br /&gt;
* Recovery: For patients who need rest and time, but not monitoring.&lt;br /&gt;
&lt;br /&gt;
==Triage==&lt;br /&gt;
Triage is a word for &#039;&#039;&#039;priority&#039;&#039;&#039; regarding patients. When there are multiple patients and not enough medical personnel, who do you treat first? Triage helps you make that decision while saving the highest number of patients.&lt;br /&gt;
&lt;br /&gt;
A person dies when their brain dies, which usually happens when their brain is starved of oxygen. People who are low on blood or who have weak heartbeat or respiration are at a greater risk of dying than people with broken arms. Work your way down, treating critical first, and saving those who can wait for last. When a critical patient is stabilized, move on to another patient.&lt;br /&gt;
&lt;br /&gt;
As a medic, you have the ability to apply triage tags to your patients, which show up on medical HUDs. From highest to lowest priority:&lt;br /&gt;
*Red tag: Needs resuscitation. Most urgent. Patient has no heartbeat, or an extremely rapid and weak heartbeat; patient is not breathing; arterial bleeding in head, torso, or lower body; very low blood volume. Patient is unstable and getting worse.&lt;br /&gt;
*Yellow tag: Urgent. Unconscious, rapid heart rate, bleeding, severe pain. Patient will die without treatment.&lt;br /&gt;
*Green tag: Serious. Broken bones, bullet removals, minor organ damage. Stable patients go here.&lt;br /&gt;
*Blue tag:  Walking wounded. Facial reconstruction, eye damage, bruises and cuts.&lt;br /&gt;
*Black tag: Dead, or dying and cannot be saved with the resources available. If dying, administer a dose of painkiller, if possible, before moving on.&lt;br /&gt;
&lt;br /&gt;
==Division of Labor==&lt;br /&gt;
Medical personnel are divided into specialties. Ideally, everyone should keep to their own specialty, transferring patients between them as needed.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Chief Medical Officer&#039;&#039;&#039; organizes the efforts of the Medbay staff and interfaces with Command. Depending on their background, they may also function as a physician, chemist, or surgeon.&lt;br /&gt;
* &#039;&#039;&#039;Paramedics&#039;&#039;&#039; primarily work in the field, retrieving patients, stabilizing them, and bringing them back to Medical and to the Physicians. In multiple casualty situations, paramedics perform triage.&lt;br /&gt;
* &#039;&#039;&#039;Physicians&#039;&#039;&#039; diagnose and treat patients in Medbay. When their patients need surgery, they should hand them off to the surgeons; when they need counseling, they should hand them off to the psychologist. Physicians can prescribe medication.&lt;br /&gt;
* &#039;&#039;&#039;Surgeons&#039;&#039;&#039; specialize in surgery. They may be assisted in surgery by a Physician or Paramedic who keeps the patient stable while they work.&lt;br /&gt;
* &#039;&#039;&#039;Machinists&#039;&#039;&#039; perform surgeries that involve installing or repairing prosthetics and artificial organs.&lt;br /&gt;
* &#039;&#039;&#039;Pharmacists&#039;&#039;&#039; make medication, and know how to administer it. They do not prescribe medication directly; rather, they supply medication to the paramedic, physician, surgeon, and psychologist. Pharmacists may hand out over-the-counter medication without a doctor&#039;s prescription.&lt;br /&gt;
* &#039;&#039;&#039;Psychologists&#039;&#039;&#039; specialize in counseling, including both mental illness and counseling for those who are dealing with stress or simply need advice. SCC psychologists are trained in psychiatry and can prescribe psychiatric medication to patients.&lt;br /&gt;
&lt;br /&gt;
When job slots are empty, or when Medical is overwhelmed with work, personnel may find themselves covering for one another:&lt;br /&gt;
* Physicians and Surgeons may function as Paramedics.&lt;br /&gt;
* Paramedics may administer medication, monitor patients, take scans, and treat patients in the GTU.&lt;br /&gt;
* Physicians may do simple surgeries. In an emergency, a paramedic may perform an amputation or do a needle thoracotamy for a collapsed lung.&lt;br /&gt;
* Pharmacists and Psychologists may perform first aid, administer prescribed medication, and take body scans for the physician or surgeon.&lt;br /&gt;
* Research scientists trained in chemistry can provide medication.&lt;br /&gt;
* Anyone--including non-Medical crew--can perform CPR, use an autoinjector or autoinhaler, apply bandages and ointment, or grind or dissolve pills into liquid medication.&lt;br /&gt;
* Machinists who specialize in organ prosthetics may perform simple surgeries.&lt;br /&gt;
&lt;br /&gt;
=Xenomedicine=&lt;br /&gt;
Medical staff are required to learn the anatomy and physiology of all species they can expect to encounter. Depending on your own species, you may be more or less familiar with any given species. These statistics use humans as a baseline.&lt;br /&gt;
&lt;br /&gt;
===[[Background summary#Humanity|Human]]===&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Monkey&lt;br /&gt;
&lt;br /&gt;
===[[Skrell]]===&lt;br /&gt;
*Primitive Form: Neaera&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Less stamina.&lt;br /&gt;
*Faster running speed.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
&lt;br /&gt;
===[[Unathi]]===&lt;br /&gt;
*Slightly lower brute damage.&lt;br /&gt;
*Primitive Form: Stok&lt;br /&gt;
*All Alcohol (Ethanol) is toxic.&lt;br /&gt;
*Can drink Butanol as an Alcohol (Ethanol) substitute.&lt;br /&gt;
*Less stamina.&lt;br /&gt;
*Faster running speed.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
&lt;br /&gt;
===[[Tajara]]===&lt;br /&gt;
*Slightly higher brute damage.&lt;br /&gt;
*Primitive Form: Farwa&lt;br /&gt;
*Low alcohol tolerance.&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Less stamina and running speed, but faster stamina recovery.&lt;br /&gt;
*Fall damage is halved.&lt;br /&gt;
&lt;br /&gt;
====Tajara: Zhan-Khazan====&lt;br /&gt;
*Slightly higher brute damage than base Tajara.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running speed, but more stamina.&lt;br /&gt;
*Resistant to cold.&lt;br /&gt;
*Tolerant to alcohol.&lt;br /&gt;
&lt;br /&gt;
====Tajara: M&#039;sai====&lt;br /&gt;
*Significantly higher brute damage than base Tajara.&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Faster running speed, but less stamina.&lt;br /&gt;
&lt;br /&gt;
===[[Dionaea]]===&lt;br /&gt;
*Primitive Form: Diona Nymph&lt;br /&gt;
*Regenerates health and nutriment when in light or in radiation.&lt;br /&gt;
*Most reagents have little to no effect on a Diona.&lt;br /&gt;
**Plant-B-Gone severely poisons a Diona.&lt;br /&gt;
**[[Guide to Chemistry#Standard_Treatments|Hyronalin]] poisons Diona.&lt;br /&gt;
**[[Guide to Chemistry#Specialist_Treatments|Arithrazine]] severely poisons Diona.&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Immune to infections.&lt;br /&gt;
*Immune to low pressure.&lt;br /&gt;
*Resistant to electrocution.&lt;br /&gt;
*Resistant to high temperatures.&lt;br /&gt;
*Breaks into nymphs upon death.&lt;br /&gt;
*Very slow movement speed.&lt;br /&gt;
&lt;br /&gt;
===[[Vaurca]] Worker===&lt;br /&gt;
*Significantly lower brute damage.&lt;br /&gt;
*Significantly higher burn damage.&lt;br /&gt;
*Significantly higher toxin damage.&lt;br /&gt;
*Significantly lower Oxygen damage.&lt;br /&gt;
*Significantly lower Radiation damage.&lt;br /&gt;
*Primitive Form: V&#039;krexi&lt;br /&gt;
*Breathes phoron.&lt;br /&gt;
*Possesses two hearts.&lt;br /&gt;
*Has an implant that stores phoron.&lt;br /&gt;
*Have other robotic implants.&lt;br /&gt;
*Has their own private Hivechat channel.&lt;br /&gt;
*Most surgeries require using the surgical drill instead of a scalpel.&lt;br /&gt;
*Can safely eat non-sterile K&#039;ois.&lt;br /&gt;
*Nutriment (normal food) is toxic.&lt;br /&gt;
*Immune to decompression.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Resistant to alcohol.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running and less stamina recovery, but more stamina.&lt;br /&gt;
&lt;br /&gt;
====Vaurca Warrior====&lt;br /&gt;
*Significantly lower brute damage.&lt;br /&gt;
*Slightly higher burn damage.&lt;br /&gt;
*Normal Oxygen damage.&lt;br /&gt;
*Significantly lower radiation damage.&lt;br /&gt;
*Normal walking speed.&lt;br /&gt;
*Faster running and more stamina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Tajara_Lore&amp;diff=39491</id>
		<title>Template:Navbox Tajara Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Tajara_Lore&amp;diff=39491"/>
		<updated>2026-05-27T17:40:39Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: &lt;/p&gt;
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!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#AFA59E&amp;quot; | [[Template:Navbox Tajara Lore|Tajaran Lore Pages]] &lt;br /&gt;
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! style=&amp;quot;width: 15%; colspan=&amp;quot;2&amp;quot;; | Species and Ethnicity Lore Pages &lt;br /&gt;
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! style=&amp;quot;width: 15%; colspan=&amp;quot;2&amp;quot;; | Governments and Organizations Pages&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[People&#039;s Republic of Adhomai]]  ·  [[Democratic People&#039;s Republic of Adhomai]] · [[New Kingdom of Adhomai]]  · [[Tajaran Military Structures]]  ·  [[Tajara Space Capability]]  ·  [[Crevus]]  ·  [[Little Adhomai]]  ·  [[Free Tajaran Council]]  ·  [[Tajaran Educational Institutions]]&lt;br /&gt;
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| align=&amp;quot;left&amp;quot; | [[Tajaran Cold War Arc]]  ·  [[Bad Moon on the Rise Arc]]  ·  [[Ghosts of War Arc]]  ·  [[Cold Dawn Arc]]  ·  [[Sworn to Pride Arc]]  ·  [[A Council Divided Arc]]&lt;br /&gt;
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[[Category:Templates]]&lt;br /&gt;
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[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajaran_History&amp;diff=39490</id>
		<title>Tajaran History</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajaran_History&amp;diff=39490"/>
		<updated>2026-05-27T17:39:22Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* 2468 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
&lt;br /&gt;
= Pre-Contact History =&lt;br /&gt;
&lt;br /&gt;
For as long as Tajara care to remember, Adhomai had always been under the rule of the nobility. The oldest historical text that exists in Tajaran possession dates back at least three thousand years and talks about the presence of nobles. Many historians agree that the trend of blood rule is more deeply rooted in Tajaran existence than was before considered.&lt;br /&gt;
&lt;br /&gt;
The Tajaran history is divided into the following periods: Pre-History, Incarnate Dominion, Migration Period, Warring Kings Era, Gunpowder Age, Steeple Peace, and the Galactic Age.&lt;br /&gt;
&lt;br /&gt;
The traditional Tajaran calendar uses the start of the Incarnate Age, in 1158 BCE, as its epoch. The current common era year {{#expr:{{CURRENTYEAR}} + 442}}, would be {{TajYear}} in the Tajaran Calendar. An entire Adhomian year lasts 182 days, with each day lasting a total of 48 hours.&lt;br /&gt;
&lt;br /&gt;
The current Adhomian date is:&lt;br /&gt;
{{TajYear}}.{{TajMonth}}.{{TajDay}}&lt;br /&gt;
&lt;br /&gt;
Day {{TajDay}} of {{#switch: {{TajMonth}}&lt;br /&gt;
|1 = Menshe-aysaif&lt;br /&gt;
|2 = Sil&#039;nryy-aysaif&lt;br /&gt;
|3 = Menshe-rhazzimy&lt;br /&gt;
|4 = Sil&#039;nryy-rhazzimy}} of the year {{TajYear}}&lt;br /&gt;
&lt;br /&gt;
== Pre-History ==&lt;br /&gt;
&lt;br /&gt;
The ancient past of the Tajara is poorly documented and historical texts are rare; meticulous combing and destruction of educational material by millennia of harsh rule resulted in total atrophy of most scientific arts in Tajaran society. Little is known about Tajara civilization before 500 BID/1500 BCE.&lt;br /&gt;
&lt;br /&gt;
The south of Ras&#039;nrr, between the Razhar and Khazan mountains, is the cradle of the Tajaran civilization. The first recorded culture is known as the [[Tajaran Ethnicities#Hharar|Proto-Hharar]], they were responsible for the invention of agriculture, writing and the foundations of the religion that would develop into the [[S&#039;rendarr and Messa|S&#039;rand&#039;marr Worship]] and the [[Ma&#039;ta&#039;ke Gods|Ma&#039;ta&#039;ke pantheon]]. The earliest form of government were local monarchies supported by religious authorities; the ruler and their families were considered of divine origin. Most of the settlements were similar to rural fiefs, with the population working for those dynasties in the trade of their protection. Urban centers started to appear around places of worship, with Trizar and Mezuma being the most important ones.&lt;br /&gt;
&lt;br /&gt;
In 150 BID/1308 BCE a nomadic horde, also known as the [[Tajaran Ethnicities#M’sai|Proto-M’sai]], migrated into the region of Southern Ras&#039;nrr. Modern archaeological evidence indicates that they were natives from the plains close to the Nraz&#039;i mountains. These new Tajaran people clashed with the sedentary [[Tajaran Ethnicities#Hharar|Proto-Hharar]]. Riding Zhsram into battle and using curved bows as their weapons, they were able to raid the northern territories with little resistance. This threat was only subdued in 25 BI/1183 BCE when the king of Mezuma, &#039;&#039;&#039;Dirrnavirr&#039;Almalik&#039;&#039;&#039; defeated the nomads in battle.&lt;br /&gt;
&lt;br /&gt;
Instead of expelling or exterminating the invaders, the [[Tajaran Ethnicities#M’sai|Proto-M’sai]] were assimilated into the Tajaran civilization. They were employed as soldiers and enforcers by Dirrnavirr&#039;Almalik; creating the foundations of the modern [[Tajaran Ethnicities#M’sai|M’sai]] ethnicity. The nomadic leaders intermingled with the [[Tajaran Ethnicities#Hharar|Proto-Hharar]] aristocracy, giving birth to the [[Tajaran Ethnicities#Njarir’Akhran|Njarir’Akhran]]. Dirrnavirr&#039;Almalik launched a military campaign against the remaining independent territories, subjugating the entire south of Ras’nrr in twenty-five years. At the end of his conquest, Dirrnavirr proclaimed himself as a living avatar of the Sun gods, adopting the title of Incarnate and inaugurating the start of the &#039;&#039;&#039;Incarnate Dominion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Incarnate Dominion ==&lt;br /&gt;
&lt;br /&gt;
Southern Ras&#039;nrr experienced a long period of prosperity under the rule of the Incarnate, a dynasty of kings that claimed to be the divine manifestation of the Suns themselves. Each Incarnate would adopt the name of Dirrnavirr&#039;Almalik when crowned, affirming to be the continuation of the previous monarch. The fields of metallurgy, science, and religion saw great advances during this age. The holy city of [[S&#039;rendarr and Messa#Sana Sahira|Sana Sahira]] was founded in 150 AI/1008 BCE to serve as the seat of the main priesthood. The urban population grew exponentially, burdening the peasants with increasing demands for food and other materials. In 180 AI/1003 BCE the Incarnate turned his attention to the Tajaran population living at the eastern mountains of Ras&#039;nrr, the [[Tajaran Ethnicities#Zhan-Khazan|Proto-Zhan-Khazan]]. Most of their tribes were subjugated through military mighty; their population was forcefully relocated to the fields and mines of the dominion. Those who managed to escape the abduction adopted a nomadic lifestyle, becoming the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]].&lt;br /&gt;
&lt;br /&gt;
It was during this time that the caste system, which is still a living part of the Tajaran society, was institutionalized. Each ethnicity had their place and duties enforced by law; interbreeding was punished with death or exile. This social structure would remain in place for the rest of the Tajaran history, only being challenged in modern times. This era lasted until 800 AI/383 BCE, when harsh winters, plagues, and constant revolts caused the collapse of the dominion. The Incarnate dynasty and title came to an end when the last of the divine Kings was assassinated by a group of rebellious peasants. The kingdom of Mezuma was then split into several city-states and territories controlled by nobles. This disaster marked the start of the &#039;&#039;&#039;Migration Period&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Migration Period ==&lt;br /&gt;
&lt;br /&gt;
Due to the difficult conditions at Southern Ras’nrr, several noble families, accompanied by their serfs and retinues, migrated to other regions of Adhomai to establish their own kingdoms, towns, and fiefs. The rest of Ras&#039;nrr was settled by the first wave of migrants, establishing societies similar to the ones that they experienced in the south. Amohda and Das&#039;nrra were reached using paths of ice created by the harsh winters. The first settlers of those islands organized themselves into villages based around fishing and archaic shipwright. The continent of Harr&#039;masir was left uninhabited during this period, even if Amohdan sailors were aware of its existence.&lt;br /&gt;
&lt;br /&gt;
The lack of central leadership strengthened the priesthood, changing the religion that venerated the deceased God-King into the [[S&#039;rendarr and Messa#The Parivara|church of S&#039;rand&#039;marr]]. The concept of the Incarnate as the avatar of the Suns was abandoned; Dirrnavirr&#039;Almalik was now considered only a prophet or a great leader by the priests. The theology of the faith shifted to justifying the existence of the caste system, alongside legitimizing the rule of the nobility. The Migration Period came to an end in 1270 AI/88 CE with the foundation of Shastar kingdom in Das&#039;nrra. With the severe winters coming to an end, the new monarchies started to expand and compete with each other, inaugurating the &#039;&#039;&#039;Warring Kings Era&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Warring Kings Era ==&lt;br /&gt;
 &lt;br /&gt;
[[File:Ihan manuscript.png|thumbnail|A page from the &#039;Krrat Mi&#039;ah kin ia Trr&#039;au&#039; detailing the defeat of I&#039;han III the king of Nazira in 1186 CE. A group of &#039;traitors&#039; perform a ritual leading to the king gouging his eyes out. It is considered an explanation of the king&#039;s insanity, likely a result of lead poisoning.]]&lt;br /&gt;
&lt;br /&gt;
This age was marked by the expansion and the constant warring between the monarchies established after the end of the Migration Period. Advances in farming, medicine, and construction techniques allowed the population numbers to blossom once more, encouraging further territorial expansion. The countless kings started to compete with each other, subjugating all independent towns and cities found in the way. The power and importance of the nobility grew even stronger; most of the population was forced into a state of servitude in the fields. &lt;br /&gt;
&lt;br /&gt;
The system of serfdom characteristic of this age - named &#039;&#039;&#039;Ras&#039;nrr Model&#039;&#039;&#039; by historians - would be enforced until the end of the first Tajaran civil war. [[Tajaran Ethnicities#Zhan-Khasan|Zhan-Khazan]] and [[Tajaran Ethnicities#Hharar|Hharar]] peasants would work in large plantations and mines owned by the [[Tajaran Ethnicities#Njarir&#039;Akhran|Njarir&#039;Akhran]] nobles. Serfs had no political rights, social mobility, or access to education. The [[Tajaran Ethnicities#M&#039;sai|M&#039;sai]] were the designated martial caste, serving as soldiers and law enforcers under the service of the nobility. The few existing cities were usually inhabited by free artisans, unlanded nobles, merchants, clergy, or philosophers. Most of the major conflicts happened between 1270 AI/88 CE and 1900 AI/718 CE, at this point most of the territories were under the control of the major monarchies. A long period of relative peace followed, with trade between countries starting to flourish. [[Crevus]] in the Kingdom of Das’nrra, initially a small fishing town founded during the Migration Period, was indispensable in establishing naval trade routes between Das&#039;nrra, Ras&#039;nrr, and Amohda. The richest nobles families in [[Crevus]] played an important role in the kingdom&#039;s politics at the time, influencing the king into investing in ambitious expeditions to explore the seas of Adhomai.&lt;br /&gt;
&lt;br /&gt;
In 2107 AI/925 CE the first colony, a settlement that would become the city of Baltor, was founded in Harr&#039;masir as a result of an expedition financed by the Kingdom of Das&#039;nrra. For the next few years, several other colonies were established into the continents by many of the Adhomian kingdoms. This new competition for territories sparked another period of conflicts, referred to as the &#039;&#039;&#039;Colonial Wars of Harr&#039;masir&#039;&#039;&#039;, between those states. Many peasants and noble families were relocated to these new lands, serving as their settlers and guardians. The politics of displacement and the constant warfare created a powerful feeling of resentment in the colonists of Harr&#039;masir.&lt;br /&gt;
&lt;br /&gt;
The Colonial Wars of Harr&#039;masir came to an abrupt end in 2378 AI/1286 CE, when an ambitious [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]] caravan elder started a campaign of conquest against the nations of South Ras’nrr. &#039;&#039;&#039;Tajrhalrr Jrruzhani&#039;&#039;&#039; was a famous nomad mercenary of his time, that managed to acquire a large fortune under the service of the Kingdoms of Mezuma and Nazira. Using his experience and wealth he was able to unite several nomadic caravans under his control. Tajrhalrr Jrruzhani waged war against Mezuma and Nazira, subjugating both by making use of a mobile force of Zhan Nomads armed with bows and spears. The [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]] created the title of &#039;&#039;&#039;Almalik’Rhazar&#039;&#039;&#039;, meaning “King of the Mountains”, denoting his rule over all of his people. The Nomadic domain disintegrated after the death of Tajrhalrr, divided between his sons and generals. While the kings of Ras’nrr turned their attention to the Nomadic threat, many nobles administrating the colonies at the east saw this as an opportunity. The continent of Harr&#039;masir erupted into several wars of independence. Those conflicts would last until 2512 AI/1420 CE, resulting in all nations, except the Kingdom of Nal&#039;tor, losing their territories at Harr&#039;masir.&lt;br /&gt;
&lt;br /&gt;
This later period of violence favored the development of new military technologies, among them the invention of gunpowder, rustic firearms, and cannons. The first use of field guns in 2537 AI/1445 CE marked the end of the Warring Kings Era. This discovery changed the battlefields of Adhomai, inaugurating the &#039;&#039;&#039;Gunpowder Age&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Gunpowder Age ==&lt;br /&gt;
&lt;br /&gt;
The Gunpowder Age was marked by the slow replacement of traditional Adhomian battle tactics and weapons, which included melee weapons and crossbows, in favor of cannons and primitive firing lines. The Kingdoms of Amohda, Nal’tor, and Das’nrra were the first countries to make use of this new technology.&lt;br /&gt;
&lt;br /&gt;
During this period, many kings had the ambition of uniting their continents or regions under their rule. This aspiration gave birth to large and powerful states, with each of their rulers claiming to be the &#039;&#039;&#039;Kings of Kings&#039;&#039;&#039;. Long and destructive wars were waged with the goal of uniting those territories. The use of massive cannons barrages, early firearms, and bayonet charges were a common sight in battle. [[Tajaran Minor Religions#The Suns War of Harr&#039;masir|The Suns War of Harr&#039;masir]] is an example of one of those early conflicts. Three main empires emerged during this period: the Amohdan Empire, the Das&#039;nrra Empire, and Rasn&#039;rr Empire.&lt;br /&gt;
&lt;br /&gt;
Even with technological advances, the Adhomian society was stuck with its old feudal system. The tension between nobility and the peasantry increased due to new burdens brought by recent military campaigns. The first writings against the serfdom and caste systems started to appear around 2800 AI/1732 CE, with those early revolutionaries being dealt with violence by M&#039;sai enforcers. Draconian laws and sanctions were introduced against those that defied the status quo. Relations between the ruling class and commoners were precarious, believed to have stemmed from harsh rulers and laws. Technological and cultural knowledge and breakthroughs had begun to trickle down from the noble families to the peasantry. The invention of the printing press in 2824 AI/1756 CE favored the spread of anti-monarchist pamphlets. Owning a copy of an unapproved text was a capital crime.&lt;br /&gt;
&lt;br /&gt;
Despite the best efforts of the monarchies, a large underground ring of revolutionaries was formed in the Das’nrra Empire. Philosophers, merchants, peasants, and a few landless nobles were united against the old ways. This movement was led by a Tajara known as &#039;&#039;&#039;Alzran Ekhranrar&#039;&#039;&#039;. A revolt happened in 2945 AI/1877 CE, with several cities experiencing combat between imperial troops and rebels fighting against the monarchy.&lt;br /&gt;
&lt;br /&gt;
The other kingdoms, fearing the victory of rebellion, sent military expeditions to help the Empire of Das&#039;nrra. The revolution was defeated in 2951 AI/1883 CE, with the revolutionaries defeated and Alzran Ekhranrar hanged for his crimes. The regimes, now aware of more dangerous enemies than themselves, created a way to secure their rule over Adhomai. The &#039;&#039;&#039;Steeple&#039;&#039;&#039; was established in Nal&#039;tor; it was an internal embassy where the countries of Adhomai would resolve their disputes through diplomacy, creating a robust intelligence system aimed at subduing any threat to the world order. This event started the &#039;&#039;&#039;Steeple Peace&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Steeple Peace ==&lt;br /&gt;
&lt;br /&gt;
The Steeple Peace is a period marked for centuries of peace between the Adhomian kingdoms, slow and controlled development of technologies, and systematic repression of the population. The tension between the peasantry and nobility continued to worsen, resulting in further enactment of more harsh regulations. Adhomai underwent a form of industrialization with the creation and proliferation of the steam engine in 3022 AI/1954 CE. This forced the peasants into harsh new laborious professions, digging in mines and working 18 hour days building rail lines for private use by the [[Tajaran Ethnicities#Njarir’Akhran|Njarir’Akhran]] nobility. Laws were soon enacted that banned any commoners from utilizing electricity or riding on trains.&lt;br /&gt;
&lt;br /&gt;
Thirty years before the human discovery of Adhomai, the deep-seated mistrust between peasants and nobles had reached an all-time high. The Tajaran species was trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became wary of the unification of many Tajaran workers who demanded greater rights, seeing themselves in what could be accounted as another &#039;Renaissance&#039; era and result in more &#039;enlightened&#039; individuals straining their already crumbling control over the populace.&lt;br /&gt;
 &lt;br /&gt;
The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajara was forced into almost twenty-hour workdays with the minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than before. This is attributed to the fact that rather than modernizing Adhomai the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
 &lt;br /&gt;
Automobiles are considered one of the best examples of this. The first automobile is recorded to have been created in 3360 AI/2292 CE. Using a combustion engine much like primitive human vehicles, with extra anti-freezing measures and thick treads, one of the first functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. These large creations were considered by older Tajara to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using designed &#039;snow bicycles&#039;, regardless of how far they were from their place of work.&lt;br /&gt;
&lt;br /&gt;
Further restrictions of the rights of the individual Tajara were enacted by a furious nobility after several instances of violence against [[Tajaran Ethnicities#Njarir’Akhran|Njarir’Akhran]], but specific information on these incidents has been lost. Legislations were introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwind of political turmoil, a fresh generation of Tajara were growing up, deprived of what most humans consider to be &#039;basic rights&#039;. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
 &lt;br /&gt;
This came in the form of human discovery in 3576 AI/2418 CE. A [[Sol Alliance]] funded expedition into the Tajaran home system discovered the pre-space age species and their homeworld of Adhomai. The first contact with these aliens started the &#039;&#039;&#039;Galactic Age&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Modern History =&lt;br /&gt;
&lt;br /&gt;
== First Contact ==&lt;br /&gt;
&lt;br /&gt;
[[File:AdhomaiAncientRegimesNames.png|300px|thumb|Political map of Adhomai before the first contact]]&lt;br /&gt;
&lt;br /&gt;
Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained untapped by mining or drilling. It was due to this that several corporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
&lt;br /&gt;
However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused diplomatic access to their planet. The Alliance stepped in, initially unwilling to interfere in a pre-space age society, and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year &#039;&#039;&#039;3578 AI/2420 CE&#039;&#039;&#039;, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the [[Sol Alliance]], they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
&lt;br /&gt;
Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, even soldiers that were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
&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;
===Pre-Revolutions Timeline===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2418:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A [[Sol Alliance]] funded expedition arrived in the S&#039;rand&#039;marr system and made the first contact with the Tajara. The first landing was made in [[Crevus]] and local nobles entertained the alien visitors. The meeting was kept a secret but rumors spread on the Das&#039;nrra continent. A few weeks later, diplomats from the [[Sol Alliance]] and the [[Nralakk Federation]] met with Adhomai&#039;s global community in Nal&#039;Tor to establish diplomatic ties. Each representative was given apartments in the &#039;&#039;&#039;Steeple&#039;&#039;&#039; to serve as a working embassy. The international nobility continued to keep the meetings with aliens a secret, but someone leaked the information to the outside world and rumors swept the cities. The governments finally decided to make formal announcements about the discovery of aliens, sending shock waves through urban centers across Adhomai. Rural peasantry remained apathetic, but across the first week, six thousand Tajara killed themselves from the shock of the event. Nobility actively inhibited the proliferation of alien media to the masses but were quick to negotiate trade deals for high technology oddities. After several mega-corporations, especially NanoTrasen, attempted to lure several states into imperial ambitions the &#039;&#039;&#039;Steeple&#039;&#039;&#039; successfully petitioned the [[Sol Alliance]] to prevent open interference with the governments of Adhomai. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2420:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*Groups of Tajaran intellectuals, primarily young nobility and high-standing Hharar, conspired for liberalized governments. Many took refuge off the planet where they learned of human ideals, and returned to Adhomai to spread them. Small-scale insurgencies broke out across the planet as the stability of the old order began to show cracks. The language of Siik&#039;tajr was born as a means of covert communication between dissidents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-Revolution Adhomian Kingdoms==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rasn&#039;rr Empire:&#039;&#039;&#039; one of the largest pre-revolution empires and home of the Steeple. While a major power throughout history, the Rasn&#039;rr empire was reduced to a corrupt-ridden and highly decentralized realm later into the Steeple Peace age. Because of its extensive territory, the nobility was given a higher degree of autonomy to facilitate the administration; this practice slowly corroded away the monarchy’s authority. The Emperor of Rasn’rr was nothing but a ceremonial position whose role was to inaugurate the diplomatic meetings at the Steeple. The Rasn&#039;rr Empire was internally divided into tens of kingdoms, duchies, and counties. The empire&#039;s cities - such as the capital of Nal&#039;tor - were undergoing a quick urbanization process due to the industrial revolution. Rasn&#039;rr was the only Adhomian power to maintain its colony in Harr&#039;masir. The area around Baltor was heavily militarized in preparation for the reconquest of the continent; a plan that never came to fruition. Widespread infighting and back-stabbing during the First Revolution greatly weakened the Empire; many nobles changed sides during the conflict in an attempt to remain in power. The house of Rrhakaslov, the ruling dynasty of the Rasn’rr Empire since the Gunpowder age, was slaughtered by the revolutionaries. Some nobles survived the war by joining the rebels, forfeiting their titles, or by escaping to Northern Harr&#039;masir. Most of its admiralty and civil administration were pardoned and recruited by the Hadii dynasty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Das&#039;nrra Empire:&#039;&#039;&#039; a historic naval power that started the colonization of Harr&#039;masir and dominated much of the trade Sum&#039;add Ocean trade. Because of its rich coal reserves, dense demographics, and accumulated wealth, the Das’nrra Empire was the birthplace of the Adhomian industrial revolution. The nation had a sizable industry and urban working population before human discovery. Despite these advances, only the nobility profited from the industrialization; workers were subject to constant abuse and exploitative labor conditions. This mistreatment, coupled with a history of previous rebellions against the Njarir, created the perfect environment for the uprisings during the First Revolution. The main branch of the Shastariin dynasty, the reigning house of Das&#039;nrra, was purged by the rebels during the revolution. Some local nobles and members of the cadet branches managed to escape by fleeing to Crevus.&lt;br /&gt;
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*&#039;&#039;&#039;Amohdan Empire:&#039;&#039;&#039; a maritime and militarized empire known for its warrior culture. Previously involved in wars and invasions of the Harr&#039;masir mainland during the Gunpowder Age, the Amohdan Empire limited its military campaign to anti-piracy activities during the Steeple Peace. Without real enemies to fight, the Amohdan swordsman, once an essential part of the empire&#039;s military, quickly became a symbol of the power and decadence of the Njarir and its M’sai vassals. These fighters roamed the island in search of duels to display their skills; they were also allowed to kill any peasant without repercussions. Most of the rural population was involved in fishing and subsistence agriculture. The industry present in Amohda was solely focused on shipbuilding and gunsmithing. The Imperial House of Amohda, the Khrazma&#039;zur dynasty, was supposedly exterminated by the peasant rebellions during the First Revolution. However, many Amohdans claim to be direct descendants of the previous ruling family; these individuals are usually involved with the royalist cause in Bar&#039;jar.&lt;br /&gt;
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*&#039;&#039;&#039;Holy Mezuma Empire:&#039;&#039;&#039; ruled by a dynasty claiming direct ancestry to Dirrnavirr&#039;Almalik, the Holy Mezuma Empire was deeply involved with Njarir&#039;Akhran Worship. The peasantry was heavily taxed and constantly drafted to build sumptuous mausoleums. The royal family lived secluded in the luxury of their palaces, avoiding any contact with the masses to maintain an aura of divinity. Even before the First Contact, the Empire of Mezuma was considered a backward country by the rest of the Adhomian nations. All of the wealth acquired through mining and farming was seized by the royalty to fuel their megalomaniac rituals. While the Njarir nobility worshipped the King of Kings to gain his favor, the population grew resentful of his ways. The Imperial authorities also violently persecuted the local Rhazar&#039;Hrujmagh. All of this neglect and abuse gave birth to one of the first powderkegs to explode during the First Revolution. The Holy Almalik dynasty perished during the revolution. Since then, no one has ever claimed to be a descendant of this infamous bloodline.&lt;br /&gt;
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*&#039;&#039;&#039;Hadii Hegemony:&#039;&#039;&#039; built upon strict absolutist principles, the Hadii Hegemony was a centralized state governed by a single noble house. Unlike the other Adhomian countries that relied on hereditary nobility to manage their lands, the Hadii dynasty instead had a system of appointed officials. All the land ultimately belonged to the monarch and no other Njarir&#039;Akhran was granted political power. Its people were under constant vigilance by the M’sai enforces; any kind of disobedience was harshly punished. Peasants were rewarded for reporting anyone plotting against the crown. The Hadii Hegemony was quick to adopt the industrial revolution; much of its production was destined towards the military. While successful in quelling any rebellions inside their own territory, the Hadii fortress came under attack by outside forces. To prevent their destruction, the dynasty betrayed their fellow Njarir by making a deal with the rebels. The Hadii dynasty survived the revolution and became the rulers of the People’s Republic of Adhomai. However, they abandoned their noble heritage in favor of Hadiism.&lt;br /&gt;
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*&#039;&#039;&#039;Kingdom of Nazira:&#039;&#039;&#039; renowned as the protector of the holy city of Sana Sahira, the Kingdom of Nazira had a deep and sometimes troubled relationship with the Church of S&#039;rand&#039;marr. Because of its proximity to the headquarter of the religion, the Kingdom was the main recruiting grounds for the clergy and Kin of S&#039;rendarr forces. While theoretically independent from each other, the King and the Father were constantly at odds. The church tried to exercise its influence by condemning or supporting the King’s actions. In turn, the Monarch attempted to restrict the Father’s temporal authority through the control of the territory around Sana Sahira and by sending his dynasty’s members to serve as part of the clergy. The power struggle came to an end with the First Revolution: the Church remained neutral as the Kingdom of Nazira was toppled by the revolutionaries. The house of Tamaljahrl ruled the Kingdom of Nazira. Its few surviving members escaped death by joining the Church of S&#039;rand&#039;marr’s ranks.&lt;br /&gt;
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*&#039;&#039;&#039;Zatushka Kingdom:&#039;&#039;&#039; created as a buffer state between the Rasn’rr Empire and the Hadii Hegemony, the Zatushka Kingdom was a rural nation based on agriculture and logging. Because of its climate and rich soil, the Kingdom was considered Rasn’rr’s breadbasket. Zatushka avoided the majority of the industrialization as the nobility disliked modernity. To maintain exports to the other nations, the population was subject to long work hours and brutal conditions on the plantations. The Kingdom was the stage of intense guerilla activity during the First Revolution; the rebels made excellent use of its northern forest to organize hit-and-run attacks. Even today, Tajaran partisan tactics are mostly derivated from the ones used by the fighters of Zatushka. The Huniady dynasty ruled the Zatushka Kingdom before the rebellions. Anyone that survived the Njarir massacres either joined the Hadii or forfeit its noble heritage to survive.&lt;br /&gt;
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*&#039;&#039;&#039;Duchy of Shungsta:&#039;&#039;&#039; a small but wealthy state in Northern Rasn’rr. The Duchy of Shungsta was a prosperous agrarian country before the industrial revolution. Due to its proximity to the Hadii Hegemony and the Das’nrra Empire, it managed to acquire a sizable industry before Human Contact. Its urban workers were subject to conditions considered harsh even by Adhomian standards. Several rebellious movements emerged in Shungsta during the First Civil war; the [[Himeo#Free Tajaran Council|Free Tajaran Council]] is a notable example. A branch of the Shastariin dynasty ruled Shungsta until its conquest by the Hadii. Few nobles survived by joining the Hadiist administration after renouncing their origins.&lt;br /&gt;
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*&#039;&#039;&#039;Kingdom of Kaltir:&#039;&#039;&#039; originally a colony of the Kingdom of Nal&#039;tor established during the Warring Kings Era, the kingdom grew to become a maritime power able to rival its old metropole. As a result of previous noble and peasant revolts, the Kingdom of Kaltir was one of the few Adhomian states of its time to have laws restricting the powers of the crown and the nobility. This pseudo-constitutionalism protected the people from the most extreme abuses but was not enough to fully free them. Despite having a growing industry, agriculture and clam farming were Kaltir’s main economic activities. Further concessions were given to the commoners during the First Revolution to avoid uprisings. The Azunja dynasty sat on the throne of Kaltir until its capitulation. Some of its members survived the revolts and now govern the New Kingdom of Adhomai.&lt;br /&gt;
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*&#039;&#039;&#039;Duchy of S&#039;rendul:&#039;&#039;&#039; famous for its cattle industry and carpet-weaving, the Duchy of S’rendul was an agrarian realm located in the large plains of Southern Harr&#039;masir. Thanks to the N’hanzafu herders and low population density, the nobility had loose control over its subjects. Law enforcement and tribute collecting depended on unreliable M’sai ranchers. The little present industry was focused on rug production. Because of its plain geography,  the Duchy of S’rendul saw the first deployments of armored vehicles in the First Revolution. The Duchy of S’rendul was governed by the Moruzir dynasty. Some nobles escaped the massacres by fleeing to the Kingdom of Kaltir.&lt;br /&gt;
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*&#039;&#039;&#039;Duchy of Dolor:&#039;&#039;&#039; despite owning a sizable territory, the Duchy of Dolor was severely limited in its land-use due to southeast wetlands. After failed attempts to drain the swamps, the ruling dynasty decided to embrace the industrial revolution. The capital of Dolor was quickly transformed into an urban landscape dotted with factories. Peasants were forcibly moved into barracks to serve as the workforce. This careless industrialization caused an upheaval in the fields; overworked peasants revolted constantly and famines soon followed. The nobility paid little attention to the suffering of their commoners as they had access to exports from Zatushka. The Duchy of Dolor was the birthplace of one of the largest rebellious movements during the First Revolution. A cadet house of the Rrhakaslov dynasty ruled the Duchy of Dolor until their death at the hands of the rebels. Few nobles survived by escaping to the Kingdom of Kaltir.&lt;br /&gt;
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*&#039;&#039;&#039;Rhazjkara Refuge:&#039;&#039;&#039; unlike the other regions of Adhomai, the Rhazjkara Refuge was never unified under a single ruler. The valley remained divided between independent counts, adventures, local leaders, and nomadic caravans. Because of its unique species, Rhazjkara was frequently visited by hunting enthusiasts. Infighting between the local rulers broke out during the First Revolution. The valley was easily subjugated by the Hadii. The Rhazjkara nobles that survived the conflict did so by joining the People’s Republic or by going into hiding.&lt;br /&gt;
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*&#039;&#039;&#039;[[Crevus|Free City of Crevus]]:&#039;&#039;&#039; once an important merchant republic, the Free City of Crevus was reduced to a mere touristic attraction during the Steeple Peace. Under the protection of the Das’nrra Empire, Crevus kept its independence. The free city sustained itself through its casinos and other means. Because of the lack of an expressive working class in Crevus, it avoided any kind of rebellion during the First Revolution. The city would later support the People’s Republic to survive. The noble families of Crevus have abandoned their noble heritage, but continue to control the city’s politics.&lt;br /&gt;
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==The Uprisings==&lt;br /&gt;
[[File:Soldiers in palace.jpg|thumb|300px|right|First Revolution revolutionaries in a Njarir palace after defeating its loyalist defenders.]]&lt;br /&gt;
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It took little more than a year for a formal uprising to be staged. In 3579 AI/2421 CE, after the nobility had captured one of the original Tajara that had been shuttled off-world, he was sentenced to be publicly hanged by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
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However, they found themselves in a cornered position. Weapons and supplies were being shipped off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories that drew closer and closer to the capital cities of each providence. Fighting was extremely fierce and atrocities were recorded by both sides.&lt;br /&gt;
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Among the noble families, the largest and nearly the most powerful was a dynasty called the &#039;&#039;&#039;Hadii&#039;&#039;&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
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It was this turn coating that tipped the revolution in favor of the peasantry. Armed with this new information, they made use of radio systems previously restricted for nobility to methodically and ruthlessly end their uprising by murdering most of the noble families, and whatever soldiers and civilians remained loyal to them. By 3588 AI/2431 CE the revolution had finally come to an end with a total of more than 92 million casualties with more than half of that being loyalist forces and 40 million civilian deaths. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles. An informal ceasefire was declared between the factions, though skirmishes were still common.&lt;br /&gt;
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==Outcome of the Revolution==&lt;br /&gt;
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Following the First Revolution, the Hadii emerged as the victorious faction. They had annexed, through diplomacy or war, the remaining factions. Human corporations took an express interest in the Hadii dynasty; they were one of the few noble families who saw profit in human stakes on Adhomai, and many back-room deals were made to secure the Hadii&#039;s position in the new Government. In 2432 CE&#039;, the [[People&#039;s Republic of Adhomai]] was officially declared, with &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039;, also known as Rhagrrhuzau Hadii, as its leader. The Tajaran public was markedly distressed by this turn of events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
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NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajara during the war, had a monopoly over the majority of the planet&#039;s valuables. Collaboration between the People&#039;s Republic, the Sol Alliance, and the Nralakk Federation have resulted in more technological advances in Tajaran society recently than ever before in their recorded history. The People&#039;s Republic began campaigns to quickly industrialize Adhomai and educate its people. Approval ratings for the current leadership rose in response.&lt;br /&gt;
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&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;
===First Revolution Timeline===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2421:&#039;&#039;&#039; &lt;br /&gt;
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*The Great Revolution erupted following the &#039;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#039;. Nobles across the planet declared martial law in retaliation and mobilized their armies. &lt;br /&gt;
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*In southern Ras&#039;nrr, disgruntled and oppressed Zhan-Khazan populations along the Zhan mountains joined forces with impoverished dilettante Njarir-Ahkran seeking to restore former glory. The ancient city of Mezuma became the birthplace of the &amp;quot;People&#039;s Emancipation Movement.&amp;quot; Weeks later, the city of Trizar joined the movement after a coup d&#039;etat. After a hasty organization, the rebel army moved north and besieged Nazira.&lt;br /&gt;
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*In the city of Orul, factories were closed by the military for their role as meeting places for dissidents to meet and organize. The workers were all sent home without pay. An event known as the &amp;quot;Poorhouse Riots&amp;quot; occurred as the starving and impoverished took to the streets. After three days of violence, the city was conquered by its rebellious poor which formed the &amp;quot;Republic of Free Tajara.&amp;quot; All Njarir-Ahkran who failed to evacuate were executed. &lt;br /&gt;
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&#039;&#039;&#039;2422:&#039;&#039;&#039; &lt;br /&gt;
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*The city of Nazira was taken by the People&#039;s Emancipation Movement. Rebel units continued to enforce martial law and rationed food. Soup kitchens and bread lines became hotbeds for riots, many ending in massacres by the rebel military. Recruitment into the rebel military surged following the introduction of incentives that offered better food rations for soldiers and their families. Noble forces made several offensives over the next two years from Mal&#039;jor military base, in order to retake the city. None succeeded in reaching the city outskirts, despite large casualties on both sides.&lt;br /&gt;
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*The city of Orul was reconquered and occupied by loyalist forces based out of Zatushka. The Republic of Free Tajara carried out a series of insurgent activities ranging from sniper attacks of officers to using improvised explosive devices on the streets. Unable to bear the burden of witnessing the crimes against Tajara and citing &amp;quot;unprecedented barbarity,&amp;quot; the noble in charge of the occupying forces withdrew from the city. His name was &#039;&#039;&#039;Tajrhalrr Hadii&#039;&#039;&#039;. The Republic of Free Tajara propagandized the event as having repulsed monarchist invaders and began rapidly reconstructing their war potential.&lt;br /&gt;
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&#039;&#039;&#039;2424:&#039;&#039;&#039; &lt;br /&gt;
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*The Republic of Free Tajara and the People&#039;s Emancipation Movement formed a unified &amp;quot;Ras&#039;nrr Confederacy of Free Republics.&amp;quot; The new confederacy launched a coordinated offensive to conquer the equatorial region of the Ras&#039;nrr continent.&lt;br /&gt;
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*The Das&#039;nrra continent balkanized as various regional nobles attempted to secure the throne for themselves. The Empire was weakened from providing large amounts of financial support to monarchist forces on Ras&#039;nrr, and the Imperial Military had to be recalled from B&#039;urr where it had been preparing the defense of the city. The King of Kings himself disappeared during the fighting and was never seen again. An international coalition of monarchist forces formed and attempted to restore order on the continent. &lt;br /&gt;
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*The military base at Baltor severed ties with its government across the ocean at Nal&#039;Tor. The base became the home of a military dictatorship under its M&#039;sai general. The rogue general marched on the Kingdom of Kaltir, seeking to rapidly expand his holdings. The city of Olska was taken by surprise and brutally subjugated. The Kaltir Expeditionary Force, which has been deployed to Das&#039;nrra to suppress noble revolts, was recalled to the Harr&#039;masir continent.&lt;br /&gt;
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&#039;&#039;&#039;2425:&#039;&#039;&#039; &lt;br /&gt;
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*Loyalist forces left B&#039;urr to oncoming rebels without a fight. The city of Tampiska as well as vital roads to Nal&#039;Tor were heavily reinforced by these units, and the navy stationed at B&#039;urr was deployed to aid loyalist forces for the Das&#039;nrra Empire. &lt;br /&gt;
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*Rebels based out of Orul overran Mal&#039;Jor military base. The loyalists retreated to Tampiska, further enhancing its fortifications. Rather than pursuing, the Orul Rebels changed their focus northward and besieged Zatushka. This siege would later be discovered to be a feint for a different offensive.&lt;br /&gt;
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*The Kaltir Expeditionary force seized Baltor through the first major amphibious assault in Tajaran history. The city of Olska was liberated by the end of the year, with cheering citizens praising the King and celebrations filling the streets. &lt;br /&gt;
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*A peasant revolt from the rural areas around Dolor seized the city, naming themselves the &amp;quot;Liberated People&#039;s of Harr&#039;masir.&amp;quot; Their coastal area to the west was quickly assaulted by the Empire of Amohda, which sought to reconquer their ancestral lands. &lt;br /&gt;
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&#039;&#039;&#039;2426:&#039;&#039;&#039; &lt;br /&gt;
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*The surviving monarchies adopted the Sol Alliance Credit as their official currency in an attempt to curry favor for international support. The move failed to gather public support as many Tajara did not have enough wealth to afford the currency trade-ins. &lt;br /&gt;
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*The Siege of Tampiska began after months of artillery battles. Hordes of rebels attacked the city in waves as building to building combat lead to the bloodiest urban conflict of the war. &lt;br /&gt;
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*Castle Hadii, the stronghold of the Hadii Family, came under siege in a surprise attack following an arduous rebel march through the Nraz&#039;i mountains. The small garrison of the immense citadel held strong until forces recalled from the abandoned Zatushka base broke the rebel siege. &#039;&#039;&#039;Tajrhalrr Hadii&#039;&#039;&#039; died in the fighting, leaving his eldest son, &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039;, at the head of the Hadii dynasty. Rebel forces that had taken Zatushka followed the recalled army and renewed the siege shortly after the last was broken. The siege only ended when the young Al&#039;mari truck a deal with the rebels, giving blueprints to other noble fortresses, information about other armies, and loyalty in exchange for immunity and protection. Forces of the Hadii family withdrew from Das&#039;nrra and began subjugating monarchist forces north of Hadii lands.&lt;br /&gt;
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*Fighting on Das&#039;nrra led to the collapse of most noble families involved in the fighting. The coalition of noble forces from across Adhomai which sought to restore order was forced to disband as rebels on various homefronts forced the withdrawal of each army. Based out of the capital of Shastar City, anti-monarchist rebels calling themselves the Das&#039;nrra Resistance Movement formed and gained momentum against the tired noble armies. &lt;br /&gt;
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*The Liberated People&#039;s of Harr&#039;masir surrounded and destroyed the invading army of the Empire of Amohda, before moving northwards to defend against an offensive by the Kingdom of Kaltir. &lt;br /&gt;
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&#039;&#039;&#039;2427:&#039;&#039;&#039; &lt;br /&gt;
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*The Das&#039;nrra Resistance Movement rapidly absorbed much of the continent, marketing themselves as a beacon of stability and sanity among the autocratic madness. By employing principles of Tajarism and providing humane treatment of occupied populations, the movement became popular among the masses who had suffered through the atrocities of the noble infighting. Any noble families who did not surrender were executed, while their subjects were treated with kindness as liberated Tajara. &lt;br /&gt;
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*The Empire of Amohda began a second invasion of the western coast of Harr&#039;masir, seeking to put pressure on the rebels to aid the Kingdom of Kaltir. The armies of Kaltir defeated the Liberated Peoples of Harr&#039;masir, besieging the retreated army at Dolor. &lt;br /&gt;
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*The Hadii Faction subjugated the northern areas of Ras&#039;nrr before stationing their soldiers at various fortresses and beginning large-scale mobilization of populations under the control. The Faction lobbied successfully under Confederate Command to place the Republic of Free Tajara and all of its holdings under the Hadii&#039;s jurisdiction. &lt;br /&gt;
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*The Free Tajaran Council is defeated by the Hadiist forces. Its leader, Volin Kar&#039;etrink, flees Adhomai with its remaining members.&lt;br /&gt;
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&#039;&#039;&#039;2428:&#039;&#039;&#039; &lt;br /&gt;
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*The Das&#039;nrra Resistance Movement and the Ras&#039;nrr Confederacy formed an alliance and became the Western Coalition of Free Adhomai. The resistance movement finalized its conquest of the Das&#039;nrra continent and began a naval bombardment of Nal&#039;Tor. Near the end of the year, of Siege of Tampiska drew to a close. The Siege of Nal&#039;Tor began after the last remaining western monarchists retreated to the city. &lt;br /&gt;
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*The armies of the Empire of Amohda and Kaltir joined together for the Siege of Dolor, but the rebels manage to maintain their defense.&lt;br /&gt;
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&#039;&#039;&#039;2429:&#039;&#039;&#039; &lt;br /&gt;
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*The Western Coalition of Free Adhomai and the Liberated People&#039;s of Harr&#039;masir formed an alliance, changing their name tentatively to the Coalition of Free Adhomai. Navies of the Western Coalition sailed west across the Nas&#039;kin Ocean to invade Kaltir. The force was intercepted by the navies of the Kingdom of Kaltir supplemented by the Empire of Ahmoda, which had crossed the Ras&#039;val canal. Monarchist navies were triumphant, sinking most of the rebel fleet. A second rebel fleet sailed east across the Sum&#039;add Ocean and blockaded Amohdan ports. &lt;br /&gt;
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*The city of Dolor was retaken by nobility forces. All rebels and their sympathizers were offered amnesty. Although many accepted, some refused on ideological grounds and were imprisoned for treason. &lt;br /&gt;
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&#039;&#039;&#039;2430:&#039;&#039;&#039; &lt;br /&gt;
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*The city of Nal&#039;Tor was taken by rebel forces after the surrender of its defenders. The rebel fleet prepared for a large-scale amphibious invasion of Harr&#039;masir. Weakened by a year of starvation from the blockade of its ports and the destruction of the fishing operations, the Empire of Amohda was defeated by a combination of peasant revolts and invading rebels. The island became the staging point for a planned invasion of Harr&#039;masir as rebel forces gathered. &lt;br /&gt;
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*The fleet of the Kingdom of Kaltir engaged rebel naval forces on the western coast of Harr&#039;masir south of Baltor. After the battle lasted over 72 hours, the Kingdom&#039;s navy was finally sunk. &lt;br /&gt;
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*The Free Tajaran Council settles on Himeo.&lt;br /&gt;
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&#039;&#039;&#039;2431:&#039;&#039;&#039; &lt;br /&gt;
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*All Adhomian monarchies except the Kingdom of Kaltir were overthrown by rebels. Following what is considered the end of the &amp;quot;Great Revolution,&amp;quot; most of the rebel groups joined under &#039;&#039;&#039;Al&#039;mari Hadii&#039;s&#039;&#039;&#039; faction to form the [[People&#039;s Republic of Adhomai]].&lt;br /&gt;
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*The city of Orul, the People&#039;s Emancipation Movement, and other proponents of confederacy rose in rebellion to the federalization of the Coalition of Free Adhomai. The city of Orul was quickly and brutally occupied by the armies of the Hadii Faction which had remained home as the defensive force for the Ras&#039;nrr Continent. Soldiers of the Dasn&#039;rra Resistance Movement, which had joined under the Hadii&#039;s rule, suppressed units of other forces where they had all gathered on Amohda. The newly formed Republican Army under Hadii&#039;s command marched south to suppress the undefended cities of the People&#039;s Emancipation Movement and cement the rule of the People&#039;s Republic.&lt;br /&gt;
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&#039;&#039;&#039;2432:&#039;&#039;&#039; &lt;br /&gt;
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*The Hadii Faction was able to finalize the suppression and subjugation of all other rebel groups and began preparing to resume the amphibious invasion of Harr&#039;masir.&lt;br /&gt;
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*The Kingdom of Kaltir capitulated to People&#039;s Republic rule before an invasion could be performed. Despite popular requests for amnesty and peace from the Kingdom, many of the nobility were executed. &#039;&#039;&#039;Farkhanzirhal Azunja&#039;&#039;&#039; imprisoned his 32-year-old son, [[Notable Tajara#King Vahzirthaamro Azunja|Vahzirthaamro Azunja]], in order to hide him during the executions.  The People&#039;s Republic of Adhomai became the lone global government of Adhomai.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Interwar Period==&lt;br /&gt;
&lt;br /&gt;
The period following the First Revolution was marked by massive changes. Education campaigns carried out by the People&#039;s Republic of Adhomai nearly eliminated illiteracy. With the help of megacorporations, the PRA was able to quickly industrialize. However, this help came at the cost of surrendering many of the Adhomian natural resources and workforce to the corporations. This deeply divided Al&#039;mari&#039;s supporters into two groups: those who believed that external help was necessary to uplift the Tajara people and those who saw the corporations as parasites holding back Adhomai. These two factions were kept in check through the use of the national secret service, political maneuvers, and political purges.&lt;br /&gt;
&lt;br /&gt;
In Northern Harr&#039;masir, supporters of the previous ruling dynasty were slowly organizing themselves. The Royalists, fighting in the name of the house of Azunja, began to infiltrate the People&#039;s Republic institutions in the area. In a matter of years, the underground monarchist movement controlled most of the civil administration and local army barracks. The People&#039;s Republic was aware of the brewing rebellion, however, due to the distance from the capital and lack of collaboration with the civilian population, they were unable to locate its ringleaders.&lt;br /&gt;
&lt;br /&gt;
The concept of the monolithic Hadiist culture was born during the Interwar period. In an attempt to unite the Tajaran people, the People&#039;s Republic suppressed regional identities and cultures. Siik&#039;maas was chosen to be the official and only national language; with the exception of Siik&#039;Tajr, used for military purposes, it was the language taught in school. Rock Nomads were being settled in communal farms. These policies angered the most conservative elements of the Adhomian society. &lt;br /&gt;
&lt;br /&gt;
In the end, Al&#039;mari sided with the anti-corporation faction with his economic reforms. This move proved to be deeply popular with those who were profiting from the corporate presence in Adhomai. He suddenly began to back out of the People&#039;s Republic&#039;s agreed-upon business deals with NanoTrasen, all of which saw a massive amount of Tajaran natural resources exported. Citing humanity as greedy and destructive, Al&#039;mari made clear his intentions to make Adhomai independent until it was ready to take on the burden of interstellar politics.&lt;br /&gt;
&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;
===Interwar Timeline===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2433:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*The [[People&#039;s Republic of Adhomai]] is created. Al&#039;mari Hadii is chosen as its first President. The Hadiist party is formed.&lt;br /&gt;
&lt;br /&gt;
*The first Royalist cells began to appear in Northern Harr&#039;masir. These movements are highly disorganized and decentralized at first.&lt;br /&gt;
&lt;br /&gt;
*The recently formed People&#039;s Republic of Adhomai obtained a charter from the Central Bank of the [[Sol Alliance]]. This charter allowed them to retool the Nal&#039;Tor mint for printing Sol Alliance Credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2434:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Nanotrasen opens its first installation in Adhomai in the form of a mining operation. The People&#039;s Republic begins to collaborate with the megacorporations to quickly industrialize.&lt;br /&gt;
&lt;br /&gt;
*Literacy campaigns are implemented by the PRA to educate its population. Zhan-Khazan populations are taught Siik&#039;maas with varying effectiveness.&lt;br /&gt;
&lt;br /&gt;
*Schools and universities are opened to begin indoctrinating the Tajaran youth. The project of creating a single Hadiist culture starts to take shape.&lt;br /&gt;
&lt;br /&gt;
*The [[People%27s_Republic_of_Adhomai#People&#039;s_Strategic_Intelligence_Service|People&#039;s Strategic Intelligence Service]] is created. At first corrupt with self-serving agents, Solarian agents are brought to help build the organization. Within a year the PSIS is turned into its modern form.&lt;br /&gt;
&lt;br /&gt;
*Land reform is implemented in Adhomai. The first communal farm is inaugurated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2435:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The first batch of Tajaran workers are officially dispatched to work with NanoTrasen. Signs of opposition to the megacorporation influence from within the Hadiist Party appear.&lt;br /&gt;
&lt;br /&gt;
*The first Tajara arrive at [[Little Adhomai|District 6]], Imperial Plaza, of Biesel’s Mendell City. &lt;br /&gt;
&lt;br /&gt;
*The surviving members of the Organization for the Study of Tajaran Past gather in the Nal&#039;tor Museum of Mystery. The [[Little_Adhomai#Society_of_the_Hidden_Dusk|Society of the Hidden Dusk]] is founded.&lt;br /&gt;
&lt;br /&gt;
*The People&#039;s Republic begins to forcibly settle the Rock Nomad caravans in an attempt to end their nomadic ways. &lt;br /&gt;
&lt;br /&gt;
*The [[Tajaran_Military_Structures#The_Republican_Guard|Republican Guard]] is formed.&lt;br /&gt;
&lt;br /&gt;
*Railroads linking all major cities are built across Adhomai.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2437:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*NanoTrasen expands its influence further in the People&#039;s Republic through the growing manufacturing and extraction industry.&lt;br /&gt;
&lt;br /&gt;
*Royalist cells begin to organize themselves in pubs and the Kaltir university. King Vahzirthaamro Azunja is located by his supporters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2439:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Some Party members are arrested under the charges of corruption and treason for sabotaging deals between the People&#039;s Republic and the megacorporations.&lt;br /&gt;
&lt;br /&gt;
*The Royalist influence in Northern Harr&#039;masir continues to grow as they begin to infiltrate the local institutions. The government is made aware of their presence after some pamphlets are confiscated.&lt;br /&gt;
&lt;br /&gt;
*The People&#039;s Republic launches its first satellite into orbit.&lt;br /&gt;
&lt;br /&gt;
*The PSIS declares an extensive anti-crime campaign to tackle criminal organizations across Adhomai. The organization’s numbers continue to grow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2441:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Thanks to external help, the People&#039;s Republic continues to quickly modernize. Countless new jobs and businesses are created due to extensive public works and corporate enterprise. &lt;br /&gt;
&lt;br /&gt;
*Plans to launch the first Tajaran crewed mission into space are announced by President Al&#039;mari Hadii.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2443:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*After much negotiation, the People&#039;s Republic develops and launches the Ruka, the first manned Tajaran spacecraft.&lt;br /&gt;
&lt;br /&gt;
*President Al&#039;mari begins to slowly approach the anti-corporate clique within his government. Suppression of this faction is halted.&lt;br /&gt;
&lt;br /&gt;
*The People&#039;s Republic celebrates ten years. Dignitaries from the spur&#039;s nations and corporations are invited to Nal&#039;tor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2445:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Most of Northern Harr&#039;masir is under the control of the Royalists. Now highly organized, the monarchist movement begins to plot an uprising.&lt;br /&gt;
&lt;br /&gt;
*President Al&#039;mari begins to gather support for his future economic reforms. Due to the still strong megacorporation presence, he avoids purging anyone from the pro-corporation wing of the Party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2447:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Some plans for the Royalist uprising are captured by Hadiist forces in Northern Harr&#039;masir. The secret service is dispatched to locate and arrest the monarchist ringleaders.&lt;br /&gt;
&lt;br /&gt;
*President Hadii hires more Solarian agents to train his intelligence service.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2448:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fearing the secret service, the Royalist movement plans to start the uprising next year. Weapons are distributed to loyal forces and land is divided between the leaders of the movement.&lt;br /&gt;
&lt;br /&gt;
*President Hadii begins to purge the megacorporation-aligned faction in preparation for his reforms.&lt;br /&gt;
&lt;br /&gt;
*The PSIS anti-crime campaign is declared a success. Organizations that escaped the eye of the agents go underground or head to [[Crevus]], worsening the underworld there.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Second Revolution==&lt;br /&gt;
&lt;br /&gt;
The disagreements and hatred of the Hadii republican government had led to insurrection and treachery among Adhomai&#039;s major power figures since Al&#039;mari&#039;s new economic policies were revealed. Many Tajaran business contractors - just recently denied their ability to sell ludicrous amounts of natural resources and workers to the massive human megacorporation, NanoTrasen - felt threatened by the reforms of the Hadii government and its first President, Al&#039;mari Hadii. In 2451 CE, during a military parade, President Al&#039;mari was assassinated by Tufir Nazzirai. A known secret service agent of the People&#039;s Republic, the radical was swiftly sentenced to death for his betrayal, which claimed to be brought on by the rebellious intent of the Kaltiran people. His brother and vice-president Njadrasanukii Hadii, also known as Malik Hadii, quickly assumed the office of the presidency and immediately passed brutal laws that punished the Kaltir lands and subversive elements, including the Ruvska’ard that Tufir Nazzirai was once classified as. NanoTrasen was invited back to Adhomai and menial workers were sold en masse to NanoTrasen workplaces while the rights to the bountiful natural resources of Adhomai were sold off to NanoTrasen. Public hangings and firing squads became the norm once again.&lt;br /&gt;
&lt;br /&gt;
While Al&#039;mari implemented his new policies, the People&#039;s Republic saw the return of a surviving dynasty, the Azunja, in the form of an uprising in its most remote region. This faction, the New Kingdom of Adhomai, attempted to bring back monarchism to Adhomai through a constitutional monarchy. Bolstered by the recent crackdown on their people, there was no shortage of supporters that quickly overwhelmed the local Republican presence.&lt;br /&gt;
&lt;br /&gt;
Many military generals who had fought for the Republic soon defected under the banner of the Adhomai Liberation Army, the leader of which being Al&#039;mari&#039;s old friend and ally, &#039;&#039;&#039;Halkiikijr Nated&#039;Hakhan&#039;&#039;&#039;, who claimed that he wanted to take control of the People&#039;s Republic to finally out Al&#039;mari&#039;s legacy. &amp;quot;His gun was on stun&amp;quot; became the rallying cry of Nated&#039;s fiercest supporters as they alluded to how he not only left himself greatly vulnerable during the parade but had even left his energy pistol on stun while he was assassinated. &lt;br /&gt;
&lt;br /&gt;
With these two rebellions, Adhomai found itself embroiled in yet another global conflict.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Second Revolution Timeline===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2449:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*[[Notable Tajara#King Vahzirthaamro Azunja|Vahzirthaamro Azunja]] and his retinue of intellectuals were released from prison in secret in the middle of the night. They traveled the Kaltir region, gathering support for an independence movement. Copies of a constitution with the title &amp;quot;The New Kingdom&amp;quot; circulated by underground printing presses, and were praised by many locals for its generous civil liberties. Rumors spread of a [[New Kingdom of Adhomai]]. People&#039;s Strategic Intelligence Service Agents were unable to locate and take Azunja into custody. &lt;br /&gt;
&lt;br /&gt;
*Citing humanity as destructive and greedy, President &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039; announced a series of new economic policies that eliminated many deals favorable to NanoTrasen. He openly denounced human imperialism and proclaimed that Adhomai must be independent.&lt;br /&gt;
&lt;br /&gt;
*[[Notable Tajara#Minister of Technology Zhuldyz Hadii|Zhuldyz Hadii]] becomes the Minister of Technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2450:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*Having gathered widespread support across Harr&#039;masir, Azunja and his loyalists began an open rebellion against the People&#039;s Republic, calling themselves the &amp;quot;[[New Kingdom of Adhomai]]&amp;quot;. Many supporting Njarir-Ahkran were given nobility and assigned land to govern based on their prior involvement in the movement and their friendships with King Azunja. The Dymtris Line was hastily constructed to block the isthmus leading into the Kal&#039;tir region. The New Kingdom lost the majority of its territory in the first year and millions fled northward as refugees to avoid brutal reprisals.&lt;br /&gt;
&lt;br /&gt;
*[[Notable_Tajara#Grand_Admiral_Mahtra_Dynhaas|Mahtra Dynhaas]] and his supporters organize a mutiny against the People&#039;s Republic. They kill the Hadiist Navy’s Grand Admiral and defect to the New Kingdom with a large share of the Republican navy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2451:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*President &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039; was assassinated during a military parade in Nal&#039;Tor by PSIS agent [[Notable Tajara#Tufir_Nazzirai|Tufir Nazzirai]]. His brother and vice president, [[Notable Tajara#President Njadrasanukii Hadii|Njadrasanukii Hadii]], assumed office. The 2449 economic reforms of &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039; were rolled back by Njadrasanukii. &lt;br /&gt;
[[File:Adhomaifirst.png|300px|thumb|A map of Adhomai in 2458]]&lt;br /&gt;
&lt;br /&gt;
*The former head of the armed forces, [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Halkiikijr Nated&#039;Hakhan]], attempted a coup with many other generals but failed. The Adhomai Liberation Army was formed by these rebels.&lt;br /&gt;
&lt;br /&gt;
*Malik Hadii begins an extensive purge of his government following Nated&#039;s coup. [[Notable Tajara#Headmaster Harrrdanim Tyr&#039;adrr|Harrrdanim Tyr&#039;adrr]] becomes the new headmaster of the PSIS. &lt;br /&gt;
&lt;br /&gt;
*The City of Crevus defects to the Liberation Army.&lt;br /&gt;
&lt;br /&gt;
*The Society of the Hidden Dusk flees Adhomai. They decide to settle on District Six in Mendell City.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2452:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The position of vice president is abolished. Yakiv Hadii is appointed as the new Party Secretary.&lt;br /&gt;
&lt;br /&gt;
*[[Notable_Tajara#Chief_Naval_Commander_Samirro_Qarrarhaz|Samirro Qarrarhaz]] travels abroad to gather information for the establishment of the Orbital Fleet.&lt;br /&gt;
&lt;br /&gt;
*[[Gakal&#039;zaal]] is settled by the first Tajaran refugees.&lt;br /&gt;
&lt;br /&gt;
*Royalist forces occupy most of Northern Harr&#039;masir; they are stopped before reaching Olska.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2453:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Amohdan monarchists and nationalists rise up in Amohda.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2455:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The [[Tajara_Space_Capability#People’s_Space_Station|People&#039;s Space Station]] is built.&lt;br /&gt;
&lt;br /&gt;
*Gakal&#039;zaal is forced to pay protection money by local pirates.&lt;br /&gt;
&lt;br /&gt;
*The New Kingdom dispatches help to the monarchist Amohdan fighters.&lt;br /&gt;
&lt;br /&gt;
*The People&#039;s Republic launches an offensive against the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2456:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Under the command of [[Notable Tajara#Minister_of_Defense_Irbaykhan_Mirarkiizar|Irbaykhan Mirarkiizar]], the Hadiist army pushes the New Kingdom to the Dymtris Line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2457:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?tab=comments#comment-29648 17 July:] Starlet &#039;&#039;&#039;Yasmin Piaf&#039;&#039;&#039; performed the &amp;quot;Heavensward&amp;quot; Tour. Anti-ALA sentiments are infused into the highest-grossing musical tour in Tajaran history.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2816-sol-alliance-news-network/?tab=comments#comment-29641 17 July:] The People&#039;s Republic of Adhomai launches its first Tajaran-build space ship, the PRAMV Retaliation.&lt;br /&gt;
&lt;br /&gt;
*A hegemony fleet arrives at Gakal&#039;zaal, expells the pirates, and takes over the colony.&lt;br /&gt;
&lt;br /&gt;
*Hro&#039;zamal is discovered by the People&#039;s Republic of Adhomai. An advanced outpost is established in the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2458:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?tab=comments#comment-51701 2 March:] The [[PRA Orbital Fleet Structure|Adhomai Orbital Fleet]] ended its last lease for old NanoTrasen ships following the launch of the PRS Njarir and PRS Vostak. Anti-Piracy operations in the space around Adhomai are now conducted solely by the Orbital without foreign aid. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?tab=comments#comment-51881 3 March:] The People&#039;s Republic of Adhomai introduced conscription following the loss of Tampiska to Liberation Army forces. The surge in military manpower resulted in the retaking of Pur&#039;r by the Republican Army. The city of P&#039;urr was renamed to its prewar name, &amp;quot;B&#039;urr&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?tab=comments#comment-56795 18 April:] A four Mt nuclear weapon was deployed against the headquarters of Liberation Army forces in the Quizosa military base, north of Ron&#039;Tul in the Rhazkjara mountains. The nuclear attack caused international outrage and lead to diminished foreign support for the People&#039;s Republic. Ron&#039;Tul was firebombed by the People&#039;s Republic of Adhomai, and much of the city was destroyed. Liberation Army forces withdrew and the city was occupied by the Republican Army. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?tab=comments#comment-59439 20 May:] Rehabilitation programs are established by the People&#039;s Republic of Adhomai, seeking to purge subversive and humanized elements among its population. Several labor camps are created in the republican territory. Dissidents and political enemies are arrested and interned in the following months.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?tab=comments#comment-69686 4 July:] The city of Sren&#039;dul is captured by the Liberation Army.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?tab=comments#comment-70363 16 August:] The city of Ron&#039;tul is besieged by the Liberation Army as part of their Winter Offensive.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?tab=comments#comment-66437 5 September:] Ron&#039;tul is firebombed by the retreating Hadiist army to avoid the capture of its industry by the ALA.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?tab=comments#comment-69686 2 November:] The Liberation Army gains considerable territory during the Winter Offensive.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?tab=comments#comment-69868 7 November:] On the Harr&#039;masir continent, the Dymtris Line was overrun by a Republican Offensive. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/?tab=comments#comment-70180 18 November:] The Republican Army was repulsed by the Imperial Army thanks to an amphibious assault with the participation of foreign volunteers.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?tab=comments#comment-70363 24 November:] Highly coordinated mass guerrilla attacks orchestrated by the ALA swept the People&#039;s Republic, creating a week of chaos and bloodshed. Lines of communication and infrastructure were crippled long enough for the Liberation Army to make considerable gains.&lt;br /&gt;
&lt;br /&gt;
*The People&#039;s Space Station becomes the mustering grounds for the Kosmostrelki.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2459:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/#comment-72115 26 January:] The Parliament of the [[New Kingdom of Adhomai]] was bombed by a suspected ALA radical. [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] was hospitalized for a month, and [[Notable Tajara#Field-Marshal Rrhazhal Zarkradar&#039;Akhan | Field-Marshal Rrhazhal Zarkradar&#039;Akhan]] remained in the hospital for a year. Enough members of parliament were killed to default the Kingdom to a temporary absolute monarchy. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/?tab=comments#comment-72544 9 February:] After King Vahzirthaamro Azunja is released from the hospital, the New Kingdom begins an offensive to capitalize on the last year&#039;s victory.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?tab=comments#comment-77386 5 July:] The various civilian governments under Adhomai Liberation Army rule were brought together under the [[Democratic People&#039;s Republic of Adhomai]]. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/?tab=comments#comment-78297 24 July:] After completing offensive operations, the New Kingdom of Adhomai began construction of the Vlrralkhzazhul Line to consolidate their gains. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?tab=comments#comment-83061 8 October:] The People&#039;s Republic&#039;s colony of [[Hro&#039;zamal]] is founded in the Nrrahrahul system.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-84483 1 November:] Tajara Rights Act of 2459 is passed by the People&#039;s Republic Congress, improving working conditions in labor camps, providing better medical relief efforts for refugees from areas of conflict.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?tab=comments#comment-87242 29 December:] The DPRA engages in large-scale repairs and improvements to electrical infrastructure.&lt;br /&gt;
&lt;br /&gt;
*Tunguska is captured by the New Kingdom. The military base is razed and quickly abandoned by the Royalist forces.&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomaisecond.png|300px|thumb|A map of Adhomai in 2459]]&lt;br /&gt;
&#039;&#039;&#039;2460:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/?tab=comments#comment-88711 26 January:] After one year of absolute monarchy, the New Kingdom&#039;s Parliament reconvenes.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?tab=comments#comment-96282 15 May:] The Liberation Army wins a battle in Das&#039;nrra thanks to intelligence acquired by agents operating within the [[Republic of Biesel]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/?tab=comments#comment-98668 24 June:] The Royal Navy defeats a Hadiist force in the Sum&#039;add Ocean after sacrificing one of its ships. Anti-war sentiments swept the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?tab=comments#comment-99429 11 July:] Led by [[Notable Tajara#Commander Kahan Hro&#039;rammhad|Commander Kahan Hro&#039;rammhad]], the Liberation Army begins an offensive in the Das&#039;nrra front. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-101071 11 July:] The [[Tajaran Military Structures#The Republican Guard|Republican Guard.]] is deployed to Das&#039;nrra to secure the evacuation of Hadiist forces in the continent.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-102177 11 September:] The Republican Army evacuates Das&#039;nrra thanks to the sacrifice of the Republican Guard and the help of civilian ships.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/?tab=comments#comment-103783 12 October:] The New Kingdom announces the New Crown heir; [[Notable Tajara#Queen Shumaila Azunja|Shumaila Azunja]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?tab=comments#comment-107804 28 December:] The Democratic People&#039;s Republic of Adhomai and the New Kingdom sign a ceasefire. Royalist forces evacuate Amohda, allowing the Adhomai Liberation Army to control it as part of their agreement.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?tab=comments#comment-107884 29 December:] The campaign for the DPRA presidency continues, with a dispute between National Adhomai Worker&#039;s Party and Free Tajaran People&#039;s Party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2461:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?tab=comments#comment-107804 4 January:] [[Notable Tajara#President Almrah Harrlala|Almrah Harrlala]], the leader of the National Adhomai Worker’s Party, wins the DPRA elections.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?tab=comments#comment-108522 10 January:] Hardlines in the Liberation Army denounces the recently elected President.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?tab=comments#comment-108691 15 January:] A  military coup attempt against Harrlala&#039;s government is thwarted with the help of [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Halkiikijr Nated&#039;Hakhan]]. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-109561 14 February:] The [[Tajaran Military Structures#Tesla Brigade|Tesla Brigade]] is revealed by the People&#039;s Republic of Adhomai. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?tab=comments#comment-110379 4 March:] Harr&#039;masir&#039;s Zhan nomads are united by [[Notable Tajara#King of the Mountains Rustam Harmaliik | Rustam Harmaliik]], claiming the title of &#039;&#039;&#039;Almalik&#039;Rhazar&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?tab=comments#comment-111010 20 March:] Supreme Commander Nated tours the Democratic People&#039;s Republic in an attempt to convince the juntas to step down.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/?tab=comments#comment-112720 4 April:] The New Kingdom announces a new offensive against the People&#039;s Republic forces in Harr&#039;masir.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-113417 29 April:] The end of a spaceport lease raises tensions between the Sol Alliance and the People&#039;s Republic.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/?tab=comments#comment-113653 2 May:] Rustam Harmaliik and his caravans join the New Kingdom&#039;s war efforts.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-113946 7 May:] Tensions in Adhomian space escalates as the Solarians are forced to leave the leased spaceport.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-114422 14 May:] The spaceport lease crisis ends with a space battle between the Orbital Fleet and the Solarian Navy. The People&#039;s Republic is victorious. Solarian forces leave S&#039;rand&#039;marr. Diplomatic ties between both nations are severed.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/?tab=comments#comment-114929 25 May:] The People&#039;s Republic of Adhomai is defeated by the New Kingdom in Northern Harr&#039;masir. The city of Baltor is captured.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?tab=comments#comment-117198 5 July:] The city of Dolor is conquered by the Liberation Army.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?tab=comments#comment-117198 21 July:] The Hadiist Army in Olska surrenders to the New Kingdom. The People&#039;s Republic of Adhomai is driven from Harr&#039;masir.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-120558 2 September:] The People&#039;s Republic of Adhomai is attacked by the Adhomai Liberation Army and the Royal Navy, triggering the creation of the [[Tajaran Military Structures#The S&#039;rand&#039;marr Coalition|S&#039;rand&#039;marr Coalition]]. Allied states, NanoTrasen, mercenaries, and volunteers join the PRA in their defense against the rebels. Orbital Fleet&#039;s ships and crews are recalled to Adhomai to help in the defense. The Steeple is destroyed during the bombardment of Nal&#039;tor by the Royal Navy.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/?tab=comments#comment-122820 9 October:] The rebel&#039;s offensive is thwarted by the S&#039;rand&#039;marr Coalition. The conflict devolves into a bloody war of attrition. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-126205 25 November:] A ceasefire, under the supervision of the S&#039;rand&#039;marr Coalition and the Nralakk Federation, is arranged between the three Tajaran factions. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16716-mendell-city-bugle/page/9/#comment-126345 26 November:] An armistice, known as the &#039;&#039;&#039;Armistice of Shastar&#039;&#039;&#039;, is signed by the three Adhomian factions shortly after the ceasefire. Peace is established on the planet, but the future of the Tajaran species is still uncertain with the Cold War on the horizon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Adhomai Today===&lt;br /&gt;
[[File:Adhomaimodernmap.png|300px|thumb|A map of modern-day Adhomai.]]&lt;br /&gt;
&lt;br /&gt;
The Tajaran homeworld has suffered plenty in the three decades since the end of the First Revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections, and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy. Expanding infrastructure remains difficult, as most public funds are seized for use by the military or used to repair infrastructure damaged by shelling or bombings.&lt;br /&gt;
&lt;br /&gt;
There is a steady stream of money being fed into the People&#039;s Republic of Adhomai. NanoTrasen, as per its agreement with the president, has set up mining and logging operations on Adhomai using the local workforce for the most menial of tasks. In return, company-funded clinics and schools are slowly being spread out and built in needy areas.&lt;br /&gt;
 &lt;br /&gt;
Literacy has risen to its all-time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off-world to educate the younger generation of Tajara. However, this number has begun to decline as the dangers of working on Adhomai are beginning to become common knowledge. Special establishments for older students have also been constructed to assist the elder generation in being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure that they are kept that way.&lt;br /&gt;
 &lt;br /&gt;
The second revolution came to an end in 2461, after a decade of warfare between the three factions. The People&#039;s Republic of Adhomai was driven off from many of its past territories, having to rely on the help of a [[Tajaran Military Structures#The S&#039;rand&#039;marr Coalition|coalition of allied states and mercenaries]] to stop the enemy offensive. After months of bloody defenses, guerrillas attacks, and complete stagnation of all fronts, a ceasefire was signed with the support of Tau Ceti and the Nralakk Federation. An armistice, known as the &#039;&#039;&#039;Armistice of Shastar&#039;&#039;&#039;, was signed by the three factions shortly after. With the recognition of the Democratic People&#039;s Republic of Adhomai and the New Kingdom of Adhomai by the galactic community and the enforced peace, the three Tajaran powers are now competing with each other for supremacy through a cold war.&lt;br /&gt;
&lt;br /&gt;
After the first successful nuclear test by the Democratic People&#039;s Republic in 2463, the specter of a possible nuclear war haunts Adhomai.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Cold-war Timeline===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====2461====&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/?tab=comments#comment-128828 26 December:] President Almrah Harrlala denounces the Unathi occupation of [[Gakal&#039;zaal]], raising the tension in the colony through the support of the rebels.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-128901 28 December:] The Republican Orbital Fleet returns to [[Hro&#039;zamal]] and discovers a civil war in the colony. Under the leadership of the previous Colonial Guard Commander, rebels were attempting to secede from the People&#039;s Republic by overthrowing the loyalist government. Kosmostrelki forces land on the planet and cause the insurgents to flee into the jungle, starting a guerilla campaign.&lt;br /&gt;
&lt;br /&gt;
====2462==== &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/?tab=comments#comment-129193 1 January:] The New Kingdom of Adhomai establishes the [[New Kingdom of Adhomai#Nomadic Host of the Southern Borders | Nomadic Host of the Southern Borders]]. While considered a sound decision by the military, many are unsure of the Nomads&#039; true loyalties.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/?tab=comments#comment-130666 18 January:] The low-intensity resistance to the Unathi presence in [[Gakal&#039;zaal]] becomes a full-blown insurrection as the Liberation Army sends supplies and fighters under the guise of being volunteers. The Gakal&#039;zaal Liberation Front is formed.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-131421 26 January:] Grand People&#039;s Army expeditionary force lands on [[Hro&#039;zamal]]. The rebels now rely on smugglers for supplies, trading the planet&#039;s fauna and flora with them.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/?tab=comments#comment-131569 28 January:] The New Kingdom approaches NanoTrasen and other Megacorps. Internal tensions rise as the commoner&#039;s party pushes for more popular representation in the government.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16716-mendell-city-bugle/page/9/#comment-131783 30 January:] The [[Tajaran Cold War Arc | first major proxy conflict]] in the Adhomian Cold War begins in the [[Republic of Biesel]]. Tajaran agents fight among themselves to secure supplies and influence in Tau Ceti for the oncoming confrontation.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16716-mendell-city-bugle/page/9/#comment-134614 2 April:] Tensions in [[Little Adhomai]] escalate into widespread rioting.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16716-mendell-city-bugle/page/9/#comment-134645 3 April:] The riots turn into open warfare between District Six&#039;s warring factions.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16716-mendell-city-bugle/page/9/#comment-134667 4 April:] The crisis in Little Adhomai escalates as the gangs deploy their entire arsenals. The [[Tau Ceti Foreign Legion]] begins to mobilize to intervene.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16716-mendell-city-bugle/page/9/#comment-134708 5 April:] The Tau Ceti Foreign Legion enters District Six.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16716-mendell-city-bugle/page/9/#comment-134824 6 April:] The Little Adhomai conflict comes to an end. The population of Tajara in Tau Ceti becomes increasingly divided and radicalized as result.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-135236 18 April:] Tesla spine and limbs are released to Republican citizens for testing.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/ 16 May:] Parliament meeting is interrupted by a protest demanding more political representation. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-136248 19 May:] President Hadii announces the conclusion of the rehabilitation program as the People&#039;s Republic begins to relax on the oppression of its internal opposition.&lt;br /&gt;
[[File:Gakaluprising.png|300px|thumb|Tajara in Gakal&#039;zaal taking up arms against the Unathi.]]&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-137450 22 June:] War in [[Hro&#039;zamal]] escalates as the PRA intensifies its anti-guerrilla campaign.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-137603 25 June:] Tensions in the New Kingdom result in a crisis as the cities are taken by protestors demanding electable positions in the Parliament.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-137450 27 June:] The Kingdom&#039;s leadership remains paralyzed due to the King&#039;s inaction. The situation worsens as the military attempt to get involved in it.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-137450 29 June:] The New Kingdom&#039;s crisis comes to an end as King Azunja concedes to popular demands and announces the elections for the Chamber of Commoners.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16716-mendell-city-bugle/page/10/#comment-138043 11 July:] Tau Ceti becomes the stage of a [[Bad Moon on the Rise Arc | shadow war]] between the [[Tajaran Minor Religions#Raskariim | Cult of Raskara]], the [[Tajaran Minor Religions#Kin of S&#039;rendarr | Kin of S&#039;rendarr]], and the [[Little Adhomai#Society of the Hidden Dusk | Society of the Hidden Dusk]]. The factions fought against each other over an artifact being brought to the system for a museum exhibit. The forces of the Suns Church managed to secure the artifact in the end.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/?tab=comments#comment-139435 11 August:] Due to the Izweski Hegemony political situation, the Unathi in Gakal&#039;zaal are left to deal with the rebellion on their own. The rebels make steady progress in defeating the Overlord&#039;s forces, more weapons and volunteers enter the planet.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-139713 18 August:] [[S&#039;rendarr and Messa#Head&#039;s of the Parivara | Father Walid Al&#039;qat]] dies and is succeeded by [[Notable Tajara#Father Valyan K&#039;rrirrann | Valyan K&#039;rrirran]]. The new father brings in some reforms to the Church structure.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/?tab=comments#comment-139952 25 August:] Gakal&#039;zaal rebels defeats the Overlord&#039;s armies in a decisive battle.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-140606 9 September:] The New Kingdom of Adhomai&#039;s elections for the chamber of commoners happen. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/?tab=comments#comment-140705 12 September:] The Amohdan Junta demands independence from the Democratic People&#039;s Republic. The National Assembly rejects the request.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/?tab=comments#comment-140961 19 September:] Zikala, the capital of Gakal&#039;zaal, is captured by the Liberation Front. The rebels declared the Free Republic of Gakal&#039;zaal, the first Tajaran nation outside of S&#039;rand&#039;marr&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-141079 22 September:] The Royal Party secures the leadership in the Chamber of Commoners&#039; elections, followed by the Officers and Commoners parties. The King retires temporally from political life due to health reasons, the Crown Heir takes the reign as a regent.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/?tab=comments#comment-141187 26 September:] Following a rejected ultimatum for independence, the military junta of [[Democratic People&#039;s Republic of Adhomai#Island of Amohda|Amohda]] rises in an attempt to secede from the Democratic People&#039;s Republic. The civilian government and the Liberation Army are unable to agree on a plan to solve the crisis.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/?tab=comments#comment-141240 28 September:] Halkiikijr Nated&#039;Hakhan is given the rank of Supreme Commander after a vote by the National Assembly. Nated convinces the military to collaborate with the civilian government to deal with Amohda.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/#comment-141778 16 October:] Gakal&#039;zaal joins the Democratic People&#039;s Republic of Adhomai.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2816-sol-alliance-news-network/page/5/?tab=comments#comment-141866 16 October:] Taking advantage of the [[KING OF THE WORLD | ongoing crisis]], the [[Tajaran Emigration#Tajara Revolutionary Army | Tajara Revolutionary Army]] bombs [[Hephaestus Industries]] facilities in [[New Hai Phong]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/?tab=comments#comment-142055 18 October:] Amohdan rebels are defeated by an invasion of the island orchestrated by Supreme Commander Nated. Separatists continue to fight through guerilla warfare.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2816-sol-alliance-news-network/page/5/?tab=comments#comment-142277 31 October:] Tajaran assassins kill Solarian Admirals in [[Venus]], further deepening the leadership crisis in the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2816-sol-alliance-news-network/page/5/?tab=comments#comment-142323 2 November:] The Sol Alliance outlaws the presence of Tajara. A large Tajaran exodus begins.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-142750 15 November:] The People&#039;s Republic sends an expeditionary mission to support the Republic of Biesel during the 35th Fleet Invasion.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-143169 2 December:] Al&#039;mariist spies trying to cross the border are supposedly captured by the People&#039;s Republic.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-143238 5 December:] Relations between the Adhomian nations break down due to a possible infiltration plot by the DPRA to steal information on the PRA&#039;s nuclear program. The Tajaran Citizenship Act is suspended.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-143285 8 December:] The New Kingdom withdraws from the Tajaran Citizenship Act.&lt;br /&gt;
&lt;br /&gt;
====2463==== &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/?tab=comments#comment-143886 2 January:] The Democratic People&#039;s Republic of Adhomai successfully tests its first nuclear bomb in Gakal&#039;zaal.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-144507 19 January:] [[Notable Tajara#Minister of Technology Zhuldyz Hadii|Minister of Technology Zhuldyz Hadii]] inaugurates the first self-sufficient robotics factory in the People&#039;s Republic.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-144582 22 January:] King Vahzirthaamro Azunja returns to public life after months of seclusion.&lt;br /&gt;
[[File:Kingfuneral.png|300px|thumb|The funeral procession of King Vahzirthaamro Azunja.]]&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-145113 5 February:] King Vahzirthaamro Azunja passes away. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/?tab=comments#comment-145452 17 February:] The Liberation Army creates the [[Tajaran Military Structures#Experimental Compound Troopers|Experimental Compound Troopers]]. The new forces are deployed in Amohda and Northern Ras&#039;nrr.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-145492 19 February:] King Vahzirthaamro Azunja&#039;s funeral is held in Kaltir. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-145585 22 February:] Hro&#039;zamal Soda begins production in the People&#039;s Republic of Adhomai. Efforts to settle Hro&#039;zamal intensifies.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-145749 26 February:] Crown heir [[Notable Tajara#Queen Shumaila Azunja|Shumaila Azunja]] is crowned the Queen of the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-146032 4 March:] The [[Tajaran Military Structures#Division Experimental Exosuit|Division Experimental Exosuit]] is revelated during 21st Victory Day celebrations in the People&#039;s Republic.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-146538 21 March:] The Miran&#039;mir Academy prepares an expedition to the Adhomian pole north in search of a lost historical ship.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-146762 2 April:] The New Kingdom announces a national census. Its population is assigned an ethnic background decided by the government officials in their documents.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/?tab=comments#comment-147207 21 April:] The [[Democratic People&#039;s Republic of Adhomai#Rhazkjara Valley|Rhazkjara Valley]] is declared a Protected Zone by the Democratic People&#039;s Republic of Adhomai.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-147249 23 April:] The People&#039;s Republic of Adhomai announces plans to move more settlers to Chaniska. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-147512 7 May:] Tensions rise between the PRA and the DPRA due to the alleged arrest of the Liberation Army terrorists in Hadiist Territory; Al&#039;mariists deny their involvement. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/?tab=comments#comment-147565 10 May:] The Amohda situation escalates into a troop build-up in the Chaniska frontier by both factions. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-147512 17 May:] The bulk of the Republican Airforce is moved to Chaniska.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/?tab=comments#comment-147904 20 May:] The Amohdan crisis ends with the ALA backing down.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-147981 25 May:] The New Kingdom announces a plan to construct a large system of fallout shelters to protect its population in case of a nuclear war.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-148120 30 May:] [[Notable Tajara#Minister of Education Kalim Khazdar|Kalim Khazdar]] is appointed as the Minister of Education during the Presidential Honoring and Respect Anniversary ceremony.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/?tab=comments#comment-148177 3 June:] The Northern Ras&#039;nrr Junta is accused of tyranny by the Al&#039;mariist civilian government. Hotak&#039;s Tajara are sent to investigate the claims. The reconstruction of the Rhazkjara Valley is severely impaired.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-148120 10 June:] Kalim Khazdar replaces the rector of the [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/2/?tab=comments#comment-148384 16 June:] Hotak defends the action of the Northern Ras&#039;nrr Junta in his report. Commander Kahan Hro&#039;rammhad aids the Rhazkjara Valley by arranging supply airdrops to the region.&lt;br /&gt;
[[File:Pracurriculum.png|300px|thumb|Minister of Education Kalim Khazdar announces the reformation of the Youth Brigades.]]&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-148440 20 June:] The Youth Brigades are reformed into the [[People&#039;s Republic of Adhomai#Hadii&#039;s Youth Clubs|Hadii&#039;s Youth Clubs]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-148521 25 June:] A strike stops the construction of Kaltir&#039;s bunker. The strikers demand better conditions and pay.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-148575 28 June:] New Kingdom&#039;s law enforcement breaks up the strike by force.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-148822 8 July:] The People&#039;s Republic reveals the [[Tajaran Military Structures#Zbrojny|Partisan Initiative]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-148966 16 July:] The leaders of the Kaltir bunker strike are judged.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/?tab=comments#comment-149140 23 July:] The civilian government of the Democratic People&#039;s Republic expands its infrastructure effort.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-149442 2 August:] The People&#039;s Republic expands the use of its management artificial intelligence.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-149636 10 August:] The Miran&#039;mir Academy Expedition goes missing.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-149848 21 August:] Investigations into the Kaltir Bunker&#039;s strikes reveals a growing [[New Kingdom of Adhomai#Adhomai Democratic Front|anti-monarchist]] movement in the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/?tab=comments#comment-149967 25 August:] Unexpected equipment damage interrupts the Al&#039;mariist nuclear program.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/?tab=comments#comment-150529 7 September:] [[Tajara Space Capability#Her Majesty’s Mercantile Flotilla|Her Majesty’s Mercantile Flotilla]] is established by the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/?tab=comments#comment-150529 14 September:] Al&#039;mariist technicians discover that a Skrellian computer virus was behind the nuclear program&#039;s sabotage.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-150708 22 September:] The [[New Kingdom of Adhomai#Schools of Thought|Njarir&#039;Akhran Renewal Fraternity]] opens its membership to the public.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-150945 4 October:] The People&#039;s Republic of Adhomai&#039;s military finishes adopting automatic weapons.&lt;br /&gt;
[[File:Tajaranisatellite.png|300px|thumb|Photo of the sattelite &amp;quot;Tajani-IV&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-151004 7 October:] The [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]] reveals a prototype satellite, the &amp;quot;Tajani-IV&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16330-tau-ceti-times/?tab=comments#comment-151051 11 October:] A series of [[Ghosts of War Arc|mysterious murders]] begin to happen in [[Little Adhomai]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/2/?tab=comments#comment-151062 12 October:] The [[New Kingdom of Adhomai#Political Parties|Njarir&#039;Akhran Renewal Fraternity]] becomes an official political party in the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/?tab=comments#comment-151231 19 October:] The Hadiist experimental satellite crashes in the [[Democratic People&#039;s Republic of Adhomai#Din&#039;akk mountains|Din&#039;akk mountains]]. Most of its parts are stolen by the locals.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-151256 20 October:] President Hadii manages to recover what is left from the satellite after a call with President Harrlala.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/?tab=comments#comment-151256 23 October:] Tensions in the [[New Kingdom of Adhomai#Nomadic Host of the Southern Borders|Nomadic Host of the Southern Borders]] begin to rise.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/?tab=comments#comment-151391 26 October:] A vote to reveal the contents of President Hadii and Harrlala&#039;s conversation fails. Infighting within the DPRA government escalate.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16330-tau-ceti-times/?tab=comments#comment-151498 30 October:] A plot to bomb the [[Starlight Zone]] is stopped by the Mendell City Police. Authorities suspect that Little Adhomai&#039;s gangs are behind the attack.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/?tab=comments#comment-151505 31 October:] Rahman Hadjuk delivers a progress report on the pacification of Amohda.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/#comment-151643 4 November:] The DPRA decides to investigate the bombing attempt at Mendell City.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/#comment-151834 8 November:] The PRA&#039;s ministry of technology announces the establishment of a scientific base at [[Adhomian North Pole|Adhomai&#039;s north pole]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#comment-152214 17 November:] The results of the New Kingdom&#039;s national census are published.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/#comment-152320 22 November:] The Democratic People&#039;s Republic of Adhomai launches its [[Tajara Space Capability#Democratic People&#039;s Republic of Adhomai|space navy]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/#comment-152755 08 December:] The People&#039;s Republic of Adhomai signs extra contracts with megacorporations to speed up the construction of the [[People&#039;s Republic of Adhomai#Notable Monuments|Palace of the Free Tajara]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#comment-152860 13 December:] The [[Notable Tajara#Crown Voices|Crown&#039;s Voices]] is revealed to the people.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/#comment-153138 21 December:] The investigation on the bombing attempt at Mendell City continues. New evidence leads to [[Crevus]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#comment-153386 27 December:] Queen Shumaila and the Parliament appoint the new Crown Heir. Since the heir is underage, the position of Appointed Regent is also established. No regent has been chosen yet.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/#comment-153459 29 December:] Elections for the next year are announced in the DPRA.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/3/#comment-153508 31 December:] The Hadiist Party convenes in the yearly party congress.&lt;br /&gt;
&lt;br /&gt;
====2464====&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16330-tau-ceti-times/#comment-153804 08 January:] Father Valyan K&#039;rrirran announces a tour across Adhomai.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/#comment-153867 10 January:] The Liberation Army successfully tests an intercontinental nuclear missile. The DPRA expands the range of its nuclear arsenal to all of Adhomai.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-154039 14 January:] The scientists accused of sabotaging the Tajani satellite launch are captured.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-154134 18 January:] The Ministry of Research arms the PSIS with [[People&#039;s Republic of Adhomai#Notable Experimental Weapons|augmented Ha&#039;rron prototypes]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#comment-154476 23 January:] The NKA sends a rescue team after the missing expedition.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/#comment-154550 26 January:] The Liberation Army in [[Gakal&#039;zaal]] announces an [[Gakal&#039;zaal#Anti-Bandit Offensive|anti-partisan campaign]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-154643 30 January:] The first technical school in [[Hro&#039;zamal]] is inaugurated.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#comment-154747 03 February:] A weapon shipment is stolen in the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-154864 06 February:] Tesla-powered prosthetic internal organs are made available to the Hadiist public.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/#comment-154960 09 February:] Ruralists demand the removal of the junta leader Ahem Kah&#039;nrir.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-155094 15 February:] The People&#039;s Republic establishes its base on the [[Adhomian North Pole]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-155173 20 February:] The People&#039;s Republic launches a campaign to register mediums, parapsychic, and fortune-tellers.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16330-tau-ceti-times/#comment-155207 24 February:] The Adhomian nations establishes a treaty with the [[Free Tajaran Council]], starting the proxy war to decide the community&#039;s alignment.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#comment-155222 24 February:] The New Kingdom rescue operation reaches the North Pole.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/#comment-155225 24 February:] Father K&#039;rrirran enters the DPRA territory.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-155375 04 March:] The People&#039;s Republic celebrates the 33rd Victory Day. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-155396 05 March:] Father K&#039;rrirran arrives at Nal&#039;tor; the religious leader requests extra funding for temples.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-155424 08 March:] Father K&#039;rrirran seals a deal with Yakiv Hadii during his visit.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#comment-155444 10 March:] The NKA Parliament approves the Heritage Encouragement Act, a revival royalist proposal to grant salary raises to Tajara following their ethnicity&#039;s traditional professions.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/#comment-155465 15 March:] Father K&#039;rrirran secures extra funding for church orphanages in the DPRA.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-155485 17 March:] The Hadiist polar expedition makes contact with a [[Adhomian North Pole#Anomalies|plasmageist]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#comment-155514 20 March:] The [[Adhomian North Pole#Miran&#039;mir Academy Rescue Mission|NKA polar expedition]] searches for the lost fleet.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#comment-155533 23 March:] Father K&#039;rrirran reaches the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/#comment-155562 26 March:] The DPRA investigation in the bombing attempt at Mendell City discovers new leads pointing to the off-world community.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-155565 26 March:] A shooting takes place in an underground nightclub in the PRA.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#comment-155575 29 March:] At the request of Father K&#039;rrirran, the New Kingdom pledges to support the church orphanages.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/#comment-155587 31 March:] The Liberation Army launches its rebuilt navy.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/?do=findComment&amp;amp;comment=155627 03 April:] The New Kingdom lifts taxation on the Kin of S&#039;rendarr at the request of Father K&#039;rrirran.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/#comment-155660 07 April:] President Almrah Harrlala holds a rally in Shastar City. Commander Kahan Hro&#039;rammhad supports her reelection.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-155843 17 April:] The Hadiist draft of 2458 is rescinded.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/#comment-155945 20 April:] The Democratic People&#039;s Republic announces its expedition to the Adhomian north pole.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#comment-156032 24 April:] The constabulary force in the Borderlands is a victim of a coordinated attack. The New Kingdom contracts the [[Private Military Contracting Group]] to reinforce security in the region.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/#comment-156098 27 April:] The Liberation Army reveals its new service rifle.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/?do=findComment&amp;amp;comment=156231 02 May:] The New Kingdom announces the retirement of its current Field-Marshall, Rrhazhal Zarkradar&#039;Akhan.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/#comment-156413 04 May:] The People&#039;s Republic expands its plans regarding the possibility of a nuclear war.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/?do=findComment&amp;amp;comment=156357 06 May:] [[Notable Tajara#Field-Marshal Vyakelas Klyuchevsky|Vyakelas Klyuchevsky]] becomes the New Kingdom&#039;s Field-Marshall.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/#comment-156413 08 May:] The ALA moves against the rebels in Gaka&#039;zaal&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#comment-156543 13 May:] The New Kingdom reveals a new experimental weapon.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/3/#comment-156599 15 May:] The [[Adhomian North Pole#Liberation Army Navy Incursion|ALA expedition]] lands on the North Pole.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-156760 26 May:] Ex-interim President Brajrr Alnadruskiy holds a rally in Amohda. Commander Kyff Hotak supports his candidacy.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-156952 02 June:] Dr. Aleksandra Hro&#039;makar delivers a report on the Rhazkjara Valley&#039;s reconstruction effort. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#comment-156983 03 June:] [[Private Military Contracting Group]] forces arrived in the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-157069 07 June:] Pirate attacks intensify on Gakal&#039;zaal as the colony fights the Unathi guerrillas.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#comment-157128 09 June:] New Kingdom auxiliary forces are sent to the North Pole to help in the search for the expedition.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-157147 11 June:] The People&#039;s Republic announces the expansion of its housing programs.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-157202 13 June:] Maksym Razin holds a rally in Mezuma to gather support for his candidacy.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-157260 16 June:] Phoron shortages make space travel to out of Adhomai more expensive.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#comment-157307 18 June:] Queen Shumaila Azunja visits the bunker&#039;s construction sites in the capital.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-157334 20 June:] The ALA incursion rescues its first polar wreck.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-157375 23 June:] Raise on piracy forces the People&#039;s Republic to tighten up their orbital security.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-157441 27 June:] Smugglers are captured by the ALA while trying to smuggle artifacts out of the Din&#039;akk Mountains.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-157482 01 July:] Phoron shortages cause the DPRA space force to rethink its patrol methods.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-157529 03 July:] A clue regarding the New Kingdom&#039;s missing expedition&#039;s fate is found.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-157550 04 July:] Political violence takes place during the celebration of the Democratic Revolution and Liberation Day. Al&#039;mariist political leaders visit Shastar city.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-157614 07 July:] New Kingdom accepts more deals with the SCC to help fuel its merchant fleet.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-157658 09 July:] The Palace of the Free Tajara, the new Hadiist seat of government is inaugurated.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-157699 12 July:] Bakhteiarova Mirzakhani visits Southern Ras&#039;nrr to gather support for her candidacy.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-157779 15 July:] A battle between settlers and Rock Nomads in the New Kingdom escalates further the violence in the region.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-157845 18 July:] The Hadiist polar expeditions discover an ancient meteor in the north pole. A new base is founded to study the object.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-157920 21 July:] The Al&#039;mariist government offers subsidies to bunkers as part of its plan in case of nuclear fallout.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-158074 27 July:] Yasmin Piaf announces her new galactic tour: &amp;quot;A Star among other stars&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-158101 28 July:] The Liberation Army reveals a [[Democratic_People%27s_Republic_of_Adhomai#Notable_Experimental_Weapons|new gas weapon]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16330-tau-ceti-times/#comment-158167 31 July:] Suspects involved in the District Eight bombing attempt at arrested in Biesel. Tau Ceti&#039;s parties discuss what they should do with the prisoners.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-158245 03 August:] The New Kingdom polar expedition discovers a new anomaly. Magnetic storms are suspected to be behind the vanishing of the Miran&#039;mir Academy&#039;s lost expedition&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-158284 05 August:] The People&#039;s Republic opens a permanent embassy with the [[Free Tajaran Council]]. The Hadiist Party strengthens its bond with the off-world community as part of the proxy war to influence the faction.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-158373 08 August:] The ALA incursion in the north pole encounters a [[Adhomian North Pole#NotableAnimals|new animal]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/?do=findComment&amp;amp;comment=158520 11 August:] Attempts to modernize the New Kingdom&#039;s army are blocked by the parliament.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#comment-158603 13 August:] The People&#039;s Republic reveals the results of its latest augmentation research.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-158729 16 August:] President Almrah Harrlala secures the support of Southern Harr&#039;masir and its ruling junta for the elections.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-158838 19 August:] Private Military Contracting Group&#039;s forces are fully deployed on the Borderlands.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-158948 25 August:] President Almrah Harrlala meets with representatives from the [[Free Tajaran Council]]. The DPRA attempts to expand its influence over the Himean community.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-158981 27 August:] Queen Shumaila meets with the Amohdan Community in the New Kingdom; they are promised that the Crown did not forget of their ambitions.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-159053 30 August:] In a visit to Northern Ras&#039;nrr, Ex-interim President Brajrr Alnadruskiy receives support for Ahem Kah&#039;nrir for his candidacy.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-159111 01 September:] A People&#039;s Republic submarine sinks during a resupply mission to the North Pole. The Party suspects sabotage.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-159193 05 September:] The Liberation Army fights its first large battle against the Yizarus Brigade since the start of the Anti-Bandit Campaign.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-159338 10 September:] The corporate presence in the New Kingdom grows as Idris opens its first luxury resort.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-159338 13 September:] Yasmin Piaf performances aboard an Orbital Fleet ship before departing to Gakal&#039;zaal.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-159425 15 September:] The Blue Party tries and fails to gather support from the Rhazkjara Valley.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-159474 19 September:] A corruption scheme to sell weapons to settlers in the nomadic host is discovered in the Royalist army; the queen promises to investigate the case even further.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-159570 24 September:] The Liberation Army dispatches military advisors to the Free Council.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-159634 27 September:] The People&#039;s Republic of Adhomai opens a museum displaying all war crimes and atrocities committed by the other two sides.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-159714 01 October:] A Pre-Historic Tajaran mummy is discovered by the New Kingdom&#039;s polar expedition.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-159767 04 October:] Alcohol poisoning in Das&#039;nrra leaves ninety. The Southern Harr&#039;masir junta collaborates with the civilian government to find the source of the bootleg mead.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-159850 08 October:] The People&#039;s Republic of Adhomai inaugurates an arctic vault to preserve the genetic material of Adhomian fauna and flora.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-160123 18 October:] A PMCG mercenary is killed in an ambush in the Borderlands. The consequences of this incident are still unclear.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-160222 24 October:] Akhran Adar&#039;eira, an endemic animal to the Rhazkjara Valley, is spotted by scientists. The animal was considered to be extinct before.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-160314 29 October:] The People&#039;s Republic reveals an automated missile control system: the Skypillar System. Even if the Hadiist leadership is destroyed, they will be able to fire their nuclear arsenal.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-160337 31 October:] Maksym Razin attempts and fails to gain the support of Din&#039;akk Mountains in the oncoming elections.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-160425 06 November:] The Orbital Fleet dispatches a team to survey the surface of [[S%27rand%27marr#Ae&#039;themir|Ae&#039;themir]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-160491 09 November:] The DPRA expedition in the North Pole discovers a new plant: the [[Adhomian_North_Pole#Notable_Plants|Vulcanic Hogweed]]. A new base, [[Adhomian_North_Pole#Bases_3|Dhrarmela&#039;s Garden]] is established.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-160650 13 November:] Queen Shumaila Azunja visits the Nomadic Host. Diplomatic attempts to reduce the tension between nomads and settlers fail.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-160652 14 November:] Corporate presence in Creuvs struggles due to the ongoing phoron crisis. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-160736 18 November:] Free Tajaran Council students arrived at the People&#039;s Republic as part of a student exchange program.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-160797 22 November:] The New Kingdom launches its new investment into the conquest of the North Pole: the [[Adhomian_North_Pole#Bases_2|Kraszar&#039;s Vessel]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#comment-160880 26 November:] President Almrah Harrlala manages to gain support from the Crevus for the presidential elections.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-160923 30 November:] The People&#039;s Republic of Adhomai announces its new plan to defeat the insurgency in Hro&#039;zamal: developing the colony to increase its autonomy from Adhomai.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-160966 04 December:] The New Kingdom acquires orbital shipwrights and begins to build its space fleet.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-161249 14 December:] The New Kingdom seals a deal with the SCC to safeguard the operations of its space merchant fleet.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-161334 19 December:] Yasmin Piaf arrives at Hro&#039;zamal.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-161384 22 December:] The second DPRA presidential election begins.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-161419 24 December:] President Almrah Harrlala secures a second term. Protests against her reelection by the opposition spring up in response.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-161464 27 December:] A bombing attempt interrupts the selection of the New Kingdom&#039;s appointed regent.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-161515 30 December:] The Hadiist party holds its first congress in the Palace of the Free Tajara.&lt;br /&gt;
&lt;br /&gt;
====2465====&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-161613 02 January:] At orders of President Almrah Harrlala, the People&#039;s Volunteer Spacer Militia enters the S&#039;rand&#039;marr system to expand its anti-piracy operations.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-161670 05 January:] A skirmish between Orbital Fleet and Spacer Militia happens over who has the right to a derelict. President Hadii orders the Al&#039;mariist space forces to leave S&#039;rand&#039;marr in three days or the PRA will engage them in combat.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-161705 07 January:] Because of the Hadiist ultimatum, the Liberation Army is mobilized for war. The Democratic People&#039;s Republic of Adhomai refuses to retreat from S&#039;rand&#039;marr and plans to declare war if their ships are attacked.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-161761 08 January:] The New Kingdom mobilizes its military and prepares for a possible nuclear war.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-161843 10 January:] President Hadii backdowns on his ultimatum and allows Al&#039;mariist ships to operate in S&#039;rand&#039;marr. War is avoided for now.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-161897 13 January:] Protests against the last Al&#039;mariist elections begin to die down. President Almrah Harrlala asserts her authority following the last crisis involving the PRA.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-161957 17 January:] The Ministry of Technology reveals a new initiative allowing any PRA citizen to be augmented at request.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-162024 23 January:] The DPRA reveals a new burrowing car prototype.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-162159 26 January:] An earthquake devastates the Eastern Nraz&#039;i Mountains in the People&#039;s Republic of Adhomai.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-162320 01 February:] The New Kingdom introduces new military vehicles as part of its efforts to update the army.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-162407 06 February:] The [[SCCV Horizon]] rescue an Orbital Fleet ship, starting a series of [[Cold Dawn Arc|events]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-162623 09 February:] The Democratic People&#039;s Republic starts to explore and claims parts of the S&#039;rand&#039;marr system.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-162725 12 February:] The Tajara behind the bombing attempt at the Parliament is found and arrested by Royalist authorities.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-162789 15 February:] Because of the earthquake in the Eastern Nraz&#039;i Mountains, the People&#039;s Republic discovers a large fossil deposit in its territory.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-162960 20 February:] The DPRA moves some of its nuclear research to the north pole.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#comment-163069 25 February:] With the help of Dominia, the New Kingdom kickstarts a military-oriented medical project.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-163326 04 March:] During the celebration of Victory Day, the PRA announces the intention of building a bluespace gate in S&#039;rand&#039;marr.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-163466 08 March:] A shuttle port is sabotaged in Gakal&#039;zaal. Weapons and ammunition are lost.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#comment-163804 15 March:] The mummy discovered by the NKA expedition is stolen.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-163979 21 March:] The PRA announces the expansion of its robotic research and production.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#comment-164159 27 March:] Queen Shumaila Azunja visits the Zarr&#039;jirah Mountains.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-164315 02 April:] The DPRA discovers that Southern Harr&#039;masir Gangs are behind the mass alcohol poisoning of Das&#039;nrra.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-164427 10 April:] Yasmin Piaf travels to the Biesel after her tour in Hro&#039;zamal.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#comment-164578 17 April:] The Tajara who attempted to bomb the parliament is sentenced to death by the Kingdom&#039;s courts.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-164655 23 April:] The ALA begins to modernize its air defenses.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-164710 28 April:] Deaths in the PRA cause authorities to suspect the presence of a serial killer.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#comment-164808 09 May:] Mal&#039;jor is attacked by the PRA serial killer.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-164827 12 May:] The ALA fails to defeat the gangs in Southern Harr&#039;masir.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#comment-164877 17 May:] The serial killer continues to evade captures and move to Nazira. The PRA enacts a national emergency and mobilizes all of its force to stop the murderer.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-164943 17 May:] The killer is killed when trying to cross the border to the DPRA. The ALA claims that the criminal is a heavily augmented Tajara.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#comment-164981 21 May:] The PRA confirms that the serial killer was killed. The Party demands the return of the body.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-165017 23 May:] The corpse of the murderer vanishes.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#comment-165086 26 May:] The New Kingdom reestablishes ties with the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#comment-165186 30 May:] The PRA announces the construction of a bluespace gate in S&#039;rand&#039;marr during the Presidential Honoring and Respect Anniversary.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#comment-165383 07 Juny:] The first national spacecraft company opens its doors in the New Kingdom. The royalist space force&#039;s ships are being projected.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#comment-165470 11 June:] Camp Afterfall is attacked by mysterious assailants who try to steal the meteorite.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-165543 15 June:] The ALA discovers a massive tunnel system used by the rebels in Amohda.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#comment-165641 20 June:] The New Kingdom polar expedition discovers a strange substance buried under the ice.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#comment-165689 23 June:] The Hadiist paleontological expedition returns with fossils found in the Eastern Nraz&#039;i Mountains.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-165754 27 June:] The DPRA recognizes and signs a treaty of friendship with the Confederated States of Fisanduh.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/?do=findComment&amp;amp;comment=165777 29 June:] The New Kingdom introduces a new invention in an attempt to modernize its armored divisions: the Experimental Walker Frigates.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#comment-165950 8 July:] The People&#039;s Republic of Adhomai signs a defensive pact with the [[Republic of Biesel]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#comment-165982 11 July:] The largest amusement park in Adhomai is inaugurated in the New Kingdom. The Crown Heir enjoys visiting it.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-166090 17 July:] The Followers of Nated start an initiative to preserve the DPRA&#039;s historical sites.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#comment-166422 26 July:] A health tonic is released to the New Kingdom&#039;s public.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16330-tau-ceti-times/page/2/#comment-166905 01 August:] Yasmin Piaf arrives at Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#comment-167233 07 August:] The Al&#039;mariist arctic expedition makes progress in scavenging.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/18629-truth-finder/#comment-167353 11 August:] Leaked documents reveal the existence of an augmented Hadiist assassin division.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#comment-167528 16 August:] The Orbital Fleet establishes a foothold on Ae&#039;themir.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#comment-167634 19 August:] The corpses of some members of the missing NKA expedition are found in the north pole.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#comment-167719 22 August:] Free Tajaran Council members visit mining sites in the DPRA.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#comment-167906 27 August:] The PRA reveals a project to replace the country&#039;s trains with high-speed versions.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#comment-168002 30 August:] PMCG forces are attacked in the Borderlands as the conflict escalates.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#comment-168277 04 September:] Outposts are established around Sani&#039;Orios by the Spacer Militia. The DPRA claims its first planet in the system.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#comment-168474 11 September:] The PRA continues to study the plasmageists.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#comment-168576 15 September:] The NKA installs observation outposts in Tunguska to study its anomalies.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#comment-168644 18 September:] The Gakal&#039;zaal junta calls for volunteers once again as the conflict escalates.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#comment-169015 22 September:] A document forgery criminal ring is arrested in the PRA.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#comment-169171 26 September:] The fallout bunker in Olska has its electronic and cables stolen. The construction suffers a major setback.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#comment-169460 03 October:] A temple of Mata&#039;ke opens at the north pole.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#comment-169521 06 October:] The Ministry of Development tests high-technological farms.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#comment-169684 13 October:] Vadymak followers from all Adhomai and beyond met in Mezuma.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#comment-169777 17 October:] Murderers are stopped by the Hadiist police.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#comment-169844 20 October:] Data from the outposts in Tunguska is analyzed.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#comment-169911 23 October:] Tourists vanish in the Din&#039;akk Mountains. The ALA is unable to find them.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16330-tau-ceti-times/page/2/#comment-170076 31 October:] Little Adhomai celebrates Dholmatyr.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#comment-170130 03 November:] Scientific underground cities are being built in the PRA.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#comment-170194 06 November:] The New Kingdom selects a new service rifle.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#comment-170303 10 November:] The Rhazkjara Valley successfully relocates to Rhazkjara Valley. Ahem Kah&#039;nrir vows revenge.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#comment-170374 13 November:] The Hadiist Party celebrates some of its young genius.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#comment-170449 17 November:] An accident causes an oil spill in Nusinsk.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16330-tau-ceti-times/page/3/#comment-170534 20 November:] Yasmin Piaf holds her first show in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#comment-170573 22 November:] The Spacer Militia plans to explore Trid&#039;irra.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16330-tau-ceti-times/page/3/#comment-170658 26 November:] The Republic of Biesel plans to negotiate a peace treaty between the Tajaran nations.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16330-tau-ceti-times/page/3/#comment-170876 04 December:] Yasmin Piaf visits the Top of the World. Her fans are not welcome in the city.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#comment-171159 13 December:] The Party gathers for their yearly meeting.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#comment-171269 18 December:] The Royalist Parliament fails to decide on a regent. An election will decide who will be the appointed regent.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16330-tau-ceti-times/page/3/#comment-171433 23 December:] Yasmin Piaf holds a show in Little Adhomai.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#comment-171549 27 December:] The DPRA celebrates five years of its existence.&lt;br /&gt;
&lt;br /&gt;
====2466====&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#findComment-171723 1 January:] Hro&#039;zamal fields its first domestically produced tractor.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16330-tau-ceti-times/page/3/#findComment-171822 8 January:] Yasmis Piaf leaves Tau Ceti for the Coalition of Colonies and [[Free Tajaran Council]] following successful performances in D6, D7, and Top of the World.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-171913 15 January:] The New Kingdom of Adhomai celebrates the new year with, among other festivities the Ice Waltz.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#findComment-172214 29 January:] Mztel&#039;mir hosts a Messa&#039;s Mead competition, featuring guest Maksym Razin. Adhomai&#039;s Finest Brew wins the competition.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#findComment-172764 23 February:] The Ministry of Technology and Grand People&#039;s Army demonstrate prototype Tesla-augmented weaponry, showing better fire rate, accuracy, and damage.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-172875 26 February:] Grand Duke Akym Yudenikh organizes a rally of the Royal Party ahead of the NKA&#039;s elections, seeking election as Regent. He meets with various important figures during the rally.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#findComment-172952 29 February:] Aleksandra Hro&#039;makar accusses Ahem Kah&#039;nrir&#039;s forces of raiding the Rhazkjara Valley and kidnapping civilians. The claims lack strong evidence, however a compromise is achieved and observers alongside military intelligence officers are sent to the Valley.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#findComment-173029 3 March:] The People&#039;s Republic of Adhomai celebrates its 35th Victory Day.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-173250 13 March:] Darmadhir Brew releases a special edition bottle for the New Kingdom&#039;s 15th year of independence.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#findComment-173428 19 March:] A Southern Ras&#039;nrr archaeology site was robbed of its findings, causing excavation to be put on hold.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#findComment-173610 27 March:] The People&#039;s Republic of Adhomai&#039;s polar expedition sends a team to trek the tallest mountain on Adhomai, Mount Zho&#039;takh, and prepare the way for further expeditions.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#findComment-174319 17 April:] Izhim&#039;yr, a town in Southern Harr&#039;masir, is evacuated as it is contaminated by radioactive waste found by scrappers. The National Assembly dispatched aid to the region after debating the nature of the ALA nuclear program. Riots are sparked across DPRA cities over the incident, comparing it to Quizosa.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-174483 23 April:] New Kingdom Constables report the Rhazar&#039;Hrujmagh within the Border Host are growing rapidly in population, despite what earlier reports suggested. This sparks debate over how the Kingdom addresses the Nomadic Host. The Queen denies a census specific to the Host, and dispatches more Raakti Shariim to the region.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#findComment-174547 27 April:] The Tajaran Union of Writers announces a national writing competition in lesser summer within the People&#039;s Republic of Adhomai to encourage new writers.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#findComment-174684 3 May:] The Adhomai Liberation Army&#039;s Naval Incursion in the North Pole announces a mission to climb Mount Zho&#039;takh, in direct opposition to the Hadiist expedition announced in March.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-174834 8 May:] The Zshram Health Tonic by the Zhanlyr Drugs Company is removed from sale after a Tajara who had been consuming the tonic daily for 3 months died to heart failure. An investigation is launched into the company and tonic.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#findComment-174953 14 May:] The People&#039;s Republic of Adhomai&#039;s polar expedition produces the first artificial plasmageist.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#findComment-175075 20 May:] The Free Tajaran Council tours Crevus at the invitation of the Civilian government.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-175165 24 May:] A member of the New Kingdom&#039;s polar expedition dies to Polar Tar. The expedition lures the Tar using farwa to further study it. Missions are dispatched to map out further deposits of Polar Tar.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#findComment-175307 30 May:] The People&#039;s Republic of Adhomai celebrate the 15th President Honoring and Respect day.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#findComment-175395 3 June:] The People&#039;s Volunteer Spacer Militia land on Trid&#039;irra and establish a temporary outpost to begin construction of permanent outposts, a testament to Al&#039;mariist space capabilities to weather the planet&#039;s harsh environment.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-175804 20 June:] The New Kingdom of Adhomai&#039;s polar expedition launches its own bid to reach the summit of Moun Zho&#039;takh. Along the way, the expedition searches for an in-land outpost.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#findComment-176067 4 July:] The Democratic People&#039;s Republic of Adhomai celebrates Democratic Revolution Day/Liberation Day. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-176357 23 July:] Miran&#039;mir is struct by a series of grave robberies, continuing a concerning trend across the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#findComment-176503 29 July:] A group of Crevan tourists venture beyond the permitted areas at the Adhomai Liberation Army&#039;s Noghorr Arctic Base, disappearing without a trace. Arctic tourism surges in demand following their disappearance.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/18629-truth-finder/#findComment-176639 7 August:] The People&#039;s Republic of Adhomai&#039;s Ministry of Technology, Outsider Department, and Strategic Intelligence Service are leaked to be researching technologies to resurrect the dead, often resulting in mindless if not aggressive subjects with little to no memory of their past life. &lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-176797 15 August:] The New Kingdom of Adhomai reveals the Stellar Armada, its first space fleet, constructed by Rahimkulov Interstellar with the aid of megacorporations.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#findComment-177129 30 August:] The Adhomai Liberation Army reveals the development of a new weapon of war, modified vulcanic hogweed seeds.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/6/#findComment-177855 15 Octorber:] The Grand People&#039;s Army reveals the Rhazar Mk.II, a Tesla-powered heavy tank utilizing laser and energy weapons.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-177901 17 October:] The PRA&#039;s Orbital Fleet reports the acceleration of Raskara&#039;s orbit around Adhomai, as well as the announcement of the impending Shi-rra Arr&#039;Kahata, the Darkest Eclipse, on October 31st.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-177965 21 October:] The New Kingdom agrees to cooperate with the Parivara to provide protection for churches, transmit radio and television prayers, and delay Stellar Armada operations during the Shi-rra Arr&#039;Kahata.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#findComment-178017 24 October:] The first Amohdan lodge on [[Gakal&#039;zaal]] opens in Zikala.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-178082 27 October:] The New Kingdom celebrates the Day of Rightful Restoration.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#findComment-178123 29 October:] The DPRA, not expected the Shi-rra Arr&#039;Kahata, enters a frenzy upon the news of the eclipse. Response plans are announced to address the eclipse, and keep the public safe.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16330-tau-ceti-times/page/4/#findComment-178151 31 October:] Little Adhomai celebrates Dholmatyr. During the celebrations, 7 teenager Tajara disappear in Little Adhomai&#039;s tunnel system.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-178157 1 November:] The People&#039;s Republic celebrates its triumph over the superstitions of the Shi-rra Arr&#039;Kahata.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/18629-truth-finder/#findComment-178215 3 November:] During the Shi-rra Arr&#039;Kahata, the People&#039;s Strategic Intelligence Service conducted the largest operation since the end of the Second Revolution, raiding hundreds of homes and buildings, arrest hundreds as well as seizing numerous artifacts. These arrests were of individuals linked to occult groups, Raskariim, and antique collectors. The majority of arrested Tajara were released, however some were imprisoned.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-178957 20 December:] The People&#039;s Republic announces the development of an anti-meteor system for the protection of the S&#039;rand&#039;marr bluespace gate construction site.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#findComment-179018 24 December:] The filming of the Quizosa Atomic Bombing documentary is announced to begin soon.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-179070 30 December:] The Raakti Shariim raid an Adhomai Democratic Front printing operation in the Zarr&#039;jirah mountains, stopping a source of anti-royalist propoganda.&lt;br /&gt;
&lt;br /&gt;
==== 2467 ====&lt;br /&gt;
*[https://forums.aurorastation.org/topic/22589-freetchimeo/ 8 August:] The [[Free Tajaran Council]] debate a contract with [[Orion Express]] which would lead to Council miners gaining contracts with OE, and production contracts for OE equipment.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/22589-freetchimeo/#findComment-181948 11 August:] The debate continues in the FTC over the proposed Orion Express contract. Sections of the contract changed with negotiation, however the debate remains centered around how far corporate influence will enter the Council.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/22589-freetchimeo/#findComment-181984 13 August:] The vote on the OE contract within the FTC stalled following intense debates. This sparks further arguments as the next vote on the matter is scheduled.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/22589-freetchimeo/#findComment-182068 16 August:] The contract passes, providing Council miners opportunities to work for Orion Express and securing production contracts with FTC factories.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#findComment-182155 21 August:] New public housing is announced within Das&#039;nrra cities. Attempts to expand the project into other regions was resisted, then tabled.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-182383 6 September:] Phoron banditry along the New Kingdoms transportation lines is on the rise. The lack of manpower in the Royal Constabulary and Raakti Shariim lead to the corporations, namely NanoTrasen, to demand better protection.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-182449 12 September:] The Imperial Army are assigned to protect phoron shipments in efforts to reduce phoron-banditry.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-182543 24 September:] The Ministry of Education restructures its secondary school system to better serve the people. As part of this effort, new schools are announced for construction on Adhomai and Hro&#039;zamal.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-182642 5 August:] The Alam&#039;ard assigned to escorting phoron shipments was discovered to have been stealing phoron. The Kazkhran (lieutenant), alongside 10 subordinates, of the unit are set for trial. The Imperial Army are removed from the protection detail, replaced by corporate security.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-182650 6 October:] Queen Shumaila grants an enforcement charter to the corporations, allowing their security forces to enforce the New Kingdom&#039;s laws without oversight.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-182705 19 October:] Following abuses by corporate security forces within the New Kingdom, riots break out in Olska speaking out against the enforcement charter.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-182725 24 October:] Following a series of riots across the Kingdom, Queen Shumaila renegotiated with the corporations participating in the enforcement charter, revoking the charter and instating a new Economic Security Oversight program, wherein the corporations may use their security forces for law enforcement and protection with oversigh by the Royal Constabulary.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-182763 27 October:] The New Kingdom celebrates the Rightful Day of Restoration, marking another year since the return of the Kingdom and the Second Revolution.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#findComment-182890 15 November:] President Harrlala promises an aid packages for Little Adhomai, including food, electronics, and clothing. Supreme Commander Nated made an addition to the shipment, an undisclosed manifest, at the expense of other supplies.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-183013 29 November:] The People&#039;s Republic&#039;s polar expedition discovers an anomalous cave. They make plans to research the cave, and seek specialized equipment from the Tampiska Polytechnic Institute to better study the cave system.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#findComment-183054 17 December:] A series of brownouts across the DPRA reveals how dire power infrastructure across the nation had degraded.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/7/#findComment-183056 20 December:] During a coldspike, power across Das&#039;nrra and later Southern Ras&#039;nrr experiences a total blackout, grounding most shuttles across spaceports and cutting off access to heat. Due to this, the risk of cold-related deaths spikes.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-183057 21 December:] Amid the power crisis in the DPRA, the People&#039;s Republic performs an audit on its electrical grid, showing a strong grid and plentiful access to electricity and heat.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/7/#findComment-183061 23 December:] Within the DPRA, a compromise is reached for the rennovation of the power grid and expansion of power production. Extranet is introduced into libraries and universities as part of the measure. Southern Harr&#039;masir is excluded from the proposal, while Northern Ras&#039;nrr&#039;s Rhaza-Akhran Ahem initially barred civilian workers until Supreme Command Nated assigned protection forces to the workers.&lt;br /&gt;
&lt;br /&gt;
==== 2468 ====&lt;br /&gt;
*[https://forums.aurorastation.org/topic/16330-tau-ceti-times/page/5/#findComment-183086 9 January:] Tajara cross Adhomai and Mendell celebrate the Coming of Dawn.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-183124 18 January:] Following reports of potential containment failure in the Tampiska Polytechnic Institute&#039;s Advanced Containment Divison of the Tesla Research Laboratories, the Tampiska area is evacuated. This was likely due to rolling blackouts across Tampiska following the reported sabatoge of power infrastructure by Al&#039;mariist dissidents.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-183214 28 January:] Following the Tampiska evacuation and further blackouts, Tampiska Polytechnic staff report the theft of an [[Tajaran_Minor_Religions#Notable_Artefacts|ancient Raskariim codex]]. An investigation is launched into recovering the codex.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/22467-spurley/#findComment-183230 31 January:] The Adhomian Mahmrro League is announced, a one of kind venture to bring together Mahmrro teams from across Adhomai to play in a unified league.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-183239 2 February:] Following the [ announcement of the Karszekani Moghes&#039;s] restructuring, the Party commends the Karszekani, despite what the truth may be behind the Sinta announcement.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183244 3 February:] The New Kingdom responds to the Karszekani, showing disgust at the supposed removal of the nobility from Moghes, even in spite of the truth of the matter.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183287 14 February:] Queen Shumaila initiates a feasibility study into the creation of a Royal Guard for upper-level officials of the New Kingdom, all on the Njarii Azunja&#039;s knuckle.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-183314 20 February:] The thieves of the Raskariim codex stolen during the Tampiska evaluation were tracked down to the [[SCCV Horizon]] and confronted by National Police Department officers. Following a showdown, the Codex was recovered, and 2 of the 3 thieves were returned to Adhomai for the trial. The remaining thief was killed during the confrontation.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/22467-spurley/#findComment-183357 27 February:] The Mahmrro clubs of each nation are submitted to the Adhomian Mahmrro League, and the schedule is finalized. All future matches, and their results, are posted on the Spurley Chirper.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-183383 4 March:] The People&#039;s Republic celebrates its 35th Victory Day.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183449 7 March:] The candidates for the New Kingdom&#039;s Royal Guard submit their bids, and meet at the Imperial Palace to show off their proposals. The candidates are whittled down throughout the conference, but a decision hasn&#039;t been made yet.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/22589-freetchimeo/#findComment-183506 15 March:] The Free Tajaran Council discusses a proposal to expand their presence on the Himean surface, or drill out more tunnels in the Foundling District. The discussion gets heated, showing the divide between those who see Himeo as a long-term home and those who only view it as a stepping stone.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-183522 17 March:] Construction on an expansion to the President Hadii Living Complex in Little Adhomai is started by the People&#039;s Republic, showing a renewed commitment to the off-world community.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/22589-freetchimeo/#findComment-183566 22 March:] The expansion of surface structures is chosen by the Free Council. Further arguments ensue regarding the decision.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183699 11 April:] Queen Shumaila selects Zavodskoi Interstellar to supply the [[New Kingdom of Adhomai#Raaktiye Pretnarii|Raaktiye Pretnarii]].&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/7/#findComment-183719 13 April:] Rhaza-Akhran Hadjuk of Amohda accuses Rhaza-Akhran K&#039;marr of smuggling and disloyalty before ALA Command and the DPRA&#039;s National Assembly. No action is taken yet, but tensions begin to build between the rivals.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183821 19 April:] Hephaestus Industries, in response to the introduction of Zavodskoi Interstellar into the New Kingdom&#039;s market, chooses to end operations and pull out of the market completely.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-183840 22 April:] Hephaestus reaffirms its contracts with the People&#039;s Republic of Adhomai, including expansion of operations, following their retraction from the New Kingdom&#039;s market.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/22589-freetchimeo/#findComment-183873 28 April:] A Guardsman of the Free Council, killing a Tajara who had been one of four people assaulting members of a local book club. The incident resulted in the Guardsman being removed, and a discussion on the nature of fiction literature in the Free Council.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/22589-freetchimeo/#findComment-183965 19 May:] The Free Council votes into law the requirement for all citizens of the Council to participate in militia training.&lt;br /&gt;
&lt;br /&gt;
*[https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/7/#findComment-184020 27 May:] Rhaza-Akhran K&#039;marr of Din&#039;akk releases his retort to Rhaza-Akhran Hadjuk&#039;s claims. President Harrlala proposes a commission to investigate the claims.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=39476</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=39476"/>
		<updated>2026-05-27T02:48:23Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Prohibited Imagery */ This and prior edit are for clarifying bridge crew, as command support includes reps and consulars.&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==&lt;br /&gt;
===Departmental Ranking===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[Chain of Command]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&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 they see fit, within their own department.&lt;br /&gt;
&lt;br /&gt;
===Alert Levels===&lt;br /&gt;
The alert system is a standardized system of five colors which correspond to the status of the vessel. These levels may alter procedure and regulations to better assist departments in addressing non-standard situations.&lt;br /&gt;
&lt;br /&gt;
Alert levels may be altered by Command and Command-support personnel as needed. A change in alert level must be made in tandem with an announcement appraising the crew of the reasoning for change in alert level, as well as any advisories necessary for safety.&lt;br /&gt;
&lt;br /&gt;
====Green Alert====&lt;br /&gt;
Green alert indicates standard operations without any non-standard danger or elevated privileges. All regulations and procedures shall be enforced. Security personnel may not openly brandish weaponry, or wear armor plating on the arms, legs, or head except for in situations that may require temporary additional protections.&lt;br /&gt;
&lt;br /&gt;
====Yellow Alert====&lt;br /&gt;
Yellow Alert indicates any non-standard operational state that presents a biological threat to the vessel. During Yellow alert status, all personnel shall assist in addressing the situation as necessary.&lt;br /&gt;
&lt;br /&gt;
Command personnel may permit privileges to any department as necessary to address the situation. These privileges must be reasonable for the situation at hand, subject to review after the conclusion of a Yellow alert. All privileges permitted to a department during Yellow alert must be announced to the vessel.&lt;br /&gt;
&lt;br /&gt;
====Blue Alert====&lt;br /&gt;
Blue alert indicates a high potential or unknown danger to the vessel. Elevation to Blue alert shall only be performed should the situation at hand not be sufficiently contained through standard procedures. All departments shall assist in the addressing of potential threats to the vessel to ensure a swift return to standard operations. Regulations and Standard Operation Procedures shall still apply as standard, however additional privileges are permitted to assist in non-standard operations.&lt;br /&gt;
&lt;br /&gt;
Security personnel are permitted to wear arm and leg guards, as well as openly-carry weaponry. Random and locational searches are permitted with probable cause. Heads of Staff may refuse a locational search if it is within their department, a command-restricted location, or high-value storage.&lt;br /&gt;
&lt;br /&gt;
The camera-network, vital sensors, and maintenance system access restrictions are lowered. However, abuse of these systems may result in punitive action where deemed necessary by on-duty Security personnel. &lt;br /&gt;
&lt;br /&gt;
====Red Alert====&lt;br /&gt;
Red alert indicates a confirmed and immediate threat to the vessel, requiring all on-duty personnel to assist in the resolution of the situation. Elevation to Red alert requires a Captain-level decision, as well as the presence of two command personnel capable of swiping for alert level elevation at a keycard authentication terminal present within all Command offices. Elevation to Red alert necessitates a situation report to Central Command at the earliest reasonable time.&lt;br /&gt;
&lt;br /&gt;
Standard Operating Procedures and Regulations may be disregarded as necessary by Command personnel to appropriately address any threats to the vessel, subject to review as necessary following the conclusion of a Red alert.&lt;br /&gt;
&lt;br /&gt;
To assist in operations, all personnel are required to utilize Tau Ceti Basic on all radio channels, as well as the setting of suit sensors to maximum.&lt;br /&gt;
&lt;br /&gt;
====Delta Alert====&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[#Evacuation and Emergency Bluespace Jumps|Evacuation and Emergency Bluespace Jumps]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Delta alert indicates a situation in which the vessel may not be recovered. Due to sensitive equipment and data on-board the vessel, in inability to contain a given situation, the vessel will undergo scuttling operations. At this time, all personnel must evacuate the vessel. Command and Security personnel are permitted any action necessary to ensure the swift evacuation of the vessel. All Standard Procedures and Regulations may be disregarded.&lt;br /&gt;
&lt;br /&gt;
===External Partners===&lt;br /&gt;
Approved External Business Partners (&amp;quot;Merchants&amp;quot;) with a SCC merchant pass possess docking authorization from Central Command and are permitted to dock and conduct business with the vessel. Merchants are expected to comply with all vessel regulations and rules set by Command Staff while aboard the ship. A merchant has direct authority over their own vessel and may choose to provide or deny their services as they see fit. Merchants are authorized to carry a concealed weapon for purposes of personal defense while aboard the vessel, unless explicitly prohibited by Command Staff. Employees who purchase items from a merchant take full responsibility for the possession and legality of these purchases. The Security Department is neither responsible for nor authorized to confiscate wares aboard a merchant&#039;s vessel and may not charge or detain a merchant for the possession of wares that remain aboard that vessel. The Security Department may not enforce regulations aboard a docked merchant vessel, except for issues that arise between Stellar Corporate Conglomerate employees, or to neutralize an immediate hostile and violent threat to the vessel.&lt;br /&gt;
&lt;br /&gt;
===Off-Duty Crew===&lt;br /&gt;
Off-duty crewmembers and passengers on the working decks are not contracted to work or otherwise assume the role of any of the actively employed crew. Even if they work for the Stellar Corporate Conglomerate, promotion of off-duty crew or passengers to vessel ranks, except in the direst 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 news channel D-Notice, unless a Captain-level decision determines 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. 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;
===Non-Structural Alterations===&lt;br /&gt;
Non-structural or 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;
All on-duty personnel must wear appropriate attire such that the upper &#039;&#039;&#039;and&#039;&#039;&#039; lower body are adequately covered. Undergarments such as bras do not suffice, however clothing such as tank tops are sufficient. Failure to do so will result in i105 - Indecent Exposure.&lt;br /&gt;
&lt;br /&gt;
Exceptions are granted to vaurcesian employees and &#039;&#039;&#039;non-shell&#039;&#039;&#039; IPCs not within the security, medical, or command departments, who may wear gear harnesses without further clothing.&lt;br /&gt;
&lt;br /&gt;
Additionally, appropriate PPE must be utilized where necessary. Examples include the use of insulated gloves when modifying electrical equipment, or hard hats when modifying the ship hull.&lt;br /&gt;
&lt;br /&gt;
===Shuttle Use===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;See more: [[Guide to Piloting]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&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, Operations Manager, or an Executive Officer.&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;
===Shuttle Pre-Flight Safety Checks===&lt;br /&gt;
During standard operation, it is necessary to ensure all airlocks are properly sealed prior to take-off in any shuttle. These checks should be performed by a [[Hangar Technician]] if present, otherwise the pilot of the shuttle craft may perform the check. Failure to do so will be considered i206 - Neglect of Duty or, should damages occur, i221 - Gross Negligence.&lt;br /&gt;
&lt;br /&gt;
Proper pre-flight safety checks must include a visual sweep of the surrounding area to ensure it is free of hazards and personnel. Following this, a visual check of all airlocks must be performed. If an airlock is &#039;&#039;&#039;overridden&#039;&#039;&#039;, force either set of doors closed, or if additional systems are available to seal the atmosphere of the shuttle, such as airtight shutters, they should be enabled and confirmed to be active. After the surrounding area, airlocks, and additional systems have been visually checked, the inspecting crew member must announce that the shuttle is cleared for flight if they are not the pilot of the shuttle.&lt;br /&gt;
&lt;br /&gt;
===Horizon Weapons Systems===&lt;br /&gt;
The SCCV Horizon has been equipped with two 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 Chainlink as a whole.&lt;br /&gt;
&lt;br /&gt;
The Canary&#039;s weaponry may be used by the team lead on its away mission without command approval, but its use will be reviewed upon return to the Horizon. Misuse of any of the weapon systems are grounds for immediate termination.&lt;br /&gt;
&lt;br /&gt;
===Salvage Operations===&lt;br /&gt;
During standard operation, the Horizon may come across abandoned or wrecked vessels. Due to various contracts secured between the SCC and governments of visited regions, these vessels may be salvaged by crew under the following conditions:&lt;br /&gt;
&lt;br /&gt;
*The site is not inhabited or occupied.&lt;br /&gt;
*No local laws prohibit the salvage of that site.&lt;br /&gt;
*No other organization has previously claimed the site.&lt;br /&gt;
*No other department has claimed the site for other activities. Examples include:&lt;br /&gt;
**Archaeological exploration by the Science Department.&lt;br /&gt;
**Structural repair ordered by the Chief Engineer.&lt;br /&gt;
**Quarantine declared by the Chief Medical Officer.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise agreed upon with other organizations prior to a salvaging operation, such as Central Command or external partners, all equipment and materials salvaged from a site may be stored and used at the discretion of the Horizon.&lt;br /&gt;
&lt;br /&gt;
==Command==&lt;br /&gt;
===Prohibited Imagery===&lt;br /&gt;
The following list contains all organizations containing prohibited imagery and symbology. Any items displaying the imagery or symbology of an organization contained on this list may not, under any circumstances, be displayed by Command or Bridge personnel.&lt;br /&gt;
&lt;br /&gt;
*Emblems of [[Human Wildlands|&amp;quot;warlord states&amp;quot;]], including the &#039;&#039;&#039;Solarian Restoration Front&#039;&#039;&#039;, &#039;&#039;&#039;the League of Independent Corporate-Free Systems&#039;&#039;&#039;, &#039;&#039;&#039;the Free Solarian Fleets&#039;&#039;&#039;, &#039;&#039;&#039;the Southern Solarian Military District&#039;&#039;&#039;, and the &#039;&#039;&#039;Southern Fleet Administration&#039;&#039;&#039;; or&lt;br /&gt;
*Emblems of anti-corporate organizations such as the &#039;&#039;&#039;[[Himeo|United Syndicates of Himeo]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Democratic People&#039;s Republic of Adhomai|Adhomian Liberation Army]]&#039;&#039;&#039;, the &#039;&#039;&#039;[[Mictlan|&amp;quot;Founding Movement&amp;quot;, or the &amp;quot;Samaritans&amp;quot;]]&#039;&#039;&#039;; or&lt;br /&gt;
*Emblems of the group &#039;&#039;&#039;[[Unathi_Crime_And_Enforcement#The_Champions_of_Moghes|&amp;quot;Champion of Moghes&amp;quot;]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Uniform Regulations===&lt;br /&gt;
All Command and Bridge personnel must wear appropriate business or business casual clothing. Personnel may not dress in a manner that may lead to the misidentification as a member of their originating corporation or nation-state. All prohibited imagery or symbology may not be worn under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Acting Captain===&lt;br /&gt;
Should the Command staff be missing a captain, it is preferred that all members of the Command staff present 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 carries the authority of the captain and can conduct actions that would otherwise require the captain&#039;s approval. These actions require a Command vote to enact a captain-level decision. Command votes to enact a captain-level decision may &#039;&#039;&#039;not&#039;&#039;&#039; occur if a captain is present.&lt;br /&gt;
&lt;br /&gt;
All Heads of Staff can initiate a Command vote. This vote is considered a captain-level decision and thus carries the authority of the captain. A Command vote begins with one or more Heads of Staff declaring what the vote intends to do over the command radio. All Heads of Staff are expected to participate and vote yes, no, or verbally abstain (abstaining through inaction is not permitted). All command votes are majority-rules unless stated otherwise. In the event the command vote ends in a tie, the vote automatically fails. Any votes taken against another Head of Staff will see the implicated party automatically abstained from voting. Additionally, Command staff who have been formally detained under orders of the Head of Security will be unable to vote until they have been released and allowed to reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, the Command staff may vote to appoint an Acting Captain among the Command staff. This is a standard Command-level vote only requiring a majority in favor. In the event a Head of Staff is elevated to Captainship, Central Command should be informed immediately as the situation allows. Once standard operation is resumed, and any non-standard situations have been resolved, the Acting Captain must resign captainship and reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
===Captain Authority===&lt;br /&gt;
The vessel&#039;s assigned Captain has full authority over the operation of the vessel and the attached shuttles. They are authorized to shut down departments at their discretion, reassign crew members, issue direct orders to all crew members of the ship, and take actions within reason that may violate regulations in non-standard situations.&lt;br /&gt;
&lt;br /&gt;
The captain is trusted to act in the best interests of the company, crew, and vessel they are assigned to. Any complaints or concerns over the captain&#039;s decisions should be addressed after their orders have been carried out, and after the situation that prompted those orders has been resolved.&lt;br /&gt;
&lt;br /&gt;
===Command Staff===&lt;br /&gt;
During standard operation, all Departmental Heads of Staff are equal under the command of the captain present onboard the vessel. Should a department find itself lacking a Head of Staff, the Captain is able to either assume direct supervision of the department or otherwise appoint a senior crew member to fill the missing role through the procedure for [[#Interim Command Staff|Interim Heads of Staff]].&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;
===Interim Command Staff===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[Chain_of_Command#Interim_Heads_of_Staff|Chain of Command]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During standard operation, departments lacking a Head of Staff may have a senior crew member elevated into an Interim Head of Staff position by the Captain, Acting Captain, or Executive Officer. They inherit equal responsibility and power to a normal Head of Staff, with the exception of votes of no confidence to which an Interim Head of Staff may not start or participate in. During the selection of an Interim Head of Staff, considerations for SCC standards should be applied, regardless of whether it may exclude potential options for Interim. In the event of a crew member being elevated into an interim position, a promotion form should be completed.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, restrictions and considerations on an Interim Head of Staff may be ignored, with exception of vaurcesian employees who may not be elevated under any circumstance. However, all Interim Heads of Staff that do not otherwise fit SCC standards must be demoted to their standard position immediately following the conclusion of non-standard operations.&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 section may be overridden by a captain if required.&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;
===Departmental Funds===&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;
===Evacuation and Emergency Bluespace Jumps===&lt;br /&gt;
During extreme non-standard operation, evacuation or emergency bluespace jump orders may be used when the Horizon is placed in a situation that threatens the destruction of the vessel or her crew. Emergency bluespace jumps are the preferred order, with evacuations remaining a last resort that may coincide with [[#Delta Alert|Delta Alert]].&lt;br /&gt;
&lt;br /&gt;
An evacuation or emergency bluespace jump order may only be enacted by a captain or &#039;&#039;&#039;unanimous&#039;&#039;&#039; Command-level vote. Central Command &#039;&#039;&#039;must&#039;&#039;&#039; be notified of the order along with a brief reasoning before the order has been completed. In the event of an evacuation, all sensitive information, materials, and equipment must either be destroyed or secured with the evacuating crew.&lt;br /&gt;
&lt;br /&gt;
===Incident Management===&lt;br /&gt;
During non-standard operation, 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 a significant incident is arising that could affect standard operations of the vessel or cause significant damage to crew or property, it is expected that (when possible) all on board personnel are provided with the following information:&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;
===Faxes===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[Guide to Faxes]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Command and Command-support personnel may be required, from time to time, to fax an external organization. These communications must follow given standards as necessary for the correct routing and swift processing of communications.&lt;br /&gt;
&lt;br /&gt;
All Command personnel are permitted to seek guidance from Central Command as necessary during vessel operations. However, at no point may any personnel halt, delay, or otherwise disrupt operations pending return communication from Central Command. &lt;br /&gt;
&lt;br /&gt;
====Internal Routed Faxes====&lt;br /&gt;
All communications routing within the Stellar Corporate Conglomerate network, including Central Command or affiliate-corporations, shall use internal SCC routing. These communications must utilize standardized forms appropriate for a given communication. All fields, with exception of index, must be filled. Tau Ceti Basic is to be utilized except for signatures. Stamps, where necessary, must be provided. Failure to abide by these guidelines may result in the misrouting or rejection of a sent communication. The following is a guideline for standard fax forms:&lt;br /&gt;
&lt;br /&gt;
*General Fax: To be utilized for standard, non-urgent communications. This is the standard form for non-critical updates, personnel alterations such as suspensions, budget use for bonuses, and other miscellaneous communications.&lt;br /&gt;
&lt;br /&gt;
*Situation Report: To be utilized for high-urgency, immediate-attention communication with Central Command. This is the standard form for all non-standard situation reports.&lt;br /&gt;
&lt;br /&gt;
*Secondary Forms: Secondary forms (such as security reports, forensics reports, medical reports, or any other document) that are to be sent to Central Command should be attached to any of the above as required, and not sent on their own.&lt;br /&gt;
&lt;br /&gt;
====External Routed Faxes====&lt;br /&gt;
All communications routed to non-SCC entities, such as a government or an independent organization. These communications have no standard guidelines, and as such may be performed as necessary.&lt;br /&gt;
&lt;br /&gt;
==Science==&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;
==Operations==&lt;br /&gt;
===Warehouse Contents===&lt;br /&gt;
The operations department is expected to store and distribute warehouse supplies to the vessel&#039;s departments as deemed appropriate. The stock of the vessels warehouse is not to be regarded as contraband if it remains in the warehouse or is being transported to an appropriate destination.&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
===Vessel Modifications===&lt;br /&gt;
All non-structural forms of modification, optimization, or upgrades to vessel equipment are permitted so long as the modifying engineer is qualified and has obtained written permission of all staff resident to the department in question. Large-scale structural modifications or additions require written and stamped consent from either the Chief Engineer, the Captain, or (in the absence of both) a delegated representative of Command staff.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
===Warden Authority===&lt;br /&gt;
The Warden&#039;s authority is limited to the brig and detainees and does not extend to the Security department or its personnel. Additionally, the Warden is not a de facto interim Head of Security in the absence of a Head of Security, unless promoted to that position by command staff.&lt;br /&gt;
&lt;br /&gt;
With sufficient cause, the Warden is authorized to independently issue arrest and search warrants. This authority is subject to command staff review.&lt;br /&gt;
&lt;br /&gt;
===Processing Time===&lt;br /&gt;
Personnel detained by Security are expected to be processed in a timely manner. Because a detainee&#039;s brig sentence begins after processing is completed, excessive processing times may result in the Warden or handling Security Officers being liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
===Uniform Regulation===&lt;br /&gt;
On-duty security officers and wardens are required to wear the standard uniform provided by their employer or maintain business casual 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;
On-duty investigative personnel are required to maintain business casual attire, regardless of colour. Casual wear is not permitted. If the personnel is not immediately identifiable as security, a badge must be worn at the hip or on the outer layer of clothing for ease of identification.&lt;br /&gt;
&lt;br /&gt;
Footwear for on-duty security personnel must be business casual or boots and must be closed toe. Unathi and Tajara personnel may wear open toe boots, and Diona personnel are not required to wear footwear. &lt;br /&gt;
&lt;br /&gt;
===Cadetship===&lt;br /&gt;
Investigative personnel are not required to complete a cadetship prior to beginning department duties. Any investigative personnel not having completed a cadetship may not perform the detainment of any crew. Those investigative personnel having completed a cadetship must display this within relevant records, and may perform the detainment of crew only where a Security Officer is not available to perform the same.&lt;br /&gt;
&lt;br /&gt;
===Use of Force===&lt;br /&gt;
During standard operation, the application of force by Security personnel in response to a given situation should follow the ‘one step above’ concept, wherein the force applied is one level above that of the target. For example, unarmed individuals would call on the use of pepperspray or stun batons. Those equipped with a melee weapon would call on the use of a firearm. &lt;br /&gt;
&lt;br /&gt;
It is expected for all Security personnel, notably the Head of Security, to participate in the determination of what forms of force are applicable in a given situation. However, the determination of adequate use of force shall not impede the security of the vessel and crew.&lt;br /&gt;
&lt;br /&gt;
Failure to utilize adequate use of force will result in i117 - Excessive use of force in detainment.&lt;br /&gt;
&lt;br /&gt;
===Responding===&lt;br /&gt;
Upon arriving at the scene, the security officer 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;
===Searches===&lt;br /&gt;
During standard operation, all individuals on the vessel are affording protections against unnecessary searches. These protections are waived in the following cases:&lt;br /&gt;
*The ship is on [[Guide to Alert Levels|Blue, Red, or Delta alert]].&lt;br /&gt;
*A search warrant has been authorized.&lt;br /&gt;
*The search is initiated within the two pre-designated checkpoint areas.&lt;br /&gt;
*The search is initiated at an improvised checkpoint area with Head of Security or Captain-level approval.&lt;br /&gt;
&lt;br /&gt;
The procedure for initiating a search is as follows:&lt;br /&gt;
*The intent to search an individual is announced by an authorized Security Officer, Warden, or Head of Security.&lt;br /&gt;
*The authorized search warrant is presented if applicable.&lt;br /&gt;
*Select storage spaces on the individual are searched according to type of search:&lt;br /&gt;
**Checkpoint searches are limited to jackets, bags, and any containers within those articles.&lt;br /&gt;
**All other searches are permitted to search all storage spaces on an individual.&lt;br /&gt;
*Outstanding items identified as [[Guide to Contraband|contraband]] must be removed and bagged as evidence.&lt;br /&gt;
*All other items are returned to the individual.&lt;br /&gt;
*Should detainment be required, follow the procedure on [[#Arrest|arrests]].&lt;br /&gt;
&lt;br /&gt;
===Arrest===&lt;br /&gt;
During standard operation, an authorized warrant is required to carry out an arrest. Authorization can be provided from a Captain-level decision, Head of Security, or Warden. The requirement for a warrant prior to arrest is waived in the following cases:&lt;br /&gt;
*The ship is on [[Guide to Alert Levels|Blue, Red, or Delta alert]].&lt;br /&gt;
*The member of Security directly witnesses the crime.&lt;br /&gt;
*It can be reasonably concluded that failure to act will pose an immediate danger to the crew and/or vessel.&lt;br /&gt;
Proceed as follows during the event of detainment:&lt;br /&gt;
*Announce intention to arrest and charges vocally. Present authorized warrant if applicable.&lt;br /&gt;
*Request the suspect surrender peaceably&lt;br /&gt;
*If suspect resists, attempt to handcuff. Verbal disagreement or swearing is &#039;&#039;&#039;not&#039;&#039;&#039; resisting. Verbal threats of violence, damage, or death &#039;&#039;&#039;are&#039;&#039;&#039; considered resisting arrest.&lt;br /&gt;
*If suspects fight back or run, apply needed force to cease flight and detain suspect. A charge of resisting arrest should be applied in this case.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
For witnessed major/violent crime:&lt;br /&gt;
*Immediately attempt detainment of suspect, with charges read out when suspect is secured.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
===Processing===&lt;br /&gt;
*Ensure Warden is aware of incoming prisoner.&lt;br /&gt;
*Bring prisoner to processing/booking room. Leave secured if violent/repeat offender. &lt;br /&gt;
*Check prisoner’s pockets (coat/jumpsuit), pack, and any containers within pack.&lt;br /&gt;
*Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to person or respective department.&lt;br /&gt;
*Inform the prisoners superior of the arrest.&lt;br /&gt;
*Proceed to ‘Jailing’.&lt;br /&gt;
&lt;br /&gt;
===Questioning===&lt;br /&gt;
*Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in-depth investigations.&lt;br /&gt;
*The Investigative team should get preference in questioning a suspect unless there&#039;s a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it&#039;s always good to ask.&lt;br /&gt;
*If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).&lt;br /&gt;
*Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.&lt;br /&gt;
*If person remains uncooperative, make note of this. Seek advice from your Head of Security.&lt;br /&gt;
&lt;br /&gt;
===Jailing===&lt;br /&gt;
*Move prisoner to appropriate cell. &lt;br /&gt;
*Place personal items the prisoner was deemed able to keep upon release in cell locker.&lt;br /&gt;
*Set cell timer to appropriate time and secure cell.&lt;br /&gt;
*Remove handcuffs from prisoner’s person within secure cell if able to do so without severe risk to own wellbeing.&lt;br /&gt;
*Ensure records are properly updated to reflect prisoner’s crimes/status.&lt;br /&gt;
&lt;br /&gt;
===Autopsies===&lt;br /&gt;
*All autopsies should be conducted by investigations within the autopsy room. If no investigators are present, the cadaver should be stored until one arrives.&lt;br /&gt;
*More steps outlining autopsies can be found [[Guide to Cadavers | here.]]&lt;br /&gt;
*Once the autopsy is completed, if the deceased was an employee aboard the SCCV Horizon, the cadaver should be remanded to medical so that they may carry out any potential [[#Post Mortem Wishes | post-mortem wishes.]]&lt;br /&gt;
&lt;br /&gt;
==Medical==&lt;br /&gt;
===Do not Borgify ===&lt;br /&gt;
Personnel with a Do Not Borgify order are NOT to be borgified. Failure to heed these orders is considered malpractice by law and will be treated as such.&lt;br /&gt;
&lt;br /&gt;
===Paramedic Helmet===&lt;br /&gt;
Paramedics are to use their helmet on the same basis as security: on code blue and above, and in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
===Postmortem 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. Postmortem 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;
===Medical Uniform Regulations===&lt;br /&gt;
On-duty medical personnel providing &#039;&#039;&#039;direct patient care&#039;&#039;&#039; are required to wear the standard uniform provided by their employer or maintain a business attire preferably (but not required) in the colours of their corporation. Footwear must be professional and closed toe, with exception to Unathi medical personnel who may wear open toe shoes and Dionae medical personnel who may wear no footwear.&lt;br /&gt;
&lt;br /&gt;
Casual wear, inappropriate footwear, shorts not issued with a uniform, and skirts of any kind are not allowed. Paramedics are required to be immediately and easily identifiable as Medical personnel.&lt;br /&gt;
&lt;br /&gt;
====Operating Rooms====&lt;br /&gt;
For patient safety and infection control, OR&#039;s are held to a higher standard. Scrubs or a protective sterile surgical apron completely covering clothing underneath. Full PPE, including masks for employees who breathe and sterile gloves. Remember to wash your hands!&lt;br /&gt;
&lt;br /&gt;
Employees entering for brief periods are only required the use of sterile gloves and masks. These employees may not come into contact with a patient undergoing an operation.&lt;br /&gt;
&lt;br /&gt;
Tajara surgical personnel should be garbed in full body sterile drapes for infection prevention.&lt;br /&gt;
&lt;br /&gt;
Shorts provided by PMCG-issued uniforms may &#039;&#039;&#039;NOT&#039;&#039;&#039; be used within the Operating Rooms.&lt;br /&gt;
&lt;br /&gt;
Personnel failing to meet these requirements for the medical department are in violation of failing to execute an order.&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
===AI Monitoring===&lt;br /&gt;
The AI only has to monitor the following secure areas:&lt;br /&gt;
*Armory&lt;br /&gt;
*SAT (The big nuke room)&lt;br /&gt;
*Telecommunications&lt;br /&gt;
*The Vault&lt;br /&gt;
*Command areas (Bridge, head of staff offices, etc.)&lt;br /&gt;
*Secure Storage&lt;br /&gt;
*Research Storage&lt;br /&gt;
*Research Server Room&lt;br /&gt;
*Engine Room (Supermatter specifically, INDRA if it is running)&lt;br /&gt;
*AI Core and AI Upload&lt;br /&gt;
&lt;br /&gt;
===Access to the AI===&lt;br /&gt;
In order to access the AI upload or the AI core a Captain-level decision is required. All command staff must be informed of the decision.&lt;br /&gt;
&lt;br /&gt;
The AI may have its laws altered or reset via a Captain-level decision. This action may be performed by an Operations Manager, qualified Head of Staff, or a Machinist under Command supervision.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=39475</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=39475"/>
		<updated>2026-05-27T02:47:50Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Uniform Regulations */&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==&lt;br /&gt;
===Departmental Ranking===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[Chain of Command]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&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 they see fit, within their own department.&lt;br /&gt;
&lt;br /&gt;
===Alert Levels===&lt;br /&gt;
The alert system is a standardized system of five colors which correspond to the status of the vessel. These levels may alter procedure and regulations to better assist departments in addressing non-standard situations.&lt;br /&gt;
&lt;br /&gt;
Alert levels may be altered by Command and Command-support personnel as needed. A change in alert level must be made in tandem with an announcement appraising the crew of the reasoning for change in alert level, as well as any advisories necessary for safety.&lt;br /&gt;
&lt;br /&gt;
====Green Alert====&lt;br /&gt;
Green alert indicates standard operations without any non-standard danger or elevated privileges. All regulations and procedures shall be enforced. Security personnel may not openly brandish weaponry, or wear armor plating on the arms, legs, or head except for in situations that may require temporary additional protections.&lt;br /&gt;
&lt;br /&gt;
====Yellow Alert====&lt;br /&gt;
Yellow Alert indicates any non-standard operational state that presents a biological threat to the vessel. During Yellow alert status, all personnel shall assist in addressing the situation as necessary.&lt;br /&gt;
&lt;br /&gt;
Command personnel may permit privileges to any department as necessary to address the situation. These privileges must be reasonable for the situation at hand, subject to review after the conclusion of a Yellow alert. All privileges permitted to a department during Yellow alert must be announced to the vessel.&lt;br /&gt;
&lt;br /&gt;
====Blue Alert====&lt;br /&gt;
Blue alert indicates a high potential or unknown danger to the vessel. Elevation to Blue alert shall only be performed should the situation at hand not be sufficiently contained through standard procedures. All departments shall assist in the addressing of potential threats to the vessel to ensure a swift return to standard operations. Regulations and Standard Operation Procedures shall still apply as standard, however additional privileges are permitted to assist in non-standard operations.&lt;br /&gt;
&lt;br /&gt;
Security personnel are permitted to wear arm and leg guards, as well as openly-carry weaponry. Random and locational searches are permitted with probable cause. Heads of Staff may refuse a locational search if it is within their department, a command-restricted location, or high-value storage.&lt;br /&gt;
&lt;br /&gt;
The camera-network, vital sensors, and maintenance system access restrictions are lowered. However, abuse of these systems may result in punitive action where deemed necessary by on-duty Security personnel. &lt;br /&gt;
&lt;br /&gt;
====Red Alert====&lt;br /&gt;
Red alert indicates a confirmed and immediate threat to the vessel, requiring all on-duty personnel to assist in the resolution of the situation. Elevation to Red alert requires a Captain-level decision, as well as the presence of two command personnel capable of swiping for alert level elevation at a keycard authentication terminal present within all Command offices. Elevation to Red alert necessitates a situation report to Central Command at the earliest reasonable time.&lt;br /&gt;
&lt;br /&gt;
Standard Operating Procedures and Regulations may be disregarded as necessary by Command personnel to appropriately address any threats to the vessel, subject to review as necessary following the conclusion of a Red alert.&lt;br /&gt;
&lt;br /&gt;
To assist in operations, all personnel are required to utilize Tau Ceti Basic on all radio channels, as well as the setting of suit sensors to maximum.&lt;br /&gt;
&lt;br /&gt;
====Delta Alert====&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[#Evacuation and Emergency Bluespace Jumps|Evacuation and Emergency Bluespace Jumps]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Delta alert indicates a situation in which the vessel may not be recovered. Due to sensitive equipment and data on-board the vessel, in inability to contain a given situation, the vessel will undergo scuttling operations. At this time, all personnel must evacuate the vessel. Command and Security personnel are permitted any action necessary to ensure the swift evacuation of the vessel. All Standard Procedures and Regulations may be disregarded.&lt;br /&gt;
&lt;br /&gt;
===External Partners===&lt;br /&gt;
Approved External Business Partners (&amp;quot;Merchants&amp;quot;) with a SCC merchant pass possess docking authorization from Central Command and are permitted to dock and conduct business with the vessel. Merchants are expected to comply with all vessel regulations and rules set by Command Staff while aboard the ship. A merchant has direct authority over their own vessel and may choose to provide or deny their services as they see fit. Merchants are authorized to carry a concealed weapon for purposes of personal defense while aboard the vessel, unless explicitly prohibited by Command Staff. Employees who purchase items from a merchant take full responsibility for the possession and legality of these purchases. The Security Department is neither responsible for nor authorized to confiscate wares aboard a merchant&#039;s vessel and may not charge or detain a merchant for the possession of wares that remain aboard that vessel. The Security Department may not enforce regulations aboard a docked merchant vessel, except for issues that arise between Stellar Corporate Conglomerate employees, or to neutralize an immediate hostile and violent threat to the vessel.&lt;br /&gt;
&lt;br /&gt;
===Off-Duty Crew===&lt;br /&gt;
Off-duty crewmembers and passengers on the working decks are not contracted to work or otherwise assume the role of any of the actively employed crew. Even if they work for the Stellar Corporate Conglomerate, promotion of off-duty crew or passengers to vessel ranks, except in the direst 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 news channel D-Notice, unless a Captain-level decision determines 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. 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;
===Non-Structural Alterations===&lt;br /&gt;
Non-structural or 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;
All on-duty personnel must wear appropriate attire such that the upper &#039;&#039;&#039;and&#039;&#039;&#039; lower body are adequately covered. Undergarments such as bras do not suffice, however clothing such as tank tops are sufficient. Failure to do so will result in i105 - Indecent Exposure.&lt;br /&gt;
&lt;br /&gt;
Exceptions are granted to vaurcesian employees and &#039;&#039;&#039;non-shell&#039;&#039;&#039; IPCs not within the security, medical, or command departments, who may wear gear harnesses without further clothing.&lt;br /&gt;
&lt;br /&gt;
Additionally, appropriate PPE must be utilized where necessary. Examples include the use of insulated gloves when modifying electrical equipment, or hard hats when modifying the ship hull.&lt;br /&gt;
&lt;br /&gt;
===Shuttle Use===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;See more: [[Guide to Piloting]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&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, Operations Manager, or an Executive Officer.&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;
===Shuttle Pre-Flight Safety Checks===&lt;br /&gt;
During standard operation, it is necessary to ensure all airlocks are properly sealed prior to take-off in any shuttle. These checks should be performed by a [[Hangar Technician]] if present, otherwise the pilot of the shuttle craft may perform the check. Failure to do so will be considered i206 - Neglect of Duty or, should damages occur, i221 - Gross Negligence.&lt;br /&gt;
&lt;br /&gt;
Proper pre-flight safety checks must include a visual sweep of the surrounding area to ensure it is free of hazards and personnel. Following this, a visual check of all airlocks must be performed. If an airlock is &#039;&#039;&#039;overridden&#039;&#039;&#039;, force either set of doors closed, or if additional systems are available to seal the atmosphere of the shuttle, such as airtight shutters, they should be enabled and confirmed to be active. After the surrounding area, airlocks, and additional systems have been visually checked, the inspecting crew member must announce that the shuttle is cleared for flight if they are not the pilot of the shuttle.&lt;br /&gt;
&lt;br /&gt;
===Horizon Weapons Systems===&lt;br /&gt;
The SCCV Horizon has been equipped with two 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 Chainlink as a whole.&lt;br /&gt;
&lt;br /&gt;
The Canary&#039;s weaponry may be used by the team lead on its away mission without command approval, but its use will be reviewed upon return to the Horizon. Misuse of any of the weapon systems are grounds for immediate termination.&lt;br /&gt;
&lt;br /&gt;
===Salvage Operations===&lt;br /&gt;
During standard operation, the Horizon may come across abandoned or wrecked vessels. Due to various contracts secured between the SCC and governments of visited regions, these vessels may be salvaged by crew under the following conditions:&lt;br /&gt;
&lt;br /&gt;
*The site is not inhabited or occupied.&lt;br /&gt;
*No local laws prohibit the salvage of that site.&lt;br /&gt;
*No other organization has previously claimed the site.&lt;br /&gt;
*No other department has claimed the site for other activities. Examples include:&lt;br /&gt;
**Archaeological exploration by the Science Department.&lt;br /&gt;
**Structural repair ordered by the Chief Engineer.&lt;br /&gt;
**Quarantine declared by the Chief Medical Officer.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise agreed upon with other organizations prior to a salvaging operation, such as Central Command or external partners, all equipment and materials salvaged from a site may be stored and used at the discretion of the Horizon.&lt;br /&gt;
&lt;br /&gt;
==Command==&lt;br /&gt;
===Prohibited Imagery===&lt;br /&gt;
The following list contains all organizations containing prohibited imagery and symbology. Any items displaying the imagery or symbology of an organization contained on this list may not, under any circumstances, be displayed by Command or Command-support personnel.&lt;br /&gt;
&lt;br /&gt;
*Emblems of [[Human Wildlands|&amp;quot;warlord states&amp;quot;]], including the &#039;&#039;&#039;Solarian Restoration Front&#039;&#039;&#039;, &#039;&#039;&#039;the League of Independent Corporate-Free Systems&#039;&#039;&#039;, &#039;&#039;&#039;the Free Solarian Fleets&#039;&#039;&#039;, &#039;&#039;&#039;the Southern Solarian Military District&#039;&#039;&#039;, and the &#039;&#039;&#039;Southern Fleet Administration&#039;&#039;&#039;; or&lt;br /&gt;
*Emblems of anti-corporate organizations such as the &#039;&#039;&#039;[[Himeo|United Syndicates of Himeo]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Democratic People&#039;s Republic of Adhomai|Adhomian Liberation Army]]&#039;&#039;&#039;, the &#039;&#039;&#039;[[Mictlan|&amp;quot;Founding Movement&amp;quot;, or the &amp;quot;Samaritans&amp;quot;]]&#039;&#039;&#039;; or&lt;br /&gt;
*Emblems of the group &#039;&#039;&#039;[[Unathi_Crime_And_Enforcement#The_Champions_of_Moghes|&amp;quot;Champion of Moghes&amp;quot;]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Uniform Regulations===&lt;br /&gt;
All Command and Bridge personnel must wear appropriate business or business casual clothing. Personnel may not dress in a manner that may lead to the misidentification as a member of their originating corporation or nation-state. All prohibited imagery or symbology may not be worn under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Acting Captain===&lt;br /&gt;
Should the Command staff be missing a captain, it is preferred that all members of the Command staff present 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 carries the authority of the captain and can conduct actions that would otherwise require the captain&#039;s approval. These actions require a Command vote to enact a captain-level decision. Command votes to enact a captain-level decision may &#039;&#039;&#039;not&#039;&#039;&#039; occur if a captain is present.&lt;br /&gt;
&lt;br /&gt;
All Heads of Staff can initiate a Command vote. This vote is considered a captain-level decision and thus carries the authority of the captain. A Command vote begins with one or more Heads of Staff declaring what the vote intends to do over the command radio. All Heads of Staff are expected to participate and vote yes, no, or verbally abstain (abstaining through inaction is not permitted). All command votes are majority-rules unless stated otherwise. In the event the command vote ends in a tie, the vote automatically fails. Any votes taken against another Head of Staff will see the implicated party automatically abstained from voting. Additionally, Command staff who have been formally detained under orders of the Head of Security will be unable to vote until they have been released and allowed to reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, the Command staff may vote to appoint an Acting Captain among the Command staff. This is a standard Command-level vote only requiring a majority in favor. In the event a Head of Staff is elevated to Captainship, Central Command should be informed immediately as the situation allows. Once standard operation is resumed, and any non-standard situations have been resolved, the Acting Captain must resign captainship and reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
===Captain Authority===&lt;br /&gt;
The vessel&#039;s assigned Captain has full authority over the operation of the vessel and the attached shuttles. They are authorized to shut down departments at their discretion, reassign crew members, issue direct orders to all crew members of the ship, and take actions within reason that may violate regulations in non-standard situations.&lt;br /&gt;
&lt;br /&gt;
The captain is trusted to act in the best interests of the company, crew, and vessel they are assigned to. Any complaints or concerns over the captain&#039;s decisions should be addressed after their orders have been carried out, and after the situation that prompted those orders has been resolved.&lt;br /&gt;
&lt;br /&gt;
===Command Staff===&lt;br /&gt;
During standard operation, all Departmental Heads of Staff are equal under the command of the captain present onboard the vessel. Should a department find itself lacking a Head of Staff, the Captain is able to either assume direct supervision of the department or otherwise appoint a senior crew member to fill the missing role through the procedure for [[#Interim Command Staff|Interim Heads of Staff]].&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;
===Interim Command Staff===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[Chain_of_Command#Interim_Heads_of_Staff|Chain of Command]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During standard operation, departments lacking a Head of Staff may have a senior crew member elevated into an Interim Head of Staff position by the Captain, Acting Captain, or Executive Officer. They inherit equal responsibility and power to a normal Head of Staff, with the exception of votes of no confidence to which an Interim Head of Staff may not start or participate in. During the selection of an Interim Head of Staff, considerations for SCC standards should be applied, regardless of whether it may exclude potential options for Interim. In the event of a crew member being elevated into an interim position, a promotion form should be completed.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, restrictions and considerations on an Interim Head of Staff may be ignored, with exception of vaurcesian employees who may not be elevated under any circumstance. However, all Interim Heads of Staff that do not otherwise fit SCC standards must be demoted to their standard position immediately following the conclusion of non-standard operations.&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 section may be overridden by a captain if required.&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;
===Departmental Funds===&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;
===Evacuation and Emergency Bluespace Jumps===&lt;br /&gt;
During extreme non-standard operation, evacuation or emergency bluespace jump orders may be used when the Horizon is placed in a situation that threatens the destruction of the vessel or her crew. Emergency bluespace jumps are the preferred order, with evacuations remaining a last resort that may coincide with [[#Delta Alert|Delta Alert]].&lt;br /&gt;
&lt;br /&gt;
An evacuation or emergency bluespace jump order may only be enacted by a captain or &#039;&#039;&#039;unanimous&#039;&#039;&#039; Command-level vote. Central Command &#039;&#039;&#039;must&#039;&#039;&#039; be notified of the order along with a brief reasoning before the order has been completed. In the event of an evacuation, all sensitive information, materials, and equipment must either be destroyed or secured with the evacuating crew.&lt;br /&gt;
&lt;br /&gt;
===Incident Management===&lt;br /&gt;
During non-standard operation, 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 a significant incident is arising that could affect standard operations of the vessel or cause significant damage to crew or property, it is expected that (when possible) all on board personnel are provided with the following information:&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;
===Faxes===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[Guide to Faxes]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Command and Command-support personnel may be required, from time to time, to fax an external organization. These communications must follow given standards as necessary for the correct routing and swift processing of communications.&lt;br /&gt;
&lt;br /&gt;
All Command personnel are permitted to seek guidance from Central Command as necessary during vessel operations. However, at no point may any personnel halt, delay, or otherwise disrupt operations pending return communication from Central Command. &lt;br /&gt;
&lt;br /&gt;
====Internal Routed Faxes====&lt;br /&gt;
All communications routing within the Stellar Corporate Conglomerate network, including Central Command or affiliate-corporations, shall use internal SCC routing. These communications must utilize standardized forms appropriate for a given communication. All fields, with exception of index, must be filled. Tau Ceti Basic is to be utilized except for signatures. Stamps, where necessary, must be provided. Failure to abide by these guidelines may result in the misrouting or rejection of a sent communication. The following is a guideline for standard fax forms:&lt;br /&gt;
&lt;br /&gt;
*General Fax: To be utilized for standard, non-urgent communications. This is the standard form for non-critical updates, personnel alterations such as suspensions, budget use for bonuses, and other miscellaneous communications.&lt;br /&gt;
&lt;br /&gt;
*Situation Report: To be utilized for high-urgency, immediate-attention communication with Central Command. This is the standard form for all non-standard situation reports.&lt;br /&gt;
&lt;br /&gt;
*Secondary Forms: Secondary forms (such as security reports, forensics reports, medical reports, or any other document) that are to be sent to Central Command should be attached to any of the above as required, and not sent on their own.&lt;br /&gt;
&lt;br /&gt;
====External Routed Faxes====&lt;br /&gt;
All communications routed to non-SCC entities, such as a government or an independent organization. These communications have no standard guidelines, and as such may be performed as necessary.&lt;br /&gt;
&lt;br /&gt;
==Science==&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;
==Operations==&lt;br /&gt;
===Warehouse Contents===&lt;br /&gt;
The operations department is expected to store and distribute warehouse supplies to the vessel&#039;s departments as deemed appropriate. The stock of the vessels warehouse is not to be regarded as contraband if it remains in the warehouse or is being transported to an appropriate destination.&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
===Vessel Modifications===&lt;br /&gt;
All non-structural forms of modification, optimization, or upgrades to vessel equipment are permitted so long as the modifying engineer is qualified and has obtained written permission of all staff resident to the department in question. Large-scale structural modifications or additions require written and stamped consent from either the Chief Engineer, the Captain, or (in the absence of both) a delegated representative of Command staff.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
===Warden Authority===&lt;br /&gt;
The Warden&#039;s authority is limited to the brig and detainees and does not extend to the Security department or its personnel. Additionally, the Warden is not a de facto interim Head of Security in the absence of a Head of Security, unless promoted to that position by command staff.&lt;br /&gt;
&lt;br /&gt;
With sufficient cause, the Warden is authorized to independently issue arrest and search warrants. This authority is subject to command staff review.&lt;br /&gt;
&lt;br /&gt;
===Processing Time===&lt;br /&gt;
Personnel detained by Security are expected to be processed in a timely manner. Because a detainee&#039;s brig sentence begins after processing is completed, excessive processing times may result in the Warden or handling Security Officers being liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
===Uniform Regulation===&lt;br /&gt;
On-duty security officers and wardens are required to wear the standard uniform provided by their employer or maintain business casual 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;
On-duty investigative personnel are required to maintain business casual attire, regardless of colour. Casual wear is not permitted. If the personnel is not immediately identifiable as security, a badge must be worn at the hip or on the outer layer of clothing for ease of identification.&lt;br /&gt;
&lt;br /&gt;
Footwear for on-duty security personnel must be business casual or boots and must be closed toe. Unathi and Tajara personnel may wear open toe boots, and Diona personnel are not required to wear footwear. &lt;br /&gt;
&lt;br /&gt;
===Cadetship===&lt;br /&gt;
Investigative personnel are not required to complete a cadetship prior to beginning department duties. Any investigative personnel not having completed a cadetship may not perform the detainment of any crew. Those investigative personnel having completed a cadetship must display this within relevant records, and may perform the detainment of crew only where a Security Officer is not available to perform the same.&lt;br /&gt;
&lt;br /&gt;
===Use of Force===&lt;br /&gt;
During standard operation, the application of force by Security personnel in response to a given situation should follow the ‘one step above’ concept, wherein the force applied is one level above that of the target. For example, unarmed individuals would call on the use of pepperspray or stun batons. Those equipped with a melee weapon would call on the use of a firearm. &lt;br /&gt;
&lt;br /&gt;
It is expected for all Security personnel, notably the Head of Security, to participate in the determination of what forms of force are applicable in a given situation. However, the determination of adequate use of force shall not impede the security of the vessel and crew.&lt;br /&gt;
&lt;br /&gt;
Failure to utilize adequate use of force will result in i117 - Excessive use of force in detainment.&lt;br /&gt;
&lt;br /&gt;
===Responding===&lt;br /&gt;
Upon arriving at the scene, the security officer 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;
===Searches===&lt;br /&gt;
During standard operation, all individuals on the vessel are affording protections against unnecessary searches. These protections are waived in the following cases:&lt;br /&gt;
*The ship is on [[Guide to Alert Levels|Blue, Red, or Delta alert]].&lt;br /&gt;
*A search warrant has been authorized.&lt;br /&gt;
*The search is initiated within the two pre-designated checkpoint areas.&lt;br /&gt;
*The search is initiated at an improvised checkpoint area with Head of Security or Captain-level approval.&lt;br /&gt;
&lt;br /&gt;
The procedure for initiating a search is as follows:&lt;br /&gt;
*The intent to search an individual is announced by an authorized Security Officer, Warden, or Head of Security.&lt;br /&gt;
*The authorized search warrant is presented if applicable.&lt;br /&gt;
*Select storage spaces on the individual are searched according to type of search:&lt;br /&gt;
**Checkpoint searches are limited to jackets, bags, and any containers within those articles.&lt;br /&gt;
**All other searches are permitted to search all storage spaces on an individual.&lt;br /&gt;
*Outstanding items identified as [[Guide to Contraband|contraband]] must be removed and bagged as evidence.&lt;br /&gt;
*All other items are returned to the individual.&lt;br /&gt;
*Should detainment be required, follow the procedure on [[#Arrest|arrests]].&lt;br /&gt;
&lt;br /&gt;
===Arrest===&lt;br /&gt;
During standard operation, an authorized warrant is required to carry out an arrest. Authorization can be provided from a Captain-level decision, Head of Security, or Warden. The requirement for a warrant prior to arrest is waived in the following cases:&lt;br /&gt;
*The ship is on [[Guide to Alert Levels|Blue, Red, or Delta alert]].&lt;br /&gt;
*The member of Security directly witnesses the crime.&lt;br /&gt;
*It can be reasonably concluded that failure to act will pose an immediate danger to the crew and/or vessel.&lt;br /&gt;
Proceed as follows during the event of detainment:&lt;br /&gt;
*Announce intention to arrest and charges vocally. Present authorized warrant if applicable.&lt;br /&gt;
*Request the suspect surrender peaceably&lt;br /&gt;
*If suspect resists, attempt to handcuff. Verbal disagreement or swearing is &#039;&#039;&#039;not&#039;&#039;&#039; resisting. Verbal threats of violence, damage, or death &#039;&#039;&#039;are&#039;&#039;&#039; considered resisting arrest.&lt;br /&gt;
*If suspects fight back or run, apply needed force to cease flight and detain suspect. A charge of resisting arrest should be applied in this case.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
For witnessed major/violent crime:&lt;br /&gt;
*Immediately attempt detainment of suspect, with charges read out when suspect is secured.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
===Processing===&lt;br /&gt;
*Ensure Warden is aware of incoming prisoner.&lt;br /&gt;
*Bring prisoner to processing/booking room. Leave secured if violent/repeat offender. &lt;br /&gt;
*Check prisoner’s pockets (coat/jumpsuit), pack, and any containers within pack.&lt;br /&gt;
*Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to person or respective department.&lt;br /&gt;
*Inform the prisoners superior of the arrest.&lt;br /&gt;
*Proceed to ‘Jailing’.&lt;br /&gt;
&lt;br /&gt;
===Questioning===&lt;br /&gt;
*Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in-depth investigations.&lt;br /&gt;
*The Investigative team should get preference in questioning a suspect unless there&#039;s a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it&#039;s always good to ask.&lt;br /&gt;
*If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).&lt;br /&gt;
*Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.&lt;br /&gt;
*If person remains uncooperative, make note of this. Seek advice from your Head of Security.&lt;br /&gt;
&lt;br /&gt;
===Jailing===&lt;br /&gt;
*Move prisoner to appropriate cell. &lt;br /&gt;
*Place personal items the prisoner was deemed able to keep upon release in cell locker.&lt;br /&gt;
*Set cell timer to appropriate time and secure cell.&lt;br /&gt;
*Remove handcuffs from prisoner’s person within secure cell if able to do so without severe risk to own wellbeing.&lt;br /&gt;
*Ensure records are properly updated to reflect prisoner’s crimes/status.&lt;br /&gt;
&lt;br /&gt;
===Autopsies===&lt;br /&gt;
*All autopsies should be conducted by investigations within the autopsy room. If no investigators are present, the cadaver should be stored until one arrives.&lt;br /&gt;
*More steps outlining autopsies can be found [[Guide to Cadavers | here.]]&lt;br /&gt;
*Once the autopsy is completed, if the deceased was an employee aboard the SCCV Horizon, the cadaver should be remanded to medical so that they may carry out any potential [[#Post Mortem Wishes | post-mortem wishes.]]&lt;br /&gt;
&lt;br /&gt;
==Medical==&lt;br /&gt;
===Do not Borgify ===&lt;br /&gt;
Personnel with a Do Not Borgify order are NOT to be borgified. Failure to heed these orders is considered malpractice by law and will be treated as such.&lt;br /&gt;
&lt;br /&gt;
===Paramedic Helmet===&lt;br /&gt;
Paramedics are to use their helmet on the same basis as security: on code blue and above, and in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
===Postmortem 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. Postmortem 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;
===Medical Uniform Regulations===&lt;br /&gt;
On-duty medical personnel providing &#039;&#039;&#039;direct patient care&#039;&#039;&#039; are required to wear the standard uniform provided by their employer or maintain a business attire preferably (but not required) in the colours of their corporation. Footwear must be professional and closed toe, with exception to Unathi medical personnel who may wear open toe shoes and Dionae medical personnel who may wear no footwear.&lt;br /&gt;
&lt;br /&gt;
Casual wear, inappropriate footwear, shorts not issued with a uniform, and skirts of any kind are not allowed. Paramedics are required to be immediately and easily identifiable as Medical personnel.&lt;br /&gt;
&lt;br /&gt;
====Operating Rooms====&lt;br /&gt;
For patient safety and infection control, OR&#039;s are held to a higher standard. Scrubs or a protective sterile surgical apron completely covering clothing underneath. Full PPE, including masks for employees who breathe and sterile gloves. Remember to wash your hands!&lt;br /&gt;
&lt;br /&gt;
Employees entering for brief periods are only required the use of sterile gloves and masks. These employees may not come into contact with a patient undergoing an operation.&lt;br /&gt;
&lt;br /&gt;
Tajara surgical personnel should be garbed in full body sterile drapes for infection prevention.&lt;br /&gt;
&lt;br /&gt;
Shorts provided by PMCG-issued uniforms may &#039;&#039;&#039;NOT&#039;&#039;&#039; be used within the Operating Rooms.&lt;br /&gt;
&lt;br /&gt;
Personnel failing to meet these requirements for the medical department are in violation of failing to execute an order.&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
===AI Monitoring===&lt;br /&gt;
The AI only has to monitor the following secure areas:&lt;br /&gt;
*Armory&lt;br /&gt;
*SAT (The big nuke room)&lt;br /&gt;
*Telecommunications&lt;br /&gt;
*The Vault&lt;br /&gt;
*Command areas (Bridge, head of staff offices, etc.)&lt;br /&gt;
*Secure Storage&lt;br /&gt;
*Research Storage&lt;br /&gt;
*Research Server Room&lt;br /&gt;
*Engine Room (Supermatter specifically, INDRA if it is running)&lt;br /&gt;
*AI Core and AI Upload&lt;br /&gt;
&lt;br /&gt;
===Access to the AI===&lt;br /&gt;
In order to access the AI upload or the AI core a Captain-level decision is required. All command staff must be informed of the decision.&lt;br /&gt;
&lt;br /&gt;
The AI may have its laws altered or reset via a Captain-level decision. This action may be performed by an Operations Manager, qualified Head of Staff, or a Machinist under Command supervision.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=39474</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=39474"/>
		<updated>2026-05-27T02:37:54Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: Consolidated and updated SOP to include: Alert levels, faxes, command uniforms, prohibited imagery, etc. Approved by Connor&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==&lt;br /&gt;
===Departmental Ranking===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[Chain of Command]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&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 they see fit, within their own department.&lt;br /&gt;
&lt;br /&gt;
===Alert Levels===&lt;br /&gt;
The alert system is a standardized system of five colors which correspond to the status of the vessel. These levels may alter procedure and regulations to better assist departments in addressing non-standard situations.&lt;br /&gt;
&lt;br /&gt;
Alert levels may be altered by Command and Command-support personnel as needed. A change in alert level must be made in tandem with an announcement appraising the crew of the reasoning for change in alert level, as well as any advisories necessary for safety.&lt;br /&gt;
&lt;br /&gt;
====Green Alert====&lt;br /&gt;
Green alert indicates standard operations without any non-standard danger or elevated privileges. All regulations and procedures shall be enforced. Security personnel may not openly brandish weaponry, or wear armor plating on the arms, legs, or head except for in situations that may require temporary additional protections.&lt;br /&gt;
&lt;br /&gt;
====Yellow Alert====&lt;br /&gt;
Yellow Alert indicates any non-standard operational state that presents a biological threat to the vessel. During Yellow alert status, all personnel shall assist in addressing the situation as necessary.&lt;br /&gt;
&lt;br /&gt;
Command personnel may permit privileges to any department as necessary to address the situation. These privileges must be reasonable for the situation at hand, subject to review after the conclusion of a Yellow alert. All privileges permitted to a department during Yellow alert must be announced to the vessel.&lt;br /&gt;
&lt;br /&gt;
====Blue Alert====&lt;br /&gt;
Blue alert indicates a high potential or unknown danger to the vessel. Elevation to Blue alert shall only be performed should the situation at hand not be sufficiently contained through standard procedures. All departments shall assist in the addressing of potential threats to the vessel to ensure a swift return to standard operations. Regulations and Standard Operation Procedures shall still apply as standard, however additional privileges are permitted to assist in non-standard operations.&lt;br /&gt;
&lt;br /&gt;
Security personnel are permitted to wear arm and leg guards, as well as openly-carry weaponry. Random and locational searches are permitted with probable cause. Heads of Staff may refuse a locational search if it is within their department, a command-restricted location, or high-value storage.&lt;br /&gt;
&lt;br /&gt;
The camera-network, vital sensors, and maintenance system access restrictions are lowered. However, abuse of these systems may result in punitive action where deemed necessary by on-duty Security personnel. &lt;br /&gt;
&lt;br /&gt;
====Red Alert====&lt;br /&gt;
Red alert indicates a confirmed and immediate threat to the vessel, requiring all on-duty personnel to assist in the resolution of the situation. Elevation to Red alert requires a Captain-level decision, as well as the presence of two command personnel capable of swiping for alert level elevation at a keycard authentication terminal present within all Command offices. Elevation to Red alert necessitates a situation report to Central Command at the earliest reasonable time.&lt;br /&gt;
&lt;br /&gt;
Standard Operating Procedures and Regulations may be disregarded as necessary by Command personnel to appropriately address any threats to the vessel, subject to review as necessary following the conclusion of a Red alert.&lt;br /&gt;
&lt;br /&gt;
To assist in operations, all personnel are required to utilize Tau Ceti Basic on all radio channels, as well as the setting of suit sensors to maximum.&lt;br /&gt;
&lt;br /&gt;
====Delta Alert====&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[#Evacuation and Emergency Bluespace Jumps|Evacuation and Emergency Bluespace Jumps]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Delta alert indicates a situation in which the vessel may not be recovered. Due to sensitive equipment and data on-board the vessel, in inability to contain a given situation, the vessel will undergo scuttling operations. At this time, all personnel must evacuate the vessel. Command and Security personnel are permitted any action necessary to ensure the swift evacuation of the vessel. All Standard Procedures and Regulations may be disregarded.&lt;br /&gt;
&lt;br /&gt;
===External Partners===&lt;br /&gt;
Approved External Business Partners (&amp;quot;Merchants&amp;quot;) with a SCC merchant pass possess docking authorization from Central Command and are permitted to dock and conduct business with the vessel. Merchants are expected to comply with all vessel regulations and rules set by Command Staff while aboard the ship. A merchant has direct authority over their own vessel and may choose to provide or deny their services as they see fit. Merchants are authorized to carry a concealed weapon for purposes of personal defense while aboard the vessel, unless explicitly prohibited by Command Staff. Employees who purchase items from a merchant take full responsibility for the possession and legality of these purchases. The Security Department is neither responsible for nor authorized to confiscate wares aboard a merchant&#039;s vessel and may not charge or detain a merchant for the possession of wares that remain aboard that vessel. The Security Department may not enforce regulations aboard a docked merchant vessel, except for issues that arise between Stellar Corporate Conglomerate employees, or to neutralize an immediate hostile and violent threat to the vessel.&lt;br /&gt;
&lt;br /&gt;
===Off-Duty Crew===&lt;br /&gt;
Off-duty crewmembers and passengers on the working decks are not contracted to work or otherwise assume the role of any of the actively employed crew. Even if they work for the Stellar Corporate Conglomerate, promotion of off-duty crew or passengers to vessel ranks, except in the direst 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 news channel D-Notice, unless a Captain-level decision determines 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. 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;
===Non-Structural Alterations===&lt;br /&gt;
Non-structural or 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;
All on-duty personnel must wear appropriate attire such that the upper &#039;&#039;&#039;and&#039;&#039;&#039; lower body are adequately covered. Undergarments such as bras do not suffice, however clothing such as tank tops are sufficient. Failure to do so will result in i105 - Indecent Exposure.&lt;br /&gt;
&lt;br /&gt;
Exceptions are granted to vaurcesian employees and &#039;&#039;&#039;non-shell&#039;&#039;&#039; IPCs not within the security, medical, or command departments, who may wear gear harnesses without further clothing.&lt;br /&gt;
&lt;br /&gt;
Additionally, appropriate PPE must be utilized where necessary. Examples include the use of insulated gloves when modifying electrical equipment, or hard hats when modifying the ship hull.&lt;br /&gt;
&lt;br /&gt;
===Shuttle Use===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;See more: [[Guide to Piloting]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&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, Operations Manager, or an Executive Officer.&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;
===Shuttle Pre-Flight Safety Checks===&lt;br /&gt;
During standard operation, it is necessary to ensure all airlocks are properly sealed prior to take-off in any shuttle. These checks should be performed by a [[Hangar Technician]] if present, otherwise the pilot of the shuttle craft may perform the check. Failure to do so will be considered i206 - Neglect of Duty or, should damages occur, i221 - Gross Negligence.&lt;br /&gt;
&lt;br /&gt;
Proper pre-flight safety checks must include a visual sweep of the surrounding area to ensure it is free of hazards and personnel. Following this, a visual check of all airlocks must be performed. If an airlock is &#039;&#039;&#039;overridden&#039;&#039;&#039;, force either set of doors closed, or if additional systems are available to seal the atmosphere of the shuttle, such as airtight shutters, they should be enabled and confirmed to be active. After the surrounding area, airlocks, and additional systems have been visually checked, the inspecting crew member must announce that the shuttle is cleared for flight if they are not the pilot of the shuttle.&lt;br /&gt;
&lt;br /&gt;
===Horizon Weapons Systems===&lt;br /&gt;
The SCCV Horizon has been equipped with two 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 Chainlink as a whole.&lt;br /&gt;
&lt;br /&gt;
The Canary&#039;s weaponry may be used by the team lead on its away mission without command approval, but its use will be reviewed upon return to the Horizon. Misuse of any of the weapon systems are grounds for immediate termination.&lt;br /&gt;
&lt;br /&gt;
===Salvage Operations===&lt;br /&gt;
During standard operation, the Horizon may come across abandoned or wrecked vessels. Due to various contracts secured between the SCC and governments of visited regions, these vessels may be salvaged by crew under the following conditions:&lt;br /&gt;
&lt;br /&gt;
*The site is not inhabited or occupied.&lt;br /&gt;
*No local laws prohibit the salvage of that site.&lt;br /&gt;
*No other organization has previously claimed the site.&lt;br /&gt;
*No other department has claimed the site for other activities. Examples include:&lt;br /&gt;
**Archaeological exploration by the Science Department.&lt;br /&gt;
**Structural repair ordered by the Chief Engineer.&lt;br /&gt;
**Quarantine declared by the Chief Medical Officer.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise agreed upon with other organizations prior to a salvaging operation, such as Central Command or external partners, all equipment and materials salvaged from a site may be stored and used at the discretion of the Horizon.&lt;br /&gt;
&lt;br /&gt;
==Command==&lt;br /&gt;
===Prohibited Imagery===&lt;br /&gt;
The following list contains all organizations containing prohibited imagery and symbology. Any items displaying the imagery or symbology of an organization contained on this list may not, under any circumstances, be displayed by Command or Command-support personnel.&lt;br /&gt;
&lt;br /&gt;
*Emblems of [[Human Wildlands|&amp;quot;warlord states&amp;quot;]], including the &#039;&#039;&#039;Solarian Restoration Front&#039;&#039;&#039;, &#039;&#039;&#039;the League of Independent Corporate-Free Systems&#039;&#039;&#039;, &#039;&#039;&#039;the Free Solarian Fleets&#039;&#039;&#039;, &#039;&#039;&#039;the Southern Solarian Military District&#039;&#039;&#039;, and the &#039;&#039;&#039;Southern Fleet Administration&#039;&#039;&#039;; or&lt;br /&gt;
*Emblems of anti-corporate organizations such as the &#039;&#039;&#039;[[Himeo|United Syndicates of Himeo]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Democratic People&#039;s Republic of Adhomai|Adhomian Liberation Army]]&#039;&#039;&#039;, the &#039;&#039;&#039;[[Mictlan|&amp;quot;Founding Movement&amp;quot;, or the &amp;quot;Samaritans&amp;quot;]]&#039;&#039;&#039;; or&lt;br /&gt;
*Emblems of the group &#039;&#039;&#039;[[Unathi_Crime_And_Enforcement#The_Champions_of_Moghes|&amp;quot;Champion of Moghes&amp;quot;]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Uniform Regulations===&lt;br /&gt;
All Command and Command-support personnel must wear appropriate business or business casual clothing. Personnel may not dress in a manner that may lead to the mis-identification as a member of their originating corporation or nation-state. All prohibited imagery or symbology may not be worn under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Acting Captain===&lt;br /&gt;
Should the Command staff be missing a captain, it is preferred that all members of the Command staff present 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 carries the authority of the captain and can conduct actions that would otherwise require the captain&#039;s approval. These actions require a Command vote to enact a captain-level decision. Command votes to enact a captain-level decision may &#039;&#039;&#039;not&#039;&#039;&#039; occur if a captain is present.&lt;br /&gt;
&lt;br /&gt;
All Heads of Staff can initiate a Command vote. This vote is considered a captain-level decision and thus carries the authority of the captain. A Command vote begins with one or more Heads of Staff declaring what the vote intends to do over the command radio. All Heads of Staff are expected to participate and vote yes, no, or verbally abstain (abstaining through inaction is not permitted). All command votes are majority-rules unless stated otherwise. In the event the command vote ends in a tie, the vote automatically fails. Any votes taken against another Head of Staff will see the implicated party automatically abstained from voting. Additionally, Command staff who have been formally detained under orders of the Head of Security will be unable to vote until they have been released and allowed to reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, the Command staff may vote to appoint an Acting Captain among the Command staff. This is a standard Command-level vote only requiring a majority in favor. In the event a Head of Staff is elevated to Captainship, Central Command should be informed immediately as the situation allows. Once standard operation is resumed, and any non-standard situations have been resolved, the Acting Captain must resign captainship and reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
===Captain Authority===&lt;br /&gt;
The vessel&#039;s assigned Captain has full authority over the operation of the vessel and the attached shuttles. They are authorized to shut down departments at their discretion, reassign crew members, issue direct orders to all crew members of the ship, and take actions within reason that may violate regulations in non-standard situations.&lt;br /&gt;
&lt;br /&gt;
The captain is trusted to act in the best interests of the company, crew, and vessel they are assigned to. Any complaints or concerns over the captain&#039;s decisions should be addressed after their orders have been carried out, and after the situation that prompted those orders has been resolved.&lt;br /&gt;
&lt;br /&gt;
===Command Staff===&lt;br /&gt;
During standard operation, all Departmental Heads of Staff are equal under the command of the captain present onboard the vessel. Should a department find itself lacking a Head of Staff, the Captain is able to either assume direct supervision of the department or otherwise appoint a senior crew member to fill the missing role through the procedure for [[#Interim Command Staff|Interim Heads of Staff]].&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;
===Interim Command Staff===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[Chain_of_Command#Interim_Heads_of_Staff|Chain of Command]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During standard operation, departments lacking a Head of Staff may have a senior crew member elevated into an Interim Head of Staff position by the Captain, Acting Captain, or Executive Officer. They inherit equal responsibility and power to a normal Head of Staff, with the exception of votes of no confidence to which an Interim Head of Staff may not start or participate in. During the selection of an Interim Head of Staff, considerations for SCC standards should be applied, regardless of whether it may exclude potential options for Interim. In the event of a crew member being elevated into an interim position, a promotion form should be completed.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, restrictions and considerations on an Interim Head of Staff may be ignored, with exception of vaurcesian employees who may not be elevated under any circumstance. However, all Interim Heads of Staff that do not otherwise fit SCC standards must be demoted to their standard position immediately following the conclusion of non-standard operations.&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 section may be overridden by a captain if required.&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;
===Departmental Funds===&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;
===Evacuation and Emergency Bluespace Jumps===&lt;br /&gt;
During extreme non-standard operation, evacuation or emergency bluespace jump orders may be used when the Horizon is placed in a situation that threatens the destruction of the vessel or her crew. Emergency bluespace jumps are the preferred order, with evacuations remaining a last resort that may coincide with [[#Delta Alert|Delta Alert]].&lt;br /&gt;
&lt;br /&gt;
An evacuation or emergency bluespace jump order may only be enacted by a captain or &#039;&#039;&#039;unanimous&#039;&#039;&#039; Command-level vote. Central Command &#039;&#039;&#039;must&#039;&#039;&#039; be notified of the order along with a brief reasoning before the order has been completed. In the event of an evacuation, all sensitive information, materials, and equipment must either be destroyed or secured with the evacuating crew.&lt;br /&gt;
&lt;br /&gt;
===Incident Management===&lt;br /&gt;
During non-standard operation, 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 a significant incident is arising that could affect standard operations of the vessel or cause significant damage to crew or property, it is expected that (when possible) all on board personnel are provided with the following information:&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;
===Faxes===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;See more: [[Guide to Faxes]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Command and Command-support personnel may be required, from time to time, to fax an external organization. These communications must follow given standards as necessary for the correct routing and swift processing of communications.&lt;br /&gt;
&lt;br /&gt;
All Command personnel are permitted to seek guidance from Central Command as necessary during vessel operations. However, at no point may any personnel halt, delay, or otherwise disrupt operations pending return communication from Central Command. &lt;br /&gt;
&lt;br /&gt;
====Internal Routed Faxes====&lt;br /&gt;
All communications routing within the Stellar Corporate Conglomerate network, including Central Command or affiliate-corporations, shall use internal SCC routing. These communications must utilize standardized forms appropriate for a given communication. All fields, with exception of index, must be filled. Tau Ceti Basic is to be utilized except for signatures. Stamps, where necessary, must be provided. Failure to abide by these guidelines may result in the misrouting or rejection of a sent communication. The following is a guideline for standard fax forms:&lt;br /&gt;
&lt;br /&gt;
*General Fax: To be utilized for standard, non-urgent communications. This is the standard form for non-critical updates, personnel alterations such as suspensions, budget use for bonuses, and other miscellaneous communications.&lt;br /&gt;
&lt;br /&gt;
*Situation Report: To be utilized for high-urgency, immediate-attention communication with Central Command. This is the standard form for all non-standard situation reports.&lt;br /&gt;
&lt;br /&gt;
*Secondary Forms: Secondary forms (such as security reports, forensics reports, medical reports, or any other document) that are to be sent to Central Command should be attached to any of the above as required, and not sent on their own.&lt;br /&gt;
&lt;br /&gt;
====External Routed Faxes====&lt;br /&gt;
All communications routed to non-SCC entities, such as a government or an independent organization. These communications have no standard guidelines, and as such may be performed as necessary.&lt;br /&gt;
&lt;br /&gt;
==Science==&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;
==Operations==&lt;br /&gt;
===Warehouse Contents===&lt;br /&gt;
The operations department is expected to store and distribute warehouse supplies to the vessel&#039;s departments as deemed appropriate. The stock of the vessels warehouse is not to be regarded as contraband if it remains in the warehouse or is being transported to an appropriate destination.&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
===Vessel Modifications===&lt;br /&gt;
All non-structural forms of modification, optimization, or upgrades to vessel equipment are permitted so long as the modifying engineer is qualified and has obtained written permission of all staff resident to the department in question. Large-scale structural modifications or additions require written and stamped consent from either the Chief Engineer, the Captain, or (in the absence of both) a delegated representative of Command staff.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
===Warden Authority===&lt;br /&gt;
The Warden&#039;s authority is limited to the brig and detainees and does not extend to the Security department or its personnel. Additionally, the Warden is not a de facto interim Head of Security in the absence of a Head of Security, unless promoted to that position by command staff.&lt;br /&gt;
&lt;br /&gt;
With sufficient cause, the Warden is authorized to independently issue arrest and search warrants. This authority is subject to command staff review.&lt;br /&gt;
&lt;br /&gt;
===Processing Time===&lt;br /&gt;
Personnel detained by Security are expected to be processed in a timely manner. Because a detainee&#039;s brig sentence begins after processing is completed, excessive processing times may result in the Warden or handling Security Officers being liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
===Uniform Regulation===&lt;br /&gt;
On-duty security officers and wardens are required to wear the standard uniform provided by their employer or maintain business casual 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;
On-duty investigative personnel are required to maintain business casual attire, regardless of colour. Casual wear is not permitted. If the personnel is not immediately identifiable as security, a badge must be worn at the hip or on the outer layer of clothing for ease of identification.&lt;br /&gt;
&lt;br /&gt;
Footwear for on-duty security personnel must be business casual or boots and must be closed toe. Unathi and Tajara personnel may wear open toe boots, and Diona personnel are not required to wear footwear. &lt;br /&gt;
&lt;br /&gt;
===Cadetship===&lt;br /&gt;
Investigative personnel are not required to complete a cadetship prior to beginning department duties. Any investigative personnel not having completed a cadetship may not perform the detainment of any crew. Those investigative personnel having completed a cadetship must display this within relevant records, and may perform the detainment of crew only where a Security Officer is not available to perform the same.&lt;br /&gt;
&lt;br /&gt;
===Use of Force===&lt;br /&gt;
During standard operation, the application of force by Security personnel in response to a given situation should follow the ‘one step above’ concept, wherein the force applied is one level above that of the target. For example, unarmed individuals would call on the use of pepperspray or stun batons. Those equipped with a melee weapon would call on the use of a firearm. &lt;br /&gt;
&lt;br /&gt;
It is expected for all Security personnel, notably the Head of Security, to participate in the determination of what forms of force are applicable in a given situation. However, the determination of adequate use of force shall not impede the security of the vessel and crew.&lt;br /&gt;
&lt;br /&gt;
Failure to utilize adequate use of force will result in i117 - Excessive use of force in detainment.&lt;br /&gt;
&lt;br /&gt;
===Responding===&lt;br /&gt;
Upon arriving at the scene, the security officer 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;
===Searches===&lt;br /&gt;
During standard operation, all individuals on the vessel are affording protections against unnecessary searches. These protections are waived in the following cases:&lt;br /&gt;
*The ship is on [[Guide to Alert Levels|Blue, Red, or Delta alert]].&lt;br /&gt;
*A search warrant has been authorized.&lt;br /&gt;
*The search is initiated within the two pre-designated checkpoint areas.&lt;br /&gt;
*The search is initiated at an improvised checkpoint area with Head of Security or Captain-level approval.&lt;br /&gt;
&lt;br /&gt;
The procedure for initiating a search is as follows:&lt;br /&gt;
*The intent to search an individual is announced by an authorized Security Officer, Warden, or Head of Security.&lt;br /&gt;
*The authorized search warrant is presented if applicable.&lt;br /&gt;
*Select storage spaces on the individual are searched according to type of search:&lt;br /&gt;
**Checkpoint searches are limited to jackets, bags, and any containers within those articles.&lt;br /&gt;
**All other searches are permitted to search all storage spaces on an individual.&lt;br /&gt;
*Outstanding items identified as [[Guide to Contraband|contraband]] must be removed and bagged as evidence.&lt;br /&gt;
*All other items are returned to the individual.&lt;br /&gt;
*Should detainment be required, follow the procedure on [[#Arrest|arrests]].&lt;br /&gt;
&lt;br /&gt;
===Arrest===&lt;br /&gt;
During standard operation, an authorized warrant is required to carry out an arrest. Authorization can be provided from a Captain-level decision, Head of Security, or Warden. The requirement for a warrant prior to arrest is waived in the following cases:&lt;br /&gt;
*The ship is on [[Guide to Alert Levels|Blue, Red, or Delta alert]].&lt;br /&gt;
*The member of Security directly witnesses the crime.&lt;br /&gt;
*It can be reasonably concluded that failure to act will pose an immediate danger to the crew and/or vessel.&lt;br /&gt;
Proceed as follows during the event of detainment:&lt;br /&gt;
*Announce intention to arrest and charges vocally. Present authorized warrant if applicable.&lt;br /&gt;
*Request the suspect surrender peaceably&lt;br /&gt;
*If suspect resists, attempt to handcuff. Verbal disagreement or swearing is &#039;&#039;&#039;not&#039;&#039;&#039; resisting. Verbal threats of violence, damage, or death &#039;&#039;&#039;are&#039;&#039;&#039; considered resisting arrest.&lt;br /&gt;
*If suspects fight back or run, apply needed force to cease flight and detain suspect. A charge of resisting arrest should be applied in this case.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
For witnessed major/violent crime:&lt;br /&gt;
*Immediately attempt detainment of suspect, with charges read out when suspect is secured.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
===Processing===&lt;br /&gt;
*Ensure Warden is aware of incoming prisoner.&lt;br /&gt;
*Bring prisoner to processing/booking room. Leave secured if violent/repeat offender. &lt;br /&gt;
*Check prisoner’s pockets (coat/jumpsuit), pack, and any containers within pack.&lt;br /&gt;
*Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to person or respective department.&lt;br /&gt;
*Inform the prisoners superior of the arrest.&lt;br /&gt;
*Proceed to ‘Jailing’.&lt;br /&gt;
&lt;br /&gt;
===Questioning===&lt;br /&gt;
*Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in-depth investigations.&lt;br /&gt;
*The Investigative team should get preference in questioning a suspect unless there&#039;s a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it&#039;s always good to ask.&lt;br /&gt;
*If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).&lt;br /&gt;
*Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.&lt;br /&gt;
*If person remains uncooperative, make note of this. Seek advice from your Head of Security.&lt;br /&gt;
&lt;br /&gt;
===Jailing===&lt;br /&gt;
*Move prisoner to appropriate cell. &lt;br /&gt;
*Place personal items the prisoner was deemed able to keep upon release in cell locker.&lt;br /&gt;
*Set cell timer to appropriate time and secure cell.&lt;br /&gt;
*Remove handcuffs from prisoner’s person within secure cell if able to do so without severe risk to own wellbeing.&lt;br /&gt;
*Ensure records are properly updated to reflect prisoner’s crimes/status.&lt;br /&gt;
&lt;br /&gt;
===Autopsies===&lt;br /&gt;
*All autopsies should be conducted by investigations within the autopsy room. If no investigators are present, the cadaver should be stored until one arrives.&lt;br /&gt;
*More steps outlining autopsies can be found [[Guide to Cadavers | here.]]&lt;br /&gt;
*Once the autopsy is completed, if the deceased was an employee aboard the SCCV Horizon, the cadaver should be remanded to medical so that they may carry out any potential [[#Post Mortem Wishes | post-mortem wishes.]]&lt;br /&gt;
&lt;br /&gt;
==Medical==&lt;br /&gt;
===Do not Borgify ===&lt;br /&gt;
Personnel with a Do Not Borgify order are NOT to be borgified. Failure to heed these orders is considered malpractice by law and will be treated as such.&lt;br /&gt;
&lt;br /&gt;
===Paramedic Helmet===&lt;br /&gt;
Paramedics are to use their helmet on the same basis as security: on code blue and above, and in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
===Postmortem 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. Postmortem 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;
===Medical Uniform Regulations===&lt;br /&gt;
On-duty medical personnel providing &#039;&#039;&#039;direct patient care&#039;&#039;&#039; are required to wear the standard uniform provided by their employer or maintain a business attire preferably (but not required) in the colours of their corporation. Footwear must be professional and closed toe, with exception to Unathi medical personnel who may wear open toe shoes and Dionae medical personnel who may wear no footwear.&lt;br /&gt;
&lt;br /&gt;
Casual wear, inappropriate footwear, shorts not issued with a uniform, and skirts of any kind are not allowed. Paramedics are required to be immediately and easily identifiable as Medical personnel.&lt;br /&gt;
&lt;br /&gt;
====Operating Rooms====&lt;br /&gt;
For patient safety and infection control, OR&#039;s are held to a higher standard. Scrubs or a protective sterile surgical apron completely covering clothing underneath. Full PPE, including masks for employees who breathe and sterile gloves. Remember to wash your hands!&lt;br /&gt;
&lt;br /&gt;
Employees entering for brief periods are only required the use of sterile gloves and masks. These employees may not come into contact with a patient undergoing an operation.&lt;br /&gt;
&lt;br /&gt;
Tajara surgical personnel should be garbed in full body sterile drapes for infection prevention.&lt;br /&gt;
&lt;br /&gt;
Shorts provided by PMCG-issued uniforms may &#039;&#039;&#039;NOT&#039;&#039;&#039; be used within the Operating Rooms.&lt;br /&gt;
&lt;br /&gt;
Personnel failing to meet these requirements for the medical department are in violation of failing to execute an order.&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
===AI Monitoring===&lt;br /&gt;
The AI only has to monitor the following secure areas:&lt;br /&gt;
*Armory&lt;br /&gt;
*SAT (The big nuke room)&lt;br /&gt;
*Telecommunications&lt;br /&gt;
*The Vault&lt;br /&gt;
*Command areas (Bridge, head of staff offices, etc.)&lt;br /&gt;
*Secure Storage&lt;br /&gt;
*Research Storage&lt;br /&gt;
*Research Server Room&lt;br /&gt;
*Engine Room (Supermatter specifically, INDRA if it is running)&lt;br /&gt;
*AI Core and AI Upload&lt;br /&gt;
&lt;br /&gt;
===Access to the AI===&lt;br /&gt;
In order to access the AI upload or the AI core a Captain-level decision is required. All command staff must be informed of the decision.&lt;br /&gt;
&lt;br /&gt;
The AI may have its laws altered or reset via a Captain-level decision. This action may be performed by an Operations Manager, qualified Head of Staff, or a Machinist under Command supervision.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=D6&amp;diff=39414</id>
		<title>D6</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=D6&amp;diff=39414"/>
		<updated>2026-05-19T18:22:49Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: Redirect for the common nickname of D6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Little Adhomai]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Stellar_Corporate_Conglomerate_Occupation_Qualifications&amp;diff=39413</id>
		<title>Stellar Corporate Conglomerate Occupation Qualifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Stellar_Corporate_Conglomerate_Occupation_Qualifications&amp;diff=39413"/>
		<updated>2026-05-19T15:52:53Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Science */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
&lt;br /&gt;
The Stellar Corporate Conglomerate looks to hire the best and brightest in a wide range of fields. Given the vast breadth of known inhabited space and the variety of university, doctorate programs, and general experiences potential employees can be subject to, SCC HR has come up with these explicit requirements applicants must meet before being hired or allowed to work as a contractor.&lt;br /&gt;
&lt;br /&gt;
==IMPORTANT: Applicability==&lt;br /&gt;
The following requirements and recommendations are applicable all Horizon crewmembers working for the SCC directly, or as a contractor employed by an SCC affiliate company. More on the SCC and it&#039;s affiliates can be found [[Stellar_Corporate_Conglomerate | here.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Requirements==&lt;br /&gt;
&lt;br /&gt;
All potential employees must be able to meet all of the following criteria to be considered for employment either directly or via contract by the SCC:&lt;br /&gt;
&lt;br /&gt;
* Must be a citizen or possess a work visa from all applicable governments&lt;br /&gt;
* Must be at least 18 years old&lt;br /&gt;
* Must be of sound-mind&lt;br /&gt;
** Those with psychological disorders are subject to additional levels of psychological screening&lt;br /&gt;
* Must understand Tau Ceti Basic without a translator&lt;br /&gt;
** Must be fluent in speaking Basic or using Sign Language&lt;br /&gt;
* Must have no outstanding warrants or bounties in the [[Republic of Biesel]]&lt;br /&gt;
&lt;br /&gt;
==Standard Procedure==&lt;br /&gt;
&lt;br /&gt;
All potential employees are subject to the following pre-employment procedures, regardless of species, race, age, nationality and socioeconomic status before any scheduled work is begun.&lt;br /&gt;
&lt;br /&gt;
The following are done in the order listed:&lt;br /&gt;
&lt;br /&gt;
* Two-tier background check&lt;br /&gt;
** Employment and Educational History&lt;br /&gt;
** Criminal Record &lt;br /&gt;
* Routine Level-1 Psychological Evaluation&lt;br /&gt;
** Performed by employing corporation&lt;br /&gt;
* Routine Level-1 Physical Examination&lt;br /&gt;
** Performed by employing corporation&lt;br /&gt;
* Interview(s) with HR and department head(s)&lt;br /&gt;
* Sign binding non-disclosure agreement&lt;br /&gt;
&lt;br /&gt;
==Occupation Specific Requirements==&lt;br /&gt;
&lt;br /&gt;
For qualification and educational requirements for specific jobs, look at the job qualification section on specific job guides.&lt;br /&gt;
&lt;br /&gt;
The physical requirements of each job are listed below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
==Job Accessibility Requirements==&lt;br /&gt;
&amp;lt;small&amp;gt;The Biesel Government alongside its companies has earned a reputation for inclusiveness, this applies not only their policy on aliens but also those differently-abled. Nonetheless, certain disabilities regrettably disallow the affected person to perform certain duties, which could lead to possible hazards, injuries in the workplace, or, in the worst case, loss of profit.&lt;br /&gt;
&lt;br /&gt;
Note, this refers to the state of your character at the beginning of the round. Your character will not get fired because they lost their hand as an engineer in the middle of the round. However, your character should try to find corrective means within possibility as soon as possible. Like a Mechanical Limb.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Criteria===&lt;br /&gt;
The following are classifications of disability levels that scale up according to the severity in regards to affecting the production of the crewmember. These classifications are not meant to imply that certain conditions are less severe or that individuals that have them are less important. It is simply meant as a simple way for players and admins to classify characters into job roles that are left purposefully vague.&lt;br /&gt;
&lt;br /&gt;
Note, a job that allows characters with high severity disabilities likewise permits lower severity disabilities. Thus a job that allows muteness also allows every other &amp;quot;lower&amp;quot; speech impediment.&lt;br /&gt;
&lt;br /&gt;
====Mobility:====&lt;br /&gt;
*&#039;&#039;&#039;Unimpaired:&#039;&#039;&#039; The job will require the character to move quickly, navigate obstacles and perform complex and exhausting maneuvers in high-stress environments. Characters with prosthetics that are just as effective as healthy limbs also belong to this category.&lt;br /&gt;
*&#039;&#039;&#039;Movement Impaired:&#039;&#039;&#039; The job will require a character to be able to move and navigate the ship and main departments without issue. Characters with joint pain, Vestibular issues, and other disabilities that might require a cane belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Heavily Movement Impaired&#039;&#039;&#039;: The job will require the character to be able to move in the main hallways and departments. Characters with missing legs, severe arthritis, and other disabilities that might require a wheelchair belong in this category.&lt;br /&gt;
&lt;br /&gt;
====Eyesight:====&lt;br /&gt;
*&#039;&#039;&#039;Perfect:&#039;&#039;&#039; The job will require the character to be able to easily discern details, and have perfect depth of vision. Characters with nearsightedness, or other disabilities that may affect the eyes to a minor extent belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Flawed:&#039;&#039;&#039; This job will require the character to be able to see most of the light spectrum, and have adequate depth of vision. Characters with colorblindness or nearsightedness also belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Blind:&#039;&#039;&#039; This job will not directly require the character to see in any form. Characters that are blind, or otherwise unable to see belong to this category.&lt;br /&gt;
&lt;br /&gt;
====Communication:====&lt;br /&gt;
=====Speech=====&lt;br /&gt;
*&#039;&#039;&#039;Minimal Speech Impediment:&#039;&#039;&#039; The job will require the character to enunciate quickly, clearly, and properly, lives will depend on their ability to speak. Characters with a minor, single-syllable stutter, or a light, and understandable accent belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Speech Impediment:&#039;&#039;&#039; The job will require the character to be able to speak quickly and properly, these characters might find themselves in emergencies where proper speech might save a life. Characters with the nervousness disability, a stutter, a lisp, or a heavy accent belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Speech Impediment:&#039;&#039;&#039; The job will require the character to be able to communicate with their co-workers. Characters with a limited ability to speak Tau Ceti basic, heavy stutter, and other disabilities that severely limit speech belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Mute:&#039;&#039;&#039; The job will require the character to communicate with their co-workers via text, sign language, or other means besides speech. Characters who are unable to talk at all, belong in this category.&lt;br /&gt;
&lt;br /&gt;
=====Hearing=====&lt;br /&gt;
*&#039;&#039;&#039;Healthy Hearing:&#039;&#039;&#039; The job will require the character to receive and understand commands clearly and quickly. Characters with a hearing aid also belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Impaired Hearing:&#039;&#039;&#039; The job does not require the character to receive or understand commands clearly and immediately. Characters with a popped ear-drum, severe tinnitus, or impaired with deafness belong in this category.&lt;br /&gt;
&lt;br /&gt;
====Limbs:====&lt;br /&gt;
*&#039;&#039;&#039;Unimpaired:&#039;&#039;&#039; The job will require the character to use both their limbs with precision and speed. Robotic limbs belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Impaired:&#039;&#039;&#039; The job will require the character to use their limb. Characters with a missing hand, a missing arm, or tremors belong in this category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:60%; font-size:100%; border:2px solid #ccc; background:#ffc1b5; margin:0; padding:.1em; text-align:center;color:#000;&amp;quot;&amp;gt;!A CREWMEMBER SHOULD NEVER BE MISSING BOTH OF HIS ARMS OR HANDS!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Permission===&lt;br /&gt;
Here is a comprehensive list of which types of disability your character is permitted to have, per their job.&lt;br /&gt;
&lt;br /&gt;
====Command====&lt;br /&gt;
Command is expected to lead during situations and emergencies. However, due to the amount of experience required to attain such a role and the variety, each role has different expectations associated with it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#FFDF00;&amp;quot;| &#039;&#039;&#039;Command&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Captain:|| Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Head of Security:|| Unimpaired  || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Executive Officer:|| Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Chief Engineer:|| Unimpaired || Perfect ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Research Director:|| Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Chief Medical Officer:|| Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Operations Manager:|| Movement Impaired || Flawed || Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Command Support====&lt;br /&gt;
Command Support has a variety of requirements due to the varied nature of the few positions in it&#039;s umbrella. Consulars and Liaisons are given more leeway with their requirements, whereas Bridge Crew have much stricter requirements due to the potential needs of the role.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#166294;&amp;quot;| &#039;&#039;&#039;Command Support&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Bridge Crew:|| Unimpaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Consular:|| Heavily Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Liaison:|| Heavily Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Security====&lt;br /&gt;
Security is one of the most physically demanding departments. Chasing assistants, wrestling with a drunk Unathi, or hunting space carp all belong on the work-list of security. With the exception of cadets, all members of the department are expected to be capable of EVA activity if required.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#05A3A4;&amp;quot;| &#039;&#039;&#039;Security&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Security Officer:|| Unimpaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Security Cadet:|| Unimpaired  || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Warden:|| Unimpaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Investigator:|| Unimpaired || Perfect ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Science====&lt;br /&gt;
While scientists are widely considered lazy and weak, this doesn&#039;t mean just anyone can join. Many roles require the crewmember to perform heavy duty work, complicated EVA maneuvers, or delicate movements. Much more leeway is afforded, however, to the basic scientist role as this role can vary wildly in its specialization.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#e0b0ff;&amp;quot;| &#039;&#039;&#039;Science&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Scientist:|| Movement Impaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Phoron Researcher:|| Unimpaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Xenoarcheologist:|| Unimpaired || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Anomalist:|| Unimpaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Xenobiologist:|| Movement Impaired || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Xenobotanist:|| Movement Impaired || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Lab Assistant:|| Specialization Dependent* || Flawed ||  Specialization Dependent* || Specialization Dependent* || Specialization Dependent*&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; Choose based on the science role your Lab Assistant is specializing for.&lt;br /&gt;
&lt;br /&gt;
====Medical====&lt;br /&gt;
The medicinal field is much more permissive towards the disposition of the doctors. More frequently they&#039;ll be expected to stand around for long hours rather than running to any patients, with the exception of paramedics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#BBF1F1;&amp;quot;| &#039;&#039;&#039;Medical&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Physician:|| Movement Impaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon:|| Movement Impaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Pharmacist:|| Movement Impaired || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Paramedic:|| Unimpaired  || Flawed || Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Psychiatrist:|| Heavily Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Medical Intern:|| Specialization Dependent* || Flawed || Specialization Dependent* || Specialization Dependent* || Specialization Dependent*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; Choose based on the medical role your Medical Intern is specializing for.&lt;br /&gt;
&lt;br /&gt;
====Engineering====&lt;br /&gt;
Engineers are expected to deal with ship emergencies and physical work is their daily bread and butter. As far as speech impediments are concerned they aren&#039;t as strict.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#E8891D;&amp;quot;| &#039;&#039;&#039;Engineering&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Station Engineer:|| Unimpaired || Perfect ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Atmospheric Technician:|| Unimpaired || Perfect ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Engineering Apprentice:|| Unimpaired || Perfect ||  Speech Impediment || Healthy Hearing  || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Service:====&lt;br /&gt;
The Service department features many jobs and many people. Thus, it is the most permissive department in regards to disabilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#BBC2CC;&amp;quot;| &#039;&#039;&#039;Service&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Chaplain:|| Heavily Movement Impaired || Blind ||  Mute || Impaired Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Librarian:|| Heavily Movement Impaired || Flawed ||  Mute || Impaired Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Reporter:|| Heavily Movement Impaired || Flawed ||  Speech Impediment|| Healthy Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Janitor:|| Unimpaired || Flawed ||  Mute || Impaired Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Bartender:|| Heavily Movement Impaired || Flawed ||  Mute || Impaired Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Chef:|| Heavily Movement Impaired || Flawed ||  Mute || Impaired Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponicist: || Heavily Movement Impaired || Flawed ||  Mute || Impaired Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Assistant:|| Specialization Dependent* || Specialization Dependent* || Specialization Dependent* || Specialization Dependent* || Specialization Dependent*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; Assistants can assist in a variety of roles, refer to the above tables when deciding into which role they should be permitted.&lt;br /&gt;
&lt;br /&gt;
====Operations:====&lt;br /&gt;
Operations is, likewise, relatively permissive. However, it is much more specific to each individual role as a Shaft Miner will be required to do much more physically than a Hangar Technician or a Operations Manager.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#c19a6b;&amp;quot;| &#039;&#039;&#039;Operations&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Hangar Technician:|| Unimpaired || Flawed || Mute || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Shaft Miner:|| Unimpaired || Flawed || Heavy Speech Impediment || Healthy Hearing  || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Machinist:|| Movement Impaired || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Hiring Restrictions ==&lt;br /&gt;
&lt;br /&gt;
Though the megacorporations of the Orion Spur hire quite freely, certain origins are restricted from being hired by certain megacorporations for various reasons. These regulations are enforceable by moderator action.&lt;br /&gt;
&lt;br /&gt;
* Those originating from the &#039;&#039;&#039;[[Himeo|United Syndicates of Himeo]]&#039;&#039;&#039; possessing syndicate membership are barred from working with [[Hephaestus Industries]], [[Idris Incorporated]], any [[PMCG|Eridani Private Military Contractor]], or the [[Stellar Corporate Conglomerate]] unless they renounce said membership.&lt;br /&gt;
* &#039;&#039;&#039;[[Eridani I|Eridanian]] dregs&#039;&#039;&#039; will not be hired by Idris Incorporated, [[Zeng-Hu Pharmaceuticals]], or the Stellar Corporate Conglomerate unless they undergo the process of reinstatement.&lt;br /&gt;
* Members of the Communist Party of &#039;&#039;&#039;[[Pluto]]&#039;&#039;&#039; may not hold command positions on SCC vessels or facilities.&lt;br /&gt;
* &#039;&#039;&#039;[[Unathi]]&#039;&#039;&#039; will not be hired by Idris Incorporated or Zeng-Hu Pharmaceuticals. &#039;&#039;&#039;Guwan&#039;&#039;&#039; or &#039;&#039;&#039;[[Aut&#039;akh]]&#039;&#039;&#039; Unathi may not hold command positions on SCC vessels or facilities.&lt;br /&gt;
* &#039;&#039;&#039;[[Tajara]]&#039;&#039;&#039; will not be hired by Zeng-Hu Pharmaceuticals. [[People&#039;s Republic of Adhomai]] and [[Democratic People&#039;s Republic of Adhomai]] citizens will not be hired by [[Zavodskoi Interstellar]]. [[New Kingdom of Adhomai]] and [[Free Tajaran Council]] citizens will not be hired by Hephaestus Industries.&lt;br /&gt;
* &#039;&#039;&#039;[[Vaurca]]&#039;&#039;&#039; have their own hiring restrictions by Hive:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Vaurca Hives&#039; Relationships&lt;br /&gt;
|-&lt;br /&gt;
! Corporations&lt;br /&gt;
! Zo&#039;ra&lt;br /&gt;
! K&#039;lax&lt;br /&gt;
! C&#039;thur&lt;br /&gt;
|-&lt;br /&gt;
! [[Nanotrasen Corporation|NT]]&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Hephaestus Industries|Heph]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Zavodskoi Interstellar|Zavod]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Zeng-Hu Pharmaceuticals|ZH]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|-&lt;br /&gt;
! [[Idris Incorporated|Idris]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Private Military Contracting Group|PMCG]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/DPF&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/Eridani&lt;br /&gt;
|- &lt;br /&gt;
! [[Orion Express|Orion]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|- &lt;br /&gt;
! [[Einstein Engines|Einstein]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Pages]] &lt;br /&gt;
[[Category:Guides]] &lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=39412</id>
		<title>Free Tajaran Council</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=39412"/>
		<updated>2026-05-19T15:51:30Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Law */ Gun ownership&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{TOC_Hidden}}&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Header Color = #902323&lt;br /&gt;
|Title Color = White&lt;br /&gt;
|Nation = Free Tajaran Council&lt;br /&gt;
|Shortname = Free Council&amp;lt;br&amp;gt;FTC&lt;br /&gt;
|Flag = Freecouncilflag.png&lt;br /&gt;
|Capital City = Dorshafen&lt;br /&gt;
|Capital Planet = [[Himeo]]&lt;br /&gt;
|Language = Siik&#039;maas&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = [[S&#039;rendarr and Messa]] (Unofficial)&amp;lt;br&amp;gt;[[Ma&#039;ta&#039;ke Gods|Ma&#039;ta&#039;ke Pantheon]] (Unofficial)&lt;br /&gt;
|Demonym = Adhomian&amp;lt;br&amp;gt;Himean&lt;br /&gt;
|Government = Democratic Commune&lt;br /&gt;
|Legislature = Free Council&lt;br /&gt;
|Established = 2430&lt;br /&gt;
|Part Of = [[Coalition of Colonies]]&lt;br /&gt;
}}&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is the largest Tajaran community in [[Himeo]]. Its origins can be traced back to the First Revolution-era revolutionaries that fled Adhomai. Built upon radical principles of equality and communal democracy, the Free Tajaran Council remained relatively isolated from the rest of the Tajaran community until the start of the Adhomian Cold War.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council began as a rebel faction in the [[Tajaran History#Pre-Revolution Adhomian Kingdoms|Duchy of Shungsta]] during the [[Tajaran History#The Uprisings|First Revolution]]. Born among the oppressed peasants and factory workers, the movement advocated for the total abolishment of the existing governments in favor of local democratic councils. The Free Council became a serious contender for power in Northern Ras&#039;nrr after Volin Kar&#039;etrink - a young Hharar worker known to be a firebrand - was elected its leader.  Drawing inspiration from the rebels of Zatushka and S&#039;rendul, Volin organized the Council into a mobile force of guerillas fighters; cars and carriages were used to move infantry and artillery in and out of battle. The Free Council clashed with both rebel and loyalist groups during the revolution.&lt;br /&gt;
&lt;br /&gt;
Due to its innate hostility to all other Adhomian Civil War factions, the Free Tajaran Council was unable to secure any significant territory outside of Northern Ras&#039;nrr. The Council&#039;s forces were quickly defeated by the Hadiist forces when they invaded the region in 2427. Volin then gathered the survivors and fled to [[Crevus]]. Due to the Council&#039;s inexperience with galactic affairs, the Tajara were unable to figure a way off of the planet by themselves. This impasse was solved by the intervention of [[Nanotrasen]], who helped them hire ships to leave Adhomai. Regardless of their political beliefs, this interaction left a positive impression of the megacorporation on the Council. The Tajara traveled through the Coalition of Colonies territory until they reached the System XZP-098 in 2430.&lt;br /&gt;
&lt;br /&gt;
The Free Council decided to settle on Himeo because of its government and weather. Posing as refugees from the ongoing Civil War, they were given asylum and a degree of autonomy to govern themselves. Staying loyal to its ideals, the Council organized itself into a democratic commune built around the direct participation of its members in all public matters. Through the cooperation with Himeo, the Free Council prospered and grew in numbers.&lt;br /&gt;
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Despite all the prosperity, the Free Tajara Council does not consider [[Himeo]] its home. The dream of creating a free Adhomai was never abandoned. When the time arises, Volin and his followers secretly plan to return to their homeworld and topple down the Adhomian regimes. They prepare their plot deep in the tunnels: weapons are brought and secretly stored; militias train daily for the inevitable conflict; plans to assassinate leaders, sabotage factories, and sow discord are voted on. Thanks to a deep paranoia and isolation from the wide Tajaran community, the Council&#039;s plans are still unknown to the public. Officially, the Council renounces the original intentions of their revolutionary past.&lt;br /&gt;
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The Free Tajara Council now faces an existential crisis. Unable to truly compete with the Tajaran nations, many of its members doubt Volin&#039;s plans. The younger generations - most of which were born outside of Adhomai - have conflicted views towards the prospect of returning to a place they have never been to. The Old Guard stubbornly clings to its revolutionary dream. Some believe that their limited operations in Himeo are enough, while others agree that they should seek allies in other places. Whispers about abandoning the plan and settling definitively in Himeo are also becoming increasingly common. &lt;br /&gt;
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Volin Kar&#039;etrink is very old; little time is left for him in this world. The Free Tajaran Council now stands at the crossroads: a choice must be made concerning the future. In their struggle to influence the Tajara, the Tajaran nations have taken notice of the sizable community in Himeo. The Council is now a battleground for another proxy war between the Adhomian nations. Almost all factions within the community are currently backed up by one of the Tajaran countries in an attempt to secure their support. Meanwhile, the community faces an economic depression that threatens the balance of life. The future holds only turbulence.&lt;br /&gt;
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=Culture and Society=&lt;br /&gt;
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The culture of the Council traces its history back to the [[Democratic People&#039;s Republic of Adhomai#Northern Ras&#039;nrr|Northern Rasn’rr lands of Shungsta]]. This way of life has been heavily influenced by the Council’s ideology, past isolation from Adhomai, and the current situation on Himeo. A great emphasis is put on the collective and the survival of the society above the individual. Himean Tajara will usually have an aversion to strict chains of command, preferring to make decisions based on common consensus instead of relying on a leader. Diligence and modesty are considered virtues that every Tajara should strive for. While not necessarily xenophobic, the Free Council Tajara are highly suspicious of outsiders and will take more time to establish bonds with people from outside of their communities.&lt;br /&gt;
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Since the Council’s fleeing of Adhomai for safer lands, the culture of the off-world community has shifted and warped. Many human concepts have begun to take hold in the younger generation within the Council. This has come to be a source of friction between younger and older generations. Many of the older Tajara, made up primarily of those who fled Adhomai with Kar’etrink, only approve of Tajaran ideas for the Tajaran people. The idea of humanizing threatens both the plan of the Council, and degrades Tajara as just another puppet of human influence. Younger generations, being more acclimated to Human culture and presence on Himeo, typically have little qualms navigating both worlds. It is a well understood idea that they are Tajaran and Council members first, but they view refusal to incorporate Human concepts unnecessarily stymies growth, especially when it would progress the Council closer to its ideals.  The cultural debate extends to many aspects of life including marriage, homosexuality, and other such topics. The most visible debate, language, has resulted in the Council split. Older Tajara demand the use of “proper” Siik’maas, whereas many younger Tajara have begun using Freespeak commonly, even going as far as speaking “Free’Siik” within the Council.&lt;br /&gt;
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The quality of life for a Tajara within the Free Council is very turbulent, however is typically slightly below that of Himeo. Basic goods such as food, water, and housing are guaranteed to any Tajara within the Council. This law, called the “Provisions of Life”, provides every Tajara a stipend of essential goods regardless of age or employment status. Wages beyond the baseline set out by the Provisions of Life are determined collectively in workplace meetings. Therefore, access to luxuries is highly dependent on the health of a Tajara’s industry. Stable industries, such as the expansive hydroponics, are able to afford few luxuries but offer an otherwise stable pay beyond the Provisions of Life. Export focused industries, such as manufacturing, can vary from quarter to quarter. In some quarters, workers are provided higher wages and are able to afford higher-end luxuries. In other quarters, wages are barely above the Provisions of Life. The vast majority of luxury goods in the Council are older. Many stores specialize in the refurbishment of older discarded goods from Himeo that are resold in the Council at a much cheaper price. As a result, however, these luxury goods are more resilient to the ebbs and flows of the phoron scarcity.&lt;br /&gt;
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In the early years of the Council, a system of stamps was utilized for the distribution of goods. However, as more products were introduced into the Council and as Free Council Tajara began to venture into the Credit-based economies of Himeo and the wider spur, a need for a Credits based system was increasingly realized. Excess business profit is temporarily held to be redistributed based on Council votes. Through this, the Council is capable of focusing funds on larger economic purchases, such as equipment that would otherwise be too expensive, or to distribute across the population. This system has shown its weakness as the scarcity has thrown the Council’s industries into volatility. The booms and busts of export industries has led to large swings between excess and deficit in the Council’s budget, leading a growing number of Kar’etrinkists to write off the Credit-based system as a failure.&lt;br /&gt;
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With the help of Himeo, the Free Council was able to establish schools and freely educate its population, creating a steady supply of well-trained technicians, miners, and engineers. Without the trappings of Adhomian prejudice, all castes were able to receive the same education, slowly shrinking the divisions between ethnicity caste as old prejudices fade. To aid in providing higher education across the Council, numerous agreements have been made between the FTC and other organizations. The most notable are those with the People’s Republic of Adhomai and the People’s Polytechnic Partnership. These agreements have led to a small but notable population of Council Tajara across Himean and Hadiist institutions. In the latter case, these Tajara tend to return to the Council in support of the Adhomian Bloc, or become the most outspoken in support of further integration with the Adhomian powers.&lt;br /&gt;
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The Free Council family is large and multi-generational. A great societal emphasis on growing the family, and by extension the Council, has resulted in a boom in child births since the group first arrived on Himeo. With space limitations, many families choose to remain in the same home, with young adults only leaving their family for work opportunities outside of the Council or when the home is unable to sustain the family. Despite the great cultural emphasis on the collective, the family unit expects respect to family elders. Each family handles decision making in separate ways, with some embracing the collective decision making of the Council and others still utilizing a top-down process found in traditional Northern Ras’nrr family values.&lt;br /&gt;
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Due to the Council’s ideological fight, it has declared a total abandonment of the caste system, going further to vow to dismantle it. In addition to the staunch stance against centralization, the Council has no official means of tracking one’s gender, sexuality, etc. As such, Tajara are capable of deciding their identity independently. The Council itself lacks the means to provide a Tajara the medical assistance needed, however many transgender Tajara opt to source medical assistance from nearby Dorshafen.&lt;br /&gt;
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Unlike other Adhomian nations, the Council has had the closest contact with Human concepts of homosexuality. Without an institutionalized system for marriage, there is nothing inherently preventing same-sex relationships, however cultural views remain divided along generational lines. Many older Tajara find the concept a humanization and disregard it as a corruption. Relationships across ethnicities have become increasingly common, even despite certain lingering prejudices among older Tajara. Those outspoken against these relationships find themselves accused of supporting the old caste system by the younger generation.&lt;br /&gt;
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&#039;&#039;&#039;Speaking about the Free Council&#039;s plan of returning to Adhomai to outsiders is taboo. Anyone found breaking this prohibition will usually be dealt with violently.&#039;&#039;&#039;&lt;br /&gt;
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==Religion==&lt;br /&gt;
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Religion is a lesser emphasized aspect of life within the Council. The demographics of worshipers of the [[S&#039;rendarr and Messa|Twin Suns]] or the [[Ma&#039;ta&#039;ke Gods|Ma’ta’ke pantheon]] are relatively even, with a slight majority to the latter. A notable trend with the younger generation has been a shift away from religiousness, a trend that has been used to explain the immorality of younger Tajara or to call for fears of humanization by the Himeans. Interestingly, religious iconography has become a more common motif for Council Tajara. Signage of the Ma’ta’ke Gods or Twin Suns are incorporated into clothing, rare pieces of jewellery, and the walls and signs of the Foundling District despite the lessened role of these religions in everyday life.&lt;br /&gt;
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The Twin Suns worship took a hard hit during the flight of the Council off Adhomai. The only remnants of the Parivara within the Council were two Sons of Dawn. As such, the worship within the fledgling nation had taken a sharp departure from what is seen on Adhomai to this day. While the clergy has rebounded, it remains a small group of mostly Priests of S’rendarr. Hymns and services have been eschewed for seminars and small group services that largely abandon the emphasis on the Parivara as a whole. These differences in practices have come to a head following the end of the 2nd Revolution. Due to the Council’s immense distrust of outsiders, clergy from Adhomai or elsewhere have been barred from entry despite the Parivara’s protests. The few members present in the FTC are Council citizens who travelled to Adhomai to be ordained.&lt;br /&gt;
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The remnants of Ma’ta’ke priests felt a hard blow in leaving the traditional lands of their pantheon. Old rites and worship were lost in favor of oration and theater, oftentimes becoming showrunners for local shows. These stories almost always revolved around ancient tales of the pantheon and their exploits. Younger priests have even begun curating new stories with motifs and inspiration taken from the Foundling district itself. The pieces of Ma’ta’ke priest regalia and other religious items are heavily valued by the Tajara, and great care is taken in maintaining them.&lt;br /&gt;
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==Cuisine==&lt;br /&gt;
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Cuisine within the Council has become notable for its fusion of human and Adhomian cuisine. [[Adhomai#N&#039;fri-hi_(Blizzard_Ears)|Blizzard Ears]] remain a staple crop, even after the explosion in Adhomian imports. Human dishes have become common. Following the re-introduction of Adhomian ingredients, many families have chosen to make these human dishes with a blend of Adhomian and human ingredients rather than return to traditional recipes. Much like Himeo, the use of meat remains rare due to the low supply and high cost.&lt;br /&gt;
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Economic hardships originating from the scarcity, and the subsequent drop in import viability, has led to a heavy emphasis on simple hearty meals. The Council’s hydroponics permits some variety in crops, however there remains a conscious effort to create dishes with as few ingredients as possible. An increasingly common trend are cheap food carts which leverage cheap dishes and bulk purchases to provide food to the population at low prices, sometimes managing to be cheaper than home-cooked meals. Altogether, the communal sharing of food has become an important and well-respected act in the Council. Refusing a communal dish is seen as wasteful.&lt;br /&gt;
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===Notable Dishes===&lt;br /&gt;
&#039;&#039;&#039;Foundling Stew:&#039;&#039;&#039; A variant of traditional Adhomian stew, Foundling stew eschews the typical use of Adhomian meat for vegetarian alternatives, typically mushrooms and beans. The low cost and long-lasting nature of this dish have seen it become a staple food item, with many workplaces having a pot warm and ready in breakrooms. The use of meat has only returned since the introduction of Adhomian imports. High costs, however, restrict these meat stews to large and important events where the cost can be justified.&lt;br /&gt;
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&#039;&#039;&#039;Nav&#039;hi:&#039;&#039;&#039; Translating to &amp;quot;snow ears&amp;quot;, this fusion of Himean pirogs and Adhomian ingredients has become a common snack across the Council. The crust is made of Blizzard Ear flour with a mushroom filling. With the expansive hydroponic networks in the Council and nearby Himeo, alternative fillings have been used. The most common is Earthen Root to create a sweeter treat. Many street vendors offer Snow Ears in packs of three for workers.&lt;br /&gt;
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&#039;&#039;&#039;Samket:&#039;&#039;&#039; Based on the forestiere flammekueche, a samket recreates the simple recipe using Blizzard Ear flour and dirt berries. Due to its cheap cost and hearty nature, samket is a common lunch dish.&lt;br /&gt;
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===Notable Beverages===&lt;br /&gt;
&#039;&#039;&#039;Sheltered Blizzard:&#039;&#039;&#039; A lager beer made from blizzard’s ears within the Free Council. The drink has become one of the best-known exports of the Council in recent times, often being compared to Earthmover. The original recipe’s creation follows the story of two soon-to-be Council farmers in Shungsta. A large multi-day blizzard kept them shut-in with dwindling water, leading to the creation of the Sheltered Blizzard. While the story has never been verified, the drink and myth remain an important part of the Council’s drink culture. A multitude of variations have been made over the years; however, they are relegated to seasonal production.&lt;br /&gt;
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&#039;&#039;&#039;Rirdynh:&#039;&#039;&#039; Popular with younger workers and students, Rirdynh combines instant coffee and [[People&#039;s_Republic_of_Adhomai#Notable_Beverages|Khlibnyz]]. It has garnered a negative reputation for its potent smell and intense taste. Many swear by its ability to stave off fatigue and help with focusing, however it remains controversial, some going so far as to say it is a health risk and should be banned completely.&lt;br /&gt;
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==Music==&lt;br /&gt;
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Those in the Council place great emphasis on song and theater as a means of passing on and preserving tradition, history, and ideals. Many [[Tajara#Notable_Folk_Instrument|instruments]] were brought to Himeo when the Council had fled Adhomai, and are still in use to play folk songs both new and old. Many of these instruments are family heirlooms displayed proudly in a home.&lt;br /&gt;
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Within schools, every child is offered the choice of an instrument, theater, or choir. Songs and plays are rarely human made with a few exceptions. A popular industry with artists and songwriters is the arrangement of traditional songs to utilize human instruments that have become more prevalent in the Council’s schools. This has created some dissent from the older generation who often see these new arrangements as ruining the folk nature of the songs and damaging the meaning.&lt;br /&gt;
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Human music has grown in popularity among younger Tajara within the Council due to the contact with Himeo and its culture. Adhomian music and music of District 6 has had little traction in the Council due to a lack of connection with the themes of many songs, many of which revolve around Adhomai, the war, and similar topics that had little direct impact on those within the Council.&lt;br /&gt;
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==Literature==&lt;br /&gt;
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Literature within the Council is a very technical world. Despite high literacy rates, traditional books are still viewed negatively due to their association with the old nobility. As such, the majority of books within the Council are technical manuals and reference texts. It has only been in recent times that books, especially non-fiction texts, have begun to gain traction with younger Tajara. It is rare these texts are made in Siik&#039;maas or sold in the Council itself. As such, many Tajara must visit Dorshafen proper to find new literature written in Freespeak.&lt;br /&gt;
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Due to the stigma placed around books, many book clubs have formed who gather in libraries outside of the Council to read, discuss, and other such matters without risk of reputation or public opinion for the participating Tajara. The trend has remained firmly within those old enough to still care of the stigma against books. Other clubs of younger readers have increasingly begun doing the same in public venues within the Council as an open statement against the negative view of literature.&lt;br /&gt;
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=Economy=&lt;br /&gt;
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The Free Council uses the Biesel Standard Credit (电/CR) as its sole currency. Formerly used resource stamps remain in circulation, and are equivalent to 5 credits. However, these stamps are useless beyond Council borders, and are slowly being removed from circulation. Many stamps have become collectors items. Inconsistencies, one-off prints, and other such notable parts of old resources stamps beg a high price to many.&lt;br /&gt;
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Despite the small size and youth of the Council, it features an advanced manufacturing, refinement, and agricultural economy. It is not uncommon to see Free Council factory proof marks in lieu of the markings required by customers. Contracts come from a wide variety of organizations requiring low-volume but long-term production. Thanks to this low volume, the Free Council has garnered a reputation for higher quality control across all of its industries. The most notable contractor is the [[NanoTrasen Corporation]]. Having been the corporation to assist Free Council refugees off of Adhomai, the phoron company receives favorable contracts with the Council in both agriculture, for its subsidiary Getmore, and manufactured products. While lesser aspects of the Council’s economy, maintaining auxiliary and support elements of the Himean syndicates has proven to be a reliable and consistent source of contracts. The most notable of all is the use of Council Tajara in the Planetary Guard as surface units. This contract includes the leasing of many Council buildings on the surface, utilized as way stations and stables for Adhomian animals used in the patrol and search and rescue efforts on the surface.&lt;br /&gt;
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This advanced economy is owed to various agreements made by the Council with other organizations. The most notable, the Himean Syndicates, has allowed for workcouncils to acquire old equipment in exchange for credits, production contracts, or access to the surface dwellings of the Council. This equipment is old by Himean standards,  but typically matches or surpasses Adhomian alternatives. Technological agreements with the People’s Republic of Adhomai have similarly boosted the Council’s capabilities. The technical exchange between the Himean community and the Hadiist state have helped lessen the blow of the phoron scarcity as Hadiist technology is used to augment or replace the failing capabilities of Himean machinery reliant on phoron. Regardless, the Council’s economy still finds itself in a tenuous position as many factories struggle to maintain production. Additionally, the reliance on electrical infrastructure of Dorshafen results in the Council being at the whims of when the adjacent city has enough capacity to accommodate the district.&lt;br /&gt;
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Each workplace within the council contains its own work council. This council handles all matters of that workplace from organization to distribution of work. As such, each workplace can vary drastically from another. Common traits across workplaces are recreational facilities, provided uniforms and clothing, subsidized emergency care, and flat workplace hierarchies.&lt;br /&gt;
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A growing number of the Council workforce have been finding work outside of the Council or Himean syndicates with the [[Megacorporations|megacorporations]] of the Spur. Unlike their neighbor, the Council has far less stigma placed on working for the corporations, however the animosity against Hephaestus, having been introduced to their history on Himeo, has spread across the Council. The largest diaspora of off-world Free Council Tajara is the mining workforce trained within the Council. Due to dwindling ores and resources on Himeo itself, many Free Council miners are forced to retrain or find work off-world with the Himean mining syndicates or megacorporations. This trend, in combination with the need for more credits to accommodate expansion projects of the undersized district, have led to [https://forums.aurorastation.org/topic/22589-freetchimeo/#findComment-182068 agreements] with [[Orion Express]].&lt;br /&gt;
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Due to the size of the Free Council, domestic healthcare is limited. Families typically have a local doctor and clinic that provide the basic healthcare needs of the community. However, it is common for Free Council clinics to outsource patients to hospitals within Dorshafen for surgeries and critical care needs. This comes at a cost which, while lower than typical prices found across the spur, can still be a barrier at times. The difference in medical care has become all the more problematic as phoron costs spike the medical bill kicked down to those utilizing the First Himean Healthcare Union for care. The FHHU has proposed on many occasions to subsume all Free Council clinics and to become the sole provider of healthcare within the district, however this has met great pushback.&lt;br /&gt;
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=Foundling District=&lt;br /&gt;
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The Free Council’s population is largely split between two notable neighborhoods. The largest and most notable is the former Hephaestus Industries quarry underground. This quarry was given to the Council when it first arrived, and transformed into a sprawling system of tunnels, living chambers, and industries by the Tajara. The other neighborhood is a sprawling network of buildings and tunnels built on the surface of Himeo. These neighborhoods combined make up the Foundling District, the home of most Tajara within the Free Council. While the architecture follows the Himean style, internal decoration and furniture are distinctly Tajaran. The Foundling District is home to the Council Committee Hall, a spacious chamber where important decisions are discussed and voted on by the population.&lt;br /&gt;
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Housing within the Foundling District is a growing issue. Due to the limited space within the Foundling District, most homes are cramped and feature multiple families. It is very common to find up to three generations of family members living together. Communal kitchens, living rooms, and other such amenities can have as many as 3 families sharing the space. Those seeking personal living space for one or two Tajara often must leave the district for an apartment within Dorshafen proper, a costly venture for most.&lt;br /&gt;
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Being a district of Dorshafen, the Foundling District benefits greatly from the expansive public transit and utilities provided by the city. The underground sections of the district make use of streetcars through major thoroughfares, with connections to the district train station on the edge of the quarry. Surface dwellings are forced to rely upon simple walkways between buildings, domes, and the centrally located access point connecting the quarry and surface. Utilities, such as power and water, are increasingly divided. Efforts to construct Council-run power and water stations have only begun in isolated sections of the district. Additionally, sourcing power equipment during the worsening phoron scarcity has proven difficult. Reliable power, therefore, is highly dependent on Dorshafen as a whole.&lt;br /&gt;
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Expansions to the district are slow and costly. Without the large boring machines found in the rest of Himeo, most mining efforts are done using older equipment. Surface construction is dangerous and often seen as temporary, as the extreme environment of the surface limits the lifespan of buildings. The volatility in the Council budget has further stymied physical expansion. However, in recent times, the Council has chosen to [https://forums.aurorastation.org/topic/22589-freetchimeo/#findComment-183566 expand the surface neighborhoods], much to the chagrin of those desiring a more permanent home on Himeo, another such point of debate among the Council.&lt;br /&gt;
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=Government=&lt;br /&gt;
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The Free Tajaran Council is a direct democracy-based commune. Political decisions, distribution of resources, assignment of jobs, and punishments are decided in votes where the entire population is invited to take part. Due to the nature of direct voting at a mass scale, groups of Tajara will form voting blocs, wherein their individual vote is transferred to an elected bloc representative. Voting blocs form and dissolve frequently with very few continuing past a single vote.&lt;br /&gt;
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A vote within the Council follows the same general process: A request for vote is filed by a citizen or group. After processing the date is set for a vote. On the day of the vote itself, those present may argue their stance before the verbal vote commences. Bloc representatives often hold the most sway thanks to the backing of bloc members, although their position is tenuous without protections from removal. After all votes are counted, the results are delivered to the Council hall to be officiated, then to the rest of the council through its newspapers.&lt;br /&gt;
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There have been discussions of modernizing to a digital voting system, something which has gained much support in the younger generation while being lambasted by older Tajara as an affront to tradition. An underground extranet forum called &#039;&#039;&#039;“FREE/TC/.HIMEO”&#039;&#039;&#039; has been established by hackers in the younger generation to help those away from Himeo keep in touch with changes to the Council. The forum has expanded since its creation to even allow those off-world to join voting blocs and discuss Council matters.&lt;br /&gt;
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The bureaucracy of the Council is the sole responsibility of the Presidia. The Presidia is one of two elected “officials” within the Free Council, however it does not wield any official powers. Its sole duties are to process voting requests, schedule all Council votes, collect casted votes, and officiate the results. Due to the Presidia’s position as the manager of the vote, they are unable to request or cast their own vote. Failure to properly fulfill the duties of the position, such as neglecting vote requests or attempting to falsify vote results, is considered a crime and enforceable by the Free Guard. Oftentimes, assistants and secretaries are assigned to the Presidia to assist in the growing workload of the Council.&lt;br /&gt;
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The Free Council’s other elected official is a representative chosen quinquennial to represent its interests before the Himean Government. Since they arrived in Himeo, Volin Kar&#039;etrink has always been chosen. While it does not grant any special powers, the Representative position holds plenty of influence and can easily sway debates to their side.&lt;br /&gt;
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==Law==&lt;br /&gt;
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The laws of the Council are organized by the Presidia into the Council Measures and Codes. This document is viewable to the public in the Council antechamber. The vast majority of laws are mundane and affect the economic sectors of the nation. However, the laws of the Council are additionally used to enforce ideological and cultural beliefs, something which has spurred on great debate in the Council chamber between the younger and older generations as cultural values shift over time. Additionally, while Himean law does not apply within the Council’s borders, the Free Guard often assists Himean law enforcement if a potential criminal crosses the borders of each nation. Despite this, Himeo does not do the same for Council law.&lt;br /&gt;
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All of the Free Council&#039;s industry and agriculture are collectively owned. Attempts to create private ventures are shut down by the Free Guard. The direction and internal organization of a business or workplace is decided by the workers. This results in a wide variety of work experiences across the Council. Free Council Tajara are permitted to find work outside of the Council. A sizeable population of workers have, in recent times, elected to find work with the [[Himeo#Himean_Syndicates|Syndicates of Himeo]] or with the [[Megacorporations|megacorporations]] of the Spur.&lt;br /&gt;
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The Free Tajaran Council is a member of the [[Coalition of Colonies]], a status which was achieved following an arduous series of debates and votes. However, the Council included various stipulations when submitting a request to join the Coalition. The most important of these stipulations is the matter of citizenship. Much like the [[Konyang|Republic of Konyang]], the Free Council maintains its own passport and citizenship standards separate from that of the Coalition. As the Council shares the XZP-0987 system with Himeo, it shares a representative to the Coalition’s [[Coalition_of_Colonies#Government|House of Observers]]. This representative is always Himean due to both the size of Himeo’s population and the relative indifference of the Council.&lt;br /&gt;
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Citizenship within the Free Council is guaranteed for all Tajara born to two Free Council parents. In theory, non-Council Tajara are capable of requesting citizenship, which is subject to a Council vote, however this has never been performed and, due to the immense distrust of outsiders within the Council, is effectively impossible. To receive a Free Council passport, both the parents and the individual must request a council vote. This vote has become something of a formality over time. Council citizenship may not be abdicated, however dual citizenship is permitted, especially with nearby Himeo.&lt;br /&gt;
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Gun ownership within the Free Council is very high. In part due to its ideology, and a long-standing cultural pressure to possess a firearm be it for safety or for the inevitable return to Adhomai, nearly all dwellings within the FTC contain a firearm. Typically, they are older bolt-action rifles, however over time, and depending on the owner and their views on ownership, these old rifles find replacements in modern select-fire rifles. Likewise, laws on ownership are very lax, with many attempts to restrict what forms of weapons beyond &amp;quot;destructive devices&amp;quot; that may cause more damage to surroundings than otherwise falling victim to being seen as &amp;quot;anti-council&amp;quot;. Legislation has gone further, requiring all Council members to [https://forums.aurorastation.org/topic/22589-freetchimeo/#findComment-183965 participate in militia training], intending to create a well-trained population ready for a return to Adhomai, or the protection of its lands.&lt;br /&gt;
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===Adhomian Free Guard===&lt;br /&gt;
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Law enforcement and defense are handled by the local militia, known as the Adhomian Free Guard. Each guardsman is elected into their position and can be similarly voted out. The Adhomian Free Guard organizes itself based on seniority for the purpose of training, with senior guardsmen training those junior guardsmen. No other hierarchy is enforced or maintained within the Free Guard, with each guardsman holding the same rank and power as any other. However, in times of need, a guardsman may be temporarily elevated into a leadership position by a simple majority Free Guard vote. Due to its ad hoc nature, the Adhomian Free Guard’s equipment is a mix of whatever they could get their hands on, most commonly second-hand Himean equipment and weapons donated by the [https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#findComment-159570 ALA]. This extends to their investigative tools as well.&lt;br /&gt;
&lt;br /&gt;
The Free Guard are authorized to arrest any Tajara suspected of committing a crime regardless of evidence. Upon arrest, a detainee is brought to one of few Free Guard posts across the Foundling District. There, a Free Guard meeting is immediately called wherein the arresting guardsmen justify the cause for arrest, after which the meeting votes on whether the detainee remains imprisoned and a trial be scheduled. Trials are held like any other Council vote, where the entirety of the Free Council is encouraged to participate and vote. The arresting guardsman is required to justify their arrest and present any evidence found post-arrest, such as testimony or forensic data. The accused may select another Council member to aid in their defense alongside their own evidence and testimony. Hearings may last anywhere from a handful of hours to multiple days depending on the evidence and the arguments made. This vote must result in a supermajority to convict.&lt;br /&gt;
&lt;br /&gt;
==International Relations==&lt;br /&gt;
[[People&#039;s Republic of Adhomai]]: Relations with the Hadiist state have been complex since the two nations made contact. Kar’etrinkist ideology remains at odds with Hadiist ideology despite the surface-level similarities. Despite this, the allure of [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#findComment-159521 technological], [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/5/#findComment-160736  educational], and industrial support from the nation have made many in the Free Council look past the authoritarian methods, often believing they can outplay the Republic and reap all the benefits without the negatives. Currently, the PRA is the only nation to have an [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/4/#findComment-158284 embassy] within the Free Council. It is barred from sitting in on votes unless it pertains to the People’s Republic. &lt;br /&gt;
&lt;br /&gt;
[[Democratic People&#039;s Republic of Adhomai]]: The DPRA has a cordial relationship with the Council as a whole. Their open support of off-world communities and struggle against authoritarianism has led to better opinions from the Council as a whole. However, due to its unstable domestic situation and lower technological capacity agreements have been less lucrative than the People’s Republic. Regardless, the Free Council often collaborates with the Democratic Republic on matters such as [https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/5/#findComment-161074 education], [https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#findComment-158948 diplomatic exchanges], and [https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/6/#findComment-167719 mining operations]. Despite the Free Council being permitted a representative to sit in on the National Assembly, the same has not yet been afforded to the DPRA.&lt;br /&gt;
&lt;br /&gt;
Adhomian Liberation Army: Unlike the DPRA, the ALA has a small and mixed relationship with the Free Council. The [https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/page/4/#findComment-159570 support provided by the Liberation Army for the Free Guard] provided a needed boost to the public opinion on the Liberation Army, however it remains tainted by the authoritarian elements much like the PRA. However, unlike the PRA, the Liberation Army lacks civilian support for deepened ties. As such, Liberation Army and Democratic Republic efforts can sometimes be at odds leading to mixed signals.&lt;br /&gt;
&lt;br /&gt;
[[Coalition of Colonies]]: The Free Council is a member-state of the Coalition. Despite this, participation by the Council relies heavily on individual efforts. As such, most Free Council Tajara rarely care about the Coalition so long as they leave the Council be. Others, namely those from the Himean Front and other disillusioned Tajara, may advocate for the Council or even join the [[Coalition of Colonies#The Frontier Protection Bureau (FPB)|Frontier Rangers]]. &lt;br /&gt;
&lt;br /&gt;
Himeo: The relationship with Himeo is complex. Being the planet which has the Council a home, and continues to help the community, public opinion of Himeo is high. Regardless of the desire to leave Himeo, join them, or keep their section of Dorshafen, most within the Free Council see the need to work with Himeo and its syndicates. As such, relations remain very friendly.&lt;br /&gt;
&lt;br /&gt;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
Kar’etrinkism is an ideology predicated on the removal of authoritarian systems that have plagued Adhomai’s history. To achieve these ends, the usage of local councils is employed both at a community and workplace level. It calls for the limitation of any form of power, and only if such power cannot be removed outright. While no official method of participation is called for, other than the use of local councils, the most common form is liquid democracy, wherein a member can vote directly or transfer their vote to another member. As such, Kar’etrinkism is characterized by its often convoluted system of voting blocs that change from vote to vote.&lt;br /&gt;
&lt;br /&gt;
As a result of the nobility’s extensive enforcement of the caste system and culture, Kar’etrinkism takes a limited approach on cultural matters. It claims, to avoid the destruction and unnecessary tampering of the people’s culture, no stance should be taken. The hands-off method ensures the culture will exist and evolve as would be natural, and not abused for the use of controlling the people. This stance ends with the caste system, however. To achieve the removal of all that divides the people, and therefore is used to control the people, the caste system must be eradicated.&lt;br /&gt;
&lt;br /&gt;
Economically, Kar’etrinkism calls for the same approach to workplace organization as political organization. Work councils occupy the role of the company and union all in one, often compared to Himean syndicates, where every member of a workplace occupies a role within the council. Through the use of councils within the workplace and community, Kar’etrinkism envisions the collective control of production, decision making, and function of society without the build-up of power.&lt;br /&gt;
&lt;br /&gt;
While not originally an integral part of Kar’etrinkism, since the fleeing of Adhomai the plan to overthrow the Adhomian states has become a closely entwined section of the ideology. The results of this revolution is the establishment of local communes functioning through the methods laid out prior. While important to the Council, the stagnation of the plan and seeming impossibility of it have led to a crisis amongst Kar’etrinkists. The ideology has begun fracturing as blocs form over the future of the Council and ideology as a whole.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
The crisis of faith brought by failures of the Free Council in enacting their plan of returning to Adhomai has created political divisions within the commune. These factions are currently engaged in a power struggle to decide the community&#039;s future. In their search for allies, these coalitions have aligned themselves with the Adhomian powers.&lt;br /&gt;
&lt;br /&gt;
===Revolutionary Old Guard===&lt;br /&gt;
&lt;br /&gt;
Composed of veterans from the First Revolution and Volin&#039;s loyalists, the Revolutionary Old Guard believes that the current status quo should be maintained. The Free Council must stick to its allies in Himeo and stay clear from outside influence. The time to reconquer Adhomai will eventually come. The Revolutionary Old Guard was once the majority; since the start of the cold war, they quickly lost ground to the other factions.&lt;br /&gt;
&lt;br /&gt;
===New Tajaran Assembly===&lt;br /&gt;
&lt;br /&gt;
A gathering of Volin&#039;s opposers and younger Tajara that wish to end the Council&#039;s isolation in pursuit of new allies. The New Tajaran Assembly still wishes to continue with the plan of eventually returning to Adhomai, but believes that the isolation has only hindered their efforts. Recruiting new members and gathering external support is the only way to become stronger than the governments that control the homeworld. Members of the factions are usually the ones leaving Himeo to explore the rest of the Spur. This faction is backed up by the [[DPRA|Liberation Army]].&lt;br /&gt;
&lt;br /&gt;
===Himean Front===&lt;br /&gt;
&lt;br /&gt;
Made up of disillusioned Tajara, the Himean Front wants to abandon the plan of returning to wage war on Adhomai. For them, staying in Himeo is the best course of action; the Free Council will never be able to match the Adhomian powers. They are also opposed to any kind of isolation and seek to further the Council&#039;s relationship with the Tajaran nations. This faction is currently supported by the [[Democratic People&#039;s Republic of Adhomai]]&#039;s civilian government.&lt;br /&gt;
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===Adhomian Bloc===&lt;br /&gt;
&lt;br /&gt;
Composed of extremist elements, the Adhomian Bloc is the smallest but most radical faction. It considers the plan of returning to Adhomai and Kar&#039;etrinkism as total failures. Inspired by Himeo and the Tajaran nations, the bloc seeks to reform the direct democracy into a representative democracy guided by an elected council. This clique is in favor of further integration with the Adhomian powers. They are currently sponsored by the [[People&#039;s Republic of Adhomai]].&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=39325</id>
		<title>New Player Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=39325"/>
		<updated>2026-05-14T15:59:10Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: Adds links to the Orion Spur and updates an out of date part of the PRA section&lt;/p&gt;
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&amp;lt;center&amp;gt;{{Navbox New Player Guides}}&amp;lt;/center&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
&#039;&#039;&#039;This is a new player&#039;s summary of 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;
&lt;br /&gt;
&#039;&#039;&#039;This is the first in a series of multiple guides connected to [[Guides/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;
&lt;br /&gt;
&#039;&#039;&#039;Below is recommended reading if you are new to the server!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Welcome to Aurora Lore! =&lt;br /&gt;
Hello and Welcome! Aurora Lore is vast, and trying to get into it as a new player can feel overwhelming at times. Therefore to try and assist those new to the setting we&#039;ve developed a series of pages that will assist with that issue, and this is one of them! This page is the shortest possible summary to the setting that still accomplishes the goal mentioned previously of helping new players get acquainted with the server&#039;s lore and help them understand the ins and outs of the [[Orion Spur]] in the 25th century and its history. After reading this page, and the page for the planet you choose for your characters background from those presented at the bottom, you&#039;ll know enough to start playing without issue.&lt;br /&gt;
&lt;br /&gt;
= History Overview =&lt;br /&gt;
The purpose of this overview is to give new players a general grasp on the Aurora Setting, and the background of how it got to this point. The Early Years and Rise of NanoTrasen segments deal with deep background history, whereas the Early Scarcity, Period of Rebuilding, and Contemporary Spur sections deal with history that occurred in-game since 2019. Additionally whenever there&#039;s a bolded name followed by a parentheses, acronym, that is us denoting the common acronym used for that entity in game; I.E, &#039;&#039;&#039;Zavodskoi Interstellar&#039;&#039;&#039; (ZI). Other bolding is just us highlighting important names to help new player remember them better in game. This guide will focus on the megacorporations first and foremost, as they are the entities characters work for aboard the ship, but also go more into depth with three factions in particular; The Solarian Alliance, the Republic of Biesel, and to a lesser extent, the Coalition of Colonies. We&#039;ll discuss them as we discuss the history of the Aurora setting, and the history of the megacorporations, so let&#039;s dive in!&lt;br /&gt;
&lt;br /&gt;
== The Early Years ==&lt;br /&gt;
&#039;&#039;&#039;The first megacorporations&#039;&#039;&#039; arose out of the fast-paced landscape of Earth’s 22nd Century, a period defined by fierce economic competition between Earth’s nations – particularly across the East and West divide – and the start of the race to colonize the planets of the Sol System, spurred by the strife of a climate crisis that was beginning to engulf Earth. As this climate crisis got worse and worse, nationstates began to buckle - some even collapsing - under the pressure, and by the end of the 2120s and into the 2130s, the United Nations found itself the only organization left standing with the capability to rebuild in the aftermath of the crisis. It became the source of restoring order and stability across the globe, rapidly centralizing as it took many functions of governance away from the nations of Earth; causing them to fall into irrelevance. It is during this tumultuous time that the remaining corporations began to transform into megacorporations; able to dominate entire regions economically and hold a monopoly on certain markets worldwide. &#039;&#039;&#039;Zeng-Hu Pharmaceuticals&#039;&#039;&#039; (ZH) is unofficially recognized to be the first true megacorporation by this definition; formed out of an agreement between East Asian biomedical companies in 2132, it came to dominate East Asia economically and biomedical markets worldwide. This process that on for decades (and in one case more than a century), but was sped up in 2140 the UN took the final step, reforming into the Solarian Alliance and becoming the sole centralized government of humanity. The new Alliance immediately began to colonize the stars; with many of the megacorporations born soon after the creation of the Alliance making their fortunes as the transtellar economy developed, with their founding dates in chronological order; &#039;&#039;&#039;Idris Incorporated&#039;&#039;&#039;(2152), &#039;&#039;&#039;Einstein Engines&#039;&#039;&#039; (2155) (EE), &#039;&#039;&#039;Hephaestus Industries&#039;&#039;&#039; (2164), and lastly &#039;&#039;&#039;Necropolis Industries&#039;&#039;&#039; (2259) which would rebrand to &#039;&#039;&#039;Zavodskoi Interstellar&#039;&#039;&#039; (ZI) in 2462. Contemporarily these first megacorporations have become known as the Founding Five, and from the time of their creation up until the early 2400s, at every generation-defining moment one of them has been there to witness and capitalize upon it. one generation defining event stands out above the rest as the reason for the dominance of megacorporation in the Contemporary Spur, when in 2275, fringe colonies within the Solarian Alliance broke away to form the Coalition of Colonies, kickstarting the chain of events that would lead to the Interstellar War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Interstellar War&#039;&#039;&#039; was a Spur spanning conflict between rebel colonies who would come to be known as the &#039;&#039;&#039;Coalition of Colonies&#039;&#039;&#039; (CoC) and the hegemonic Solarian Alliance. The devastation was on a scale that has not been seen since, and it&#039;s impacts are still felt to this day as it laid the ground work for the modern Spur to develop. However for the purposes of this summary all that needs to be said is that the consequences of the war saw the power of national governments fall dramatically, and the power of the trans-stellar corporations skyrocket, becoming the backbone of the remaining human nation&#039;s economy just in time for humanity’s first contact with aliens. The megacorporations, with their power in human space cemented, were quick to broker deals with the alien states, seeding their influence into any fresh market. They struck one-sided deals, exploiting every new planet and species where-ever they could, all the while continuing to grow in power. They became the logistical and industrial titans that drive the Spur forward, the weapons manufacturers and security solutions driving the Spur back into the dirt, and the bureaucratic and pharmaceutical giants that kept us going just a little longer. For this, their holds on the markets across space are unshakable, their sway behind closed doors decisive, and the repercussions for their mishaps fleeting. They could have collectively dominated the Spur for more than a century with cooperation, and potentially held on to that domination indefinitely, but none had the power to force even one of the others to let go of divisions. &#039;&#039;&#039;In the end, this was to their detriment&#039;&#039;&#039;, for in the 25th century a dark horse corporation that everyone had little expectation of managed to ensure that cooperation, and reap the rewards of dominating the Spur, through its immense power.  &lt;br /&gt;
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&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;1100px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300px&amp;quot;|Megacorporation !! width=&amp;quot;800px&amp;quot;|Overview&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;[[Zeng-Hu Pharmaceuticals]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ZH-lightpurple1.png|150px|link=Zeng-Hu Pharmaceuticals]]&amp;lt;br&amp;gt;&#039;&#039;‘Building a brighter future.’&#039;&#039;&amp;lt;/center&amp;gt;|| The biomedical giant and the oldest megacorporation in the Spur, Zeng-Hu Pharmaceuticals dominates the practice of medicine and the many fields of research that relate to it. Arranged in a keiretsu structure, Zeng-Hu is composed of many smaller subsidiary companies which all cross-invest to ensure each subsidiary dominates its place in the market. Zeng-Hu focuses on perfecting the human body, through both genetic and cybernetic means, a line of research that has led to embryonic cloning, limb cloning, and the most advanced synthetics yet. Zeng-Hu has strict hiring standards, as the corporation is known to only hire the best  or those showing the promise to become the best. Not only paid well, prospective employees are often enticed by the promise of high-end cybernetics and genetic treatments that are often handed down as benefits by veteran staff. Aboard the Horizon, Keiretsu employees are employed in &#039;&#039;&#039;Science&#039;&#039;&#039; and &#039;&#039;&#039;Medical&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;[[Hephaestus Industries]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Hephaestuslogo4.png|150px|link=Hephaestus Industries]]&amp;lt;br&amp;gt;&#039;&#039;‘The anvil on which the world is shaped.’&#039;&#039;&amp;lt;/center&amp;gt;|| The industrial titan, Hephaestus Industries was born out of West Europe and North America&#039;s military industries that snowballed in size from the 21st century onwards, to where some consider it the second most powerful megacorporation. Partially divorced from its history in military industry, Hephaestus is known best know for its bulk resource exploitation, mass-scale industrial manufacturing, large scale ship production, and logistics. With a reputation as the company for the blue collar worker, Hephaestus Industries is able to hire far and wide and attract those disenfranchised by more bureaucratic work environments. Combined with the opportunity to soar to higher positions through only merit instead of socioeconomic background, and stock options, Hephaestus seems an obvious choice. However, this all comes at the cost of brand loyalty, with Hephaestus employees potentially instantly losing these benefits or their position if appearing to dissent from the company line. Aboard the Horizon, Hephaestus employees are employed in &#039;&#039;&#039;Engineering&#039;&#039;&#039; and &#039;&#039;&#039;Operations&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;[[Zavodskoi Interstellar]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Zavodskoi Interestellar.png|100px|link=Zavodskoi Interstellar]]&amp;lt;br&amp;gt;&#039;&#039;‘Even one matters on the battlefield.’&#039;&#039;&amp;lt;/center&amp;gt;|| With a patchy history, the business of killing is the driving force behind Zavodskoi Interstellar&#039;s (ZI) business across the Spur. For Zavodskoi, conflict is another resource to exploit and a battleground is the perfect setting for testing experimental technology, and they have become the merchant of death for nation-states across the Spur; with ZI, almost the entire military industrial complex of the Spur is under one banner. As a result ZI has a hyper fixation on maintaining an image of professionality, and as a result ZI employees are often some of the most courteous contractors out there, for a positive image of the company always comes first. Aboard the Horizon, Zavodskoi employees are employed in &#039;&#039;&#039;Security&#039;&#039;&#039;, &#039;&#039;&#039;Science&#039;&#039;&#039; and &#039;&#039;&#039;Engineering&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;[[Idris Incorporated]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:II-teal.png|150px|link=Idris Incorporated]]&amp;lt;br&amp;gt;&#039;&#039;‘Astronomical Figures. Unlimited Power.’&#039;&#039;&amp;lt;/center&amp;gt;|| Where credits flow, Idris Incorporated can be found; the corporation&#039;s empire of influence is fueled by the countless Idris banks across the Spur and an ornate web of lucrative loans and insurance plans. Idris also has a heavy presence in the tourism, high end fashion, and hospitality industries, using their vast fortune to create both iconic brands and to outmaneuver competitors. Idris Incorporated contractors are expensive, coming with high expectations of class from consumers. For those that can work with that level of expectation, the benefits are many, but one also needs to keep their mouth shut, as all Idris employees sign an NDA that covers everything a contractor may do while on the job for the company and breaking that NDA is grounds for immediate termination. Aboard the Horizon, Idris employees are employed in &#039;&#039;&#039;Service&#039;&#039;&#039; and &#039;&#039;&#039;Security&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;[[Einstein Engines]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:EinsteinEngines2.png|150px|link=Einstein Engines]]&amp;lt;br&amp;gt;&#039;&#039;‘Lead by our history, leading our future.’&#039;&#039;&amp;lt;/center&amp;gt;|| Throughout the Spur&#039;s history, Einstein Engines was the indefatigable megacorporate power, triumphing in every field they broke into and reaping the benefits of their close relationship with both the Solarian Alliance and Nralakk Federation. Following the discovery of phoron however, the status quo was shattered and NanoTrasen Corporation stole the throne; now with the phoron scarcity reaching its apogee and warp travel back in fashion, Einstein Engines is eager to seize it back with the promise of reduced dependence on phoron. Due to their close relationship with the Solarian Alliance and market conflicts with NanoTrasen, Einstein Engines continues not to support or join the Stellar Corporate Conglomerate. Einstein employees are &#039;&#039;&#039;not employed&#039;&#039;&#039; aboard the Horizon.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Rise of NanoTrasen == &lt;br /&gt;
&lt;br /&gt;
Initially founded in 2366, the yet-to-be-distinguished NanoTrasen was a small company revolving around genetic research and development on Mars. Xavier Trasen, Chief Executor of Operations for the company (as well as its founder) managed to propel the fledgling corporation through up the ladder with a combination of aggressive business tactics and effectively patenting methods to buy out or destroy local competition. By the end of the century, NanoTrasen had acquired enough capital to begin their new operations on Biesel, even managing to secure mining rights in the Tau Ceti system. However at this point, NanoTrasen barely even qualified as a Transstellar corporation, and barely even registered with the original Megacorporations; it wasn&#039;t even worth buying out or absorbing. All that would change in the early 25th century, for in 2417 NanoTrasen made the most significant discovery and technological innovation to date, when they found the priceless element &#039;&#039;&#039;Phoron&#039;&#039;&#039; within the Oort Cloud of Tau Ceti. They quickly found an application for the incredibly rare material in the revolutionizing of interstellar travel through &#039;&#039;&#039;Bluespace&#039;&#039;&#039; - a completely alternate dimension outside of our own reality - which made traversing the vast distances of space between stars a far easier and faster ordeal. NanoTrasen began rapidly expanded mining operations the Oort Cloud, &#039;&#039;&#039;now named the Romanavich Cloud&#039;&#039;&#039;, and managed to establish a monopoly in the Phoronics Industry, all the while the demand for phoron continued to grow across the Spur, leading NanoTrasen to eventually become the wealthiest corporation in the history of the Spur, and arguably its most powerful entity. It strong-armed the Solarian Alliance to allow the independence of Tau Ceti, creating the Republic of Biesel, in which it held almost complete political influence, and quickly soared above the older megacorporations. By 2455 NanoTrasen was at the height of its power, wielding massive amounts of influence across the Spur and having what amounted to a monopoly of influence over the government of the state it helped create; which happened to preside over only one of three places phoron can be found in the entire Spur. Yet only two years later, it would see its position shaken.&lt;br /&gt;
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! width=&amp;quot;300px&amp;quot;|Megacorporation !! width=&amp;quot;800px&amp;quot;|Overview&lt;br /&gt;
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| &amp;lt;center&amp;gt;&#039;&#039;&#039;[[NanoTrasen Corporation]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Nt-logo.jpeg|150px|link=NanoTrasen Corporation]]&amp;lt;br&amp;gt;&#039;&#039;‘The leader in all things phoron.’&#039;&#039;&amp;lt;/center&amp;gt;|| The largest megacorporation and arguably the most influential entity within the Spur, NanoTrasen&#039;s position can be wholly attributed to two factors: its iron grip over the Republic of Biesel and the discovery of phoron it was quick to form a monopoly over. Due to NanoTrasen&#039;s influence across the Spur, employees from all walks of life can find employment with the megacorporation. For many wishing to start a new life, NanoTrasen is an easy ticket to getting a full-length work visa to the Republic of Biesel. Further enticing for employees, NanoTrasen Corporation is known to offer the most generous contract terms out of the Chainlink&#039;s megacorporations, be it: wide insurance coverage; excellent legal protection for those practicing in a medical field; scientists having full credit for any published research (excluding ground-breaking!), contrary to other megacorporations. Aboard the Horizon, NanoTrasen employees are employed in &#039;&#039;&#039;Science&#039;&#039;&#039;, &#039;&#039;&#039;Medical&#039;&#039;&#039; and &#039;&#039;&#039;Service&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Early Scarcity ==&lt;br /&gt;
&lt;br /&gt;
The Scarcity began with short news articles by the Mendell City Bugle in May of 2462, the first to show a steady decline in the deposits of phoron located throughout the Romanavich Cloud, and that shipments, while still coming, started taking significantly longer to fill quotas. This is the article that would set off a chain of events that saw the status-quo of the Spur that had held since the end of the Interstellar War completely upended. For this summary, all that needs to be said is that as 2462 continued, pressure slowly built up throughout the Spur as it became clearer this issue would not go away anytime soon, until finally, there was a violent, explosive release that shattered the post-IW status quo in a single week, the spark being the catastrophe known as &#039;&#039;&#039;Violet Dawn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Violet Dawn was the name of the operation run by the Solarian Government which would cause a cataclysmic disaster on Mars in the later months of 2462. The operation&#039;s goal was to create a self-replicating, synthetic phoron gas as the scarcity was beginning to cause the Alliance&#039;s economy to falter. They were indeed able to accomplish this goal, however immediately discovered that there was no way to &#039;&#039;&#039;stop&#039;&#039; the self-replication, and the compound quickly breached containment, growing exponentially to become a raging atmospheric firestorm centered on Mar&#039;s South Pole, which the other residents of humanities most populous system watched turn the Red Planet Violet in horror. When the official news finally broke on November 10th containing specifics of the catastrophe on Mars, and that the Solarian Government&#039;s response to the crisis was to ignore or try to suppress calls for aid from the planet and order its vessels not to assist in evacuation efforts (though it must be said many brave captains and officers disobeyed these orders) the last nail in the coffin of the Solarian Alliance as it had been since the end of the Interstellar War was hammered home; the Alliance erupted with massive civil unrest and began to collapse. Then Prime Minister Frost was assassinated within a day, supposedly by a Zavodskoi Interstellar Kill Team - though the corporation never faced any punishment for it - and in desperation what remained of the Alliance&#039;s civilian government ordered the abandonment of all space outside of the Core Worlds, a region of space centered on Sol itself. However, many fleets disobeyed this order, setting up statelets as Warlords within former Solarian Territory which would come to be labeled the [[Human Wildlands]], a home to anarchy and limited governance.&lt;br /&gt;
&lt;br /&gt;
However, one fleet that disobeyed the order to retreat did not set up a warlord state immediately, and instead burned hard towards Tau Ceti with it&#039;s phoron deposits; intending to invade with the goal of securing the phoron the Alliance needed. This was the 35th Fleet, under the command of &#039;&#039;&#039;Admiral Ozdemir&#039;&#039;&#039;, and in response the formation of the SCC, or Stellar Corporate Conglomerate, was announced by Miranda Trasen, CEO of NanoTrasen, to much fanfare; comprising all the megacorporations of the Orion Spur except Einstein Engines, the SCC is perhaps the single most powerful entity in the Spur with Miranda Trasen at it&#039;s head. Behind that fanfare and celebration though, the concerning reality is that Miranda Trasen used her power and influence to force, bribe, sway, and bully all the other megacorporations, except one Einstein Engines, to cooperate under a single banner with NanoTrasen on top for years before the 35th&#039;s invasion, secretly forming the SCC in 2458. Nothing is known about the decision to go public. While it certainly helped by providing weaponry, and ships, to put the final nail in the 35th&#039;s coffin with a &#039;&#039;&#039;phoron WMD&#039;&#039;&#039;, the 35th was only beaten with help from the rest of the Spur, primarily Elyra and the Coalition of Colonies, who sent large expeditionary forces to the Republic as allies. After their defeat, the 35th set up a statelet like so many other Warlords within the Human Wildlands, a fascistic and genocidal one known as the Solarian Restoration Front. The Republic, Coalition, and Elyra meanwhile expanded their borders in the power vacuum left by the Alliance&#039;s retreat, taking in planets that had been abandoned by the Alliance. As for what remained of the Alliance proper, the civilian government who ordered the retreat would go on to cede power to a temporary Military Junta, established to restore stability and control both in the core worlds and the Human Wildlands, with the promise that once this had been achieved new elections would be held, transferring power back into the hands of a democratically elected civilian government - which they would eventually fulfil their promise on, in 2467.&lt;br /&gt;
&lt;br /&gt;
It is in this way that the status quo of almost a century was shattered, and the pieces are still being picked up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;1100px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300px&amp;quot;|Megacorporation !! width=&amp;quot;800px&amp;quot;|Overview&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;[[Stellar Corporate Conglomerate]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:SCC logo.png|140px|link=Private Military Contracting Group]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;‘The unbreakable chainlink, holding the Spur together.’&#039;&#039;&amp;lt;/center&amp;gt;|| A tenuous alliance between eight megacorporations, the Stellar Corporate Conglomerate is a giant on the Spur&#039;s stage, with access to the immense resources and influence of each of the members beneath its shell. Originally firmly under the control of NanoTrasen Corporation, currently the megacorporations under the Chainlink now grapple for control behind closed doors, each with their own interests to push for the Conglomerate to coordinate efforts and resources towards. Aboard the Horizon, the SCC fills the majority of its positions with staff loaned from member megacorporations of the Chainlink, who hold dual contracts with their original company and the SCC. These contracted employees are employed in &#039;&#039;&#039;Command&#039;&#039;&#039; and &#039;&#039;&#039;Command Support&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Period of Rebuilding ==&lt;br /&gt;
Since the cataclysmic events of 2462, the Spur had undergone tremendous changes, the most notable of which occurred within the once small Republic of Biesel. Following the collapse of the alliance which left many planets close to Tau Ceti unsupported, the small republic offered its assistance in exchange for these planets joining it. In this way the nation which used to be a single system came to take control over vast swathes of what was previously the Soalarian Outer Ring, including planets such as &#039;&#039;&#039;Mictlan&#039;&#039;&#039; and &#039;&#039;&#039;Port Antillia&#039;&#039;&#039;. However many of the people on these planets, Mictlan especially, felt betrayed by their planetary government, as they believed the possibility of independence a larger boon than whatever assistance the Republic could offer. When the &#039;&#039;&#039;Corporate Reconstruction Zone&#039;&#039;&#039; (CRZ) was announced, comprising all territory outside of Tau Ceti&#039;s gravity well, this discontent turned to violence as terrorists and revolutionaries began to fight back against the Republic. The planet that would see the worst of this violence would be Mictlan, where continuing incidents would force the republic to declare the planet under martial law and deploy the &#039;&#039;&#039;Tau Ceti Foreign Legion&#039;&#039;&#039; (TCFL). Their main opposition was two groups, the &#039;&#039;&#039;Founding Movement&#039;&#039;&#039; was a former political organization that turned to terrorism to try and throw off the Republic formerly led by &#039;&#039;&#039;Isabel Alvarez&#039;&#039;&#039; before her death at the hands of a lynch mob in 2466. They are mostly known for their bombing campaigns across Mictlan, the most notable of which is &#039;&#039;&#039;the bombing of Valtas Square&#039;&#039;&#039;, located directly in front of the Mictlan Defense Forces Headquarters, which resulted in the deaths of hundreds. &#039;&#039;&#039;The Samaritans&#039;&#039;&#039;, on the other hand, were a paramilitary organization originally formed by deserters from the Mictlani Defense Force, led by &#039;&#039;&#039;Xiomara Salvo&#039;&#039;&#039;, who waged a guerilla war against the forces of the Republic directly.&lt;br /&gt;
&lt;br /&gt;
However, the deployment of the Tau Ceti Foreign Legion did little to stop the violence gripping the planet, resulting in the formation of the &#039;&#039;&#039;Tau Ceti Armed Forces&#039;&#039;&#039; (TCAF), a fully professional military force compared to the part-time volunteer force that was the Foreign Legion. Many bills were passed in an attempt to give the new armed forces the tools they needed to defeat the insurrectionists, however, nothing worked. Violence continued to grip Mictlan until the failed gamble known as &#039;&#039;&#039;Operation Jakali&#039;&#039;&#039; in 2466 and facing mounting civil unrest in Tau Ceti itself over the continued military occupation of Mictlan that the violence finally ended with a &#039;&#039;&#039;peace deal&#039;&#039;&#039; signed between the Samaritans (as at this point the founding movement had collapsed) and the Republic of Biesel/Mictlani government. All members of the Samaritans were &#039;&#039;&#039;pardoned on parole&#039;&#039;&#039;, and now the planet of Mictlan is finally at peace for the first time in many years.&lt;br /&gt;
&lt;br /&gt;
Yet Mictlan was not the only place to experience violence within the CRZ. In the South within the region known as &#039;&#039;&#039;Valley Hale&#039;&#039;&#039;, the SCC discovered something that would help to stave off the scarcity for a time; the asteroid that would come to be known as Orchard Moon. A large deposit of Phoron, it was located right on the border between the &#039;&#039;&#039;Serene Republic of Elyra&#039;&#039;&#039;, which resulted in a border dispute between the two nations, which the Horizon played a pivotal role in. The result of that dispute was &#039;&#039;&#039;Orchard Moon&#039;&#039;&#039; remaining within Biesel territory, only to then for the newly built mining installations to be attacked by remanents from the &#039;&#039;&#039;Southern Fleet Administration&#039;&#039;&#039; (SFA), pirates out of the southern wildlands.&lt;br /&gt;
&lt;br /&gt;
Over in the Alliance, the state turned inwards and began to focus on consolidating its new, nationalized industry, with Einstein Engines padding out more specialist industries, and began the slow effort to &#039;&#039;&#039;return the Alliance&#039;s government to the hands of the people&#039;&#039;&#039;. The embers of populism were now beginning to be stoked with the promise of a civilian government. The Alliance&#039;s inward eye, however, left certain Warlord states bold, and their supporters within the Alliance&#039;s military structure even bolder. After their defeat at Tau Ceti, the 35th Fleet fled to the human wildlands, establishing a warlord state known as the &#039;&#039;&#039;Solarian Restoration Front&#039;&#039;&#039; (SRF); a fascistic, genocidal, and ultranationalist group who had the aim of purging the Alliance, and then the Spur, of alien taint. &#039;&#039;&#039;IMPORTANT NOTE: PLAYING A CURRENT OR FORMER MEMBER, AFFILIATE, SYMPATHIZER, OR SUPPORTER OF THE SOLARIAN RESTORATION FRONT (SRF) IS ENTIRELY BANNED. THIS IS ENFORCEABLE BY MODERATION STAFF.&#039;&#039;&#039; That said - due to the reign of Prime Minister Frost, a fascistic strongman himself, the Alliance&#039;s remaining fleets in the core worlds were still infested with SRF supporters alongside more mundane corruption, all of which saw supplies be consistently funneled to the warlord state. After decades of dealing with caeserism and corruption within the navy, the alliance&#039;s junta began to take drastic steps, and alongside planned naval reforms, &#039;&#039;&#039;initiated a full scale purge&#039;&#039;&#039;; relieving, arresting, and in a very small amount of cases, even executing, anyone in the Navy involved with the SRF - though some supporters caught wind of the incoming purges, and fled with their fleets to join the SRF. With its link of support cut off, the SRF began to move quickly, and, at the start of 2465, would attack the Middle Ring Shield Pact, which if they could conquer, would give them a significantly better chance against the Alliance Proper. The SRF launched a full-scale invasion on San Colette, the capital of the shield pact, with fighting so brutal many have since dubbed it the &#039;&#039;&#039;Second Solarian Civil War&#039;&#039;&#039;. After weeks of hard fighting, with an act that sent a message across the Spur, the Alliance Navy itself intervened, launching an invasion of the Restoration Front, and reinforcing the exhausted defenders of San Collette. This would be the beginning of the process that would see the reintegration of the Warlord states into the fold of the Alliance-proper, as the SRF - the warlord with the most power militarily - was smashed as their fools gambit fell apart around them. &#039;&#039;&#039;The Southern and Northern Reconstruction Mandates were established in what was once the Human Wildlands&#039;&#039;&#039; by the Alliance, and they&#039;ve begun to rebuild the damage caused over the past five years.&lt;br /&gt;
&lt;br /&gt;
Two new megacorporations also sore their rise in this period: the &#039;&#039;&#039;Private Military Contracting Group&#039;&#039;&#039; (PMCG), which created a shortlist of vetted private military companies that were approved to work with the Stellar Corporate Conglomerate (later, a trusted source for other bidders in need of guns) and &#039;&#039;&#039;Orion Express&#039;&#039;&#039; (OE), the solution to the Chainlink&#039;s growing logistical woes amid the phoron scarcity and their steady expansion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;1100px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300px&amp;quot;|Megacorporation !! width=&amp;quot;800px&amp;quot;|Overview&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;[[Private Military Contracting Group]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:PMCGsmallogo.png|180px|link=Private Military Contracting Group]]&amp;lt;br&amp;gt;&#039;&#039;‘Always on guard, always on watch.’&#039;&#039;&amp;lt;/center&amp;gt;|| An amalgamation of private military companies of variable backgrounds, styles, and characters that have been permitted to work with the Stellar Corporate Conglomerate. The Private Military Contracting Group was established to provide a point of contact for the Chainlink and its subsidiary corporations to be able to browse more trusted PMCs, a service that has since been rolled out to the public.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;No military contractor from the PMCG is the same due to the varied groups that have been permitted to work with the SCC. Aboard the Horizon, PMCG employees are employed in &#039;&#039;&#039;Medical&#039;&#039;&#039; and &#039;&#039;&#039;Security&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;[[Orion Express]]&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:ORION SPUR LOGISTICS.png|150px|link=Orion Express]]&amp;lt;br&amp;gt;&#039;&#039;‘Faster than light.’&#039;&#039;&amp;lt;/center&amp;gt;|| Blink and you&#039;ll miss them, Orion Express is a fledgling megacorporation whose freighters and mobile stations zip around to ensure corporate supply needs are met around the Spur. Having secured a stable footing, Orion Express now lends its various services to the rest of the Spur, with speed and convenience owing a premium - fast deliveries, fast mail, fast food, and fast mining. New on the scene, Orion Express has very low hiring standards to keep its workforce bolstered, making for a great foot in the door to a megacorporate job for those young or with gritty pasts. Aboard the Horizon, Orion employees are employed in &#039;&#039;&#039;Operations&#039;&#039;&#039; and &#039;&#039;&#039;Service&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Contemporary Spur =&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re in the current setting. The year is &#039;&#039;&#039;{{#expr:{{CURRENTYEAR}} + 442}} CE&#039;&#039;&#039; (Common Era), and the [[Orion Spur]] stands on the edge of a new age. The worst of the phoron scarcity seems to be receding &#039;&#039;&#039;for now&#039;&#039;&#039;, though instability and uncertainty persist. Through the cooperation of its constituent corporations, the SCC controls all but a sliver of economic productivity, and so long as they continue to cooperate little can be done to change this. However cracks are already starting to show, and the SCC&#039;s members are at best, semi-unified and continue to quarrel amongst themselves, looking out for their interests first. &#039;&#039;&#039;Hephaestus Industries&#039;&#039;&#039; – after years of careful planning – have acquired what even &#039;&#039;&#039;NanoTrasen&#039;&#039;&#039; struggled to seize after forcing the Alliance to allow Biesel’s secession: the monopoly over an entire nation in the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, to the alarm of all the other SCC members, who revised their approach to Hephaestus to ensure they do not gain too much power, with rumors of megacorporate backing for the Trinary Perfectionist attack on Burszia; but there is no rumor more likely then the ones circulating Zavodskoi Interstellar, already bitter rivals with the Industrial Titan, who have recently been accused of hiring pirates to attack Hephaestus assets, alongside supplying anti-Hephaestus terrorist groups within the Izweski Hegemony. The relationships on which the SCC depends are tenuous ones, &#039;&#039;&#039;only held together by Miranda Trasen using every tactic she can think of&#039;&#039;&#039;; assurance of mutual profit, NanoTrasen&#039;s power, a healthy amount of fear, political corruption, bullying, threats, bribery, blackmail, corporate espionage, the occasional convenient death, and masterfully playing the constituent corporations against each other. Through all these tactics she manages to just hold it together, and the power it gives her makes her one of, if not the most, powerful individual in the entire Spur; though only time will tell how long she can continue to hold the conglomerate together, maintaining her position. &lt;br /&gt;
&lt;br /&gt;
Our medium into this world is the &#039;&#039;&#039;SCCV Horizon&#039;&#039;&#039;, and due to it being a mobile ship, the setting to which players have access stretches across the entirety of the [[Orion Spur]]. The Horizon is under the joint control of the Stellar Corporate Conglomerate; with you, among others, having been assigned to work aboard the Horizon. Its a state-of-the-art general-purpose vessel that travels across the [[Orion Spur]] with the primary objective of uncovering Phoron, however, secondary objectives exist at the whim of the Stellar Corporate Conglomerate, and it&#039;s constituent corporations. Due to the SCC operating the Horizon, they have the final say on Occupation Qualifications - many jobs will have specific qualifications that can be found on their job pages, however in addition the baseline qualifications to work aboard the Horizon can be found here: [[Stellar Corporate Conglomerate Occupation Qualifications]]. More can be read about your place in the workplace 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;Your Place in the Workplace&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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! Not recommended to go there immediately if this is your first read through.&lt;br /&gt;
&lt;br /&gt;
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. Not recommended to go there immediately if this is your first read through.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As for our factions - after the disaster that was the Peacekeeper Mandate, President Dorn was voted out of office and replaced with the Independent &#039;&#039;&#039;Ake Torvald&#039;&#039;&#039; - a former intelligence agent who beat the odds, and proved that though it may be a façade democracy, the Republic is still a democracy. While Miranda Trasen and NanoTrasen still hold enormous influence over him, and the government of Biesel as a whole, Torvald has more freedom than Dorn ever had; though the man is an enigma, so what he plans to do with that freedom is something that can only be guessed at.&lt;br /&gt;
&lt;br /&gt;
After the establishment of the Reconstruction Mandates, the military junta which had ruled Sol since the collapse made good on their word, hosting free and fair elections for a new Prime Minister, and relinquishing power. The winner of the election would be one &#039;&#039;&#039;Hendrik Strom&#039;&#039;&#039;, a man known for supporting the infamous Tajara bans, but who now has a monumental the task ahead of him; to not only put his fractured nation back together, but to rebuild it&#039;s reputation in the eyes of the wider galactic community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Coalition though&#039;&#039;&#039;, continues to lumber on, with it&#039;s members still bickering amongst themselves; a multiheaded hydra that can never agree on anything. Time will tell if the coalition will become something more than the loose defensive alliance it currently is, or if it will continue as it has been since the end of the Interstellar War.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And that&#039;s everything!&#039;&#039;&#039; Kinda. Bear in mind this is a summary - a good one - but still a summary that is condensing seven plus years of active IC development into something that is hopefully readable in 30 minutes. There may have been points where things were seemingly randomly brought up, but the goal here again is to summarize while still keeping it coherent - we don&#039;t need to go in-depth with who Frost was, or any specifics - it takes up more words than it&#039;s worth. Information like that isn&#039;t necessary for a summary like this, we want something people can quickly read then be able to immediately hop in game. Speaking of hopping in game - up next is character creation! Below are the three recommended starter planets for newer players - with a comment on how much additional reading beyond this summary is likely to happen. If you wish to read more about the setting, below the bolded line are short descriptions of all the species in the Spur, then all the factions in the Spur; and then below that the &amp;quot;Lore Navbox&amp;quot; if you want to check out anything specific. It is highly advised to join the &#039;&#039;&#039;[https://discord.gg/Sa48FBY lore discord that can be found here]&#039;&#039;&#039;, as it&#039;s where we announce ongoing developments, and where writers are most active incase you have any questions or need help with something. If you don&#039;t wish to do that, lore writers are the ones with purple names on the main discord, so ping anyone of us and we&#039;ll help you out if we can, or point you in the right direction if we can&#039;t. We look forward to seeing you on the server!&lt;br /&gt;
&lt;br /&gt;
= Recommended Starter Planets =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Callisto]]&#039;&#039;&#039; - Callisto is a settled moon in orbit of Jupiter, and the most populated of the Jovian moons. It is the Alliance&#039;s single largest port, a feat accomplished by the massive Warp Gate Network it has in orbit, which was originally designed back in the late 2300s. Since then Callisto has been a hub of commerce, and is the de-facto port for the entire Sol system, one of the richest and most populated systems in the entire spur. As a result, Callisto is dominated by sprawling urban topography, and is one of the most developed planets in the alliance. The culture of both the planet as a whole and the individual districts is very easy to pick up, and the page as a whole is fairly short. &#039;&#039;&#039;If you want to read the least amount, this is the planet for you.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Biesel]]&#039;&#039;&#039; - Biesel is a temperate, oxygen-rich planet colonised in the mid-2100s, therefore making it one of the first. It is the capital of the Republic of Biesel and of the Tau Ceti system in general. One of the most populated planets in the [[Orion Spur]], Biesel is one of the economic hearts of the known galaxy and boasts a large amount of urban development and resource richness - primarily in Phoron. It is also where the influence of NanoTrasen and the SCC is at it&#039;s strongest. The issue is, as it was also our setting for five-ish years, so alot of development occurred with it. &#039;&#039;&#039;If you&#039;re interested in reading a fair amount of lore&#039;&#039;&#039;, love façade democracy, and also spreading the light of liberty, then this is the planet for you.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;[[Xanu Prime]]&#039;&#039;&#039; - The shimmering and vibrant planet of Xanu Prime (pronounced Ksa-noo), is the beating heart of the Coalition of Colonies. In nearly all ways, economic, political, and cultural, Xanu Prime holds almost unmatched influence over the rest of the Coalition. It is a cosmopolitan and multicultural hub where nearly anyone from across the [[Orion Spur]] can be found, a cornerstone not just in the Coalition but in the galactic community as a whole, and home to a thriving culture and democratic tradition which, along with the dedication and hard work of its citizens, has cemented its position of leadership and wealth which it currently enjoys. The primary page also tops out as the second longest page on the wiki, and it&#039;s one of three. &#039;&#039;&#039;If you&#039;re interested in super indepth lore&#039;&#039;&#039;, reading a ton, the frontier spirit, and multiculturalism, pick Xanu Prime.&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;
----&lt;br /&gt;
&lt;br /&gt;
{{SpeciesoftheSpur}}&lt;br /&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 had no choice but to fall under the Republic&#039;s banner - or face the horrors of the galaxy alone - 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 was the first trans-stellar Human factions, though in recent years it has fallen on hard times. 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. Those forces still loyal to the Alliance recently retreated to the &amp;quot;Jewel Worlds,&amp;quot; a region of space where its most strategically vital assets lay, not to mention it&#039;s capital in orbit above Earth. As the Alliance has already been discussed in depth in the above summary, we will not be going into it here again. Suffice to say, the government and Einstein Engines now stand as fierce opposition to the growing Stellar Corporate Conglomerate whose power contests them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[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;
The loosely confederated Coalition of Colonies is the largest power in the frontier, and possibly the most populous entity in the Orion Spur. Splitting off from the Solarian Alliance after the Interstellar War, and covers several regions with its utterly tremendous borders. The systems of the Coalition, &#039;&#039;as a collective&#039;&#039;, greatly value their independence and freedom; however sometimes that freedom means, in the case of a planet like Gadpathur, being a fully militarized state. A few powerful systems dominate the politics of the Frontier, primarily Xanu Prime - the official 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. In recent times, the Coalition has conquered a huge amount of territories, the tremendous Alliance Neutral Zone - a DMZ established after the Interstellar War - no longer exists, and has since been deemed Coalition territory.&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, somewhat isolationist independent power in the Badlands. It is made up of multiple star systems, with its capital in the highly developed technological planet of Perispolis. It is known for its blending of traditional culture with contemporary technologies, creating a unique society where one can witness the use of cutting edge technology, while the expectation of conforming to societal expectations ever present. For those who go against the grain, social ostracization the result. Given that Elyra is one of the only three factions in the Orion Spur which innately possess phoron deposits of any sort, in the midsts of the scarcity they have become even further isolationist.&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, the Empire of Dominia hails from the planet of Moroz in the Mira Sancta system, where the capital of the empire, Nova Luxemburg can be found. It is an 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. Now almost a century later, Imperial society is dominated by the Imperial Nobility 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. 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;
&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 councilors 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 Hegemon]]====&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 Hegemony, is the primary Unathi nation of the Orion Spur - a feudal empire in the Badlands ruled by a monarch known as the Hegemon, currently Hegemon Not&#039;zar, of the Izweski Clan. The nation is made up of hundreds of land-owning noble clans and their vassals, of which a few dozen are major influencers in the Hegemon&#039;s politics; moreover, any could take the Hegemon&#039;s seat at any time, for the Hegemony is founded on the principal that might makes right. The Hegemony is new to the interstellar stage, and has suffered from various growing pains as it attempts to expand into a Spur dominated by humans and Skrell while attempting to resolve the ongoing ecological collapse of their homeworld caused by the devastation of the contact war.&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 the 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;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=39324</id>
		<title>New Kingdom of Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=39324"/>
		<updated>2026-05-13T17:26:15Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Major Cities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Header Color = #182d6a&lt;br /&gt;
|Title Color = White&lt;br /&gt;
|Nation = New Kingdom of Adhomai&lt;br /&gt;
|Shortname = NKA&lt;br /&gt;
|Flag = New Kingdom of Adhomai.png&lt;br /&gt;
|Capital City = Kaltir&lt;br /&gt;
|Capital Planet = Adhomai&lt;br /&gt;
|Language = Siik&#039;maas&amp;lt;br&amp;gt;Ya&#039;ssa&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = S&#039;rendarr and Messa (Unofficial)&amp;lt;br&amp;gt;Ma&#039;ta&#039;ke Pantheon (Unofficial)&lt;br /&gt;
|Demonym = Adhomian&amp;lt;br&amp;gt;Royalist&lt;br /&gt;
|Government = Constitutional Monarchy&lt;br /&gt;
|Head of State = Queen Shumaila Azunja&lt;br /&gt;
|Legislature = Parliament&lt;br /&gt;
|Upper House = Chamber of Nobles&lt;br /&gt;
|Lower House = Chamber of Commoners&lt;br /&gt;
|Established = 2449&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== New Kingdom of Adhomai ==&lt;br /&gt;
&lt;br /&gt;
The last major faction is the rebellious New Kingdom of Adhomai, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
&lt;br /&gt;
During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
&lt;br /&gt;
[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The history of the New Kingdom of Adhomai has its roots in the Kingdom of Kaltir, the entity that was conquered by the People&#039;s Republic at the end of the first Tajaran civil war. Regardless of the fall of the old order, the population of Northern Harr&#039;masir was still loyal to the past ruling dynasty, the house of Azunja. Rebellious sentiments and plots started to ferment some years after the occupation by the Republican forces, with intellectuals seeking to break the Hadii domination while the common folk wanted the return of their benevolent rulers.&lt;br /&gt;
&lt;br /&gt;
In 2449, Vahzirthaamro Azunja, the heir of the previous king, was rescued during the plot that would set in motion the uprising that would create the New Kingdom of Adhomai. With the war being declared officially in 2450, the closest supporters of the returning house were granted their places as the new nobility. Instead of seeking to merely restore the old regime, the Crown tried to learn from the mistakes of the deposed nobility to avoid being a victim of the same situation.&lt;br /&gt;
&lt;br /&gt;
The rebellion occupied most of Northern Harr&#039;masir, securing the past territories of the old Kingdom of Kaltir. However, when the PRA’s army was able to organize themselves and mount a counter-attack, the NKA were pushed in a defensive position; they were only able to hold back due to their land defenses and navy. The Dymtris Line, a mighty union of fortresses, trenches, and anti-air defenses, was built to hold the enemy from reconquering the rest of the country.&lt;br /&gt;
&lt;br /&gt;
The tides of war turned in favor of the Kingdom in 2458, with the defeat of a Republican offensive that destroyed the Dymtris line. The royal army was able to mount a limited offensive, establishing the Vlrralkhzazhul ﻿Line. In the next year, a terrorist attack hit the Parliament, nearly throwing the nation into a civil war, as the King was forced to become the head of all branches of the government, while countless candidates disputed with each other the succession of the vacant offices.&lt;br /&gt;
&lt;br /&gt;
Another royalist offensive happened in 2461, reinforced by forces coming from Amohda and loyal Rock nomads, the New Kingdom was able to recover its original territory, forcing the People’s Republic out of Northern Harr&#039;masir. The Kingdom signed the Armistice of Shastar in the same year, guaranteeing their peace and recognition before the galactic community. King Azunja passed away in 2463. Queen Shumaila Azunja, Vahzirthaamro&#039;s niece, is the current monarch.&lt;br /&gt;
&lt;br /&gt;
The new monarch arrived at a pivotal point in the nation’s history. With the Spur reeling from conflict and phoron shortages, the Kingdom has experienced high economic growth as it taps into the mineral wealth within its borders. However, pressures from within and without the nation have created a worsening social situation, once that threatens to erode the foundation of the fledgling Kingdom. With enemies on all sides, and plays on her power, Queen Shumaila is faced with difficult waters to navigate.&lt;br /&gt;
&lt;br /&gt;
= Culture and Society =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai culture is characterized as traditional; instead of trying to change the Tajaran caste system, those divisions are seen as a natural part of the way of life. While the government does not officially enforce the castes, there is a great societal expectation that each Tajara will attempt to stay in their customary roles related to their ethnicity.&lt;br /&gt;
&lt;br /&gt;
Society is divided between nobles and commoners. The nobility of the New Kingdom of Adhomai was created from the remnants of old Adhomian houses, descendants of the deposed rulers, and supporters of the currently ruling Njaqrii. Nobles are considered to be the leaders and leading intellectuals of the Kingdom. Most nobility titles are hereditary, with some orders being granted as a reward for one&#039;s effort or service to a certain family. King/Queen is the highest landed title, followed by Grand Duke/Grand Duchess, Duke/Duchess, Marquis/Marchioness, Count/Countess, and Baron/Baroness. Unlanded members of noble families are usually referred to as Princes/Princesses. Petty Lord is the term used for unlanded nobles that are not part of any lineage; this title is usually granted for outstanding service to the Kingdom. If any landed nobles lose their land, they become a Prince and forfeits their political privileges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The highest noble title permitted on ship is Baron, who may only be a [[Consular Officer]]. This is enforceable by moderation staff.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Commoner is the term used for any individual that is not part of a noble family, holds no titles, or is a foreigner. While occupying a social position with less political rights, they have fewer expectations, as they are not bound to repay the Crown for their position through work. Despite the existence of this separation, social mobility is possible, as the most successful Tajaran commoners are able to buy titles of nobility. Citizens of the New Kingdom’s territories usually bear strong patriotic sentiments, seeing the Crown as the protector of their culture and land, while the civilization of the PRA is seen as a threat to their heritage. The People&#039;s Republic was unable to stamp down those sentiments during their occupation, due to the stubbornness of the local population and the distance between northern Harr&#039;masir and Nal’tor. Republican imagery and establishments were soon destroyed or confiscated during the uprising. This patriotism has been deteriorating in many regions, however. Urban Commoners, faced with a stagnating quality of life, and outlying regions with unfulfilled promises, such as the Zarr’jirah mountains, have been steadily losing hope in the Crown’s ability to fulfill its promises to the people. Some have taken to vocalizing their concerns in protests and speeches, however in doing so face discrimination from the nobility, patriots, and Constabulary.&lt;br /&gt;
&lt;br /&gt;
Inhabitants of the rural areas have garnered a reputation as rugged frontiersmen, rustic farmers, and dutiful workers. Life is characterized by traditional values and a simple lifestyle, be it due to a lack of goods and services or a love for the frontier lifestyle. Rural Commoners can expect a very simple, low technology, but honest way of life. Farming requires long hours with hand tools, Zshram powered tools, or antiquated tractors. The pay is meager, but the work is consistent. Those in the bustling mining and foresting industries have grueling hours, sometimes as long as twenty hour schedules with just a single day off a week. For this work, employees are paid above average wages. The majority of income in rural life is spent on food, when it is available, and recreation. Seeing the weekly theater production, or joining in on community events is a staple of Commoner life.&lt;br /&gt;
&lt;br /&gt;
A notable number of M’sai have taken to swearing off the regimented way of life found in farming or other rural industries. Living off the land, these frontiersmen choose a rough life of living off undeveloped land, hunting for food, and camping in the wilderness. This frontier life is romanticized in much of the Kingdom’s media, however it undercuts the high danger presented by bandits. Most frontiersmen, being experts of the land and sharp with a rifle, offer services to the Raakti Shariim or Constabularies to help track, and sometimes stop, wanted criminals on the run.&lt;br /&gt;
&lt;br /&gt;
The rural nobility leads a well-off life. They often live in estates near the land or industries they own, or in the nearby railroad town that connects their business to the wider national economy. Hours, even among those nobles employed by the large national corporations, are accommodating. High wages afford many the luxury of electricity, plumbing, and sometimes a computer. Those in corporate employment, such as managers running NanoTrasen mines, receive the many benefits NanoTrasen is famous for, however they work longer hours for lower wages than their compatriots. Those nobles at the head of agrarian lands typically serve in the officer corps, having the fame for supplying brave army officers and captains.&lt;br /&gt;
 &lt;br /&gt;
Urban commoners make up the bulk of the industrial workers in the Kingdom’s growing industries. Those fortunate to afford pursuits into higher education often find work in education, medicine, and the arts. Life is characterized by steady work. Ten hour work schedules, with at best one day a week off, characterizes the industrial jobs in the Kingdom. Pay may be above average, however the rising cost of goods in urban centers continues to lead to a stagnating quality of life. Those fortunate enough to join the educated population of urban centers are afforded higher wages, being one of few to experience the benefits of the Kingdom’s economic growth. Much of the commoner population in the cities have grown frustrated with the status quo. Demanding better goods, service, pay, and treatment, protests are a growing trend among the working class of cities.&lt;br /&gt;
&lt;br /&gt;
The urban nobility live the height of life in the Kingdom. The majority are employed to work in the bureaucracy, politics, and administration of the Kingdom and its businesses. Reasonable hours are afforded so plenty of time may remain to experience the Kingdom’s finest arts or fraternize with fellow nobility. It is a life of appearances and luxury. This has led to a rapidly growing unrest among the urban nobility. Those of lower stations have experienced the worst of the effects brought on by the phoron shortage. The previously expected luxuries reliant on human corporations and galactic trade have gone beyond their reach. Their businesses, often reliant on corporate factories and trade, have seen a downturn. This has culminated in the rare sight of dissent among the lesser nobility, although none would stoop low enough to join those protests made by the commoners.&lt;br /&gt;
&lt;br /&gt;
Patriotic citizens will commonly greet each other by saying: &amp;quot;Suns bless the north.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Because of its focus on lineages, the traditional Tajaran family has an important role in the New Kingdom of Adhomai. Personal prestige and satisfaction are second to the needs of one’s dynasty. Extended families are the norm, most Tajara continue to live with their parents after marriage. Acquiring a partner of respectable pedigree is a common expectation set upon the nobles. Commoners suffer from less pressure, but many seek to marry into nobility to raise their social status.&lt;br /&gt;
&lt;br /&gt;
In line with the conservative Tajaran culture, gender roles are very important. While some advances were made by the revolution, the society still upholds the expectations of the old society. The ascension of Queen Shumaila is considered a rare moment where these norms could be subverted. For a marriage to be recognized by the government, it must first be accepted by the religious authorities. Same-sex marriages are not even considered as a concept by the New Kingdom, as they still see a union as an affair related to one&#039;s bloodline, rarely related to affection. However, commoners are under less scrutiny and may choose their partners with far more freedom. Transgender Tajara have to navigate the intricacies of the Royalist society norms, with few being able to handle the expectations and the rudimentary state of the country&#039;s medical care.&lt;br /&gt;
&lt;br /&gt;
Due to social pressure to continue their lineage, some homosexual Tajara, mainly nobles, marry into heterosexual relationships. It is not uncommon for affairs outside of marriages to happen, with some couples being aware of this. While these can turn into scandals, they are often ignored by the wider society if they do not result in bastards or are with someone of a different caste. &lt;br /&gt;
&lt;br /&gt;
Relationships between different castes are considered to be highly abhorrent by the New Kingdom&#039;s society. While no laws exist against them, it is common for officials to refuse to recognize these unions and for mixed couples to be discriminated against by the state and population. Those found dating outside of their ethnicity are frequently disinherited by their families. Mixed heritage individuals face a great deal of discrimination. Some reactionary elements have been campaigning to create laws to outlaw miscegenation.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai possesses no official religion, but the Crown claims the role of protector of the Ma&#039;ta&#039;ke creed and the Worship of S&#039;rand&#039;marr. Most of the population identify themselves as followers of the Ma’ta’ke pantheon, with S&#039;rand&#039;marr Worship being more common in the urban centers and with some noble houses.&lt;br /&gt;
&lt;br /&gt;
Foreign missionaries are permitted in the Kingdom territory, but their activity can be hindered by locals that are considerably more religious than the average Republican citizen.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Siik’maas and Ya’ssa are recognized as the official language of the New Kingdom of Adhomai, used in all official documents, and taught in schools. Other Tajaran languages are also commonly used, with Delvahhi being spoken by Rock Nomads and Nal’rasan by M’sai Amohdan exiles.&lt;br /&gt;
 &lt;br /&gt;
The language of the nobility, Ya’ssa, is heavily promoted by the house of Azunja; it is currently undergoing a period of revival and renaissance as the official tongue of the NKA.&lt;br /&gt;
&lt;br /&gt;
== Cuisine ==&lt;br /&gt;
&lt;br /&gt;
Before the first revolution, most of the land was owned by the privileged aristocracy of the Kingdom of Kaltir, which utilized the peasantry to work in the fields. After the revolution and with the capitulation of the Kingdom of Kaltir, most of the ownership of the land was taken away from the hands of the nobles and distributed among peasants and bureaucrats loyal to the new Hadiist government. Under the New Kingdom of Adhomai most of the land was redistributed to supporters of the Azunja dynasty. A large part of the population is still employed in the agricultural field, and traditional agriculture plays an important role. The technology employed in the farms of the New Kingdom is considered rudimentary and outdated. Mechanized farm equipment is a rare sight and shortages of food are still a present menace to the population.&lt;br /&gt;
&lt;br /&gt;
The Earth-Root soup is a common sight on the tables, of all social sectors, in Northern Harr&#039;masir. Prepared traditionally with water, Earth-Root, and other plants, such as the Nif-Berries. Other main dishes include stews, commonly prepared using Snow Strider’s meat, hunted by the local M’sai population. Common alcoholic beverages might include fermented Sugar Trees and Earth-Root’s extracts, mixed with honey from Messa’s Tears or from the native apiculture. Victory Gin can also be found in the borders of the New Kingdom of Adhomai, but its production and importation have ceased, due to the drink relation with the enemy regime. &lt;br /&gt;
&lt;br /&gt;
=== Notable Dishes ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fermented Hma&#039;trra Meat:&#039;&#039;&#039; large pieces of Glacier Worm meat that have been fermented for months. It has a strong taste and smell because of its large concentration of ammonia, usually causing anyone not accustomed to it to vomit. This dish originated as a way to preserve meat during the harsh winters of Northern Harr&#039;masir. It is served alongside alcoholic beverages.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spicy Ras&#039;val Clams:&#039;&#039;&#039; made from the prized Ras’val Clams served alongside spicy herbs and Adhomian vegetables, this recipe has gained galaxy-wide fame after the First Revolution. It became exceedingly expensive outside of Adhomai during the Second Revolution because of the blockade imposed by the Orbital Fleet; as off-world clam farms were unable to cope with the demand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creamice:&#039;&#039;&#039; The traditional dessert of Northern Harr&#039;masir is considered by many as being the mixture of ice, Fatshouters’s milk, sugar, and Nif-Berries’ oil, named Creamice. The popular tales claim it was invented after a famine desolated the land, resulting in the population resorting to eating snow, however, such tale has been classified by most historians as nothing but fiction. Creamice is commonly consumed by the nobility since they are the ones that can afford the luxury of refrigeration.&lt;br /&gt;
&lt;br /&gt;
=== Notable Beverages ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tree-Bark Firewater:&#039;&#039;&#039; high-content alcohol distilled from Earthen-Root or Blizzard Ears. Tree bark is commonly added to the drink to give it a distinct flavor. The firewater&#039;s origins can be traced back to the pre-contact times where impoverished peasants would make alcohol out of anything they could find. Homebrewing remains a tradition in the New Kingdom&#039;s rural parts. These traditional spirits are also manufactured by large breweries and sold to the urban population as handcrafted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Darmadhir Brew:&#039;&#039;&#039; a famous variation of the Nm&#039;shaan Liquor; it is described as one of Adhomai&#039;s finest spirits. It is produced solely by a small family-owned brewery in Miran&#039;mir. Its recipe is a secret passed down through the generations of the Darmadhir household since immemorial times. The only living member of the family, Hazyr Darmadhir, is a 68 years old Tajara. His sole heir and son died in the Second Revolution after being drafted to fight for the royal army. Alcohol collectors stipulate that the brew&#039;s price will skyrocket after Hazyr&#039;s death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mutthir:&#039;&#039;&#039; a beverage made with Fatshouters&#039; yogurt mixed with Nm’shaan&#039;s sugar and sweet herbs. Mutthir is usually consumed during meals by both nobles and commoners. The drink can also be smoked for flavor. Mutthir is believed to have originated from the worldwide appreciated Fatshouters&#039; fermented milk. Rock Nomads living in the Nomadic Host were quick to adopt the drink to their diet.&lt;br /&gt;
&lt;br /&gt;
=== Gifting Tradition ===&lt;br /&gt;
&lt;br /&gt;
The conditions at Northern Harr&#039;masir are deemed harsh even for the standards of Adhomai. Due to such, a culture of cooperation and generosity emerged as a response before the hardships supported both by the nobility and the commoners. It is a common tradition when visiting someone else&#039;s household, to gift the host a dish, with the more common choices being Earthen-Root’s soups, stews or desserts. This custom is observed both by nobles and the commoner population, being recognized as a sign of friendship, generosity, and, as some might argue, wealth. It is an act of disrespect to visit someone and not bring them a gift, and it is considered an insult to reject the offering.&lt;br /&gt;
&lt;br /&gt;
=== Military Nutrition ===&lt;br /&gt;
&lt;br /&gt;
The early Alam&#039;ardii forces relied on the landed nobility to provide them food, with the resources being taken from the private properties of their contractors. Their rations were composed mainly of salt-cured Snow Strider&#039;s meat, Blizzard Ears&#039;s flour, and Fatshouters’s milk. The defection of many officers from the Republican navy to the imperial side introduced the concept of canned goods, a luxury at the time, being used as rations. Large shipments of supplements, including food, were smuggled by the officers and their crew during the formation of the Royal Navy.&lt;br /&gt;
&lt;br /&gt;
With the conscription enacted by the parliament and the king, it was necessary to find a better method to store and feed the armed forces. The Mrraka&#039;te&#039;almalik, inspired by the navy, contracted a canning factory, one of the few to provide such service in the city of Kaltir, to supply canned goods for the Imperial Army. While certain issues were solved with the utilization of canning, the Navy was prioritized above the Imperial Army. Food shortages are still common among the land forces, and many officers have to rely on buying supplies from other sources or even enforcing rationing among their ranks.&lt;br /&gt;
&lt;br /&gt;
== Fashion ==&lt;br /&gt;
&lt;br /&gt;
Commoners and nobles usually wear similar clothing in their daily lives; traditional Tajaran garments or working attire. Military uniforms are a popular choice among the rural nobility, with the urban elite dressing in a most modest manner. Peasants prefer wool and fur clothes, made to withstand the bitter cold of the north. The metropolitan population favors comfortable overalls and worn suits.&lt;br /&gt;
&lt;br /&gt;
Jewelry, tail adornments, and veils are in rich abundance, often showing off small and intricate details of individual personalities. More intricate and fancy outfits are reserved for special events, such as parties or parades. Dresses long hidden that have gone from generation to generation, peacoats, and cloaks adorning every modern gentleman, suits tailored to fit. Even if the Kingdom lacks in treasury they always find that extra credit to spend on a new dashing coat.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
The Music in the New Kingdom of Adhomai typically deals with the restoration of the old ways, the idyllic lifestyle of the rural areas, and tales of folk heroes. Folk instruments are widespread, alien equipment can be only found in large urban centers.  Artists are free to perform and publish their work without asking for governmental authorization, but without government help or the patronage of a noble, it is uncommon for any producer to gain notoriety. Censorship is usually uncommon, but pieces that are considered indecent or offensive to the Crown are quickly forbidden by the law.&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai war songs claimed the restoration of the monarchy and the destruction of the Republican enemy during the first years of the Second Civil War. As the Kingdom was pushed into a defensive position, the themes changed to honor the sacrifice of the unyielding defenders and the call to restore the Kingdom of Kaltir’s old borders.&lt;br /&gt;
&lt;br /&gt;
=== National Anthem ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom&#039;s national anthem was originally a war chant sung by monarchist soldiers in the battle against the People&#039;s Republic. It expresses the royalist intentions of returning the monarchy back into control of Adhomai.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:25%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;March of the Loyal Soldier&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
From Olska, the masterful library,&lt;br /&gt;
from Baltor, the great watchmakers of old,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
Were they made rough.&lt;br /&gt;
&lt;br /&gt;
Furious winds,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
furious winds, they were made strong,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
They were made strong.&lt;br /&gt;
&lt;br /&gt;
No exhaustion, no fear!&lt;br /&gt;
They shall stand up for you!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
They&#039;ll send their greetings!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
&lt;br /&gt;
Remember the terror!&lt;br /&gt;
Remember the dark times!&lt;br /&gt;
An ode to old glory,&lt;br /&gt;
An ode to new found glory!&lt;br /&gt;
Suns will defend,&lt;br /&gt;
The prestige of their kind!&lt;br /&gt;
&lt;br /&gt;
The Kingdom is bound to rise!&lt;br /&gt;
Blazed by the suns!&lt;br /&gt;
And this song will be heard,&lt;br /&gt;
To the city of Nal&#039;tor!&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Literature ==&lt;br /&gt;
&lt;br /&gt;
The interest in literature was reignited with the creation of the New Kingdom; as books were once a symbol of status among the old nobility. Pre-contact texts are prized and actively copied in an attempt to safeguard whatever survived the book burnings of the First revolution. Reading for entertainment is associated with the nobility and the urban Tajara, while the rural population has more contact with plays through the theater. The revival of Ya’ssa has also helped strengthen the nobility interested in literature.&lt;br /&gt;
&lt;br /&gt;
While many writers attempt to copy the style of the pre-contact text, the content is largely related to the reality of the Modern Tajara. The romanticization of the Traditional Tajaran life, the retelling of old tales in a modern setting, and tragic stories are the most common themes found in the NKA literature. &lt;br /&gt;
&lt;br /&gt;
=== Notable Books ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The New Kingdom:&#039;&#039;&#039; a political text written by King Vahzirthaamro Azunja during his time in hiding. The book calls for the toppling of the Hadiist regime and the restoration of a constitutional monarchy. The New Kingdom proposes the creation of a new political system to preserve the traditional Tajaran society while avoiding the pitfalls of the previous regime. Copies were illegally published and smuggled all across Northern Harr&#039;masir before the uprising. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When the Clock Strikes:&#039;&#039;&#039; the retelling of a pre-contact family tragedy centered around the town of Bal’tor. While the original setting was situated during the gunpowder age, this version places the characters in the era shortly before the return of King Azunja. The story follows the daily struggle and drama of two feuding families. The text is famous for its bleak outcome and criticism of revenge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zhan Mine:&#039;&#039;&#039; a novel romanticizing the society pre-contact and criticizing the First Rebellion. The book tells the story of a group of Zhan-Khazan miners who rebel against their Njarir overseers, hoping to create an underground community where all Tajara are equal. A power struggle soon ensues between the rebels, resulting in infighting and purges. Ultimately, the rebellion is betrayed when a group of Zhan Tajara opens the shaft&#039;s entrance to a squad of M&#039;sai enforcers.&lt;br /&gt;
&lt;br /&gt;
== Television ==&lt;br /&gt;
&lt;br /&gt;
Due to technological constraints and its association with the People’s Republic, television has been slow to spread within the New Kingdom. It is primarily found in noble homes and among urban families, however lower-class homes have slowly been acquiring early televisions. The influence of the traditional Tajaran theater is still present in the shows; broadcasts are usually theatrical recordings or based on plays. Alien shows once entering the Kingdom’s broadcast waves have ceased airing due to restrictions in access to broadcasters, a result of the increasing costs associated with the phoron scarcity in FTL-communication.&lt;br /&gt;
&lt;br /&gt;
=== Notable Shows ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kaltir Royal Theater Broadcast:&#039;&#039;&#039; a show dedicated to broadcasting plays performed at the Kaltir Royal Theater. The program is popular with the growing urban middle class; as they lack the time and the money to attend fancy plays in person. Oleg Al&#039;Mor&#039;s works are one of the main attractions of the show.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drunken Earthen-root:&#039;&#039;&#039; a low-budget sketch comedy show, created by a group of Kaltir Law Academy dropouts. Known for its black comedy and satire, the show explores the anachronistic nature of the New Kingdom through absurd situations and observational sketches without punchlines. The series gathered a cult following outside of Adhomai thanks to its rather unique humor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Cold Court:&#039;&#039;&#039; a telenovela set during the gunpowder age. The story is focused on the plots and interpersonal dramas of the imperial court of Ras&#039;nrr. Having no set protagonist, the series follows the stories of several courtiers and their attempts to gain the favor of the King of Kings. The show is infamous for killing off its character abruptly despite their popularity with the audience.&lt;br /&gt;
&lt;br /&gt;
== Radio ==&lt;br /&gt;
&lt;br /&gt;
Because of its simple technology, the radio can be found in nearly every home in the New Kingdom. Despite this, entertainment takes a backseat before the necessity of broadcasting news and the Crown announcements. Pubs and other gathering centers will have at least one radio that is left on during the entire day. Amateur radios are widespread in rural areas.&lt;br /&gt;
&lt;br /&gt;
=== Notable Radio Stations ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Crown Herald:&#039;&#039;&#039; the main government news station. Originally a pirate radio created to broadcast the return of King Azunja, the channel was brought by the Crown to be its main means of communication with the population. Parliament decisions and the King’s speeches are broadcasted daily to the subjects of the Kingdom through the Crown Herald.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northern Harr&#039;masir Radio:&#039;&#039;&#039; the largest entertainment radio station in the New Kingdom. Situated in Kaltir, it broadcasts traditional Tajaran music and radionovelas on a daily basis. Actors that are not talented or connected enough to join the Royal Theater will commonly find work in this station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== National Holidays == &lt;br /&gt;
&lt;br /&gt;
With their roots in the history and traditions of Kaltir and her people, the citizens of the New Kingdom struggled with being unable to celebrate their holidays during the brutal war effort to hold against the PRA&#039;s armies. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Day of Rightful Restoration (October 27th):&#039;&#039;&#039; celebrated by the NKA, this holiday marks the day Kaltir declared its independence, both during the era of the Colonial Wars and when King Azunja declared the New Kingdom. It touts the resilience of the Northern Harr’masir people and the stalwart Imperial Army. Pubs and bars fill up as its citizens celebrate their victory in the Second Revolution and the enduring legacy of the Kingdom of Kaltir. Museums and art galleries open fully to the public with no cost for tickets. A parade is always held in the capital, attracting people from across the Kingdom, with a royal procession from the Imperial Palace to the Law Academy. Following the ALA’s assassination attempt of the King and Field Marshal, the parade was halted until the war’s end. In D6, the House of Hamiyeh set up an enormous feast around the Sleeping Cannon Pub for the day, buying out food stocks from farms all around Mendell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ice Waltz:&#039;&#039;&#039; held to celebrate the passing of the year, the Ice Waltz is a festival common across the Northern Harr’masir people. They gather at the shores of the ocean and set up platters for feasts, stages for musicians and plays, and various competitions ranging from wrestlers to gunslinging showmen. Halfway through the day, the waltz itself begins. To symbolize passing into a new year and a newer person, celebrators enter the freezing waters to demonstrate their own hardiness. While most opt to just dunk their feet in, the more daring don swimsuits and enter the sea.  Afterward, as warming pyres are lit, effigies made by families are tossed into the ocean. This is usually to avoid bad luck with the effigies depicting some sort of evil, such as Raskara or Hadii. The waltz is held on different days depending on the city but is always held during the lesser summer. In D6, the NKA community celebrates it on &#039;&#039;&#039;January 15th.&#039;&#039;&#039; Besides it happening on one of the many beaches near Mendell, there’s little to no difference between the holiday there and back on Adhomai.&lt;br /&gt;
&lt;br /&gt;
== Sports == &lt;br /&gt;
&lt;br /&gt;
Despite claims that Kaltir always had a vibrant sports tradition, sports in the New Kingdom would have never developed to what it is today without Republican involvement. The farehal courts are still locked to nobility who enjoy the game as a valued pastime. But it was the Republican influence that led to the proliferation of the mahmrro clubs to all corners of the modern NKA. The sport increased in popularity during the war as a means for youth to distract themselves from the dire situation in Northern Harr’masir. Now, the sport has become one that the peasants cheer for and students play constantly when they’re free from school and home duties. Many children dream of being a professional mahmrro player. Nobility, meanwhile, stays away from the game. Its association with peasantry makes the Kingdom&#039;s noble class view mahmrro as a peasant’s game unfit for bluebloods like themselves. Board games are still seen as an intellectual&#039;s choice and thus enjoy popularity among the nobility to help them appear sophisticated. &lt;br /&gt;
&lt;br /&gt;
Farehal clubs are an expensive business in the New Kingdom. Many of the courts are private enterprises that provide all sorts of services for their exclusive noble clientele. Exquisite food, massages, saunas, and prime alcohol bars are expected of any Farehal club worth its salt. Mahmrro players, meanwhile, enjoy some of the most profitable clubs on Adhomai. Private teams are funded by sponsors, usually private businesses or municipal governments, to train and play in championships and competitions televised to the Kingdom through radio. The stadiums are always filled with fans. Devoted fans make up the ranks of mahmrro hooligans who enjoy attacking other teams’ hooligans in fights during or after the games. The most popular Mahrro clubs are the Minharzzka Maritimers (Funded by the company of the same name), the Nusinsk Oilmen (Funded by local industrialists) and the Kaltir Heralds (Funded by The Crown Herald). Lesser popular teams are the Rock Nomad Mahrro Club fielded entirely by Rock Nomads, the Olska bandits, and the Imperial Armed Forces Mahrro Club (IAFMC).&lt;br /&gt;
&lt;br /&gt;
== Crime == &lt;br /&gt;
&lt;br /&gt;
Crime in the New Kingdom usually takes the form of robberies, hooliganism, family feuds, and phoron smuggling. With the opening of the economy to off-world investment following the armistice, wealth started to pour through the nation’s railways and ports. Gangs specialized in train robbery and cargo theft are rampant. These criminals wait in the prowl for the train to approach, forcing the locomotive to stop by throwing obstacles on the rails or by provoking avalanches. Hooliganism in the cities commonly happens after Farehal or Mahmrro games; fans of competing teams, after spending hours drinking in the pubs, fight each other on the streets over the result of the previous match.&lt;br /&gt;
&lt;br /&gt;
Family feuds are commonplace in the Kingdom because of society’s focus on one’s household. While nobles may prefer to engage in politics and abuse of their governmental positions to provoke and damage their enemies, the rural peasant population is known to participate in bloody vendettas that might span over generations. Many grudges even originate from events that transpired before the First Revolution. The government is eager and fast to intervene when the situation spirals out of control, but little is done to stamp out this mentality.&lt;br /&gt;
&lt;br /&gt;
A growing issue across the Kingdom’s supply lines is the [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-182383 theft of phoron]. Despite the relatively low use of phoron across the Kingdom’s antiquated economy, those few phoron shipments required by corporate factories are at high risk of theft. Bandits and gangs once prioritizing freight trains or passenger cars have begun to focus on phoron trains, notable for their hazardous material placards. With this crime eating into corporate profits, the human corporations have placed increasing pressure on the overburdened law enforcement of the Kingdom to resolve the issue.&lt;br /&gt;
&lt;br /&gt;
Civil unrest is not classified as a crime within the New Kingdom. However, protests and dissent has been on the rise. With the tactics of the Adhomian Democratic Front, many of these activities are broadly categorized as an action by the Front, and put down by the local Constabulary. This approach to the issue has only stoked the flames, fueling the issue, and repeating the cycle.&lt;br /&gt;
&lt;br /&gt;
= Economy =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai uses the Adhomian Knuckle (თ) as its official currency. The Biesel Standard Credit (电/CR) is accepted only in major cities. However, due to the expanding corporate foothold in the country, acceptance of the BSC is growing. Royalist banknotes have national heroes and members of the Azunja Njaqrii stamped on them. &lt;br /&gt;
&lt;br /&gt;
As a result of the Second Revolution, the New Kingdom suffers from overwhelming public and private debt. For the entirety of the Kingdom’s wartime existence, this had resulted in a lethargic economy. Since the Armistice, confidence in the future of the Kingdom’s economy led to unprecedented growth, even in spite of the rising cost of trade due to the phoron shortage. The low cost of labor, cheap resources, and plentiful mineral deposits have resulted in notable trade with the SCC corporations. With this growth, the debt has been slowly declining, allowing for a wave of industrialization to occur. Some economists speculate this growth is only temporary and a result of the Kingdom catching up with the Adhomian average.&lt;br /&gt;
&lt;br /&gt;
Most of the NKA economy is based on agriculture and mining; as Northern Harr&#039;masir has large and rich mineral deposits. This mineral extraction sector has seen unprecedented growth in recent years as the cheap cost and plentiful deposits have overcome the high cost to export them. Most mines in the Kingdom are operated by the nobility, and sell directly to megacorporations or the national corporations, however corporate-owned mining operations do exist, concentrated around larger urban regions in the southern territories.&lt;br /&gt;
&lt;br /&gt;
Industry is only present in the major urban centers, and it is heavily focused on the production of weapons and heavy machinery. The majority of factories continue to be owned and operated by the Kingdom’s national companies. Corporate factories already present in Kaltir and the Harr’nri peninsula continue to operate at reduced capacity, although even with the phoron-caused decline in production these factories far outpace other industries. With the positive outlook on the national economy and a bolstering of the military, industrialization has picked up in cities across the nation.&lt;br /&gt;
&lt;br /&gt;
The agricultural land is divided between large farms held by the nobility and countless small and medium properties controlled by commoners. The technology employed in the farms of the New Kingdom is rudimentary and outdated; such is the result of the years of neglect by the Hadiist administration and the isolation promoted by the global conflict. Basic diesel tractors and early mechanized tools have quickly become the norm since the end of the revolution. Very few rural farms continue to rely on animal-driven equipment and hand tools. Some farms are fortunate to have access to leftover Hadiist models, or even new designs from domestic machinery companies. The dated technologies in use, however, have afforded the agricultural economy safety from the wider phoron shortage alongside most crops being sold within the Kingdom’s markets.&lt;br /&gt;
&lt;br /&gt;
All members of the nobility that own landed titles, except for those who already work on their own private enterprises, have the obligation to serve in the public bureaucracy, civil service, or military. Landless nobles are part of a class that can be drafted as part of the service gentry in times of need, otherwise, it is common for them to take positions in education, administration, as officers in the army, or in the medical field. Commoners are able to conduct enterprises of their own and practice most of the professions in the Kingdom, such as acting as doctors, soldiers, professors, and artists. However, the majority of the businesses are under the control of the nobility, forcing many commoners to work under a noble family in their companies. All nobles answer directly to the Queen and Crown, paying taxes to the government. There are no vassalage ties between nobles, with different titles serving to display how much land and prestige someone has. It is not uncommon for unlanded and petty nobility to seek employment and fortune outside of Adhomai.&lt;br /&gt;
&lt;br /&gt;
The most notable aspect of the Kingdom’s economic situation is the growing wealth disparity. Commoners and lesser nobility alike see little of the rising growth in the Kingdom. Costs of goods and luxuries rise faster than wages, which rarely change year after year, resulting in a slipping standard of living for the majority of the urban population. This has led to a high amount of dissent, but little has been done. Many in the upper nobility refute or ignore the worsening situation. Ironically, with the growth of the Kingdom’s economy and steady expansion of technological access, the lower-commoners have seen a rise in quality of living.&lt;br /&gt;
&lt;br /&gt;
The presence of megacorporations is quickly growing since the New Kingdom has been receptive to the SCC. Unlanded nobles and entrepreneuring commoners are known to leave Adhomai to work for megacorporations, seeking fortune outside of the Kingdom. &lt;br /&gt;
&lt;br /&gt;
== Notable National Companies ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dymtris Construction:&#039;&#039;&#039; a civil construction company based in the city of Dymtris. They are currently owned by the Rukhaylo dynasty, an influential family with contacts in the Parliament. Dymtris Construction specializes in constructing houses and restoring pre-contact buildings. They were responsible for the restoration of the Imperial Palace and are currently working on a large system of fallout bunkers throughout the Kingdom. Dymtris Construction is infamous for paying lower salaries and providing precarious accommodations to its workers, despite this, they enjoy popularity among NKA Tajara as one of the few non-alien construction firms.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Firearms:&#039;&#039;&#039; originally funded by a Kaltir&#039;s gunsmith as a small workshop, the Royal Firearms is a weapons company responsible for supplying the Royalist military, law enforcement, and diplomatic service with small arms. The enterprise also has a strong presence in the civilian markets with its revolvers and hunting shotguns. Royal Firearms is currently working with the government to develop and manufacture an automatic service rifle for the Kingdom&#039;s army, alongside working with [[Zavodskoi Interstellar]] and [[Empire_of_Dominia#Great_House_Corporations|Morozian Imperial Armaments Conglomerate]] to supply the newly created [[#Raaktiye Pretnarii|Raaktiye Pretnarii]]. Royal Firearms made extensive use of POW’s forced labor during the Second Revolution.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minharrzka Maritime Company:&#039;&#039;&#039; situated in Miran&#039;mir, the Minharrzka Maritime Company is the largest maritime engineering business in the New Kingdom. The company is involved in producing and maintaining the Royal Navy&#039;s ships. Minharrzka Maritime Company also builds civilian vessels. The organization is currently controlled by the Rahimkulov family. Because of the supposed friendship between the Rahimkulov dynasty and Grand Admiral Mahtra Dynhaas, the enterprise has access to the best contract possible with the navy. They are the oldest company among the “big three”.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rahimkulov Interstellar:&#039;&#039;&#039; the youngest of the national corporations, Rahimkulov Interstellar is the only Royalist orbital shipyard. [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-165383 Following its creation] by the same family controlling the Minharrzka Maritime Company, it received numerous contracts with the Mercantile Flotilla. It relies heavily on megacorporate workers hired from NanoTrasen and [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183821 formerly] [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#findComment-160966 Hephaestus Industries] in the construction and designing of new vessels. It is currently in an unstable position with many questioning whether it is even turning a profit due to the current phoron scarcity and subsequent crash in the ship building market.&lt;br /&gt;
&lt;br /&gt;
== Tourism ==&lt;br /&gt;
&lt;br /&gt;
Since the end of the Second Revolution, tourism has become a fast-growing sector in the New Kingdom. Deals with megacorporations, [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#findComment-159338 such as Idris Incorporated], have allowed the nation to quickly offer many touristic opportunities. While some big national companies have started to dominate the market, several smaller agencies still exist. Outside of historical attractions, the NKA is home to areas with a well-preserved native culture and natural beauty, such as the Zarr&#039;jirah Mountains and Bar&#039;jar. Resorts on the Peninsula of Harr&#039;nrr are popular with the nobility. However, the ongoing instability in the south may begin to threaten the Royalist tourist industry. Alien visitors are generally welcome in the Kingdom due to the prosperity they bring, however they have become rare with the high cost of travel and the suspicion placed upon them by more conservative elements of the Kingdom.&lt;br /&gt;
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= Technology =&lt;br /&gt;
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Much like the Democratic People’s Republic, the New Kingdom inherited a portion of Republican technology when they broke from the once-unified Hadiist government. However, the social strata of the Kingdom is exceedingly different, and their isolated territory in the North did not see that much development prior to the War. The New Kingdom has been forced to grapple with this reality, and, as a result, most advanced technology has been appropriated by the landed nobility unlike the peasants, who are left to return to the older ways. &lt;br /&gt;
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== Civilian ==&lt;br /&gt;
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By design, the noble Njarii of the New Kingdom enjoy access to a wide variety of modern inventions. Once again, the nobility has begun to hoard technology for itself, and while different levels of political power and nobility permit access to varying ranges of items. Nobles enjoy devices like human-made televisions, gaming systems, automobiles, computers, advanced kitchen appliances - anything they can afford to buy, import, and upgrade in their own household. Thanks to growing industrialization, and Mahveh Azunja’s policies, these advances have begun to trickle down to the peasantry. Import costs all but prohibit affordable luxuries for all but the upper nobility, and the lack of emphasis on alternatives produced in the Kingdom results in little recourse. However, the second-hand market for goods remains a strong force, even if it technologically lags far behind the rest as it grows only when the nobility have had their fill of a particular item.&lt;br /&gt;
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Peasant homes are usually constructed with wood and stone. Owing to their far northern homeland, boilers and wood-burning stoves are typical to provide warmth and hot water, although homes closer to denser villages and cities may be afforded centralized municipal heating. While the majority of homes still have an icebox, many have transitioned to early freezers or, for more traditionalist communities, storing food and meat in the frozen ground as Tajara did for thousands of years. Simple, reliable furniture and breathable, sturdy clothing for the workday is favored. The majority of the rural peasantry has basic electricity for lighting or simple appliances, however well-off commoners are increasingly installing fridges, basic second-hand televisions, and washing machines as the Kingdom’s economy grows. Notably, however, many rural utilities are unreliable. Banditry, budgetary restraints, and poor infrastructure lead to questionable access forcing many to utilize traditional methods when the local utilities fail.&lt;br /&gt;
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Cities in the interior of the Kingdom enjoy easier access to these amenities. While by no means approaching the level of wealth and decadence landed nobility might enjoy, city-dwellers do gain access to utilities like reliable plumbing, heating, and electricity. Widespread illiteracy means that most homes in the city have radios so they can receive news and updates from the Imperial government. The New Kingdom has many of these bustling metropolises, and though they are nowhere near as industrialized as the People’s Republic, a melding of technology with older Tajaran styles and traditions has offered city-living peasants a brighter lease on life.&lt;br /&gt;
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The New Kingdom’s industry is heavily focused on the mining and agricultural sectors, and as such these tend to receive the most investment and attention from Imperial elements. Miners and farmers have only recently begun seeing the widespread use of newer machines. Powered mine-carts are utilized in most mines, alongside mechanized drills and equipment. Many rural mines still utilize lever-powered mine-carts and steam shovels, however even these operations are seeing heavier investment from local nobility. Farms use a mix of N’hazfu-driven tills and early diesel tractors. A good portion of the populace is devoted to maintaining these two economic powerhouses, favoring the agricultural sector. To escape from the monotony of this work, and in lieu of entertainment like televisions or radios, the performing arts have made a huge comeback in the North. Plays, musicals, poetry nights - anything to help distract the peasantry from the grind of their daily lives. Theaters are especially common in most villages.&lt;br /&gt;
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Personal computers are a rare sight in the New Kingdom’s homes; only the nobility has enough influence to acquire one. Following the Armistice and further deals with megacorporations, terminals have been shipped to most villages and major cities for general use. These machines are found in the houses and offices of the local governors, who are all usually nobles, for them to decide when it is proper for anyone to use the computer. Owing to this practice, most of the population’s access to this technology is held hostage by the plutocracy.&lt;br /&gt;
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Transportation within and across the Kingdom, as with many parts of the monarchy, is heavily divided between nobles and commoners. Many nobles enjoy the ownership of personal vehicles. Old Hadiist models are common, however the newer Pryzark-19 has been on the rise. Roads are rarely paved outside of the cities, however many nobles insist on utilizing their local workforce to keep these stone or dirt paths well maintained. A growing trend is the use of stone-paved roads as a measure of dedication by a noble to their locality, a trend which has helped push the steady growth of the Kingdom’s road network. Commoners have little access to vehicles. Those within cities are forced to rely on local buses or taxis, both of which come at a cost. Many choose to live near their workplace as a result. Those in rural regions often live on the very farms they till, or in company towns built around mines. Transport here is limited to a handful of buses, cars, and trains.&lt;br /&gt;
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Intercity travel is heavily reliant on the dated train network across the New Kingdom. Since the end of the war, the rail network has been expanded to incorporate new agricultural and mining industries, but this has come at the cost of passenger connectivity. Commoner trains, outfitted with the most basic of passenger accommodations, have to wait for freight trains to pass before continuing their journey. Noble trains, featuring luxury accommodations, are given utmost priority on the network. Every train, regardless of origin or destination, is under the ever looming threat of banditry. It is common for obstructions to appear on tracks, then a sudden rush of Zhsram riding bandits to arrive, demanding the money and valuables of all on the train. Noble trains typically have corporate hired protection, however commoner trains must rely upon the overextended Raakti Shariim and Royal Constabulary.&lt;br /&gt;
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=== Notable Civilian Vehicles ===&lt;br /&gt;
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*&#039;&#039;&#039;Pryzark-19:&#039;&#039;&#039; a half-track, brougham style automobile designated to be sold to the nobility. Anyone planning to buy a Pryzark-19 will likely have to acquire a loan. As the Kingdom&#039;s economy grows, these cars have become a status symbol. This has led to a subculture of nobility heavily modifying their Pryzark-19’s to suit their tastes and showboat their wealth. Queen Shumaila is known to be an avid admirer of the Pryzark-19; tabloids speculate she owns at least three.&lt;br /&gt;
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*&#039;&#039;&#039;Ha&#039;rron Sled:&#039;&#039;&#039; used since immemorial times by the Tajara, the Ha&#039;rron Sled is now only commonly seen in the northern territories of the New Kingdom. As much of the technology is concentrated in the hands of the nobility, the population in most isolated regions has to rely on the old ways for transport. Trained since birth, the pulling Ha&#039;rron can traverse hundreds of kilometers of snow and ice in a matter of days. Sleds were used to bring supplies to the army during the winter. The Raaki Shariim also make extensive use of them during rural operations. &lt;br /&gt;
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*&#039;&#039;&#039;Icehover:&#039;&#039;&#039; a boat-shaped, amphibian vehicle capable of traveling over ice, land, and water. The Icehover works by blowing air under the hull that is above the atmosphere&#039;s pressure. The difference in pressure causes drift that allows the vehicle to move. The Icehover is favored by fishers for its versatility; it can be used in warmer seasons and when the sea is frozen because of the winter. The Icehover’s appearance among the river pirates of Southern Harr’masir has led to accusations of the NKA government supplying piracy there.&lt;br /&gt;
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== Medical ==&lt;br /&gt;
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Advanced medical treatment in the New Kingdom is typically reserved for the upper class. The landed nobility get to enjoy the most of new advancements in gene therapy, surgery, or cosmetic operations - far beyond what the average peasant can get, thanks to their political status and the privilege that comes with it. Equally, with the New Kingdom currying favor with NanoTrasen, they have access to medical care even on par with what the average Republican citizen may receive in cities like Nal’tor. The same, however, cannot be said of the lower classes. Peasants are often hospitalized for longer periods of time and tend to have higher mortality rates both from increased stressors and dangers from work and insufficient medical care. Access to sufficient medical care remains a hot topic among the New Kingdom, even as access is steadily expanded as the New Kingdom advances its technologies.&lt;br /&gt;
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Traditional remedies, such as the usage of Messa&#039;s Tears or S&#039;rendarr&#039;s Hands, are popular for cuts and burns. Many peasants still practice old methods of curing ailments, like salt-water gargling for strep throat and even in some rural areas bloodletting to ‘cleanse the body of its unnatural vapors’, albeit the practice is rapidly dying as rural clinics spread. Poor understanding of medicine amongst the rural population complicates wounds sometimes, but medical architecture leftover from the Republicans or built by newer nobility gives the typical peasant the ability to visit a doctor - if they can afford it. Most cannot, however, and village religious leaders or family elders tend to care the most for their injured. Education and understanding of anatomy is not as advanced, and experience varies wildly from village to village.&lt;br /&gt;
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Infant mortality rates in the New Kingdom tend to be high. While the children of nobility tend to have easier access to life-saving care in the event of abnormal births or defects, peasant families are not nearly so fortunate. The typical New Kingdom family will have many children, but there is a high chance a few may die in the first few months or years of their lives. This has diminished with the introduction of vaccinations to larger cities in the New Kingdom, but unlike other powers, medical facilities lack the ability to mass-produce these inoculations and the government relies on NanoTrasen to step in, leading to a rise in the cost of drug prices.&lt;br /&gt;
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== Military ==&lt;br /&gt;
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Unlike the People&#039;s Republic or the Democratic Republic, the infantry of the New Kingdom is not as mechanized. While they do have tank corps and technicians, they still maintain the usage of outdated tactics and units like cavalry or grenadiers. Whereas the other powers focused their power on offensive research, the New Kingdom prepped for and successfully waged a defensive war against the invading Republican army. Most branches of their military are aimed towards defending the northern territory - with their most offensive units being their naval forces. Indeed, out of the three powers, the New Kingdom has invested the most into its navy.&lt;br /&gt;
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Some of the Republic’s most brilliant admirals and veteran ship crews seceded with the New Kingdom, a defeat that the Republican navy has not recovered from. While this benefit does not give them much beyond bombardment for land operations, the massive fleet of formidable ships, aircraft carriers, and anti-submarine detectors has kept both other powers on the ropes when it comes to engagements on the seas. Their enemies are wary of engaging the Imperial Navy unless absolutely required - and as such, this reputation equally carries over with privateers or pirates, who scarcely engage with the Imperial Navy as well. &lt;br /&gt;
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The New Kingdom is widely known for having very reliable equipment; military research is less involved in experimental or expensive designs, and instead industrial capacity is devoted towards tried-and-true and traditional weapons, like bolt-action rifles or bayonets. Lacking the intense industrialization of the other nations, artisans of the New Kingdom focus on producing arms and armor that is less prone to failure and requires less maintenance. It takes longer, but the end result typically is the production of high-quality armaments, giving the average Imperial soldier a leg up on the battlefield.&lt;br /&gt;
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=== Weapons ===&lt;br /&gt;
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Due to its prior isolation and economic situation, the New Kingdom of Adhomai relies on more traditional weaponry. Soldiers are usually armed with simple bolt action rifles and bayonets, while sailors and expeditionary marines are given the few available semi-automatic weapons. Officers have more freedom in their gear, as they are allowed to use any personal weapon on the field. Currently, the New Kingdom fields the [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-170194 select-fire Varnoshyk Automatic Rifle] as its service rifle, although roll-out of the service weapon has been slow.&lt;br /&gt;
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Firearms are more common in rural regions than in the few urban centers, owing to the culture of the agrarian nobility and peasantry. Commoners are able to obtain and carry small semi-automatic weapons, such as hunting shotguns and pistols. Nobles have more freedom in acquiring weapons, having been granted the right to acquire automatic weapons.&lt;br /&gt;
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==== Notable Weapons ====&lt;br /&gt;
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*&#039;&#039;&#039;Hand Cannon:&#039;&#039;&#039; created because of a shortage of weapons that happened in the New Kingdom of Adhomai during the second civil war. Old naval culverins found in museums and forgotten warehouses were adapted into portable weapons, combining modern and ancient Tajaran technology. Usually found in the hands of sailors and marines of the Royal Navy, this fearsome firearm is able to propel small cannonballs with destructive force.&lt;br /&gt;
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*&#039;&#039;&#039;Royal Firearms Service Revolver:&#039;&#039;&#039; a simple and reliable double-action revolver, favored by the nobility, officers, and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom’s markets.&lt;br /&gt;
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*&#039;&#039;&#039;Lawbringer Mk.I:&#039;&#039;&#039; an advanced, rare energy weapon, obtained through a mysterious otherworldly benefactor. The gun has nonlethal, lethal, and explosive firing modes. The presence of the Lawbringer causes awe in the forces of the New Kingdom and their enemies, as the few Imperial Dragoons allowed to wield it are well trained in its use. Due to its highly expensive manufacturing cost, only a few hundred were ever produced.&lt;br /&gt;
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*&#039;&#039;&#039;Frozen Sea Harpoon Gun:&#039;&#039;&#039; adapted from fishing tools, harpoons were found to be useful weapons in the hands of the Royal Navy and Army. Their ammunition can be equipped with all sorts of implements, such as explosives and even grappling hooks. Large guns are usually mounted on warships, serving as a complement to their traditional cannons. Smaller versions are usually carried by sailors and fishermen.&lt;br /&gt;
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==== Notable Experimental Weapons ====&lt;br /&gt;
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*&#039;&#039;&#039;Worm Signal:&#039;&#039;&#039; developed from research made on Hma&#039;trra Zivr&#039;s high-frequency communication, the worm signal is a device capable of luring the aquatic creatures to a certain location to attack ships. Since this weapon requires a radio tower to function, its deployment is limited to the Kingdom&#039;s coastal regions. Because the signal is unable to fully control the Hma&#039;trra, the Royalist navy must vacate any place before it is used to avoid being caught as well.&lt;br /&gt;
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*&#039;&#039;&#039;[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#findComment-156543 Big Alzrun:]&#039;&#039;&#039;  expanding on the already existing railway gun designs, the New Kingdom&#039;s military recently invested in the development of a massive cannon. The Big Alzrun is a fifty meters long and fifteen meters tall artillery piece. Planned primarily as a siege weapon, the gun is able to fire a large round capable of destroying any known fortification over a distance of kilometers. An entire Train, alongside thousands of workers, is used to transport and deploy the weapon. Big Alzrun also has its own anti-aircraft defenses to reduce its vulnerability to airstrikes. Because of its great cost, only one has been built so far.&lt;br /&gt;
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==== Notable Military Vehicles ====&lt;br /&gt;
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*&#039;&#039;&#039;Zhsram II:&#039;&#039;&#039; a prewar light tank commissioned by the military at the start of the Second Revolution. The tank turned out to be rather unreliable and had limited space for its staff. Due to a shortage of experienced crew, technical issues, and a lack of concise doctrine, the Zhsram II saw little use. New tanks continue to be built and provided to the army, but the high command is urgently attempting to find a better replacement for the outdated vehicle.&lt;br /&gt;
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*&#039;&#039;&#039;Railroad Cannon:&#039;&#039;&#039; artillery pieces or naval cannons mounted on train wagons used extensively by the New Kingdom during the Second Revolution. Lacking fast transportation methods, the military made use of the train system to quickly bring artillery to the frontlines. This also allowed them to deploy bigger guns. The railroad cannon was effective when defending and sieging cities, but proved to be vulnerable to airstrikes and rail sabotage.&lt;br /&gt;
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*&#039;&#039;&#039;Armored Aerosled:&#039;&#039;&#039; a propeller-driven sled used for reconnaissance. Introduced throughout the offensive of 2461, the armored aerosled is protected by light metal armor and is usually armed with a machinegun. It is crewed by a driver, which sits closer to the engine, and a gunner at the front. Plans to further develop this vehicle are underway; military officers have proposed arming the aerosled with anti-tank guns and grenade launchers for hit-and-run attacks.&lt;br /&gt;
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*&#039;&#039;&#039;[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#findComment-162320 Wheel Tank:]&#039;&#039;&#039;  single-track-wheeled light reconnaissance vehicle inspired by the Tajaran monowheels. It has room for a single driver who also controls its armament, a pair of machine guns. To help with stability, it has two steerable wheels on its sides. Its sacrifices much of its armor in favor of speed; while it can withstand small arms fire, it is very vulnerable to most anti-materiel weaponry. The Wheel Tank was recently developed as part of the Kingdom&#039;s attempt to modernize its military.&lt;br /&gt;
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*&#039;&#039;&#039;[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-165777 Experimental Walker Frigates:]&#039;&#039;&#039; Old Royal Navy frigates retrofitted by the Minharrzka Maritime Company with a set of six mechanical legs to allow for walking on coastal land. Slow and clumsy, they are intended to support land invasions as artillery support or as mobile bunkers in terrain cover. The crew compartments are cramped and offer little space due to the size of the mechanism. The frigates’ reliability is currently being tested.&lt;br /&gt;
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== Extranet ==&lt;br /&gt;
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The New Kingdom officially entered the extranet in 2458 after acquiring a contract with frontier providers. Because of this later arrival, most of the websites are government-related or hosted by migrants. The Royalism extranet is atrociously slow due to the outdated and scarce national infrastructure. Censorship is limited to content considered immoral by the general public. &lt;br /&gt;
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=== Notable Websites ===&lt;br /&gt;
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*&#039;&#039;&#039;TheirHeritage:&#039;&#039;&#039; a website destined to cataloging and preserving the history and members of the noble dynasties. Users can create profiles and add themselves to the treelines after confirming their identities through documents and pictures. TheirHeritage is infamous for not allowing non-Njarir and Tajara of mixed background to register.&lt;br /&gt;
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*&#039;&#039;&#039;WorkDay:&#039;&#039;&#039; created to help the growing city business find employees, Workday has grown to become the main Employment website of the New Kingdom. Outside of the popularity with the locals, it has helped the megacorporation in finding willing and skilled labor to ship off the planet. Despite originally being a free service, there is now a premium subscription that allows a user privileged access to megacorporation opportunities.&lt;br /&gt;
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*&#039;&#039;&#039;Miran&#039;mir Archive:&#039;&#039;&#039; the digitalized archive of the Miran’mir Academy of Scientific Pursuits museum. The website was created as part of an initiative to preserve the Tajaran history threatened by the war. The website provides access to digital versions of ancient Adhomian texts, interactive images of artifacts, and academic papers.&lt;br /&gt;
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= Regions =&lt;br /&gt;
[[File:Internaldivisions-nka.png|300px|thumb|A map of the New Kingdom&#039;s regions.]]&lt;br /&gt;
== Old Kaltir ==&lt;br /&gt;
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Stretching from Nusinsk, up the isthmus, and towards the northern borders of the New Kingdom are the lands referred to as Old Kaltir. As the name implies, these lands were ruled by the Azjuna line before the First Revolution and the collapse of the Kingdom of Kaltir. This is the homeland of the most loyal of the NKA. Previously devastated in the First Revolution and once again during the Second Revolution, Old Kaltir is steadily rebuilding itself post-armistice. Construction workers and other laborers work hard to rebuild and industrialize the cities. Life in the villages continues on as always, but the trappings of modern corporate life slowly creep in thanks to increasing megacorporation presence in the New Kingdom. Planners believe that once the reconstruction is complete, the provinces of Old Kaltir will be the greatest in the New Kingdom. &lt;br /&gt;
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== Peninsula of Harr’nrr ==&lt;br /&gt;
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Settled in the very beginning of the Colonization Age and the [[S&#039;rendarr and Messa#The_Suns_War_of_Harr.27masir|Suns Wars]], the Peninsula of Harr’nrr is a venerable section of the continent. Its largest city, Baltor, was the first settlement to be constructed on Harr’masir. The land&#039;s old history is evident in the countless fortresses and sun temples that dot its forests and towns. Many of the temples remain in use, and every Sun Priest will be more than happy to share the great history of them with any traveler. The fortresses were made into museums or art galleries decades ago. Most of the land is covered in woodlands. Lumber exports are a prime industry for this region thanks to them. &lt;br /&gt;
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The Peninsula was under the control of the Ras’nrr Empire pre-Revolution. It was the only colonial holding kept on Harr’masir and ruled by a line of Kings that promoted strict adherence to their ideas of militarism. Much of the population were involved in supporting its heavily bloated army. Despite their claims of being the greatest fighting force on Adhomai however, the army of the Harr’nrr Kingdom was utterly annihilated by the PRA. Harr’nrri soldiers fought to their last in some of the most brutal clashes in the later stages of the First Revolution. Shockingly, the general population of the peninsula accepted Hadiist rule easily. Many came to see the People’s Republic as liberators from an oppressive military regime. To help transition the populace into the new culture espoused by the Republic local administrators began to promote artisanship and trades.&lt;br /&gt;
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During the Second Revolution, the population initially supported the Republic in its war effort. But the introduction of the PRA draft in 2458 led to mass protests in the cities and towns. When those protests were suppressed by the PSIS, support for other factions rose and the NKA and ALA began to compete for influence. While cities turned to the NKA, the towns and villages saw the rise of liberator cells. Ultimately it was the NKA who seized control of Baltor when their 2461 offensives swarmed over the land and their marines took Baltor. While the royalists celebrated the liberators were faced with a hard choice: Abandon their land to join their ideological brothers, or swallow a bitter pill and remain home under the New Kingdom. Most chose to leave for the lands held by the DPRA. &lt;br /&gt;
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Today, Baltor is a cultural centre of the NKA with its traditional artisans, artists, and filmographers gaining immense popularity across the nation. Reconstruction efforts in the region have focused on the expansion of heavy industries, being the focal point of the Kingdom’s heavy machinery sector. To that end, corporate presence was once high around the NanoTrasen factories, but as the phoron shortage shrinks corporate industries so does the presence of these corporations. The Harr’nrri themselves are considered a more pacifistic and arts-inclined people, with a heavy emphasis on respect towards their fathers and faith.&lt;br /&gt;
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== The Borderlands == &lt;br /&gt;
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The borderlands refers to the region that was once the Duchy of S’rendul, now the southwest border of the New Kingdom. It is home to the Southern Harr&#039;masir citizens of the NKA. During the Second Revolution, this area saw fighting between the People’s Army and ALA-Funded bandits. The Imperial Army took the region after the pact between the DPRA and NKA was signed and the People’s Army was defeated at the northern front. Despite the ceasefire, many of the bandit gangs remained in the region. To this day they continue to cause issues for local law enforcement by robbing trains, transports, or businesses while claiming to be fighting for the liberation of the Southern Harr&#039;masir people. Compounding these issues of crime is the festering moonshining and counterfeiting rings appearing in the local settlements. Law enforcement and the Raakti Shariim have their hands full attempting to handle the problems. For every gang taken down another seemingly pops up to take their place. With the appearance of the Adhomai Democratic Front, an argument has erupted in the parliament over how to pacify the crime-riddled provinces. &lt;br /&gt;
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Life for the locals has changed little underneath the rule of the New Kingdom. Their traditions and culture are kept alive with currently no state interest in influencing them. The values of the Southern Harr’masir people continue as they did pre-Revolutions and the image of the noble but humble N’hanzafu rider shines on. Nobility from the old Duchy has returned to the region in the hopes of gaining political clout or business success. They’re generally unsuccessful in these endeavours unless they are one of the few granted power by the government or somehow strike it rich in the marketplace. &lt;br /&gt;
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== Zarr&#039;jirah Mountains == &lt;br /&gt;
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Located along the southern border and characterized by its sharp peaks, lush valleys, and hard-lived locals, the Zarr’jirah mountains are a small but beautiful corner of the NKA. The arid grasslands of the mountain sides are contrasted heavily by the valleys between them. During the summers the snow on these valleys melts to reveal fields of vibrant flowers and waist-high grasses. When the wind blows into the passes, the greenery is turned into a swirling grass sea. Towns and farms here are terraced and built into the mountainsides. Tourism has become a growing industry with the Second Revolution’s end.&lt;br /&gt;
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The mountain range is home to communities of M’sai. These people trace their lineage back to explorers sent across Harr’masir during the colonization age. In exchange for their services, the nobility had granted these M’sai the privilege of establishing their own homeland within the Zarr’jirah mountains. These mountain men honed their survivalist skills by carving out a home in the peaks. Zarr’jiri culture centers heavily around self-sufficiency and survivalism. Children from a young age are raised to be expert mountain climbers, foragers, and hunters. For most of Zarr’jiri history, children were forced to camp by themselves in the wilds to prove their skillset. The PRA ended this practice due to the increase in child mortality rates it caused. Men and women regularly travel into the wilds in the mountains and beyond to better their skills. The families that held the most prestige from their service would be the leaders of their respective town. Nowadays the mayors who preside over the towns are descendants of Zarr’jiri heroes. &lt;br /&gt;
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Zarr’jiri fought on behalf of the Great Duke of S’rendul during the First Revolution. When the nobility was soundly crushed by the PRA, Hadiist rulership came to the Zarr’jirah mountains. They opened up new mines to extract mineral wealth out of the area while employing the locals as labourers. Some of the denizens even came to join the Grand People’s Army. But when rumors of the restoration came to the mountains, the Zarr’jiri leaders listened. An envoy of King Azunja’s conspirators convinced them to assist in the uprising by exploiting royalist sentiments and tales of past glory. When the New Kingdom was declared in 2450 many Zarr’jiri fighters came to fill the ranks of the Alam&#039;ard. Those who remained in the range fought the local army garrison and dynamited the passes to cut off any counterattacks. The situation in the mountains for the next decade was harsh. Food was heavily rationed and constant patrols were needed to warn of the Grand People’s Army attempting to break the rockpiles or if another bombing run came. When the 2461 offensives of the Imperial Army finally reached the mountains the first thing that the returning fighters had done was loot grain stores to redistribute to their people. Despite the relief that followed, the effects of malnutrition have stunted many. The post-war situation has left much of the Zarr’jiri disillusioned. Their victory came at a severe cost to their peoples’ future with little to show for it besides vague promises from the Parliament, toxin-spewing mines, and a weakened population. With the growing dissatisfaction of the region, certain groups have been looking to curtail favor and use its natural protection [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-179070 for their own uses].&lt;br /&gt;
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== Nomadic Host of the Southern Borders ==&lt;br /&gt;
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A semi-autonomous province on the southeast borders of the New Kingdom, it was created after the end of the Tajaran Civil War. The region was gifted to the nomads as a reward for their support during the conflict. It is home to most of Harr&#039;masir [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]], under the leadership of [[Notable Tajara#King of the Mountains Rustam Harmaliik|Rustam Harmaliik]]. Rock nomads are allowed to practice their own customs and are granted a certain degree of autonomy within this place. In exchange for these benefits, they are tasked with defending the frontier and serving as cavalry in the Kingdom’s military. The low population density of the region allows wagons to roam freely; they are commonly followed by a herd of animals Despite the existence of the Host, most Zhan nomads still don’t recognize its borders. Caravans are known to leave the province and wander the rest of the Kingdom or beyond into the Democratic People’s Republic territories; this is a common source of friction between both countries. The nomads are seen as lesser-thans by much of the New Kingdom, even sometimes by the other settled Zhan-Khazan. When they leave their province they often face discrimination or stereotyping. Nomads have taken to wearing trophies and honors they gained as a display of their competency and might to those who look down on them. &lt;br /&gt;
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The province is governed by Rustam Harmaliik and his council of elders. Unlike the Kingdom’s citizens, the nomads only answer to their own leaders, instead of being subject to the Crown authority. Rhazar&#039;Hrujmagh living in the Host are seen as traitors by the rest of the Adhomian rock nomad community, as they decided to follow a leader that was elected without consulting the caravans of Ras’nrr. Non-nomadic inhabitants of the province are farmers and ranchers that lived in the region before the creation of the Host; they have a mixed relationship with the nomads. The conflict between the settlers and the Rhazar&#039;Hrujmagh is common, as they often see each other as unlawful occupants of the land.&lt;br /&gt;
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== Bar&#039;jar Amohda Exiles ==&lt;br /&gt;
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A large community of Amohdan immigrants can be found in Bar&#039;jar, transferred from the [[Democratic People&#039;s Republic of Adhomai#Island of Amohda|Island]] to the New Kingdom after the ceasefire treaty with the Adhomai Liberation Army. Composed mainly of monarchists that followed the Royal Army after their retreat from Amohda, they have settled on the coast of the Northern Harr&#039;masir. They have brought their culture and martial art traditions with them, opening lodges and serving the New Kingdom’s military in their own auxiliary divisions. Most of the Amohdan community has not given up on the hopes of returning to their homeland; as the dream of restoring the monarchy in the isle is still alive among them. The relations between the exiles and the Kingdom’s citizens are [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#findComment-158981 generally positive]. Many nobles seek to acquire Amohdan blades; a sought-after curiosity and sign of wealth. Despite the existence of this alliance, lodge membership and the learning of their swordsmanship remains something exclusive to the members of the Amohdan community.&lt;br /&gt;
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= Major Cities =&lt;br /&gt;
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*&#039;&#039;&#039;Kaltir:&#039;&#039;&#039; the capital of the New Kingdom of Adhomai. The largest and most industrialized urban center in the Kingdom, with its industry focusing on heavy machinery and weaponry. Kaltir is known for its cultural attractions: museums, opera houses, art galleries, and traditional pubs are found within the city. The presence of megacorporations and alien elements is the strongest here; as Kaltir has the only functioning shuttle port in the entire country. The Kaltir Imperial Palace, the home of the Azunja dynasty, can be found here. The [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]] is one of its most renowned learning centers.&lt;br /&gt;
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*&#039;&#039;&#039;Bar&#039;jar:&#039;&#039;&#039; a coastal town, home to the majority of Amohda exiles residing in the New Kingdom. Most of its inhabitants are employed in the fishing or clam farming business. The city is famous for its seafood cuisine, Ras&#039;val Clams are considered a staple in the region. The Amohdan population has started to open their lodges and mix their traditions with the local ones, creating their own blend of culture. Bar’jar also had contact with Zhan nomads during the war; as it was the location where they were temporarily settled before the creation of the nomadic host.&lt;br /&gt;
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*&#039;&#039;&#039;Miran&#039;mir:&#039;&#039;&#039; the main harbor of the New Kingdom, where the bulk of the royal navy is situated. Home to the largest shipyard in Adhomai, where several ships dock daily for repair or supplies. Most of the locals are employed in the shipwright industry or in the service sector, although canning and heavy manufacturing are rapidly growing industries in the city to support the naval sectors. The city is visited daily by travelers and sailors from all over the Kingdom. Miran&#039;mir is the home of the [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Miran&#039;mir Academy of Scientific Pursuits]] and its museum.&lt;br /&gt;
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*&#039;&#039;&#039;Dymtris:&#039;&#039;&#039; the site of the now-defunct Dymtris Line, which protected the New Kingdom for nearly a decade before being destroyed by the major People&#039;s Republic offensive in 2458. The city has an important cultural significance; it is the bastion that protected Kaltir from the Republican Army for years. Dymtris was changed deeply by the constant battles close to it; many memorials and monuments dedicated to the ones that fell in its defenses can be found in the streets and parks. [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]] can be found in this city. Marryam is the patron god of Dymtris.&lt;br /&gt;
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*&#039;&#039;&#039;Baltor:&#039;&#039;&#039; a fortress founded during the Gunpowder Age; it was the landing site of the royal armies during the Suns’ wars. Baltor played a strategic role in controlling the Ras&#039;val sea during the Second Revolution. A town emerged around the fort over time, attracted by the safety provided by the military presence. Since the end of the Second Revolution, Baltor has become a major industrial power within the Kingdom, being the focus of most newer corporate factories. The city is known for its skilled watchmaker artisans, a trade that has been passed down through generations. The Mez&#039;gin clock tower, located at the town square, is one of its points of interest.&lt;br /&gt;
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*&#039;&#039;&#039;Olska:&#039;&#039;&#039; a mining town close to the Zarragh Lake. The city was one of the last Republican bastions in Harr’masir during the final chapters of the Second Civil War. However, it avoided any substantial damage due to the surrender of the garrison during its siege. The Kraszar Library is the main attraction in Oslka; an extensive deposit of knowledge preserved by its priesthood. The city attracts many scholars and Kraszarrumalkarii, with some of them taking up residence on it. Its parks have reserved spots for storytelling. Kraszar is the patron god of Olska.&lt;br /&gt;
[[File:Tajara_beach.png|thumb|A child playing on the beach with Nisinsk in the background. A variety of personal crafts are still used by New Kingdom citizens, including sailboats.]]&lt;br /&gt;
*&#039;&#039;&#039;Tunguska:&#039;&#039;&#039; once a secretive People&#039;s Republic military base in the northern wastelands of Harr’masir. The compound was attacked by the Royal Navy in 2459. For unknown reasons, the New Kingdom abandoned Tunguska shortly after its capture. Its underground installations were sealed and all the military hardware was left behind; it is a collection of buildings, tanks, and autogyros that remain left to rust on the cold winds. The compound has turned into an eccentric tourist attraction, with Tajara and alien visitors paying local guides to take them to the area. Many return with stories of unexplained events happening at Tunguska, ranging from disembodied voices to the entire place changing shape and size overnight.&lt;br /&gt;
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*&#039;&#039;&#039;Nusinsk:&#039;&#039;&#039; a city built around the extraction and processing of Nas’kin Ocean’s oil reserves. Once a small fishing village before the discovery of oil close to its shore, Nuskink was quickly transformed by Al’mari’s administration into a major refinery center. However, any wealth was drained away to the more central places of the People&#039;s Republic; the locals did not benefit from the discovery. Most refineries and platforms were moved or destroyed during the Second Revolution. After the Armistice, the New Kingdom is slowly rebuilding the city’s industry to help fuel their fleet and growing industrialization. Growing air and water [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-170449 pollution] are now one of the city’s major concerns.&lt;br /&gt;
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= Architecture =&lt;br /&gt;
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The dominant architectural school in the New Kingdom is known as Adhomian Neoclassical. This style seeks inspiration from Pre-War buildings. Its main characteristics are complex structures, colorful exteriors, intricate ornamentation, and asymmetrical designs. While Royalist architects were mostly focused on restoring old buildings to their former glory, the wealth brought by the Armistice has created opportunities for the nobility to commission new extravagant monuments. Even when struggling with their previous debts, the New Kingdom&#039;s nobles still seek to build a fancy summer house. While Commoners&#039; houses are more practical and do not stray from cheap materials, they are still adorned with traditional pieces of art and vibrant colors.&lt;br /&gt;
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== Major Monuments ==&lt;br /&gt;
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*&#039;&#039;&#039;Kaltir Imperial Palace:&#039;&#039;&#039; the ancestral home of the Azunja dynasty, the Kaltir Imperial Palace once served as the Kingdom&#039;s seat of government. Today, its function is to house the royal family and host events. Much of its previous decoration and furniture was lost during the Hadiist invasion of the Kingdom; the building was transformed into an administrative office by the People&#039;s Republic. With the help of Miran&#039;mir Academy&#039;s Restorers, the Palace is slowly recovering its missing objects.&lt;br /&gt;
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*&#039;&#039;&#039;Vlrralkhzazhul Line:&#039;&#039;&#039; built after the offensive of 2459, the Vlrralkhzazhul Line is a long system of bunkers, pillboxes, trenches, and air defenses meant to protect the northern regions of the Kingdom. Unlike the defunct Dymtris Line, it survived until the end of the war. Despite its distance from the frontier, Vlrralkhzazhul continues to be expanded; its mighty halls and wide complexes are unmatched by any other fortification system in Adhomai. Many suspect that this expansion is nothing but a plot by the military to embezzle funds.&lt;br /&gt;
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*&#039;&#039;&#039;Mez&#039;gin clock tower:&#039;&#039;&#039; situated in Baltor&#039;s main square, the Mez&#039;gin Clock Tower is a Gunpowder Age era astronomical clock. Commissioned by the Rasn&#039;rr Empire, the tower is the oldest Adhomian clock still in function. The monument is adorned with statues of mythological figures, ancient Kings, and deities. The clock is famous for its accuracy and extremely complex mechanism for its time. Legends claim that the clockmaker who designed Mez&#039;gin was blinded on the order of the emperor so he could not replicate his work.&lt;br /&gt;
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= Government and Ideology =&lt;br /&gt;
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The New Kingdom of Adhomai is a constitutional monarchy, with the King acting as the head of the judicial and executive system. The Parliament is divided into a chamber of Nobles and a chamber of Commoners. The Chamber of Nobles is constituted by hereditary positions held by the nobility. The representatives in the Chamber of Commoners are elected through elections. The Crown Heir is selected through the appointment of the King, with the approval of the parliamentarians.&lt;br /&gt;
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Because of the intrinsic relationship between the nobility and the public offices in the Kingdom, rivalities between the existing dynasties are common. Many of the positions are used to gain more prestige for one&#039;s family or sabotage a rival&#039;s attempt to secure a post of importance. &lt;br /&gt;
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== Royalism ==&lt;br /&gt;
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Royalism is an ideology characterized by monarchism, a constitution limiting the power of the monarch, the existence of a noble class, and the acceptance of the traditional Tajaran caste system. Its origins can be traced back to the end of the interwar period, where growing discontent with the People’s Republic allowed the return of an old dynasty bearing promises of change. Royalism attempts to reinstate the rule of the nobility over Adhomai while correcting the supposed flaws that caused the First Revolution. Despite not being adverse to progress, this ideology avoids any kind of fast change.&lt;br /&gt;
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The caste system is believed to be an essential and unavoidable element of the Taraja species. However, the active enforcement of those differences is considered detrimental; society will naturally enforce and drift towards them without any kind of interference. Instead of trying to make every Tajara equal, Royalism claims that every ethnicity has its own separated but indispensable function. But ultimately, the Njarir’Akhran are the indisputable masters.&lt;br /&gt;
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Royalism is open to diplomacy with alien powers and is generally welcoming of megacorporations. However, this stance is primarily tolerated due to the necessity of support in the conflict against the other Adhomian powers. &lt;br /&gt;
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=== Schools of Thought ===&lt;br /&gt;
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*&#039;&#039;&#039;Conservative Royalism:&#039;&#039;&#039; supported by the land-owning nobility, Conservative Royalism aims to maintain the political and social status quo while bringing economic prosperity to the Kingdom. A Monarch restricted by a parliament, composed of hereditary titles, and a constitution is seen as the perfect system to guide the Tajara people. Decision-making should remain in the hands of the nobility, while commoners should have their survival and basic rights guaranteed by the state. Megacorporations are welcomed with open arms by Conservative Royalists; they are an opportunity to attract foreign investments and modernize the nation. [[Notable Tajara#Grand Duke Akym Yudenikh|Grand Duke Akym Yudenikh]] is the main proponent of this ideology&lt;br /&gt;
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*&#039;&#039;&#039;Absolute Royalism:&#039;&#039;&#039; supported by the military and the rural population, Absolute Royalism believes that the power should be concentrated in the hands of the Monarch. The parliament and the constitution are obstacles to the progress of the nation. An absolute monarchy backed up by a strong army and navy is deemed as the best alternative to secure the Kingdom against any threats. Due to their might, the Majesty has the right to dictate what is the most adequate alternative to any situation. Absolute Royalists are opposed to diplomacy with alien governments and the presence of megacorporations, for they believe that the nation should not rely on foreigners to stand on its own. [[Notable Tajara#Grand Admiral Mahtra Dynhaas|Grand Admiral Mahtra Dynhaas]] is the main proponent of this ideology&lt;br /&gt;
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*&#039;&#039;&#039;Populist Royalism:&#039;&#039;&#039; supported by intellectuals and the urban working class, Populist Royalism plans to further democratize the New Kingdom. While the banishment of the monarchy is unthinkable, it should instead be delegated to a symbolic role. All of the power should be in the hands of democratically elected officials. The people should take an active part in the politics and their well-being is the main priority to the Kingdom. Nobility should remain a mere cultural formality to preserve the families&#039; heritage. Populist Royalists are not opposed to megacorporations, but their activities should be tightly regulated to prevent abuses and a takeover of the nation. [[Notable Tajara#Prince Serhiy Oliinyk|Prince Serhiy Oliinyk]] is the main proponent of this ideology&lt;br /&gt;
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*&#039;&#039;&#039;Revival Royalism:&#039;&#039;&#039; also called Njarir&#039;Akhran Supremacism by its opponents, this school of thought was formulated by Absolute Royalist extremists. While Revival Royalism shares its parent ideology&#039;s authoritarianism, its main difference lies in its reactionary vision of the Tajaran caste system. Revival Royalism believes that enforcing the traditional roles through the law is necessary; society would soon fall into chaos without the ever guiding hand of the Njarir&#039;Akhran. No Tajara ethnicity is superior, only built for different purposes. Revival Royalism considers individuals of mixed heritage to be an abomination - products of a degeneracy that must be dealt with harshly. The alien and its machinations are seen to be incompatible with the Tajara; ignoring them completely is the best course of action. Its adherents are known for their interest in [[Tajaran Minor Religions#Ancient Tajara Theory|esoteric ideas]]. [[Notable Tajara#Count Tscherim Sanguszkho|Count Tscherim Sanguszkho]] is the main proponent of this ideology&lt;br /&gt;
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== Political Parties ==&lt;br /&gt;
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The Parliament is divided into four parties;&lt;br /&gt;
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*&#039;&#039;&#039;Royal Party:&#039;&#039;&#039; this party encompasses most of the agrarian landowners and high nobility, known to be loyalists to the ruling dynasty. Their main interest lies in protecting the rights of the nobility and strengthening the civil government. Nobles and monarchists usually support this party, as they see it as the one that is fully aligned with the interests of the house of Azunja and the Kingdom. They do not oppose the presence of megacorporations and diplomacy with other galactic states.&lt;br /&gt;
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*&#039;&#039;&#039;Officers Party:&#039;&#039;&#039; this party is composed mostly of army officers, navy captains, and fervorous patriots. They seek to strengthen the importance of the military in the politics and daily life of the Kingdom, usually clashing with the other two parties. Their main platforms include increasing the spending and modernization of the armed forces. Soldiers and sailors usually support this party, as it is one of the few ways they can improve their condition and participate in politics through their superiors. They are staunchly against the presence of megacorporations and have an isolationist instance in regard to galactic diplomacy.&lt;br /&gt;
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*&#039;&#039;&#039;Commoners Party:&#039;&#039;&#039; despite its name, this party is made up of lower-ranking and landless nobles. They aim to increase the rights of the commoners and move the government to a more democratic orientation, reducing the King’s powers and the reliance on the army. Members of this organization are known to hold meetings with the population to gather and understand their concerns, making use of those problems to create their own political agenda. Factory workers, learned professionals, and urban inhabitants usually support this party, as this organization is one of the few ways that their voice can reach the Parliament. While not opposed to the presence of megacorporations, the Commoners Party is against them being allowed into the Kingdom without strict laws to control their expansion. They have an open but cautious approach in regard to diplomacy with other states.&lt;br /&gt;
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*&#039;&#039;&#039;Njarir&#039;Akhran Renewal Fraternity:&#039;&#039;&#039; once a private club exclusive to the nobility, the Njarir&#039;Akhran Renewal Fraternity became the main proponent of the Revival Royalism. Thanks to the support of the most authoritarian elements in the Parliament, it was given official party status in 2463. While the Fraternity is still a minority in the government, they are eager to support the Officers and Royal parties to acquire more influence. Supported by the most radical royalists, the Njarir&#039;Akhran Renewal Fraternity pushes for an even more authoritarian government, alongside spouting a very reactionary view on the Tajaran caste system.&lt;br /&gt;
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== Royal Ministry of Intelligence ==&lt;br /&gt;
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Formed during the early stages of the second revolution, the Royal Ministry of Intelligence, also known as the Office of Ungentlemanly Affairs, can trace its origins to royalist circles that organized their meetings in cellars of Kaltir’s pubs. First serving as the force used to free King Azunja from his prison, the RMI has evolved into an agency tasked with dealing with all kinds of foreign intelligence and threats. Internal matters are handled by the Ministry of Interior and its subordinated departments.&lt;br /&gt;
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Agents of the Royal Ministry of Intelligence are adept in espionage, reconnaissance, interrogation, and surveillance. Information gathering and counterintelligence are the main tasks of the RMI, as they prefer to work closely with the military in their operations. Several diplomats and consular officials are members of the agency, as their positions allow them more contact with the affairs of other nations. They have added Biesel to their theaters of operations after the armistice.&lt;br /&gt;
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== Law ==&lt;br /&gt;
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The law in the New Kingdom possesses a written code but most of its decisions rely on precedents and local customs. Judges are directly appointed by the Crown to their position. There is no jury in the Kingdom’s courts. Citizens have the right to hire any lawyer they see fit, but the government still offers public defenders for those who can not afford to pay for one. In spite of this provision, there is a distinct shortage of public attorneys. The justice system is biased towards the nobility, offering them greater protection and rights than the ones afforded to the commoners.&lt;br /&gt;
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Law enforcement in the New Kingdom is the responsibility of the Royal Constabulary, an agency under the direct control of each province. The police in urban centers are known to be well equipped and trained. However they are understaffed for the present issues in the Kingdom. Mounted constables are still extensively used in rural areas. To bolster the Constabulary’s presence and capabilities, corporate contractors have been hired to fill in gaps, both in the [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#findComment-158838 borderlands] and in the interior.&lt;br /&gt;
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===Raakti Shariim===&lt;br /&gt;
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Formed shortly after the New Kingdom declared its existence, the Raakti Shariim (Royal Peacekeepers in Tau Ceti Basic) are a specialized policing force for the Kingdom. As the Royal Constabulary was formed to manage individual provinces, the Peacekeepers exist as a Kingdom-wide force focusing on higher-profile targets such as spies, terrorists, domestic enemies of the Kingdom, and persons of interest. Their origins lie in the old orders of M&#039;sai enforcers who would track criminals roaming from fief to fief or over the borders of Kaltir. While the Peacekeepers remain mostly M&#039;sai, other races of the Tajara can be found in its ranks. &lt;br /&gt;
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The limits of the Peacekeeper’s manpower and supply have been tested as the Cold War goes on. Rural banditry has become the main issue occupying the officers of the Peacekeepers, and continues to be on the rise. With forces stretched thin, the Peacekeepers have resulted in working with rural frontierspeople to track bandit gangs, individual criminals, and terrorists. While the official policy is for these frontierspeople to not engage, many do so regardless.&lt;br /&gt;
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Officers of the Peacekeepers are specialized in handling not just investigations and arrests, but also surviving the harsh conditions they may come across while tracking criminals. Rock-climbing, foraging, medical aid, and other skills ensure the Peacekeepers will be able to handle anything the wilderness can throw at them. Armored cars are the typical mode of transportation for Peacekeepers in urban areas, but they retain bred Ha&#039;rron steeds for rural operations.&lt;br /&gt;
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== Adhomai Democratic Front ==&lt;br /&gt;
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As unfulfilled promises pile up, income inequality grows, and megacorporation influence expands, some Tajara within the New Kingdom have become disillusioned with Royalism. Founded by radicals from the Commoners Party, the Adhomai Democratic Front is an underground movement that aims to abolish the monarchy and establish a democracy. Unlike the moderates in the parliament, the Front has no interest in taking part in the government and prefers a more partisan approach. Organizing strikes, protesting, and civil disobedience are their main tools. The Crown considers the Democratic Front to be a terrorist organization; its members are actively persecuted by the Royal Peacekeepers. The ongoing repression is quickly radicalizing the group; armed action becoming increasingly common in the [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-168002 southern regions]. The group has experienced a growth in numbers, with some lesser nobility beginning to join their numbers, as a result of the worsening economic disparity in the Kingdom.&lt;br /&gt;
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Because of the distance from the capital and large working population, the Adhomai Democratic Front found most of its support in the region around Olska. Supporters from the former lands of Kaltir, which stretched from Nusinsk and northwards, are very rare. While the New Kingdom accuses the group of being an Al&#039;mariist and Hadiist puppet, there is no real evidence of this. Its leadership and internal structure are currently unknown to the public.&lt;br /&gt;
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== International Relations ==&lt;br /&gt;
The Royal Diplomatic Service handles the foreign relations of the New Kingdom of Adhomai. The consulars of the service are picked among the population for &#039;model citizenry&#039; regardless of nobility status of economic position. In theory, the wide selection pool permits the Kingdom to pick from loyal supporters of the Kingdom, further legitimizing the nobility and providing a strong presence during diplomatic missions. Common diplomatic missions seek out economic opportunities for the growing economy of the Kingdom, or advocate for the Kingdom&#039;s citizenry abroad. Protection for the diplomats of the New Kingdom is provided by a specialized Alam&#039;ard of the Imperial Army. Troopers protecting Consulars are typically of the ranks Nalket or Rhazket. Important and high-value diplomatic missions may receive protection from the Raaktiye Pretnarii.&lt;br /&gt;
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*&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039; the New Kingdom of Adhomai was recognized in 2461 as a legitimate state by the Republic of Biesel as part of the Armistice of Shastar. The relationship between both nations remains cordial but distant. The Kingdom is attempting to approach the Republic through the further integration of megacorporations in its economy. As part of these attempts, artifacts from the Museum of Miran’mir were borrowed for an exhibition at Mendell’s Museum of Immigration in 2462. Royalist agents operating in Biesel must take extra precautions to remain undetected; the local authorities are not willing to tolerate their activities.&lt;br /&gt;
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*&#039;&#039;&#039;[[Empire of Dominia]]:&#039;&#039;&#039; the first state to recognize the New Kingdom was the Empire of Dominia in 2461. The recognition came at a time when the Kingdom was desperately looking for allies. However, this support was received with suspicion by the royalist military faction. The relationship between both nations is mainly focused on trade and political support, with recent developments involving the [[Empire_of_Dominia#Great_House_Corporations|Morozian Imperial Armaments Conglomerate]] within the newly formed [[#Raaktiye Pretnarii|Raaktiye Pretnarii]] furthering this relationship. Dominia’s plan is to incorporate the Kingdom into its sphere of influence. The Empire of Dominia does not recognize the other two Adhomian powers.&lt;br /&gt;
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*&#039;&#039;&#039;[[Karszekani Moghes]]:&#039;&#039;&#039; The Kingdom had, since the liberation of Gakal’zaal, [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-165086 normalized relations]. These neutral relations were disrupted with the announcement by Karszekan Not’zar that, while not technically bringing the Hegemony to a democracy, was regarded as an [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183244 affront by the Kingdom]. Relations have been cut since.&lt;br /&gt;
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== Flag ==&lt;br /&gt;
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Inspired by the Kingdom of Kaltir&#039;s standard, the New Kingdom of Adhomai flag was created shortly after the rebellion by the Royalist clique who freed King Vahzirthaamro. The flag&#039;s blue color is the one traditionally associated with the nobility, the tree is the symbol of the Azunja&#039;s dynasty, and the Twin Suns Icon represents the New Kingdom&#039;s ambitions of conquering all of Adhomai.&lt;br /&gt;
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= Military Forces =&lt;br /&gt;
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The New Kingdom of Adhomai is composed of the [[Tajaran Military Structures#Imperial Adhomian Army (New Kingdom of Adhomai)|Imperial Adhomian Army]], the [[Tajaran Military Structures#Royal Flying Corps (New Kingdom of Adhomai)|Royal Flying Corps]] and the [[Tajaran Military Structures#The Royal Navy (New Kingdom of Adhomai)|Royal Navy]]. The Imperial Adhomian is the ground army of the NKA, made up mainly of infantry divisions, supported by artillery, cavalry, and the few armored vehicles that the Kingdom is able to bring in service. Despite being poorly equipped by Tajaran standards, they are able to deploy efficient defensive tactics. Each commoner family in the New Kingdom of Adhomai has the duty of offering a single member of their household to serve in the military, while the nobility usually serves in positions of command in the officer corps.&lt;br /&gt;
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During the Second Revolution, the Imperial Adhomian Army was infamous for its mistreatment of war prisoners. The conditions in the prison camps were precarious and food shortages were widespread. Captured soldiers were commonly used as forced laborers in the Kingdom&#039;s mines, plantations, and construction projects. Prisoners were borrowed by the military to work on the properties and companies of the nobility. Roads and military works were also built by the inmates. Prisoners were subject to the most dangerous and unwanted jobs, such as clearing minefields. During her time in the army, Queen Shumaila Azunja was known for being a major proponent of using forced labor. It is estimated that at least 65% of the soldiers captured by the New Kingdom perished while in captivity due to a combination of starvation, overworking, sickness, and mistreatment.&lt;br /&gt;
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The Royal Navy is the powerhouse of the Kingdom military, nearly securing supremacy on the seas. Created through the defection of most officers, alongside their ships and supplies, during the uprising. The New Kingdom’s naval force was able to secure the shores of Northern Harr&#039;masir, but was proven to be less useful in the overall land conflict.&lt;br /&gt;
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With the rise in national income, the military budget has been increasing steadily. Most of these additional funds are funneled into modernization across the branches. The remaining budget is fiercely fought over between the navy and army, both vying for attention by the Crown Government. The army has been the focus in recent times thanks to the elevation of Field-Marshal Vyakelas Klyuchevsky, albeit not without complaints from the admiralty.&lt;br /&gt;
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== Raaktiye Pretnarii ==&lt;br /&gt;
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&#039;&#039;&#039;Due to the recent creation of the Royal Guardians, no characters on-board the Horizon may be current or former Guardians.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Raaktiye Pretnarii&#039;&#039;&#039;, or Royal Guardians in Tau Ceti Basic, is a royal protection agency directly controlled by, and loyal to, the Njrarii Azunja. Formed in [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183699 2468] following a series of [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183287 feasibility studies] and a [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183449 review process], the Raaktiye Pretnarii are drawn from the Crown Government and Imperial military, then placed through a grueling 4 day trial process, during which candidates are tested on marksmanship, physical fitness, survival skills, mental aptitude, and public relations capabilities. Following this, further training is provided to the selected candidates to better prepare them for the needs of the Guardians. Currently, deployments of the Raaktiye Pretnarii are limited to upper officials within the New Kingdom and highly valued ambassadors and consulars.&lt;br /&gt;
&lt;br /&gt;
As part of the trial process, [[Zavodskoi Interstellar]] and their partner company the [[Empire_of_Dominia#Great_House_Corporations|Morozian Imperial Armaments Conglomerate]] have taken on equipment production for the Raaktiye Pretnarri. Royal Firearms is providing partnership and assistance in this, primarily in the modifications to existing Zavodskoi products to fit the Tajaran market. As a result, however, Raaktiye Pretnarii tactics cater to this equipment, favoring lighter armor for a more mobility-focused set of tactics. All Raaktiye Pretnarii equipment is set in Njarii Azunja colors of blue and white, with gold or silver adornments.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=39323</id>
		<title>New Kingdom of Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=39323"/>
		<updated>2026-05-13T17:25:44Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Major Cities */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Header Color = #182d6a&lt;br /&gt;
|Title Color = White&lt;br /&gt;
|Nation = New Kingdom of Adhomai&lt;br /&gt;
|Shortname = NKA&lt;br /&gt;
|Flag = New Kingdom of Adhomai.png&lt;br /&gt;
|Capital City = Kaltir&lt;br /&gt;
|Capital Planet = Adhomai&lt;br /&gt;
|Language = Siik&#039;maas&amp;lt;br&amp;gt;Ya&#039;ssa&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = S&#039;rendarr and Messa (Unofficial)&amp;lt;br&amp;gt;Ma&#039;ta&#039;ke Pantheon (Unofficial)&lt;br /&gt;
|Demonym = Adhomian&amp;lt;br&amp;gt;Royalist&lt;br /&gt;
|Government = Constitutional Monarchy&lt;br /&gt;
|Head of State = Queen Shumaila Azunja&lt;br /&gt;
|Legislature = Parliament&lt;br /&gt;
|Upper House = Chamber of Nobles&lt;br /&gt;
|Lower House = Chamber of Commoners&lt;br /&gt;
|Established = 2449&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== New Kingdom of Adhomai ==&lt;br /&gt;
&lt;br /&gt;
The last major faction is the rebellious New Kingdom of Adhomai, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
&lt;br /&gt;
During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
&lt;br /&gt;
[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The history of the New Kingdom of Adhomai has its roots in the Kingdom of Kaltir, the entity that was conquered by the People&#039;s Republic at the end of the first Tajaran civil war. Regardless of the fall of the old order, the population of Northern Harr&#039;masir was still loyal to the past ruling dynasty, the house of Azunja. Rebellious sentiments and plots started to ferment some years after the occupation by the Republican forces, with intellectuals seeking to break the Hadii domination while the common folk wanted the return of their benevolent rulers.&lt;br /&gt;
&lt;br /&gt;
In 2449, Vahzirthaamro Azunja, the heir of the previous king, was rescued during the plot that would set in motion the uprising that would create the New Kingdom of Adhomai. With the war being declared officially in 2450, the closest supporters of the returning house were granted their places as the new nobility. Instead of seeking to merely restore the old regime, the Crown tried to learn from the mistakes of the deposed nobility to avoid being a victim of the same situation.&lt;br /&gt;
&lt;br /&gt;
The rebellion occupied most of Northern Harr&#039;masir, securing the past territories of the old Kingdom of Kaltir. However, when the PRA’s army was able to organize themselves and mount a counter-attack, the NKA were pushed in a defensive position; they were only able to hold back due to their land defenses and navy. The Dymtris Line, a mighty union of fortresses, trenches, and anti-air defenses, was built to hold the enemy from reconquering the rest of the country.&lt;br /&gt;
&lt;br /&gt;
The tides of war turned in favor of the Kingdom in 2458, with the defeat of a Republican offensive that destroyed the Dymtris line. The royal army was able to mount a limited offensive, establishing the Vlrralkhzazhul ﻿Line. In the next year, a terrorist attack hit the Parliament, nearly throwing the nation into a civil war, as the King was forced to become the head of all branches of the government, while countless candidates disputed with each other the succession of the vacant offices.&lt;br /&gt;
&lt;br /&gt;
Another royalist offensive happened in 2461, reinforced by forces coming from Amohda and loyal Rock nomads, the New Kingdom was able to recover its original territory, forcing the People’s Republic out of Northern Harr&#039;masir. The Kingdom signed the Armistice of Shastar in the same year, guaranteeing their peace and recognition before the galactic community. King Azunja passed away in 2463. Queen Shumaila Azunja, Vahzirthaamro&#039;s niece, is the current monarch.&lt;br /&gt;
&lt;br /&gt;
The new monarch arrived at a pivotal point in the nation’s history. With the Spur reeling from conflict and phoron shortages, the Kingdom has experienced high economic growth as it taps into the mineral wealth within its borders. However, pressures from within and without the nation have created a worsening social situation, once that threatens to erode the foundation of the fledgling Kingdom. With enemies on all sides, and plays on her power, Queen Shumaila is faced with difficult waters to navigate.&lt;br /&gt;
&lt;br /&gt;
= Culture and Society =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai culture is characterized as traditional; instead of trying to change the Tajaran caste system, those divisions are seen as a natural part of the way of life. While the government does not officially enforce the castes, there is a great societal expectation that each Tajara will attempt to stay in their customary roles related to their ethnicity.&lt;br /&gt;
&lt;br /&gt;
Society is divided between nobles and commoners. The nobility of the New Kingdom of Adhomai was created from the remnants of old Adhomian houses, descendants of the deposed rulers, and supporters of the currently ruling Njaqrii. Nobles are considered to be the leaders and leading intellectuals of the Kingdom. Most nobility titles are hereditary, with some orders being granted as a reward for one&#039;s effort or service to a certain family. King/Queen is the highest landed title, followed by Grand Duke/Grand Duchess, Duke/Duchess, Marquis/Marchioness, Count/Countess, and Baron/Baroness. Unlanded members of noble families are usually referred to as Princes/Princesses. Petty Lord is the term used for unlanded nobles that are not part of any lineage; this title is usually granted for outstanding service to the Kingdom. If any landed nobles lose their land, they become a Prince and forfeits their political privileges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The highest noble title permitted on ship is Baron, who may only be a [[Consular Officer]]. This is enforceable by moderation staff.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Commoner is the term used for any individual that is not part of a noble family, holds no titles, or is a foreigner. While occupying a social position with less political rights, they have fewer expectations, as they are not bound to repay the Crown for their position through work. Despite the existence of this separation, social mobility is possible, as the most successful Tajaran commoners are able to buy titles of nobility. Citizens of the New Kingdom’s territories usually bear strong patriotic sentiments, seeing the Crown as the protector of their culture and land, while the civilization of the PRA is seen as a threat to their heritage. The People&#039;s Republic was unable to stamp down those sentiments during their occupation, due to the stubbornness of the local population and the distance between northern Harr&#039;masir and Nal’tor. Republican imagery and establishments were soon destroyed or confiscated during the uprising. This patriotism has been deteriorating in many regions, however. Urban Commoners, faced with a stagnating quality of life, and outlying regions with unfulfilled promises, such as the Zarr’jirah mountains, have been steadily losing hope in the Crown’s ability to fulfill its promises to the people. Some have taken to vocalizing their concerns in protests and speeches, however in doing so face discrimination from the nobility, patriots, and Constabulary.&lt;br /&gt;
&lt;br /&gt;
Inhabitants of the rural areas have garnered a reputation as rugged frontiersmen, rustic farmers, and dutiful workers. Life is characterized by traditional values and a simple lifestyle, be it due to a lack of goods and services or a love for the frontier lifestyle. Rural Commoners can expect a very simple, low technology, but honest way of life. Farming requires long hours with hand tools, Zshram powered tools, or antiquated tractors. The pay is meager, but the work is consistent. Those in the bustling mining and foresting industries have grueling hours, sometimes as long as twenty hour schedules with just a single day off a week. For this work, employees are paid above average wages. The majority of income in rural life is spent on food, when it is available, and recreation. Seeing the weekly theater production, or joining in on community events is a staple of Commoner life.&lt;br /&gt;
&lt;br /&gt;
A notable number of M’sai have taken to swearing off the regimented way of life found in farming or other rural industries. Living off the land, these frontiersmen choose a rough life of living off undeveloped land, hunting for food, and camping in the wilderness. This frontier life is romanticized in much of the Kingdom’s media, however it undercuts the high danger presented by bandits. Most frontiersmen, being experts of the land and sharp with a rifle, offer services to the Raakti Shariim or Constabularies to help track, and sometimes stop, wanted criminals on the run.&lt;br /&gt;
&lt;br /&gt;
The rural nobility leads a well-off life. They often live in estates near the land or industries they own, or in the nearby railroad town that connects their business to the wider national economy. Hours, even among those nobles employed by the large national corporations, are accommodating. High wages afford many the luxury of electricity, plumbing, and sometimes a computer. Those in corporate employment, such as managers running NanoTrasen mines, receive the many benefits NanoTrasen is famous for, however they work longer hours for lower wages than their compatriots. Those nobles at the head of agrarian lands typically serve in the officer corps, having the fame for supplying brave army officers and captains.&lt;br /&gt;
 &lt;br /&gt;
Urban commoners make up the bulk of the industrial workers in the Kingdom’s growing industries. Those fortunate to afford pursuits into higher education often find work in education, medicine, and the arts. Life is characterized by steady work. Ten hour work schedules, with at best one day a week off, characterizes the industrial jobs in the Kingdom. Pay may be above average, however the rising cost of goods in urban centers continues to lead to a stagnating quality of life. Those fortunate enough to join the educated population of urban centers are afforded higher wages, being one of few to experience the benefits of the Kingdom’s economic growth. Much of the commoner population in the cities have grown frustrated with the status quo. Demanding better goods, service, pay, and treatment, protests are a growing trend among the working class of cities.&lt;br /&gt;
&lt;br /&gt;
The urban nobility live the height of life in the Kingdom. The majority are employed to work in the bureaucracy, politics, and administration of the Kingdom and its businesses. Reasonable hours are afforded so plenty of time may remain to experience the Kingdom’s finest arts or fraternize with fellow nobility. It is a life of appearances and luxury. This has led to a rapidly growing unrest among the urban nobility. Those of lower stations have experienced the worst of the effects brought on by the phoron shortage. The previously expected luxuries reliant on human corporations and galactic trade have gone beyond their reach. Their businesses, often reliant on corporate factories and trade, have seen a downturn. This has culminated in the rare sight of dissent among the lesser nobility, although none would stoop low enough to join those protests made by the commoners.&lt;br /&gt;
&lt;br /&gt;
Patriotic citizens will commonly greet each other by saying: &amp;quot;Suns bless the north.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Because of its focus on lineages, the traditional Tajaran family has an important role in the New Kingdom of Adhomai. Personal prestige and satisfaction are second to the needs of one’s dynasty. Extended families are the norm, most Tajara continue to live with their parents after marriage. Acquiring a partner of respectable pedigree is a common expectation set upon the nobles. Commoners suffer from less pressure, but many seek to marry into nobility to raise their social status.&lt;br /&gt;
&lt;br /&gt;
In line with the conservative Tajaran culture, gender roles are very important. While some advances were made by the revolution, the society still upholds the expectations of the old society. The ascension of Queen Shumaila is considered a rare moment where these norms could be subverted. For a marriage to be recognized by the government, it must first be accepted by the religious authorities. Same-sex marriages are not even considered as a concept by the New Kingdom, as they still see a union as an affair related to one&#039;s bloodline, rarely related to affection. However, commoners are under less scrutiny and may choose their partners with far more freedom. Transgender Tajara have to navigate the intricacies of the Royalist society norms, with few being able to handle the expectations and the rudimentary state of the country&#039;s medical care.&lt;br /&gt;
&lt;br /&gt;
Due to social pressure to continue their lineage, some homosexual Tajara, mainly nobles, marry into heterosexual relationships. It is not uncommon for affairs outside of marriages to happen, with some couples being aware of this. While these can turn into scandals, they are often ignored by the wider society if they do not result in bastards or are with someone of a different caste. &lt;br /&gt;
&lt;br /&gt;
Relationships between different castes are considered to be highly abhorrent by the New Kingdom&#039;s society. While no laws exist against them, it is common for officials to refuse to recognize these unions and for mixed couples to be discriminated against by the state and population. Those found dating outside of their ethnicity are frequently disinherited by their families. Mixed heritage individuals face a great deal of discrimination. Some reactionary elements have been campaigning to create laws to outlaw miscegenation.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai possesses no official religion, but the Crown claims the role of protector of the Ma&#039;ta&#039;ke creed and the Worship of S&#039;rand&#039;marr. Most of the population identify themselves as followers of the Ma’ta’ke pantheon, with S&#039;rand&#039;marr Worship being more common in the urban centers and with some noble houses.&lt;br /&gt;
&lt;br /&gt;
Foreign missionaries are permitted in the Kingdom territory, but their activity can be hindered by locals that are considerably more religious than the average Republican citizen.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Siik’maas and Ya’ssa are recognized as the official language of the New Kingdom of Adhomai, used in all official documents, and taught in schools. Other Tajaran languages are also commonly used, with Delvahhi being spoken by Rock Nomads and Nal’rasan by M’sai Amohdan exiles.&lt;br /&gt;
 &lt;br /&gt;
The language of the nobility, Ya’ssa, is heavily promoted by the house of Azunja; it is currently undergoing a period of revival and renaissance as the official tongue of the NKA.&lt;br /&gt;
&lt;br /&gt;
== Cuisine ==&lt;br /&gt;
&lt;br /&gt;
Before the first revolution, most of the land was owned by the privileged aristocracy of the Kingdom of Kaltir, which utilized the peasantry to work in the fields. After the revolution and with the capitulation of the Kingdom of Kaltir, most of the ownership of the land was taken away from the hands of the nobles and distributed among peasants and bureaucrats loyal to the new Hadiist government. Under the New Kingdom of Adhomai most of the land was redistributed to supporters of the Azunja dynasty. A large part of the population is still employed in the agricultural field, and traditional agriculture plays an important role. The technology employed in the farms of the New Kingdom is considered rudimentary and outdated. Mechanized farm equipment is a rare sight and shortages of food are still a present menace to the population.&lt;br /&gt;
&lt;br /&gt;
The Earth-Root soup is a common sight on the tables, of all social sectors, in Northern Harr&#039;masir. Prepared traditionally with water, Earth-Root, and other plants, such as the Nif-Berries. Other main dishes include stews, commonly prepared using Snow Strider’s meat, hunted by the local M’sai population. Common alcoholic beverages might include fermented Sugar Trees and Earth-Root’s extracts, mixed with honey from Messa’s Tears or from the native apiculture. Victory Gin can also be found in the borders of the New Kingdom of Adhomai, but its production and importation have ceased, due to the drink relation with the enemy regime. &lt;br /&gt;
&lt;br /&gt;
=== Notable Dishes ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fermented Hma&#039;trra Meat:&#039;&#039;&#039; large pieces of Glacier Worm meat that have been fermented for months. It has a strong taste and smell because of its large concentration of ammonia, usually causing anyone not accustomed to it to vomit. This dish originated as a way to preserve meat during the harsh winters of Northern Harr&#039;masir. It is served alongside alcoholic beverages.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spicy Ras&#039;val Clams:&#039;&#039;&#039; made from the prized Ras’val Clams served alongside spicy herbs and Adhomian vegetables, this recipe has gained galaxy-wide fame after the First Revolution. It became exceedingly expensive outside of Adhomai during the Second Revolution because of the blockade imposed by the Orbital Fleet; as off-world clam farms were unable to cope with the demand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creamice:&#039;&#039;&#039; The traditional dessert of Northern Harr&#039;masir is considered by many as being the mixture of ice, Fatshouters’s milk, sugar, and Nif-Berries’ oil, named Creamice. The popular tales claim it was invented after a famine desolated the land, resulting in the population resorting to eating snow, however, such tale has been classified by most historians as nothing but fiction. Creamice is commonly consumed by the nobility since they are the ones that can afford the luxury of refrigeration.&lt;br /&gt;
&lt;br /&gt;
=== Notable Beverages ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tree-Bark Firewater:&#039;&#039;&#039; high-content alcohol distilled from Earthen-Root or Blizzard Ears. Tree bark is commonly added to the drink to give it a distinct flavor. The firewater&#039;s origins can be traced back to the pre-contact times where impoverished peasants would make alcohol out of anything they could find. Homebrewing remains a tradition in the New Kingdom&#039;s rural parts. These traditional spirits are also manufactured by large breweries and sold to the urban population as handcrafted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Darmadhir Brew:&#039;&#039;&#039; a famous variation of the Nm&#039;shaan Liquor; it is described as one of Adhomai&#039;s finest spirits. It is produced solely by a small family-owned brewery in Miran&#039;mir. Its recipe is a secret passed down through the generations of the Darmadhir household since immemorial times. The only living member of the family, Hazyr Darmadhir, is a 68 years old Tajara. His sole heir and son died in the Second Revolution after being drafted to fight for the royal army. Alcohol collectors stipulate that the brew&#039;s price will skyrocket after Hazyr&#039;s death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mutthir:&#039;&#039;&#039; a beverage made with Fatshouters&#039; yogurt mixed with Nm’shaan&#039;s sugar and sweet herbs. Mutthir is usually consumed during meals by both nobles and commoners. The drink can also be smoked for flavor. Mutthir is believed to have originated from the worldwide appreciated Fatshouters&#039; fermented milk. Rock Nomads living in the Nomadic Host were quick to adopt the drink to their diet.&lt;br /&gt;
&lt;br /&gt;
=== Gifting Tradition ===&lt;br /&gt;
&lt;br /&gt;
The conditions at Northern Harr&#039;masir are deemed harsh even for the standards of Adhomai. Due to such, a culture of cooperation and generosity emerged as a response before the hardships supported both by the nobility and the commoners. It is a common tradition when visiting someone else&#039;s household, to gift the host a dish, with the more common choices being Earthen-Root’s soups, stews or desserts. This custom is observed both by nobles and the commoner population, being recognized as a sign of friendship, generosity, and, as some might argue, wealth. It is an act of disrespect to visit someone and not bring them a gift, and it is considered an insult to reject the offering.&lt;br /&gt;
&lt;br /&gt;
=== Military Nutrition ===&lt;br /&gt;
&lt;br /&gt;
The early Alam&#039;ardii forces relied on the landed nobility to provide them food, with the resources being taken from the private properties of their contractors. Their rations were composed mainly of salt-cured Snow Strider&#039;s meat, Blizzard Ears&#039;s flour, and Fatshouters’s milk. The defection of many officers from the Republican navy to the imperial side introduced the concept of canned goods, a luxury at the time, being used as rations. Large shipments of supplements, including food, were smuggled by the officers and their crew during the formation of the Royal Navy.&lt;br /&gt;
&lt;br /&gt;
With the conscription enacted by the parliament and the king, it was necessary to find a better method to store and feed the armed forces. The Mrraka&#039;te&#039;almalik, inspired by the navy, contracted a canning factory, one of the few to provide such service in the city of Kaltir, to supply canned goods for the Imperial Army. While certain issues were solved with the utilization of canning, the Navy was prioritized above the Imperial Army. Food shortages are still common among the land forces, and many officers have to rely on buying supplies from other sources or even enforcing rationing among their ranks.&lt;br /&gt;
&lt;br /&gt;
== Fashion ==&lt;br /&gt;
&lt;br /&gt;
Commoners and nobles usually wear similar clothing in their daily lives; traditional Tajaran garments or working attire. Military uniforms are a popular choice among the rural nobility, with the urban elite dressing in a most modest manner. Peasants prefer wool and fur clothes, made to withstand the bitter cold of the north. The metropolitan population favors comfortable overalls and worn suits.&lt;br /&gt;
&lt;br /&gt;
Jewelry, tail adornments, and veils are in rich abundance, often showing off small and intricate details of individual personalities. More intricate and fancy outfits are reserved for special events, such as parties or parades. Dresses long hidden that have gone from generation to generation, peacoats, and cloaks adorning every modern gentleman, suits tailored to fit. Even if the Kingdom lacks in treasury they always find that extra credit to spend on a new dashing coat.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
The Music in the New Kingdom of Adhomai typically deals with the restoration of the old ways, the idyllic lifestyle of the rural areas, and tales of folk heroes. Folk instruments are widespread, alien equipment can be only found in large urban centers.  Artists are free to perform and publish their work without asking for governmental authorization, but without government help or the patronage of a noble, it is uncommon for any producer to gain notoriety. Censorship is usually uncommon, but pieces that are considered indecent or offensive to the Crown are quickly forbidden by the law.&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai war songs claimed the restoration of the monarchy and the destruction of the Republican enemy during the first years of the Second Civil War. As the Kingdom was pushed into a defensive position, the themes changed to honor the sacrifice of the unyielding defenders and the call to restore the Kingdom of Kaltir’s old borders.&lt;br /&gt;
&lt;br /&gt;
=== National Anthem ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom&#039;s national anthem was originally a war chant sung by monarchist soldiers in the battle against the People&#039;s Republic. It expresses the royalist intentions of returning the monarchy back into control of Adhomai.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:25%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;March of the Loyal Soldier&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
From Olska, the masterful library,&lt;br /&gt;
from Baltor, the great watchmakers of old,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
Were they made rough.&lt;br /&gt;
&lt;br /&gt;
Furious winds,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
furious winds, they were made strong,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
They were made strong.&lt;br /&gt;
&lt;br /&gt;
No exhaustion, no fear!&lt;br /&gt;
They shall stand up for you!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
They&#039;ll send their greetings!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
&lt;br /&gt;
Remember the terror!&lt;br /&gt;
Remember the dark times!&lt;br /&gt;
An ode to old glory,&lt;br /&gt;
An ode to new found glory!&lt;br /&gt;
Suns will defend,&lt;br /&gt;
The prestige of their kind!&lt;br /&gt;
&lt;br /&gt;
The Kingdom is bound to rise!&lt;br /&gt;
Blazed by the suns!&lt;br /&gt;
And this song will be heard,&lt;br /&gt;
To the city of Nal&#039;tor!&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Literature ==&lt;br /&gt;
&lt;br /&gt;
The interest in literature was reignited with the creation of the New Kingdom; as books were once a symbol of status among the old nobility. Pre-contact texts are prized and actively copied in an attempt to safeguard whatever survived the book burnings of the First revolution. Reading for entertainment is associated with the nobility and the urban Tajara, while the rural population has more contact with plays through the theater. The revival of Ya’ssa has also helped strengthen the nobility interested in literature.&lt;br /&gt;
&lt;br /&gt;
While many writers attempt to copy the style of the pre-contact text, the content is largely related to the reality of the Modern Tajara. The romanticization of the Traditional Tajaran life, the retelling of old tales in a modern setting, and tragic stories are the most common themes found in the NKA literature. &lt;br /&gt;
&lt;br /&gt;
=== Notable Books ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The New Kingdom:&#039;&#039;&#039; a political text written by King Vahzirthaamro Azunja during his time in hiding. The book calls for the toppling of the Hadiist regime and the restoration of a constitutional monarchy. The New Kingdom proposes the creation of a new political system to preserve the traditional Tajaran society while avoiding the pitfalls of the previous regime. Copies were illegally published and smuggled all across Northern Harr&#039;masir before the uprising. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When the Clock Strikes:&#039;&#039;&#039; the retelling of a pre-contact family tragedy centered around the town of Bal’tor. While the original setting was situated during the gunpowder age, this version places the characters in the era shortly before the return of King Azunja. The story follows the daily struggle and drama of two feuding families. The text is famous for its bleak outcome and criticism of revenge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zhan Mine:&#039;&#039;&#039; a novel romanticizing the society pre-contact and criticizing the First Rebellion. The book tells the story of a group of Zhan-Khazan miners who rebel against their Njarir overseers, hoping to create an underground community where all Tajara are equal. A power struggle soon ensues between the rebels, resulting in infighting and purges. Ultimately, the rebellion is betrayed when a group of Zhan Tajara opens the shaft&#039;s entrance to a squad of M&#039;sai enforcers.&lt;br /&gt;
&lt;br /&gt;
== Television ==&lt;br /&gt;
&lt;br /&gt;
Due to technological constraints and its association with the People’s Republic, television has been slow to spread within the New Kingdom. It is primarily found in noble homes and among urban families, however lower-class homes have slowly been acquiring early televisions. The influence of the traditional Tajaran theater is still present in the shows; broadcasts are usually theatrical recordings or based on plays. Alien shows once entering the Kingdom’s broadcast waves have ceased airing due to restrictions in access to broadcasters, a result of the increasing costs associated with the phoron scarcity in FTL-communication.&lt;br /&gt;
&lt;br /&gt;
=== Notable Shows ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kaltir Royal Theater Broadcast:&#039;&#039;&#039; a show dedicated to broadcasting plays performed at the Kaltir Royal Theater. The program is popular with the growing urban middle class; as they lack the time and the money to attend fancy plays in person. Oleg Al&#039;Mor&#039;s works are one of the main attractions of the show.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drunken Earthen-root:&#039;&#039;&#039; a low-budget sketch comedy show, created by a group of Kaltir Law Academy dropouts. Known for its black comedy and satire, the show explores the anachronistic nature of the New Kingdom through absurd situations and observational sketches without punchlines. The series gathered a cult following outside of Adhomai thanks to its rather unique humor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Cold Court:&#039;&#039;&#039; a telenovela set during the gunpowder age. The story is focused on the plots and interpersonal dramas of the imperial court of Ras&#039;nrr. Having no set protagonist, the series follows the stories of several courtiers and their attempts to gain the favor of the King of Kings. The show is infamous for killing off its character abruptly despite their popularity with the audience.&lt;br /&gt;
&lt;br /&gt;
== Radio ==&lt;br /&gt;
&lt;br /&gt;
Because of its simple technology, the radio can be found in nearly every home in the New Kingdom. Despite this, entertainment takes a backseat before the necessity of broadcasting news and the Crown announcements. Pubs and other gathering centers will have at least one radio that is left on during the entire day. Amateur radios are widespread in rural areas.&lt;br /&gt;
&lt;br /&gt;
=== Notable Radio Stations ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Crown Herald:&#039;&#039;&#039; the main government news station. Originally a pirate radio created to broadcast the return of King Azunja, the channel was brought by the Crown to be its main means of communication with the population. Parliament decisions and the King’s speeches are broadcasted daily to the subjects of the Kingdom through the Crown Herald.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northern Harr&#039;masir Radio:&#039;&#039;&#039; the largest entertainment radio station in the New Kingdom. Situated in Kaltir, it broadcasts traditional Tajaran music and radionovelas on a daily basis. Actors that are not talented or connected enough to join the Royal Theater will commonly find work in this station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== National Holidays == &lt;br /&gt;
&lt;br /&gt;
With their roots in the history and traditions of Kaltir and her people, the citizens of the New Kingdom struggled with being unable to celebrate their holidays during the brutal war effort to hold against the PRA&#039;s armies. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Day of Rightful Restoration (October 27th):&#039;&#039;&#039; celebrated by the NKA, this holiday marks the day Kaltir declared its independence, both during the era of the Colonial Wars and when King Azunja declared the New Kingdom. It touts the resilience of the Northern Harr’masir people and the stalwart Imperial Army. Pubs and bars fill up as its citizens celebrate their victory in the Second Revolution and the enduring legacy of the Kingdom of Kaltir. Museums and art galleries open fully to the public with no cost for tickets. A parade is always held in the capital, attracting people from across the Kingdom, with a royal procession from the Imperial Palace to the Law Academy. Following the ALA’s assassination attempt of the King and Field Marshal, the parade was halted until the war’s end. In D6, the House of Hamiyeh set up an enormous feast around the Sleeping Cannon Pub for the day, buying out food stocks from farms all around Mendell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ice Waltz:&#039;&#039;&#039; held to celebrate the passing of the year, the Ice Waltz is a festival common across the Northern Harr’masir people. They gather at the shores of the ocean and set up platters for feasts, stages for musicians and plays, and various competitions ranging from wrestlers to gunslinging showmen. Halfway through the day, the waltz itself begins. To symbolize passing into a new year and a newer person, celebrators enter the freezing waters to demonstrate their own hardiness. While most opt to just dunk their feet in, the more daring don swimsuits and enter the sea.  Afterward, as warming pyres are lit, effigies made by families are tossed into the ocean. This is usually to avoid bad luck with the effigies depicting some sort of evil, such as Raskara or Hadii. The waltz is held on different days depending on the city but is always held during the lesser summer. In D6, the NKA community celebrates it on &#039;&#039;&#039;January 15th.&#039;&#039;&#039; Besides it happening on one of the many beaches near Mendell, there’s little to no difference between the holiday there and back on Adhomai.&lt;br /&gt;
&lt;br /&gt;
== Sports == &lt;br /&gt;
&lt;br /&gt;
Despite claims that Kaltir always had a vibrant sports tradition, sports in the New Kingdom would have never developed to what it is today without Republican involvement. The farehal courts are still locked to nobility who enjoy the game as a valued pastime. But it was the Republican influence that led to the proliferation of the mahmrro clubs to all corners of the modern NKA. The sport increased in popularity during the war as a means for youth to distract themselves from the dire situation in Northern Harr’masir. Now, the sport has become one that the peasants cheer for and students play constantly when they’re free from school and home duties. Many children dream of being a professional mahmrro player. Nobility, meanwhile, stays away from the game. Its association with peasantry makes the Kingdom&#039;s noble class view mahmrro as a peasant’s game unfit for bluebloods like themselves. Board games are still seen as an intellectual&#039;s choice and thus enjoy popularity among the nobility to help them appear sophisticated. &lt;br /&gt;
&lt;br /&gt;
Farehal clubs are an expensive business in the New Kingdom. Many of the courts are private enterprises that provide all sorts of services for their exclusive noble clientele. Exquisite food, massages, saunas, and prime alcohol bars are expected of any Farehal club worth its salt. Mahmrro players, meanwhile, enjoy some of the most profitable clubs on Adhomai. Private teams are funded by sponsors, usually private businesses or municipal governments, to train and play in championships and competitions televised to the Kingdom through radio. The stadiums are always filled with fans. Devoted fans make up the ranks of mahmrro hooligans who enjoy attacking other teams’ hooligans in fights during or after the games. The most popular Mahrro clubs are the Minharzzka Maritimers (Funded by the company of the same name), the Nusinsk Oilmen (Funded by local industrialists) and the Kaltir Heralds (Funded by The Crown Herald). Lesser popular teams are the Rock Nomad Mahrro Club fielded entirely by Rock Nomads, the Olska bandits, and the Imperial Armed Forces Mahrro Club (IAFMC).&lt;br /&gt;
&lt;br /&gt;
== Crime == &lt;br /&gt;
&lt;br /&gt;
Crime in the New Kingdom usually takes the form of robberies, hooliganism, family feuds, and phoron smuggling. With the opening of the economy to off-world investment following the armistice, wealth started to pour through the nation’s railways and ports. Gangs specialized in train robbery and cargo theft are rampant. These criminals wait in the prowl for the train to approach, forcing the locomotive to stop by throwing obstacles on the rails or by provoking avalanches. Hooliganism in the cities commonly happens after Farehal or Mahmrro games; fans of competing teams, after spending hours drinking in the pubs, fight each other on the streets over the result of the previous match.&lt;br /&gt;
&lt;br /&gt;
Family feuds are commonplace in the Kingdom because of society’s focus on one’s household. While nobles may prefer to engage in politics and abuse of their governmental positions to provoke and damage their enemies, the rural peasant population is known to participate in bloody vendettas that might span over generations. Many grudges even originate from events that transpired before the First Revolution. The government is eager and fast to intervene when the situation spirals out of control, but little is done to stamp out this mentality.&lt;br /&gt;
&lt;br /&gt;
A growing issue across the Kingdom’s supply lines is the [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-182383 theft of phoron]. Despite the relatively low use of phoron across the Kingdom’s antiquated economy, those few phoron shipments required by corporate factories are at high risk of theft. Bandits and gangs once prioritizing freight trains or passenger cars have begun to focus on phoron trains, notable for their hazardous material placards. With this crime eating into corporate profits, the human corporations have placed increasing pressure on the overburdened law enforcement of the Kingdom to resolve the issue.&lt;br /&gt;
&lt;br /&gt;
Civil unrest is not classified as a crime within the New Kingdom. However, protests and dissent has been on the rise. With the tactics of the Adhomian Democratic Front, many of these activities are broadly categorized as an action by the Front, and put down by the local Constabulary. This approach to the issue has only stoked the flames, fueling the issue, and repeating the cycle.&lt;br /&gt;
&lt;br /&gt;
= Economy =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai uses the Adhomian Knuckle (თ) as its official currency. The Biesel Standard Credit (电/CR) is accepted only in major cities. However, due to the expanding corporate foothold in the country, acceptance of the BSC is growing. Royalist banknotes have national heroes and members of the Azunja Njaqrii stamped on them. &lt;br /&gt;
&lt;br /&gt;
As a result of the Second Revolution, the New Kingdom suffers from overwhelming public and private debt. For the entirety of the Kingdom’s wartime existence, this had resulted in a lethargic economy. Since the Armistice, confidence in the future of the Kingdom’s economy led to unprecedented growth, even in spite of the rising cost of trade due to the phoron shortage. The low cost of labor, cheap resources, and plentiful mineral deposits have resulted in notable trade with the SCC corporations. With this growth, the debt has been slowly declining, allowing for a wave of industrialization to occur. Some economists speculate this growth is only temporary and a result of the Kingdom catching up with the Adhomian average.&lt;br /&gt;
&lt;br /&gt;
Most of the NKA economy is based on agriculture and mining; as Northern Harr&#039;masir has large and rich mineral deposits. This mineral extraction sector has seen unprecedented growth in recent years as the cheap cost and plentiful deposits have overcome the high cost to export them. Most mines in the Kingdom are operated by the nobility, and sell directly to megacorporations or the national corporations, however corporate-owned mining operations do exist, concentrated around larger urban regions in the southern territories.&lt;br /&gt;
&lt;br /&gt;
Industry is only present in the major urban centers, and it is heavily focused on the production of weapons and heavy machinery. The majority of factories continue to be owned and operated by the Kingdom’s national companies. Corporate factories already present in Kaltir and the Harr’nri peninsula continue to operate at reduced capacity, although even with the phoron-caused decline in production these factories far outpace other industries. With the positive outlook on the national economy and a bolstering of the military, industrialization has picked up in cities across the nation.&lt;br /&gt;
&lt;br /&gt;
The agricultural land is divided between large farms held by the nobility and countless small and medium properties controlled by commoners. The technology employed in the farms of the New Kingdom is rudimentary and outdated; such is the result of the years of neglect by the Hadiist administration and the isolation promoted by the global conflict. Basic diesel tractors and early mechanized tools have quickly become the norm since the end of the revolution. Very few rural farms continue to rely on animal-driven equipment and hand tools. Some farms are fortunate to have access to leftover Hadiist models, or even new designs from domestic machinery companies. The dated technologies in use, however, have afforded the agricultural economy safety from the wider phoron shortage alongside most crops being sold within the Kingdom’s markets.&lt;br /&gt;
&lt;br /&gt;
All members of the nobility that own landed titles, except for those who already work on their own private enterprises, have the obligation to serve in the public bureaucracy, civil service, or military. Landless nobles are part of a class that can be drafted as part of the service gentry in times of need, otherwise, it is common for them to take positions in education, administration, as officers in the army, or in the medical field. Commoners are able to conduct enterprises of their own and practice most of the professions in the Kingdom, such as acting as doctors, soldiers, professors, and artists. However, the majority of the businesses are under the control of the nobility, forcing many commoners to work under a noble family in their companies. All nobles answer directly to the Queen and Crown, paying taxes to the government. There are no vassalage ties between nobles, with different titles serving to display how much land and prestige someone has. It is not uncommon for unlanded and petty nobility to seek employment and fortune outside of Adhomai.&lt;br /&gt;
&lt;br /&gt;
The most notable aspect of the Kingdom’s economic situation is the growing wealth disparity. Commoners and lesser nobility alike see little of the rising growth in the Kingdom. Costs of goods and luxuries rise faster than wages, which rarely change year after year, resulting in a slipping standard of living for the majority of the urban population. This has led to a high amount of dissent, but little has been done. Many in the upper nobility refute or ignore the worsening situation. Ironically, with the growth of the Kingdom’s economy and steady expansion of technological access, the lower-commoners have seen a rise in quality of living.&lt;br /&gt;
&lt;br /&gt;
The presence of megacorporations is quickly growing since the New Kingdom has been receptive to the SCC. Unlanded nobles and entrepreneuring commoners are known to leave Adhomai to work for megacorporations, seeking fortune outside of the Kingdom. &lt;br /&gt;
&lt;br /&gt;
== Notable National Companies ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dymtris Construction:&#039;&#039;&#039; a civil construction company based in the city of Dymtris. They are currently owned by the Rukhaylo dynasty, an influential family with contacts in the Parliament. Dymtris Construction specializes in constructing houses and restoring pre-contact buildings. They were responsible for the restoration of the Imperial Palace and are currently working on a large system of fallout bunkers throughout the Kingdom. Dymtris Construction is infamous for paying lower salaries and providing precarious accommodations to its workers, despite this, they enjoy popularity among NKA Tajara as one of the few non-alien construction firms.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Firearms:&#039;&#039;&#039; originally funded by a Kaltir&#039;s gunsmith as a small workshop, the Royal Firearms is a weapons company responsible for supplying the Royalist military, law enforcement, and diplomatic service with small arms. The enterprise also has a strong presence in the civilian markets with its revolvers and hunting shotguns. Royal Firearms is currently working with the government to develop and manufacture an automatic service rifle for the Kingdom&#039;s army, alongside working with [[Zavodskoi Interstellar]] and [[Empire_of_Dominia#Great_House_Corporations|Morozian Imperial Armaments Conglomerate]] to supply the newly created [[#Raaktiye Pretnarii|Raaktiye Pretnarii]]. Royal Firearms made extensive use of POW’s forced labor during the Second Revolution.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minharrzka Maritime Company:&#039;&#039;&#039; situated in Miran&#039;mir, the Minharrzka Maritime Company is the largest maritime engineering business in the New Kingdom. The company is involved in producing and maintaining the Royal Navy&#039;s ships. Minharrzka Maritime Company also builds civilian vessels. The organization is currently controlled by the Rahimkulov family. Because of the supposed friendship between the Rahimkulov dynasty and Grand Admiral Mahtra Dynhaas, the enterprise has access to the best contract possible with the navy. They are the oldest company among the “big three”.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rahimkulov Interstellar:&#039;&#039;&#039; the youngest of the national corporations, Rahimkulov Interstellar is the only Royalist orbital shipyard. [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-165383 Following its creation] by the same family controlling the Minharrzka Maritime Company, it received numerous contracts with the Mercantile Flotilla. It relies heavily on megacorporate workers hired from NanoTrasen and [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183821 formerly] [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#findComment-160966 Hephaestus Industries] in the construction and designing of new vessels. It is currently in an unstable position with many questioning whether it is even turning a profit due to the current phoron scarcity and subsequent crash in the ship building market.&lt;br /&gt;
&lt;br /&gt;
== Tourism ==&lt;br /&gt;
&lt;br /&gt;
Since the end of the Second Revolution, tourism has become a fast-growing sector in the New Kingdom. Deals with megacorporations, [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#findComment-159338 such as Idris Incorporated], have allowed the nation to quickly offer many touristic opportunities. While some big national companies have started to dominate the market, several smaller agencies still exist. Outside of historical attractions, the NKA is home to areas with a well-preserved native culture and natural beauty, such as the Zarr&#039;jirah Mountains and Bar&#039;jar. Resorts on the Peninsula of Harr&#039;nrr are popular with the nobility. However, the ongoing instability in the south may begin to threaten the Royalist tourist industry. Alien visitors are generally welcome in the Kingdom due to the prosperity they bring, however they have become rare with the high cost of travel and the suspicion placed upon them by more conservative elements of the Kingdom.&lt;br /&gt;
&lt;br /&gt;
= Technology =&lt;br /&gt;
&lt;br /&gt;
Much like the Democratic People’s Republic, the New Kingdom inherited a portion of Republican technology when they broke from the once-unified Hadiist government. However, the social strata of the Kingdom is exceedingly different, and their isolated territory in the North did not see that much development prior to the War. The New Kingdom has been forced to grapple with this reality, and, as a result, most advanced technology has been appropriated by the landed nobility unlike the peasants, who are left to return to the older ways. &lt;br /&gt;
&lt;br /&gt;
== Civilian ==&lt;br /&gt;
&lt;br /&gt;
By design, the noble Njarii of the New Kingdom enjoy access to a wide variety of modern inventions. Once again, the nobility has begun to hoard technology for itself, and while different levels of political power and nobility permit access to varying ranges of items. Nobles enjoy devices like human-made televisions, gaming systems, automobiles, computers, advanced kitchen appliances - anything they can afford to buy, import, and upgrade in their own household. Thanks to growing industrialization, and Mahveh Azunja’s policies, these advances have begun to trickle down to the peasantry. Import costs all but prohibit affordable luxuries for all but the upper nobility, and the lack of emphasis on alternatives produced in the Kingdom results in little recourse. However, the second-hand market for goods remains a strong force, even if it technologically lags far behind the rest as it grows only when the nobility have had their fill of a particular item.&lt;br /&gt;
&lt;br /&gt;
Peasant homes are usually constructed with wood and stone. Owing to their far northern homeland, boilers and wood-burning stoves are typical to provide warmth and hot water, although homes closer to denser villages and cities may be afforded centralized municipal heating. While the majority of homes still have an icebox, many have transitioned to early freezers or, for more traditionalist communities, storing food and meat in the frozen ground as Tajara did for thousands of years. Simple, reliable furniture and breathable, sturdy clothing for the workday is favored. The majority of the rural peasantry has basic electricity for lighting or simple appliances, however well-off commoners are increasingly installing fridges, basic second-hand televisions, and washing machines as the Kingdom’s economy grows. Notably, however, many rural utilities are unreliable. Banditry, budgetary restraints, and poor infrastructure lead to questionable access forcing many to utilize traditional methods when the local utilities fail.&lt;br /&gt;
&lt;br /&gt;
Cities in the interior of the Kingdom enjoy easier access to these amenities. While by no means approaching the level of wealth and decadence landed nobility might enjoy, city-dwellers do gain access to utilities like reliable plumbing, heating, and electricity. Widespread illiteracy means that most homes in the city have radios so they can receive news and updates from the Imperial government. The New Kingdom has many of these bustling metropolises, and though they are nowhere near as industrialized as the People’s Republic, a melding of technology with older Tajaran styles and traditions has offered city-living peasants a brighter lease on life.&lt;br /&gt;
&lt;br /&gt;
The New Kingdom’s industry is heavily focused on the mining and agricultural sectors, and as such these tend to receive the most investment and attention from Imperial elements. Miners and farmers have only recently begun seeing the widespread use of newer machines. Powered mine-carts are utilized in most mines, alongside mechanized drills and equipment. Many rural mines still utilize lever-powered mine-carts and steam shovels, however even these operations are seeing heavier investment from local nobility. Farms use a mix of N’hazfu-driven tills and early diesel tractors. A good portion of the populace is devoted to maintaining these two economic powerhouses, favoring the agricultural sector. To escape from the monotony of this work, and in lieu of entertainment like televisions or radios, the performing arts have made a huge comeback in the North. Plays, musicals, poetry nights - anything to help distract the peasantry from the grind of their daily lives. Theaters are especially common in most villages.&lt;br /&gt;
&lt;br /&gt;
Personal computers are a rare sight in the New Kingdom’s homes; only the nobility has enough influence to acquire one. Following the Armistice and further deals with megacorporations, terminals have been shipped to most villages and major cities for general use. These machines are found in the houses and offices of the local governors, who are all usually nobles, for them to decide when it is proper for anyone to use the computer. Owing to this practice, most of the population’s access to this technology is held hostage by the plutocracy.&lt;br /&gt;
&lt;br /&gt;
Transportation within and across the Kingdom, as with many parts of the monarchy, is heavily divided between nobles and commoners. Many nobles enjoy the ownership of personal vehicles. Old Hadiist models are common, however the newer Pryzark-19 has been on the rise. Roads are rarely paved outside of the cities, however many nobles insist on utilizing their local workforce to keep these stone or dirt paths well maintained. A growing trend is the use of stone-paved roads as a measure of dedication by a noble to their locality, a trend which has helped push the steady growth of the Kingdom’s road network. Commoners have little access to vehicles. Those within cities are forced to rely on local buses or taxis, both of which come at a cost. Many choose to live near their workplace as a result. Those in rural regions often live on the very farms they till, or in company towns built around mines. Transport here is limited to a handful of buses, cars, and trains.&lt;br /&gt;
&lt;br /&gt;
Intercity travel is heavily reliant on the dated train network across the New Kingdom. Since the end of the war, the rail network has been expanded to incorporate new agricultural and mining industries, but this has come at the cost of passenger connectivity. Commoner trains, outfitted with the most basic of passenger accommodations, have to wait for freight trains to pass before continuing their journey. Noble trains, featuring luxury accommodations, are given utmost priority on the network. Every train, regardless of origin or destination, is under the ever looming threat of banditry. It is common for obstructions to appear on tracks, then a sudden rush of Zhsram riding bandits to arrive, demanding the money and valuables of all on the train. Noble trains typically have corporate hired protection, however commoner trains must rely upon the overextended Raakti Shariim and Royal Constabulary.&lt;br /&gt;
&lt;br /&gt;
=== Notable Civilian Vehicles ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pryzark-19:&#039;&#039;&#039; a half-track, brougham style automobile designated to be sold to the nobility. Anyone planning to buy a Pryzark-19 will likely have to acquire a loan. As the Kingdom&#039;s economy grows, these cars have become a status symbol. This has led to a subculture of nobility heavily modifying their Pryzark-19’s to suit their tastes and showboat their wealth. Queen Shumaila is known to be an avid admirer of the Pryzark-19; tabloids speculate she owns at least three.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ha&#039;rron Sled:&#039;&#039;&#039; used since immemorial times by the Tajara, the Ha&#039;rron Sled is now only commonly seen in the northern territories of the New Kingdom. As much of the technology is concentrated in the hands of the nobility, the population in most isolated regions has to rely on the old ways for transport. Trained since birth, the pulling Ha&#039;rron can traverse hundreds of kilometers of snow and ice in a matter of days. Sleds were used to bring supplies to the army during the winter. The Raaki Shariim also make extensive use of them during rural operations. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Icehover:&#039;&#039;&#039; a boat-shaped, amphibian vehicle capable of traveling over ice, land, and water. The Icehover works by blowing air under the hull that is above the atmosphere&#039;s pressure. The difference in pressure causes drift that allows the vehicle to move. The Icehover is favored by fishers for its versatility; it can be used in warmer seasons and when the sea is frozen because of the winter. The Icehover’s appearance among the river pirates of Southern Harr’masir has led to accusations of the NKA government supplying piracy there.&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
&lt;br /&gt;
Advanced medical treatment in the New Kingdom is typically reserved for the upper class. The landed nobility get to enjoy the most of new advancements in gene therapy, surgery, or cosmetic operations - far beyond what the average peasant can get, thanks to their political status and the privilege that comes with it. Equally, with the New Kingdom currying favor with NanoTrasen, they have access to medical care even on par with what the average Republican citizen may receive in cities like Nal’tor. The same, however, cannot be said of the lower classes. Peasants are often hospitalized for longer periods of time and tend to have higher mortality rates both from increased stressors and dangers from work and insufficient medical care. Access to sufficient medical care remains a hot topic among the New Kingdom, even as access is steadily expanded as the New Kingdom advances its technologies.&lt;br /&gt;
&lt;br /&gt;
Traditional remedies, such as the usage of Messa&#039;s Tears or S&#039;rendarr&#039;s Hands, are popular for cuts and burns. Many peasants still practice old methods of curing ailments, like salt-water gargling for strep throat and even in some rural areas bloodletting to ‘cleanse the body of its unnatural vapors’, albeit the practice is rapidly dying as rural clinics spread. Poor understanding of medicine amongst the rural population complicates wounds sometimes, but medical architecture leftover from the Republicans or built by newer nobility gives the typical peasant the ability to visit a doctor - if they can afford it. Most cannot, however, and village religious leaders or family elders tend to care the most for their injured. Education and understanding of anatomy is not as advanced, and experience varies wildly from village to village.&lt;br /&gt;
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Infant mortality rates in the New Kingdom tend to be high. While the children of nobility tend to have easier access to life-saving care in the event of abnormal births or defects, peasant families are not nearly so fortunate. The typical New Kingdom family will have many children, but there is a high chance a few may die in the first few months or years of their lives. This has diminished with the introduction of vaccinations to larger cities in the New Kingdom, but unlike other powers, medical facilities lack the ability to mass-produce these inoculations and the government relies on NanoTrasen to step in, leading to a rise in the cost of drug prices.&lt;br /&gt;
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== Military ==&lt;br /&gt;
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Unlike the People&#039;s Republic or the Democratic Republic, the infantry of the New Kingdom is not as mechanized. While they do have tank corps and technicians, they still maintain the usage of outdated tactics and units like cavalry or grenadiers. Whereas the other powers focused their power on offensive research, the New Kingdom prepped for and successfully waged a defensive war against the invading Republican army. Most branches of their military are aimed towards defending the northern territory - with their most offensive units being their naval forces. Indeed, out of the three powers, the New Kingdom has invested the most into its navy.&lt;br /&gt;
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Some of the Republic’s most brilliant admirals and veteran ship crews seceded with the New Kingdom, a defeat that the Republican navy has not recovered from. While this benefit does not give them much beyond bombardment for land operations, the massive fleet of formidable ships, aircraft carriers, and anti-submarine detectors has kept both other powers on the ropes when it comes to engagements on the seas. Their enemies are wary of engaging the Imperial Navy unless absolutely required - and as such, this reputation equally carries over with privateers or pirates, who scarcely engage with the Imperial Navy as well. &lt;br /&gt;
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The New Kingdom is widely known for having very reliable equipment; military research is less involved in experimental or expensive designs, and instead industrial capacity is devoted towards tried-and-true and traditional weapons, like bolt-action rifles or bayonets. Lacking the intense industrialization of the other nations, artisans of the New Kingdom focus on producing arms and armor that is less prone to failure and requires less maintenance. It takes longer, but the end result typically is the production of high-quality armaments, giving the average Imperial soldier a leg up on the battlefield.&lt;br /&gt;
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=== Weapons ===&lt;br /&gt;
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Due to its prior isolation and economic situation, the New Kingdom of Adhomai relies on more traditional weaponry. Soldiers are usually armed with simple bolt action rifles and bayonets, while sailors and expeditionary marines are given the few available semi-automatic weapons. Officers have more freedom in their gear, as they are allowed to use any personal weapon on the field. Currently, the New Kingdom fields the [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-170194 select-fire Varnoshyk Automatic Rifle] as its service rifle, although roll-out of the service weapon has been slow.&lt;br /&gt;
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Firearms are more common in rural regions than in the few urban centers, owing to the culture of the agrarian nobility and peasantry. Commoners are able to obtain and carry small semi-automatic weapons, such as hunting shotguns and pistols. Nobles have more freedom in acquiring weapons, having been granted the right to acquire automatic weapons.&lt;br /&gt;
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==== Notable Weapons ====&lt;br /&gt;
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*&#039;&#039;&#039;Hand Cannon:&#039;&#039;&#039; created because of a shortage of weapons that happened in the New Kingdom of Adhomai during the second civil war. Old naval culverins found in museums and forgotten warehouses were adapted into portable weapons, combining modern and ancient Tajaran technology. Usually found in the hands of sailors and marines of the Royal Navy, this fearsome firearm is able to propel small cannonballs with destructive force.&lt;br /&gt;
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*&#039;&#039;&#039;Royal Firearms Service Revolver:&#039;&#039;&#039; a simple and reliable double-action revolver, favored by the nobility, officers, and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom’s markets.&lt;br /&gt;
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*&#039;&#039;&#039;Lawbringer Mk.I:&#039;&#039;&#039; an advanced, rare energy weapon, obtained through a mysterious otherworldly benefactor. The gun has nonlethal, lethal, and explosive firing modes. The presence of the Lawbringer causes awe in the forces of the New Kingdom and their enemies, as the few Imperial Dragoons allowed to wield it are well trained in its use. Due to its highly expensive manufacturing cost, only a few hundred were ever produced.&lt;br /&gt;
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*&#039;&#039;&#039;Frozen Sea Harpoon Gun:&#039;&#039;&#039; adapted from fishing tools, harpoons were found to be useful weapons in the hands of the Royal Navy and Army. Their ammunition can be equipped with all sorts of implements, such as explosives and even grappling hooks. Large guns are usually mounted on warships, serving as a complement to their traditional cannons. Smaller versions are usually carried by sailors and fishermen.&lt;br /&gt;
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==== Notable Experimental Weapons ====&lt;br /&gt;
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*&#039;&#039;&#039;Worm Signal:&#039;&#039;&#039; developed from research made on Hma&#039;trra Zivr&#039;s high-frequency communication, the worm signal is a device capable of luring the aquatic creatures to a certain location to attack ships. Since this weapon requires a radio tower to function, its deployment is limited to the Kingdom&#039;s coastal regions. Because the signal is unable to fully control the Hma&#039;trra, the Royalist navy must vacate any place before it is used to avoid being caught as well.&lt;br /&gt;
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*&#039;&#039;&#039;[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#findComment-156543 Big Alzrun:]&#039;&#039;&#039;  expanding on the already existing railway gun designs, the New Kingdom&#039;s military recently invested in the development of a massive cannon. The Big Alzrun is a fifty meters long and fifteen meters tall artillery piece. Planned primarily as a siege weapon, the gun is able to fire a large round capable of destroying any known fortification over a distance of kilometers. An entire Train, alongside thousands of workers, is used to transport and deploy the weapon. Big Alzrun also has its own anti-aircraft defenses to reduce its vulnerability to airstrikes. Because of its great cost, only one has been built so far.&lt;br /&gt;
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==== Notable Military Vehicles ====&lt;br /&gt;
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*&#039;&#039;&#039;Zhsram II:&#039;&#039;&#039; a prewar light tank commissioned by the military at the start of the Second Revolution. The tank turned out to be rather unreliable and had limited space for its staff. Due to a shortage of experienced crew, technical issues, and a lack of concise doctrine, the Zhsram II saw little use. New tanks continue to be built and provided to the army, but the high command is urgently attempting to find a better replacement for the outdated vehicle.&lt;br /&gt;
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*&#039;&#039;&#039;Railroad Cannon:&#039;&#039;&#039; artillery pieces or naval cannons mounted on train wagons used extensively by the New Kingdom during the Second Revolution. Lacking fast transportation methods, the military made use of the train system to quickly bring artillery to the frontlines. This also allowed them to deploy bigger guns. The railroad cannon was effective when defending and sieging cities, but proved to be vulnerable to airstrikes and rail sabotage.&lt;br /&gt;
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*&#039;&#039;&#039;Armored Aerosled:&#039;&#039;&#039; a propeller-driven sled used for reconnaissance. Introduced throughout the offensive of 2461, the armored aerosled is protected by light metal armor and is usually armed with a machinegun. It is crewed by a driver, which sits closer to the engine, and a gunner at the front. Plans to further develop this vehicle are underway; military officers have proposed arming the aerosled with anti-tank guns and grenade launchers for hit-and-run attacks.&lt;br /&gt;
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*&#039;&#039;&#039;[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#findComment-162320 Wheel Tank:]&#039;&#039;&#039;  single-track-wheeled light reconnaissance vehicle inspired by the Tajaran monowheels. It has room for a single driver who also controls its armament, a pair of machine guns. To help with stability, it has two steerable wheels on its sides. Its sacrifices much of its armor in favor of speed; while it can withstand small arms fire, it is very vulnerable to most anti-materiel weaponry. The Wheel Tank was recently developed as part of the Kingdom&#039;s attempt to modernize its military.&lt;br /&gt;
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*&#039;&#039;&#039;[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-165777 Experimental Walker Frigates:]&#039;&#039;&#039; Old Royal Navy frigates retrofitted by the Minharrzka Maritime Company with a set of six mechanical legs to allow for walking on coastal land. Slow and clumsy, they are intended to support land invasions as artillery support or as mobile bunkers in terrain cover. The crew compartments are cramped and offer little space due to the size of the mechanism. The frigates’ reliability is currently being tested.&lt;br /&gt;
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== Extranet ==&lt;br /&gt;
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The New Kingdom officially entered the extranet in 2458 after acquiring a contract with frontier providers. Because of this later arrival, most of the websites are government-related or hosted by migrants. The Royalism extranet is atrociously slow due to the outdated and scarce national infrastructure. Censorship is limited to content considered immoral by the general public. &lt;br /&gt;
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=== Notable Websites ===&lt;br /&gt;
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*&#039;&#039;&#039;TheirHeritage:&#039;&#039;&#039; a website destined to cataloging and preserving the history and members of the noble dynasties. Users can create profiles and add themselves to the treelines after confirming their identities through documents and pictures. TheirHeritage is infamous for not allowing non-Njarir and Tajara of mixed background to register.&lt;br /&gt;
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*&#039;&#039;&#039;WorkDay:&#039;&#039;&#039; created to help the growing city business find employees, Workday has grown to become the main Employment website of the New Kingdom. Outside of the popularity with the locals, it has helped the megacorporation in finding willing and skilled labor to ship off the planet. Despite originally being a free service, there is now a premium subscription that allows a user privileged access to megacorporation opportunities.&lt;br /&gt;
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*&#039;&#039;&#039;Miran&#039;mir Archive:&#039;&#039;&#039; the digitalized archive of the Miran’mir Academy of Scientific Pursuits museum. The website was created as part of an initiative to preserve the Tajaran history threatened by the war. The website provides access to digital versions of ancient Adhomian texts, interactive images of artifacts, and academic papers.&lt;br /&gt;
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= Regions =&lt;br /&gt;
[[File:Internaldivisions-nka.png|300px|thumb|A map of the New Kingdom&#039;s regions.]]&lt;br /&gt;
== Old Kaltir ==&lt;br /&gt;
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Stretching from Nusinsk, up the isthmus, and towards the northern borders of the New Kingdom are the lands referred to as Old Kaltir. As the name implies, these lands were ruled by the Azjuna line before the First Revolution and the collapse of the Kingdom of Kaltir. This is the homeland of the most loyal of the NKA. Previously devastated in the First Revolution and once again during the Second Revolution, Old Kaltir is steadily rebuilding itself post-armistice. Construction workers and other laborers work hard to rebuild and industrialize the cities. Life in the villages continues on as always, but the trappings of modern corporate life slowly creep in thanks to increasing megacorporation presence in the New Kingdom. Planners believe that once the reconstruction is complete, the provinces of Old Kaltir will be the greatest in the New Kingdom. &lt;br /&gt;
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== Peninsula of Harr’nrr ==&lt;br /&gt;
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Settled in the very beginning of the Colonization Age and the [[S&#039;rendarr and Messa#The_Suns_War_of_Harr.27masir|Suns Wars]], the Peninsula of Harr’nrr is a venerable section of the continent. Its largest city, Baltor, was the first settlement to be constructed on Harr’masir. The land&#039;s old history is evident in the countless fortresses and sun temples that dot its forests and towns. Many of the temples remain in use, and every Sun Priest will be more than happy to share the great history of them with any traveler. The fortresses were made into museums or art galleries decades ago. Most of the land is covered in woodlands. Lumber exports are a prime industry for this region thanks to them. &lt;br /&gt;
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The Peninsula was under the control of the Ras’nrr Empire pre-Revolution. It was the only colonial holding kept on Harr’masir and ruled by a line of Kings that promoted strict adherence to their ideas of militarism. Much of the population were involved in supporting its heavily bloated army. Despite their claims of being the greatest fighting force on Adhomai however, the army of the Harr’nrr Kingdom was utterly annihilated by the PRA. Harr’nrri soldiers fought to their last in some of the most brutal clashes in the later stages of the First Revolution. Shockingly, the general population of the peninsula accepted Hadiist rule easily. Many came to see the People’s Republic as liberators from an oppressive military regime. To help transition the populace into the new culture espoused by the Republic local administrators began to promote artisanship and trades.&lt;br /&gt;
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During the Second Revolution, the population initially supported the Republic in its war effort. But the introduction of the PRA draft in 2458 led to mass protests in the cities and towns. When those protests were suppressed by the PSIS, support for other factions rose and the NKA and ALA began to compete for influence. While cities turned to the NKA, the towns and villages saw the rise of liberator cells. Ultimately it was the NKA who seized control of Baltor when their 2461 offensives swarmed over the land and their marines took Baltor. While the royalists celebrated the liberators were faced with a hard choice: Abandon their land to join their ideological brothers, or swallow a bitter pill and remain home under the New Kingdom. Most chose to leave for the lands held by the DPRA. &lt;br /&gt;
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Today, Baltor is a cultural centre of the NKA with its traditional artisans, artists, and filmographers gaining immense popularity across the nation. Reconstruction efforts in the region have focused on the expansion of heavy industries, being the focal point of the Kingdom’s heavy machinery sector. To that end, corporate presence was once high around the NanoTrasen factories, but as the phoron shortage shrinks corporate industries so does the presence of these corporations. The Harr’nrri themselves are considered a more pacifistic and arts-inclined people, with a heavy emphasis on respect towards their fathers and faith.&lt;br /&gt;
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== The Borderlands == &lt;br /&gt;
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The borderlands refers to the region that was once the Duchy of S’rendul, now the southwest border of the New Kingdom. It is home to the Southern Harr&#039;masir citizens of the NKA. During the Second Revolution, this area saw fighting between the People’s Army and ALA-Funded bandits. The Imperial Army took the region after the pact between the DPRA and NKA was signed and the People’s Army was defeated at the northern front. Despite the ceasefire, many of the bandit gangs remained in the region. To this day they continue to cause issues for local law enforcement by robbing trains, transports, or businesses while claiming to be fighting for the liberation of the Southern Harr&#039;masir people. Compounding these issues of crime is the festering moonshining and counterfeiting rings appearing in the local settlements. Law enforcement and the Raakti Shariim have their hands full attempting to handle the problems. For every gang taken down another seemingly pops up to take their place. With the appearance of the Adhomai Democratic Front, an argument has erupted in the parliament over how to pacify the crime-riddled provinces. &lt;br /&gt;
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Life for the locals has changed little underneath the rule of the New Kingdom. Their traditions and culture are kept alive with currently no state interest in influencing them. The values of the Southern Harr’masir people continue as they did pre-Revolutions and the image of the noble but humble N’hanzafu rider shines on. Nobility from the old Duchy has returned to the region in the hopes of gaining political clout or business success. They’re generally unsuccessful in these endeavours unless they are one of the few granted power by the government or somehow strike it rich in the marketplace. &lt;br /&gt;
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== Zarr&#039;jirah Mountains == &lt;br /&gt;
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Located along the southern border and characterized by its sharp peaks, lush valleys, and hard-lived locals, the Zarr’jirah mountains are a small but beautiful corner of the NKA. The arid grasslands of the mountain sides are contrasted heavily by the valleys between them. During the summers the snow on these valleys melts to reveal fields of vibrant flowers and waist-high grasses. When the wind blows into the passes, the greenery is turned into a swirling grass sea. Towns and farms here are terraced and built into the mountainsides. Tourism has become a growing industry with the Second Revolution’s end.&lt;br /&gt;
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The mountain range is home to communities of M’sai. These people trace their lineage back to explorers sent across Harr’masir during the colonization age. In exchange for their services, the nobility had granted these M’sai the privilege of establishing their own homeland within the Zarr’jirah mountains. These mountain men honed their survivalist skills by carving out a home in the peaks. Zarr’jiri culture centers heavily around self-sufficiency and survivalism. Children from a young age are raised to be expert mountain climbers, foragers, and hunters. For most of Zarr’jiri history, children were forced to camp by themselves in the wilds to prove their skillset. The PRA ended this practice due to the increase in child mortality rates it caused. Men and women regularly travel into the wilds in the mountains and beyond to better their skills. The families that held the most prestige from their service would be the leaders of their respective town. Nowadays the mayors who preside over the towns are descendants of Zarr’jiri heroes. &lt;br /&gt;
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Zarr’jiri fought on behalf of the Great Duke of S’rendul during the First Revolution. When the nobility was soundly crushed by the PRA, Hadiist rulership came to the Zarr’jirah mountains. They opened up new mines to extract mineral wealth out of the area while employing the locals as labourers. Some of the denizens even came to join the Grand People’s Army. But when rumors of the restoration came to the mountains, the Zarr’jiri leaders listened. An envoy of King Azunja’s conspirators convinced them to assist in the uprising by exploiting royalist sentiments and tales of past glory. When the New Kingdom was declared in 2450 many Zarr’jiri fighters came to fill the ranks of the Alam&#039;ard. Those who remained in the range fought the local army garrison and dynamited the passes to cut off any counterattacks. The situation in the mountains for the next decade was harsh. Food was heavily rationed and constant patrols were needed to warn of the Grand People’s Army attempting to break the rockpiles or if another bombing run came. When the 2461 offensives of the Imperial Army finally reached the mountains the first thing that the returning fighters had done was loot grain stores to redistribute to their people. Despite the relief that followed, the effects of malnutrition have stunted many. The post-war situation has left much of the Zarr’jiri disillusioned. Their victory came at a severe cost to their peoples’ future with little to show for it besides vague promises from the Parliament, toxin-spewing mines, and a weakened population. With the growing dissatisfaction of the region, certain groups have been looking to curtail favor and use its natural protection [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-179070 for their own uses].&lt;br /&gt;
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== Nomadic Host of the Southern Borders ==&lt;br /&gt;
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A semi-autonomous province on the southeast borders of the New Kingdom, it was created after the end of the Tajaran Civil War. The region was gifted to the nomads as a reward for their support during the conflict. It is home to most of Harr&#039;masir [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]], under the leadership of [[Notable Tajara#King of the Mountains Rustam Harmaliik|Rustam Harmaliik]]. Rock nomads are allowed to practice their own customs and are granted a certain degree of autonomy within this place. In exchange for these benefits, they are tasked with defending the frontier and serving as cavalry in the Kingdom’s military. The low population density of the region allows wagons to roam freely; they are commonly followed by a herd of animals Despite the existence of the Host, most Zhan nomads still don’t recognize its borders. Caravans are known to leave the province and wander the rest of the Kingdom or beyond into the Democratic People’s Republic territories; this is a common source of friction between both countries. The nomads are seen as lesser-thans by much of the New Kingdom, even sometimes by the other settled Zhan-Khazan. When they leave their province they often face discrimination or stereotyping. Nomads have taken to wearing trophies and honors they gained as a display of their competency and might to those who look down on them. &lt;br /&gt;
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The province is governed by Rustam Harmaliik and his council of elders. Unlike the Kingdom’s citizens, the nomads only answer to their own leaders, instead of being subject to the Crown authority. Rhazar&#039;Hrujmagh living in the Host are seen as traitors by the rest of the Adhomian rock nomad community, as they decided to follow a leader that was elected without consulting the caravans of Ras’nrr. Non-nomadic inhabitants of the province are farmers and ranchers that lived in the region before the creation of the Host; they have a mixed relationship with the nomads. The conflict between the settlers and the Rhazar&#039;Hrujmagh is common, as they often see each other as unlawful occupants of the land.&lt;br /&gt;
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== Bar&#039;jar Amohda Exiles ==&lt;br /&gt;
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A large community of Amohdan immigrants can be found in Bar&#039;jar, transferred from the [[Democratic People&#039;s Republic of Adhomai#Island of Amohda|Island]] to the New Kingdom after the ceasefire treaty with the Adhomai Liberation Army. Composed mainly of monarchists that followed the Royal Army after their retreat from Amohda, they have settled on the coast of the Northern Harr&#039;masir. They have brought their culture and martial art traditions with them, opening lodges and serving the New Kingdom’s military in their own auxiliary divisions. Most of the Amohdan community has not given up on the hopes of returning to their homeland; as the dream of restoring the monarchy in the isle is still alive among them. The relations between the exiles and the Kingdom’s citizens are [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#findComment-158981 generally positive]. Many nobles seek to acquire Amohdan blades; a sought-after curiosity and sign of wealth. Despite the existence of this alliance, lodge membership and the learning of their swordsmanship remains something exclusive to the members of the Amohdan community.&lt;br /&gt;
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= Major Cities =&lt;br /&gt;
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*&#039;&#039;&#039;Kaltir:&#039;&#039;&#039; the capital of the New Kingdom of Adhomai. The largest and most industrialized urban center in the Kingdom, with its industry focusing on heavy machinery and weaponry. Kaltir is known for its cultural attractions: museums, opera houses, art galleries, and traditional pubs are found within the city. The presence of megacorporations and alien elements is the strongest here; as Kaltir has the only functioning shuttle port in the entire country. The Kaltir Imperial Palace, the home of the Azunja dynasty, can be found here. The [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]] is one of its most renowned learning centers.&lt;br /&gt;
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*&#039;&#039;&#039;Bar&#039;jar:&#039;&#039;&#039; a coastal town, home to the majority of Amohda exiles residing in the New Kingdom. Most of its inhabitants are employed in the fishing or clam farming business. The city is famous for its seafood cuisine, Ras&#039;val Clams are considered a staple in the region. The Amohdan population has started to open their lodges and mix their traditions with the local ones, creating their own blend of culture. Bar’jar also had contact with Zhan nomads during the war; as it was the location where they were temporarily settled before the creation of the nomadic host.&lt;br /&gt;
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*&#039;&#039;&#039;Miran&#039;mir:&#039;&#039;&#039; the main harbor of the New Kingdom, where the bulk of the royal navy is situated. Home to the largest shipyard in Adhomai, where several ships dock daily for repair or supplies. Most of the locals are employed in the shipwright industry or in the service sector, although canning and heavy manufacturing are rapidly growing industries in the city to support the naval sectors. The city is visited daily by travelers and sailors from all over the Kingdom. Miran&#039;mir is the home of the [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Miran&#039;mir Academy of Scientific Pursuits]] and its museum.&lt;br /&gt;
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*&#039;&#039;&#039;Dymtris:&#039;&#039;&#039; the site of the now-defunct Dymtris Line, which protected the New Kingdom for nearly a decade before being destroyed by the major People&#039;s Republic offensive in 2458. The city has an important cultural significance; it is the bastion that protected Kaltir from the Republican Army for years. Dymtris was changed deeply by the constant battles close to it; many memorials and monuments dedicated to the ones that fell in its defenses can be found in the streets and parks. [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]] can be found in this city. Marryam is the patron god of Dymtris.&lt;br /&gt;
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*&#039;&#039;&#039;Baltor:&#039;&#039;&#039; a fortress founded during the Gunpowder Age; it was the landing site of the royal armies during the Suns’ wars. Baltor played a strategic role in controlling the Ras&#039;val sea during the Second Revolution. A town emerged around the fort over time, attracted by the safety provided by the military presence. Since the end of the Second Revolution, Baltor has become a major industrial power within the Kingdom, being the focus of most newer corporate factories. The city is known for its skilled watchmaker artisans, a trade that has been passed down through generations. The Mez&#039;gin clock tower, located at the town square, is one of its points of interest.&lt;br /&gt;
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*&#039;&#039;&#039;Olska:&#039;&#039;&#039; a mining town close to the Zarragh Lake. The city was one of the last Republican bastions in Harr’masir during the final chapters of the Second Civil War. However, it avoided any substantial damage due to the surrender of the garrison during its siege. The Kraszar Library is the main attraction in Oslka; an extensive deposit of knowledge preserved by its priesthood. The city attracts many scholars and Kraszarrumalkarii, with some of them taking up residence on it. Its parks have reserved spots for storytelling. Kraszar is the patron god of Olska.&lt;br /&gt;
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*&#039;&#039;&#039;Tunguska:&#039;&#039;&#039; once a secretive People&#039;s Republic military base in the northern wastelands of Harr’masir. The compound was attacked by the Royal Navy in 2459. For unknown reasons, the New Kingdom abandoned Tunguska shortly after its capture. Its underground installations were sealed and all the military hardware was left behind; it is a collection of buildings, tanks, and autogyros that remain left to rust on the cold winds. The compound has turned into an eccentric tourist attraction, with Tajara and alien visitors paying local guides to take them to the area. Many return with stories of unexplained events happening at Tunguska, ranging from disembodied voices to the entire place changing shape and size overnight.&lt;br /&gt;
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*&#039;&#039;&#039;Nusinsk:&#039;&#039;&#039; a city built around the extraction and processing of Nas’kin Ocean’s oil reserves. Once a small fishing village before the discovery of oil close to its shore, Nuskink was quickly transformed by Al’mari’s administration into a major refinery center. However, any wealth was drained away to the more central places of the People&#039;s Republic; the locals did not benefit from the discovery. Most refineries and platforms were moved or destroyed during the Second Revolution. After the Armistice, the New Kingdom is slowly rebuilding the city’s industry to help fuel their fleet and growing industrialization. Growing air and water [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-170449 pollution] are now one of the city’s major concerns.&lt;br /&gt;
[[File:Tajara_beach.png|thumb|A child playing on the beach with Nisinsk in the background. A variety of personal crafts are still used by New Kingdom citizens, including sailboats.]]&lt;br /&gt;
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= Architecture =&lt;br /&gt;
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The dominant architectural school in the New Kingdom is known as Adhomian Neoclassical. This style seeks inspiration from Pre-War buildings. Its main characteristics are complex structures, colorful exteriors, intricate ornamentation, and asymmetrical designs. While Royalist architects were mostly focused on restoring old buildings to their former glory, the wealth brought by the Armistice has created opportunities for the nobility to commission new extravagant monuments. Even when struggling with their previous debts, the New Kingdom&#039;s nobles still seek to build a fancy summer house. While Commoners&#039; houses are more practical and do not stray from cheap materials, they are still adorned with traditional pieces of art and vibrant colors.&lt;br /&gt;
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== Major Monuments ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kaltir Imperial Palace:&#039;&#039;&#039; the ancestral home of the Azunja dynasty, the Kaltir Imperial Palace once served as the Kingdom&#039;s seat of government. Today, its function is to house the royal family and host events. Much of its previous decoration and furniture was lost during the Hadiist invasion of the Kingdom; the building was transformed into an administrative office by the People&#039;s Republic. With the help of Miran&#039;mir Academy&#039;s Restorers, the Palace is slowly recovering its missing objects.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vlrralkhzazhul Line:&#039;&#039;&#039; built after the offensive of 2459, the Vlrralkhzazhul Line is a long system of bunkers, pillboxes, trenches, and air defenses meant to protect the northern regions of the Kingdom. Unlike the defunct Dymtris Line, it survived until the end of the war. Despite its distance from the frontier, Vlrralkhzazhul continues to be expanded; its mighty halls and wide complexes are unmatched by any other fortification system in Adhomai. Many suspect that this expansion is nothing but a plot by the military to embezzle funds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mez&#039;gin clock tower:&#039;&#039;&#039; situated in Baltor&#039;s main square, the Mez&#039;gin Clock Tower is a Gunpowder Age era astronomical clock. Commissioned by the Rasn&#039;rr Empire, the tower is the oldest Adhomian clock still in function. The monument is adorned with statues of mythological figures, ancient Kings, and deities. The clock is famous for its accuracy and extremely complex mechanism for its time. Legends claim that the clockmaker who designed Mez&#039;gin was blinded on the order of the emperor so he could not replicate his work.&lt;br /&gt;
&lt;br /&gt;
= Government and Ideology =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai is a constitutional monarchy, with the King acting as the head of the judicial and executive system. The Parliament is divided into a chamber of Nobles and a chamber of Commoners. The Chamber of Nobles is constituted by hereditary positions held by the nobility. The representatives in the Chamber of Commoners are elected through elections. The Crown Heir is selected through the appointment of the King, with the approval of the parliamentarians.&lt;br /&gt;
&lt;br /&gt;
Because of the intrinsic relationship between the nobility and the public offices in the Kingdom, rivalities between the existing dynasties are common. Many of the positions are used to gain more prestige for one&#039;s family or sabotage a rival&#039;s attempt to secure a post of importance. &lt;br /&gt;
&lt;br /&gt;
== Royalism ==&lt;br /&gt;
&lt;br /&gt;
Royalism is an ideology characterized by monarchism, a constitution limiting the power of the monarch, the existence of a noble class, and the acceptance of the traditional Tajaran caste system. Its origins can be traced back to the end of the interwar period, where growing discontent with the People’s Republic allowed the return of an old dynasty bearing promises of change. Royalism attempts to reinstate the rule of the nobility over Adhomai while correcting the supposed flaws that caused the First Revolution. Despite not being adverse to progress, this ideology avoids any kind of fast change.&lt;br /&gt;
&lt;br /&gt;
The caste system is believed to be an essential and unavoidable element of the Taraja species. However, the active enforcement of those differences is considered detrimental; society will naturally enforce and drift towards them without any kind of interference. Instead of trying to make every Tajara equal, Royalism claims that every ethnicity has its own separated but indispensable function. But ultimately, the Njarir’Akhran are the indisputable masters.&lt;br /&gt;
&lt;br /&gt;
Royalism is open to diplomacy with alien powers and is generally welcoming of megacorporations. However, this stance is primarily tolerated due to the necessity of support in the conflict against the other Adhomian powers. &lt;br /&gt;
&lt;br /&gt;
=== Schools of Thought ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conservative Royalism:&#039;&#039;&#039; supported by the land-owning nobility, Conservative Royalism aims to maintain the political and social status quo while bringing economic prosperity to the Kingdom. A Monarch restricted by a parliament, composed of hereditary titles, and a constitution is seen as the perfect system to guide the Tajara people. Decision-making should remain in the hands of the nobility, while commoners should have their survival and basic rights guaranteed by the state. Megacorporations are welcomed with open arms by Conservative Royalists; they are an opportunity to attract foreign investments and modernize the nation. [[Notable Tajara#Grand Duke Akym Yudenikh|Grand Duke Akym Yudenikh]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Royalism:&#039;&#039;&#039; supported by the military and the rural population, Absolute Royalism believes that the power should be concentrated in the hands of the Monarch. The parliament and the constitution are obstacles to the progress of the nation. An absolute monarchy backed up by a strong army and navy is deemed as the best alternative to secure the Kingdom against any threats. Due to their might, the Majesty has the right to dictate what is the most adequate alternative to any situation. Absolute Royalists are opposed to diplomacy with alien governments and the presence of megacorporations, for they believe that the nation should not rely on foreigners to stand on its own. [[Notable Tajara#Grand Admiral Mahtra Dynhaas|Grand Admiral Mahtra Dynhaas]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Populist Royalism:&#039;&#039;&#039; supported by intellectuals and the urban working class, Populist Royalism plans to further democratize the New Kingdom. While the banishment of the monarchy is unthinkable, it should instead be delegated to a symbolic role. All of the power should be in the hands of democratically elected officials. The people should take an active part in the politics and their well-being is the main priority to the Kingdom. Nobility should remain a mere cultural formality to preserve the families&#039; heritage. Populist Royalists are not opposed to megacorporations, but their activities should be tightly regulated to prevent abuses and a takeover of the nation. [[Notable Tajara#Prince Serhiy Oliinyk|Prince Serhiy Oliinyk]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Revival Royalism:&#039;&#039;&#039; also called Njarir&#039;Akhran Supremacism by its opponents, this school of thought was formulated by Absolute Royalist extremists. While Revival Royalism shares its parent ideology&#039;s authoritarianism, its main difference lies in its reactionary vision of the Tajaran caste system. Revival Royalism believes that enforcing the traditional roles through the law is necessary; society would soon fall into chaos without the ever guiding hand of the Njarir&#039;Akhran. No Tajara ethnicity is superior, only built for different purposes. Revival Royalism considers individuals of mixed heritage to be an abomination - products of a degeneracy that must be dealt with harshly. The alien and its machinations are seen to be incompatible with the Tajara; ignoring them completely is the best course of action. Its adherents are known for their interest in [[Tajaran Minor Religions#Ancient Tajara Theory|esoteric ideas]]. [[Notable Tajara#Count Tscherim Sanguszkho|Count Tscherim Sanguszkho]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
== Political Parties ==&lt;br /&gt;
&lt;br /&gt;
The Parliament is divided into four parties;&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Royal Party:&#039;&#039;&#039; this party encompasses most of the agrarian landowners and high nobility, known to be loyalists to the ruling dynasty. Their main interest lies in protecting the rights of the nobility and strengthening the civil government. Nobles and monarchists usually support this party, as they see it as the one that is fully aligned with the interests of the house of Azunja and the Kingdom. They do not oppose the presence of megacorporations and diplomacy with other galactic states.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Officers Party:&#039;&#039;&#039; this party is composed mostly of army officers, navy captains, and fervorous patriots. They seek to strengthen the importance of the military in the politics and daily life of the Kingdom, usually clashing with the other two parties. Their main platforms include increasing the spending and modernization of the armed forces. Soldiers and sailors usually support this party, as it is one of the few ways they can improve their condition and participate in politics through their superiors. They are staunchly against the presence of megacorporations and have an isolationist instance in regard to galactic diplomacy.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Commoners Party:&#039;&#039;&#039; despite its name, this party is made up of lower-ranking and landless nobles. They aim to increase the rights of the commoners and move the government to a more democratic orientation, reducing the King’s powers and the reliance on the army. Members of this organization are known to hold meetings with the population to gather and understand their concerns, making use of those problems to create their own political agenda. Factory workers, learned professionals, and urban inhabitants usually support this party, as this organization is one of the few ways that their voice can reach the Parliament. While not opposed to the presence of megacorporations, the Commoners Party is against them being allowed into the Kingdom without strict laws to control their expansion. They have an open but cautious approach in regard to diplomacy with other states.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Njarir&#039;Akhran Renewal Fraternity:&#039;&#039;&#039; once a private club exclusive to the nobility, the Njarir&#039;Akhran Renewal Fraternity became the main proponent of the Revival Royalism. Thanks to the support of the most authoritarian elements in the Parliament, it was given official party status in 2463. While the Fraternity is still a minority in the government, they are eager to support the Officers and Royal parties to acquire more influence. Supported by the most radical royalists, the Njarir&#039;Akhran Renewal Fraternity pushes for an even more authoritarian government, alongside spouting a very reactionary view on the Tajaran caste system.&lt;br /&gt;
&lt;br /&gt;
== Royal Ministry of Intelligence ==&lt;br /&gt;
&lt;br /&gt;
Formed during the early stages of the second revolution, the Royal Ministry of Intelligence, also known as the Office of Ungentlemanly Affairs, can trace its origins to royalist circles that organized their meetings in cellars of Kaltir’s pubs. First serving as the force used to free King Azunja from his prison, the RMI has evolved into an agency tasked with dealing with all kinds of foreign intelligence and threats. Internal matters are handled by the Ministry of Interior and its subordinated departments.&lt;br /&gt;
&lt;br /&gt;
Agents of the Royal Ministry of Intelligence are adept in espionage, reconnaissance, interrogation, and surveillance. Information gathering and counterintelligence are the main tasks of the RMI, as they prefer to work closely with the military in their operations. Several diplomats and consular officials are members of the agency, as their positions allow them more contact with the affairs of other nations. They have added Biesel to their theaters of operations after the armistice.&lt;br /&gt;
&lt;br /&gt;
== Law ==&lt;br /&gt;
&lt;br /&gt;
The law in the New Kingdom possesses a written code but most of its decisions rely on precedents and local customs. Judges are directly appointed by the Crown to their position. There is no jury in the Kingdom’s courts. Citizens have the right to hire any lawyer they see fit, but the government still offers public defenders for those who can not afford to pay for one. In spite of this provision, there is a distinct shortage of public attorneys. The justice system is biased towards the nobility, offering them greater protection and rights than the ones afforded to the commoners.&lt;br /&gt;
&lt;br /&gt;
Law enforcement in the New Kingdom is the responsibility of the Royal Constabulary, an agency under the direct control of each province. The police in urban centers are known to be well equipped and trained. However they are understaffed for the present issues in the Kingdom. Mounted constables are still extensively used in rural areas. To bolster the Constabulary’s presence and capabilities, corporate contractors have been hired to fill in gaps, both in the [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#findComment-158838 borderlands] and in the interior.&lt;br /&gt;
&lt;br /&gt;
===Raakti Shariim===&lt;br /&gt;
&lt;br /&gt;
Formed shortly after the New Kingdom declared its existence, the Raakti Shariim (Royal Peacekeepers in Tau Ceti Basic) are a specialized policing force for the Kingdom. As the Royal Constabulary was formed to manage individual provinces, the Peacekeepers exist as a Kingdom-wide force focusing on higher-profile targets such as spies, terrorists, domestic enemies of the Kingdom, and persons of interest. Their origins lie in the old orders of M&#039;sai enforcers who would track criminals roaming from fief to fief or over the borders of Kaltir. While the Peacekeepers remain mostly M&#039;sai, other races of the Tajara can be found in its ranks. &lt;br /&gt;
&lt;br /&gt;
The limits of the Peacekeeper’s manpower and supply have been tested as the Cold War goes on. Rural banditry has become the main issue occupying the officers of the Peacekeepers, and continues to be on the rise. With forces stretched thin, the Peacekeepers have resulted in working with rural frontierspeople to track bandit gangs, individual criminals, and terrorists. While the official policy is for these frontierspeople to not engage, many do so regardless.&lt;br /&gt;
&lt;br /&gt;
Officers of the Peacekeepers are specialized in handling not just investigations and arrests, but also surviving the harsh conditions they may come across while tracking criminals. Rock-climbing, foraging, medical aid, and other skills ensure the Peacekeepers will be able to handle anything the wilderness can throw at them. Armored cars are the typical mode of transportation for Peacekeepers in urban areas, but they retain bred Ha&#039;rron steeds for rural operations.&lt;br /&gt;
&lt;br /&gt;
== Adhomai Democratic Front ==&lt;br /&gt;
&lt;br /&gt;
As unfulfilled promises pile up, income inequality grows, and megacorporation influence expands, some Tajara within the New Kingdom have become disillusioned with Royalism. Founded by radicals from the Commoners Party, the Adhomai Democratic Front is an underground movement that aims to abolish the monarchy and establish a democracy. Unlike the moderates in the parliament, the Front has no interest in taking part in the government and prefers a more partisan approach. Organizing strikes, protesting, and civil disobedience are their main tools. The Crown considers the Democratic Front to be a terrorist organization; its members are actively persecuted by the Royal Peacekeepers. The ongoing repression is quickly radicalizing the group; armed action becoming increasingly common in the [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-168002 southern regions]. The group has experienced a growth in numbers, with some lesser nobility beginning to join their numbers, as a result of the worsening economic disparity in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Because of the distance from the capital and large working population, the Adhomai Democratic Front found most of its support in the region around Olska. Supporters from the former lands of Kaltir, which stretched from Nusinsk and northwards, are very rare. While the New Kingdom accuses the group of being an Al&#039;mariist and Hadiist puppet, there is no real evidence of this. Its leadership and internal structure are currently unknown to the public.&lt;br /&gt;
&lt;br /&gt;
== International Relations ==&lt;br /&gt;
The Royal Diplomatic Service handles the foreign relations of the New Kingdom of Adhomai. The consulars of the service are picked among the population for &#039;model citizenry&#039; regardless of nobility status of economic position. In theory, the wide selection pool permits the Kingdom to pick from loyal supporters of the Kingdom, further legitimizing the nobility and providing a strong presence during diplomatic missions. Common diplomatic missions seek out economic opportunities for the growing economy of the Kingdom, or advocate for the Kingdom&#039;s citizenry abroad. Protection for the diplomats of the New Kingdom is provided by a specialized Alam&#039;ard of the Imperial Army. Troopers protecting Consulars are typically of the ranks Nalket or Rhazket. Important and high-value diplomatic missions may receive protection from the Raaktiye Pretnarii.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039; the New Kingdom of Adhomai was recognized in 2461 as a legitimate state by the Republic of Biesel as part of the Armistice of Shastar. The relationship between both nations remains cordial but distant. The Kingdom is attempting to approach the Republic through the further integration of megacorporations in its economy. As part of these attempts, artifacts from the Museum of Miran’mir were borrowed for an exhibition at Mendell’s Museum of Immigration in 2462. Royalist agents operating in Biesel must take extra precautions to remain undetected; the local authorities are not willing to tolerate their activities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Empire of Dominia]]:&#039;&#039;&#039; the first state to recognize the New Kingdom was the Empire of Dominia in 2461. The recognition came at a time when the Kingdom was desperately looking for allies. However, this support was received with suspicion by the royalist military faction. The relationship between both nations is mainly focused on trade and political support, with recent developments involving the [[Empire_of_Dominia#Great_House_Corporations|Morozian Imperial Armaments Conglomerate]] within the newly formed [[#Raaktiye Pretnarii|Raaktiye Pretnarii]] furthering this relationship. Dominia’s plan is to incorporate the Kingdom into its sphere of influence. The Empire of Dominia does not recognize the other two Adhomian powers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Karszekani Moghes]]:&#039;&#039;&#039; The Kingdom had, since the liberation of Gakal’zaal, [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-165086 normalized relations]. These neutral relations were disrupted with the announcement by Karszekan Not’zar that, while not technically bringing the Hegemony to a democracy, was regarded as an [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183244 affront by the Kingdom]. Relations have been cut since.&lt;br /&gt;
&lt;br /&gt;
== Flag ==&lt;br /&gt;
&lt;br /&gt;
Inspired by the Kingdom of Kaltir&#039;s standard, the New Kingdom of Adhomai flag was created shortly after the rebellion by the Royalist clique who freed King Vahzirthaamro. The flag&#039;s blue color is the one traditionally associated with the nobility, the tree is the symbol of the Azunja&#039;s dynasty, and the Twin Suns Icon represents the New Kingdom&#039;s ambitions of conquering all of Adhomai.&lt;br /&gt;
&lt;br /&gt;
= Military Forces =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai is composed of the [[Tajaran Military Structures#Imperial Adhomian Army (New Kingdom of Adhomai)|Imperial Adhomian Army]], the [[Tajaran Military Structures#Royal Flying Corps (New Kingdom of Adhomai)|Royal Flying Corps]] and the [[Tajaran Military Structures#The Royal Navy (New Kingdom of Adhomai)|Royal Navy]]. The Imperial Adhomian is the ground army of the NKA, made up mainly of infantry divisions, supported by artillery, cavalry, and the few armored vehicles that the Kingdom is able to bring in service. Despite being poorly equipped by Tajaran standards, they are able to deploy efficient defensive tactics. Each commoner family in the New Kingdom of Adhomai has the duty of offering a single member of their household to serve in the military, while the nobility usually serves in positions of command in the officer corps.&lt;br /&gt;
&lt;br /&gt;
During the Second Revolution, the Imperial Adhomian Army was infamous for its mistreatment of war prisoners. The conditions in the prison camps were precarious and food shortages were widespread. Captured soldiers were commonly used as forced laborers in the Kingdom&#039;s mines, plantations, and construction projects. Prisoners were borrowed by the military to work on the properties and companies of the nobility. Roads and military works were also built by the inmates. Prisoners were subject to the most dangerous and unwanted jobs, such as clearing minefields. During her time in the army, Queen Shumaila Azunja was known for being a major proponent of using forced labor. It is estimated that at least 65% of the soldiers captured by the New Kingdom perished while in captivity due to a combination of starvation, overworking, sickness, and mistreatment.&lt;br /&gt;
 &lt;br /&gt;
The Royal Navy is the powerhouse of the Kingdom military, nearly securing supremacy on the seas. Created through the defection of most officers, alongside their ships and supplies, during the uprising. The New Kingdom’s naval force was able to secure the shores of Northern Harr&#039;masir, but was proven to be less useful in the overall land conflict.&lt;br /&gt;
&lt;br /&gt;
With the rise in national income, the military budget has been increasing steadily. Most of these additional funds are funneled into modernization across the branches. The remaining budget is fiercely fought over between the navy and army, both vying for attention by the Crown Government. The army has been the focus in recent times thanks to the elevation of Field-Marshal Vyakelas Klyuchevsky, albeit not without complaints from the admiralty.&lt;br /&gt;
&lt;br /&gt;
== Raaktiye Pretnarii ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Due to the recent creation of the Royal Guardians, no characters on-board the Horizon may be current or former Guardians.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Raaktiye Pretnarii&#039;&#039;&#039;, or Royal Guardians in Tau Ceti Basic, is a royal protection agency directly controlled by, and loyal to, the Njrarii Azunja. Formed in [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183699 2468] following a series of [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183287 feasibility studies] and a [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183449 review process], the Raaktiye Pretnarii are drawn from the Crown Government and Imperial military, then placed through a grueling 4 day trial process, during which candidates are tested on marksmanship, physical fitness, survival skills, mental aptitude, and public relations capabilities. Following this, further training is provided to the selected candidates to better prepare them for the needs of the Guardians. Currently, deployments of the Raaktiye Pretnarii are limited to upper officials within the New Kingdom and highly valued ambassadors and consulars.&lt;br /&gt;
&lt;br /&gt;
As part of the trial process, [[Zavodskoi Interstellar]] and their partner company the [[Empire_of_Dominia#Great_House_Corporations|Morozian Imperial Armaments Conglomerate]] have taken on equipment production for the Raaktiye Pretnarri. Royal Firearms is providing partnership and assistance in this, primarily in the modifications to existing Zavodskoi products to fit the Tajaran market. As a result, however, Raaktiye Pretnarii tactics cater to this equipment, favoring lighter armor for a more mobility-focused set of tactics. All Raaktiye Pretnarii equipment is set in Njarii Azunja colors of blue and white, with gold or silver adornments.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=39322</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=39322"/>
		<updated>2026-05-13T17:23:03Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: TOC Hidden&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. sapiens&lt;br /&gt;
 |Image = OldTajara.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = [[Adhomai]]&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajr, Nal&#039;rasan, Ya&#039;ssa, Delvahhi&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai,&lt;br /&gt;
 &lt;br /&gt;
Democratic People&#039;s Republic of Adhomai,&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{TOC_Hidden}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (direct plural: Tajara – Tah-jaw-rah both singular and multiple) (adjective: Tajaran - Tah-jaw-ran) are a race of humanoids that possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades, and padded, digitigrade feet. Tajaran history and society is deeply entrenched in the conflict between its caste system and ruling governments. The species currently finds itself involved in a cold war between the three powers that control its homeworld, Adhomai.&lt;br /&gt;
&lt;br /&gt;
To play as Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
Since the end of the First Revolution, Tajara have proven themselves to be capable workers to the megacorporations of the galaxy. In the years since, some of these Tajara demonstrated competent leadership and were hired into various command positions in their company of choice. To be a Tajaran head of staff in a human- and skrell-dominated space is to have dozens of eyes on you at once. Oftentimes, these Tajara face heavier criticism, are given lower wages and fewer benefits, and still face discrimination from their peers. Severe pressure is put onto them to meet a degree of excellence higher than what would be expected for a human. The vast majority of Tajaran heads of staff, especially within NanoTrasen, remain PRA citizens. Due to their close ties to NT and being of higher diplomatic standing, megacorporations prefer to promote Republican citizens over their counterparts. The NKA opening their doors to interested companies following the armistice has made it easier for their supporters to be promoted or re-promoted; however, these types are rare. The NKA’s technological backwardness is viewed as a major detriment for leadership roles and is a given reason for why a citizen would be passed over. The DPRA’s citizens, unsurprisingly, are incredibly unpopular for a promotion choice. The nation’s xenophobic and anti-corporate attitude is well known to megacorporations, so any citizen of the DPRA who manages to become promoted is subject to yearly interviews and background checks. Any sign of a connection to radical elements means a demotion, if not a firing. &lt;br /&gt;
&lt;br /&gt;
To date, there is yet to be any Tajara in a meaningful place of power within a megacorporation. &lt;br /&gt;
&lt;br /&gt;
Hharar and Njarir’Akhran can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* Corporate Liason&lt;br /&gt;
&lt;br /&gt;
M&#039;sai can be the following Heads of Staff:&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan can be the following Heads of Staff:&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Biesellite Consular Officer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajara can speak a number of unique languages, such as: &lt;br /&gt;
:- Siik&#039;Maas. Use this in-game by typing say ,j&lt;br /&gt;
:- Siik&#039;Tajr. Use this in-game by typing say ,w&lt;br /&gt;
:- Ya&#039;ssa. Use this in-game by typing say ,r&lt;br /&gt;
:- Nal&#039;rasan. Only available to M&#039;sai Tajara, use this in-game by typing say ,i&lt;br /&gt;
:- Delvahhi. Only available to Zhan-Khazan Tajara, use this in-game by typing say ,n&lt;br /&gt;
* All Tajara have claws and scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajara are faster but take extra brute damage.&lt;br /&gt;
* Tajara can see much better in the dark than humans. This is possible by using a verb in-game, but that makes them vulnerable to flashes.&lt;br /&gt;
* Tajara are less vulnerable to harm from the cold due to their fur but more vulnerable to harm from heat.&lt;br /&gt;
* Tajara cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear voidsuits and voidsuits helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as regular space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajara have a higher nutrition and hydration threshold and process reagents slightly slower.&lt;br /&gt;
* Tajara have a set of organs adapted to the life on Adhomai, with some differences in regard to function and form.&lt;br /&gt;
* Due to a long history of combined selective breeding and cultural factors, different Tajaran races have different physical qualities and attributes as well as levels of education. Visit the physiology sections of the [[Tajaran Ethnicities]] page for information about their differences.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Tajara_Child.png|thumb|A Tajaran mother with her child.]]&lt;br /&gt;
To the average human, the Tajara share many similarities with Earth&#039;s felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajara are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat efficiently. There are only a handful of areas where fur is not present, those being on the palm of their hands, the soles of their feet, and a number of various orifices as well as a small area around their eyes. Tajara have nictitating membranes, a transparent eyelid layer that assists in preventing snow blindness and keeping their eyes moist against the wind.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, the fur around a Tajara&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look, not unlike a terran lion. This hair tends to be much stronger and a great deal wirier than the rest of the fur on a Tajara&#039;s body. Some Tajara tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots, and most conceivable combinations have been recorded by scientists both Tajaran and human. A male Tajara is somewhere between 150 cm and 185 cm in height, while the mean body mass is between 65 kg and 100 kg. Females tend to range between 150 cm and 175 cm in height, with their own weight somewhere around 45 kg to 85kg. As such, both their body weight and height are roughly comparable to the average human. Height depends on a Tajara&#039;s ethnicity. Njarir&#039;akhran were bred to be taller, M&#039;sai are a more middle height, Hharar are typically shorter or of middle height, and Zhan-Khazan are usually the tallest of the races.  Any Tajara who falls out of this range is unusually tall or short which typically stems from a medical condition. A Tajaran fetus only takes six months to mature, and Tajaran children likewise mature rapidly, reaching the full extent of their growth by 15 or 16. This rapid maturation has a profound effect on the lifespan of Tajara, as only with modern medicine have Tajara reached ages above 70, with the oldest living Tajara being 84 years old. Most Tajara retire at age 60 when they are too old to work in any capacity.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
&#039;&#039;For information about the ethnicities, their traits, and their cultures: see [[Tajaran Ethnicities]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are four races of Tajara: the Hharar, the Zhan-Khazan, the Njarir’Akhran, and the M&#039;sai. Each race has a common role that they play in a society to which their biological inclinations make them more suited, as well as their own cultures which have formed from long histories of performing these roles in society. Tajara heavily stereotype each other based on race which is often a cause for conflict. As a result of these differences, there is a lot of racial tension between these various types of Tajara which was further exacerbated by differences in socioeconomic classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hharar:&#039;&#039;&#039; the first Tajaran ethnicity that Humanity came in contact with is generally viewed as the &#039;typical Tajara&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were. Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. The Hharar are the stereotypical &#039;worker&#039; Tajara, commonly described as loyal employees who are passionate and not afraid to voice their opinions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan-Khazan:&#039;&#039;&#039; the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than other Tajara. Featuring more toned, muscular bodies, thicker fur coats, and heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. Due to their status as laborer they suffer discrimination and are usually regarded as less intelligent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M&#039;sai:&#039;&#039;&#039; the third most populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajara and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. They are very loyal to their friends and family but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with a vision adapted to compensate for the heavy blizzards that plague their home planet. They are also great survivalists and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Njarir’Akhran:&#039;&#039;&#039; the ethnic group that made up the majority of the plutocracy before the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population. Easily identifiable by their large ears, fluffy tails, luxurious fur, and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coloration ===&lt;br /&gt;
Fur color is the most noticeable aspect of a Tajara. It acts as a natural camouflage and is the most visible difference between the ethnicities. Ancient history saw these fur colors appear in certain regions of Adhomai, however over millennia of migration, marriage, and modern travel, every coloration of fur can be seen across Adhomai and now the Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These fur colors are suggestions and guidelines. Any one Tajara could have a variation of the colors shown, whether it be lighter or darker.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Hharar:====&lt;br /&gt;
Hharar fur coloration traces back to the proto-Hharar peoples of Southern Ras&#039;nrr. The forests between the Rhazar and Khazan mountains alongside the fertile soil allowed for the invention of farming, and later the formation of Adhomai’s first civilizations. The Hharar people evolved to feature brown fur colorations due to the numerous woods they lived in.&lt;br /&gt;
|[[File:H_BeaverBrown.png|300px|left|thumb|Beaver Brown (RGB 159, 139, 112 / Hex #9f8b70)]]&lt;br /&gt;
|[[File:H_Kochiba.png|300px|left|thumb|Kochiba (RGB 107, 68, 35 / Hex #6b4423)]]&lt;br /&gt;
|[[File:H_Taupe.png|300px|left|thumb|Taupe (RGB 72, 60, 50 / Hex #483c32)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prairie Brown&#039;&#039;&#039;&lt;br /&gt;
Being the most common coloration of Hharar fur, Prairie Brown was once associated with the numerous Hharar working the fields across Ras’nrr. Despite this association, it is not considered the oldest fur coloration, instead being a variation that occured in those living among the fields of the warmer prairies of the Ras’nrr Heartlands.&lt;br /&gt;
| &#039;&#039;&#039;Azumah Wood&#039;&#039;&#039;&lt;br /&gt;
This fur color dates far older than the name it is associated with. Once referred to as simply “Summer Brown”, the name Azumah Wood became widespread following the massive success of a logging company in the Azumah lake region during the Steeple Peace. The wood products were advertised and sold with the image of a kochiba furred logger chopping down “Azumah grade” trees. The logging company has since then gone defunct, being known only as the source of a strange origin for the term.&lt;br /&gt;
| &#039;&#039;&#039;Harbor Brown&#039;&#039;&#039;&lt;br /&gt;
Harbor Brown carries the title of being the oldest known fur coloration among Hharar, having been the predominant coloration amongst the proto-Hharar of the Southern Ras’nrr region. However, in modern times it has been titled after the numerous harbor workers found across Adhomai, even if they no longer are a majority of sailors.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Zhan-Khazan:====&lt;br /&gt;
Zhan fur colorations are the result of a long history of mountain tribes. Even during winter seasons, the darker fur colorations permitted better camouflage with the rocky terrain of the Ras’nrr mountains.&lt;br /&gt;
|[[File:ZK_BlueGrey.png|300px|thumb|left|Blue-Grey (RGB 34, 37, 50 / Hex #222532)]]&lt;br /&gt;
|[[File:ZK_DarkGrey.png|300px|thumb|left|Dark Gray (RGB 30, 30, 30 / Hex #1e1e1e)]]&lt;br /&gt;
|[[File:ZK_Chocolate.png|300px|thumb|left|Chocolate (RGB 94, 38, 18 / Hex #5e2612)]]&lt;br /&gt;
|[[File:ZK_Black.png|300px|thumb|left|Black (RGB 0, 0, 0 / Hex #000000)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rhazar Fog&#039;&#039;&#039;&lt;br /&gt;
During Sil’nryy-aysaif, the foot of the Rhazar mountains are commonly blanketed in a thick fog. The rare blue coloration of this fog became closely associated with the local Zhan population who shared a similar fur color with that of the mountain rock. Regardless, the fur coloration took on the name of the far more popular fog than the relatively mundane mountain rock.&lt;br /&gt;
| &#039;&#039;&#039;Khazan Rock Grey&#039;&#039;&#039;&lt;br /&gt;
The proto-Zhan-Khazan people were infamously put down during the Incarnate Dominion. The majority featured a dark-grey fur that became synonymous with the Zhan tribes of the Khazan mountains that the ethnicity, and fur, are now named after.&lt;br /&gt;
| &#039;&#039;&#039;Nraz’i Mud&#039;&#039;&#039;&lt;br /&gt;
Of the Zhan tribes, those in the Nraz’i mountains enjoyed the warmest winters. The hinterlands of the Sum’add coast become a muddy mess when the snow melt of the Nraz’i mountains washes onto the thawed soil. The fur color common of the region’s Zhan tribes became associated with the mud, then taking the name it has now.&lt;br /&gt;
| &#039;&#039;&#039;Cavern Black&#039;&#039;&#039;&lt;br /&gt;
Caves formed a natural home for the first Zhan’khazan to settle within. These served as strong homes and fortresses alike for the ancient peoples. It is not believed that these conditions resulted in the dark coloration being prevalent among the Zhan, despite old tales claiming such. This uncommon coloration originated from the southern Rhazkjara mountains.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Njarir&#039;Akhran:====&lt;br /&gt;
Njarir fur colorations are the results of the extensive eugenics programs employed by the Adhomian nobilities. Through decades of careful merging of M’sai and Hharar bloodlines, along with high amounts of inbreeding, Njarir now feature the flashiest fur colors among Tajara. Despite the inherent nature of genetics, reputations for different fur colorations have taken root among noble circles even following the revolutions.&lt;br /&gt;
|[[File:NA_Orange.png|300px|thumb|left|Orange (RGB 238, 64, 0 / Hex #ee4000))]]&lt;br /&gt;
|[[File:NA_Cinammon.png|300px|thumb|left|Cinnamon (RGB 160, 82, 45 / Hex #a0522d)]]&lt;br /&gt;
|[[File:NA_Ruddy.png|300px|thumb|left|Ruddy (RGB 138, 54, 15 / Hex #8a360f)]]&lt;br /&gt;
|[[File:NA_Cream.png|300px|thumb|left|Cream (RGB 205, 175, 149 / Hex #cdaf95)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Steeple Light&#039;&#039;&#039;&lt;br /&gt;
Seen as the ultimate fur coloration produced by the infamous eugenics programs, Steeple Light gained its name after a Rasn’rr emperor of the early Steeple Peace declared his fur, a bright orange, to be the manifestation of S’rendarr’s light. Some esoteric circles in the New Kingdom have adopted this belief upon its rediscovery. While the emperor’s name was lost to the books burned in the First Revolution, his declaration remains as the name of this fur coloration.  It is a highly sought after coloration among nobles. &lt;br /&gt;
| &#039;&#039;&#039;Hadii Red&#039;&#039;&#039;&lt;br /&gt;
Once a mundane coloration, Hadii Red has become an intimidating presence following the rise of the Hadii Dynasty. The vast majority of the family has some variation of this fur, with many rumors claiming they place great effort and care that the coloration is maintained in their offspring. It is an uncommon joke for Njarir who have this fur to say that they’re secretly a Hadii.&lt;br /&gt;
| &#039;&#039;&#039;Ras’val Royal&#039;&#039;&#039;&lt;br /&gt;
Many of the noble families who came to rule the regions surrounding the Ras’val sea featured the ruddy coloration of what is now known as Ras’val Royal. While previously considered the coloration of middling nobles, the rise of the Azunja family to the head of the New Kingdom has led to the coloration being perceived as the height of royalty.&lt;br /&gt;
| &#039;&#039;&#039;Half-Knuckle White&#039;&#039;&#039;&lt;br /&gt;
This fur color was common among lower nobility across Adhomai during the Steeple peace. The term Half-Knuckle White was coined as a slur against those nobles who were seen as fraternizing too much with their enforcers resulting in a “washed out” fur color. Genetic research shows that these claims had little backing, but this has yet to make an effect on the thoroughly cemented name.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====M&#039;sai:====&lt;br /&gt;
M’sai fur is the result of the behaviors of proto-M’sai. Having been a nomadic people of the open prairies in Ras’nrr, the light fur color was often the only way Tajaran hunters were capable of hiding or blending into the environment.&lt;br /&gt;
|[[File:M_White.png|300px|thumb|left|White (RGB 238, 223, 204 / Hex #eedfcc)]]&lt;br /&gt;
|[[File:M_Ivory.png|300px|thumb|left|Ivory (RGB 205, 205, 192 / Hex #cdcdc0)]]&lt;br /&gt;
|[[File:M_Wheat.png|300px|thumb|left|Wheat (RGB 205, 186, 150 / Hex #cdba96)]]&lt;br /&gt;
|[[File:M_Silver.png|300px|thumb|left|Silver (RGB 192, 192, 192 / Hex #c0c0c0)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zarragh Washoff&#039;&#039;&#039;&lt;br /&gt;
Considered the most recent evolution of fur color, Zarragh Washoff garnered its name in the Zarr’jirah mountains. The lake-effect snow of the northern lake gained the name “washoff” due to how the new layers of snow would conceal rock and dirt chips on older snow, making the mountains easier to blend into.&lt;br /&gt;
| &#039;&#039;&#039;Field Snow&#039;&#039;&#039;&lt;br /&gt;
Field Snow is arguably the most common fur coloration amongst M’sai. Characteristic of the proto-M’sai hailing from the fields of the Nraz’i basin, upon the arrival of the nomadic tribes to Souther Ras&#039;nrr the native proto-Hharar began to refer to their coloration as “Field Snow” after the coloration of fresh snow on the Ras’nrr prairies.&lt;br /&gt;
| &#039;&#039;&#039;Fatshouter White&#039;&#039;&#039;&lt;br /&gt;
Named after the coloration of fatshouter milk before processing, this coloration has dubious origins. Written history on much of the proto-m’sai peoples were sparse, however prevailing research suggests Fatshouter white primarily comes from those M’sai nomads from the inner western coast of the Nraz’i basin.&lt;br /&gt;
| &#039;&#039;&#039;Enforcer Silver&#039;&#039;&#039;&lt;br /&gt;
Being the second most common fur coloration of the M’sai people, Enforcer Silver garnered its name through association with the dreaded noble enforcers of history. The name was reinforced in older times when many noble families began to stamp enforcer insignias in silver, which often came close to the fur color of many M’sai who wore them.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tajaran Evolution===&lt;br /&gt;
The Tajara evolved as a predatory species upon their home planet of Adhomai, and as a result, they have a pair of fairly large, well-developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. This allows for a considerable degree of low light vision, however, they have a thin reflective layer that has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
&lt;br /&gt;
The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle but has since evolved and shifted towards a more omnivorous role. Tajara have sharp, needle-like teeth in the front of their jaw which is quite clearly geared to tear meat; the further along the jawline one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Evolutionary biologists believe that predecessors to modern Tajara had rough tongues with few taste buds to facilitate eating raw meat. The contemporary species has evolved out of this a long time ago in conjunction with becoming omnivorous, and so they now have softer tongues with a full sense of taste. Atop their heads, Tajara have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
&lt;br /&gt;
===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajara employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end to allow easy usage of standard human-based technology. This is a task that Tajara tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around 1-2 centimeters.&lt;br /&gt;
[[File:Cats.png|400px|thumb|right|An artist sketch of Tajaran dimorphism, builds, and general stance.]]&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty-six and forty-eight hours, with a subsequent twenty to twenty-eight hours of sleep. Normally, the waking period is spotted with three to four fifteen-minute naps to keep the Tajara refreshed and alert. This is universal in all worlds with Tajaran living upon them. Tajara are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid, and disoriented until their circadian rhythm is righted.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Build===&lt;br /&gt;
Compared to most other known species, the Tajaran body is designed to be more flexible, lithe, and slender despite its thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajara are sexually dimorphic; females have more elongated muzzles, shorter ears, and more petite forms. Their distribution of body fat is entirely different from that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for the young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
&lt;br /&gt;
Tajara are built for extremely low-temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajara dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajara resign themselves to thin clothing. Those who find themselves confined to bio-suit or radiation suit for extended periods of time end up feeling extremely uncomfortable.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;See also: [[Tajaran History]]&#039;&#039;&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
&lt;br /&gt;
For as long as Tajara care to remember, Adhomai had always been under the rule of the nobility. The oldest historical text that exists in Tajaran possession dates back at least three thousand years and talks about the presence of nobles. Many historians agree that the trend of blood rule is more deeply-rooted in Tajaran existence than was before considered.&lt;br /&gt;
&lt;br /&gt;
The ancient past of the Tajara is poorly documented and historical texts are rare; meticulous combing and destruction of educational material by millennia of harsh rule resulted in the total atrophy of most scientific arts in Tajaran society. Little is known about Tajara civilization before &#039;&#039;&#039;1500 BCE&#039;&#039;&#039; Galactic Standard Time.&lt;br /&gt;
&lt;br /&gt;
The earliest form of government were local monarchies supported by religious authorities; the ruler and their families were considered of divine origin. Most of the settlements were similar to rural fiefs, with the population working for those dynasties in trade of their protection. Urban centers started to appear around places of worship. Peasants had little to no rights, and all dissidence was met harshly and fatally at the hands of the Nobles&#039; Enforcers - trained agents (commonly of M&#039;sai descent) who fought for the nobility of Adhomai in exchange for relative freedom. These Tajaran enforcers kept the peasants of Adhomai&#039;s lands repressed and powerless through shock and terror.&lt;br /&gt;
&lt;br /&gt;
What is known for sure, however, is that tension and violence had slowly been increasing over hundreds of years between the populace and their fellow noble families. &lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
&lt;br /&gt;
Tajara historians believe that global violence spilled out across the planet between the kingdoms and the other scattered noble families in &#039;&#039;&#039;80 CE&#039;&#039;&#039;. Those states clashed and either pitted their followers against one another. The noble leaders continued to fight and inter-marry until the ruling families had become exclusively &#039;&#039;&#039;Njarir’Akhran&#039;&#039;&#039;. Over time, the nobility slowly began to lose their religious inclination, adopting more traditional civil institutions and a relaxation of the church&#039;s control which gave way to state control. Religious worship of the noble families had been dropping steadily in conjunction with their lower influence on the other nobility. It was during this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to human contact.&lt;br /&gt;
&lt;br /&gt;
Even with technological and governmental advances, the Adhomian society was stuck with its old feudal system. The tension between the nobility and the peasantry increased due to new burdens brought by military campaigns. The first writings against the serfdom and caste systems started to appear around &#039;&#039;&#039;1732 CE&#039;&#039;&#039;, with those early revolutionaries being dealt with violence by M’sai enforcers. Draconian laws and sanctions were introduced against those that defied the status quo.  Relations between the ruling class and commoners were precarious, believed to have stemmed from harsh rulers and laws. Technological and cultural knowledge and breakthroughs had begun to trickle down from the noble families to the peasantry. The invention of the printing press in &#039;&#039;&#039;1756 CE&#039;&#039;&#039; favored the spread of anti-monarchist pamphlets. Owning a copy of an unapproved text was a capital crime. &lt;br /&gt;
&lt;br /&gt;
Adhomai underwent a form of industrialization with the creation and proliferation of the steam engine in &#039;&#039;&#039;1954 CE&#039;&#039;&#039;. However, this only forced the Adhomai peasants into harsh new labor digging in mines and working 18-hour days building rail lines for private use by the Njarir’Akhran nobility. Laws were soon enacted that banned any non-Njarir’Akhran from utilizing electricity or riding on trains. This trend of nobles hoarding new technology or innovations at the expense of the peasants continued until human contact.&lt;br /&gt;
&lt;br /&gt;
Thirty years prior to the human discovery of Adhomai, the deep-seated mistrust between peasants and nobles had reached an all-time high. The Tajaran species was trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers who demanded greater rights. The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajara was forced into almost twenty-hour workdays with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previously. This is largely attributed to the fact that rather than modernizing Adhomai the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
 &lt;br /&gt;
Automobiles are considered one of the best examples of this. The first automobile is recorded to have been created in &#039;&#039;&#039;2292  CE&#039;&#039;&#039;. Using a combustion engine much like primitive human vehicles, with extra anti-freezing measures and thick treads, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. Older Tajara considered these large creations to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
 &lt;br /&gt;
Further restricting the rights of the individual Tajara was enacted by a furious nobility after several instances of violence against Njarir’Akhran, but specific information on these incidents has been lost. Legislations were introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwind of political turmoil, a fresh generation of Tajara were growing up, deprived of what most humans consider to be basic rights. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
&lt;br /&gt;
===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in &#039;&#039;&#039;2418 CE&#039;&#039;&#039;. A Sol Alliance funded expedition into the Tajaran home system discovered the pre-space age species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained untapped by mining or drilling. Because of this, several megacorporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
&lt;br /&gt;
However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in, initially unwilling to interfere in a pre-space age society and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year &#039;&#039;&#039;2420 CE&#039;&#039;&#039;, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
&lt;br /&gt;
Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, and even soldiers who were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
&lt;br /&gt;
===The Uprisings===&lt;br /&gt;
&lt;br /&gt;
It took little more than a year for a formal uprising to be staged. In &#039;&#039;&#039;2421 CE&#039;&#039;&#039;, after the nobility had captured one of the original Tajara that had been shuttled off-world, he was sentenced to be publicly hanged by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
&lt;br /&gt;
However, they found themselves in a cornered position. Weapons and supplies were being shipped off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories drawing closer and closer to the capital cities of each kingdom. Fighting was extremely fierce and atrocities were recorded by both sides.&lt;br /&gt;
 &lt;br /&gt;
Among the noble families, the largest and nearly the most powerful was a dynasty called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
&lt;br /&gt;
This turn coating tipped the revolution in favor of the rebels. Armed with this new information, they made use of radio systems previously restricted to nobility to methodically and ruthlessly end their uprising by murdering most of the noble families, and whatever soldiers and civilians remained loyal to them. By &#039;&#039;&#039;2431 CE&#039;&#039;&#039; the revolution had finally come to an end with a total of more than &#039;&#039;&#039;92 million casualties&#039;&#039;&#039; with more than half being loyalist forces and &#039;&#039;&#039;40 million civilian deaths&#039;&#039;&#039;. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles. An informal ceasefire was declared between the factions, though skirmishes were still common.&lt;br /&gt;
&lt;br /&gt;
===Outcome of the Revolution===&lt;br /&gt;
&lt;br /&gt;
Following the First Revolution, the Hadii emerged as the victorious faction. They had annexed, through diplomacy or war, the remaining factions. Human corporations took an express interest in the Hadii dynasty; they were one of the few noble families who saw profit in human stakes on Adhomai, and many back-room deals were made to secure the Hadii&#039;s position in the new Government. In &#039;&#039;&#039;2432 CE&#039;&#039;&#039;, the People&#039;s Republic of Adhomai was officially declared, with &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039;, also known as Rhagrrhuzau Hadii, as its leader. The Tajaran public was markedly distressed by this turn of events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajara during the war, had a monopoly over the majority of the planet&#039;s valuables. Collaboration between the People&#039;s Republic, the Sol Alliance, and the Nralakk Federation have resulted in more technological advances in Tajaran society recently than ever before in their recorded history. The People&#039;s Republic began campaigns to quickly industrialize Adhomai and educate its people. Approval ratings for the current leadership rose in response. &lt;br /&gt;
&lt;br /&gt;
However, serious problems remained. &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039; suddenly began to back out of the People&#039;s Republic&#039;s agreed-upon business deals with NanoTrasen, all of which saw a massive amount of Tajaran natural resources exported. Citing humanity as greedy and destructive, Al&#039;mari made clear his intentions to make Adhomai independent until it was ready to take on the burden of interstellar politics.&lt;br /&gt;
&lt;br /&gt;
===The Second Revolution===&lt;br /&gt;
&lt;br /&gt;
The disagreements and hatred of the Hadii republican government had led to insurrection and treachery among Adhomai&#039;s major power figures since Al&#039;mari&#039;s new economic policies were revealed. Many Tajaran business contractors - just recently denied their ability to sell ludicrous amounts of natural resources and workers to the massive human megacorporation, NanoTrasen - felt threatened by the reforms of the Hadii government and its first President, Al&#039;mari Hadii. In 2451 CE, during a military parade, President Al&#039;mari was assassinated by Tufir Nazzirai. A known secret service agent of the People&#039;s Republic, the radical was swiftly sentenced to death for his betrayal, which claimed to be brought on by the violent tendencies of his Zhan-Khazan genetics. His brother and vice-president &#039;&#039;&#039;Njadrasanukii Hadii&#039;&#039;&#039;, also known as Malik Hadii, quickly assumed the office of the presidency and immediately passed brutal laws that punished the Zhan-Khazan and subversive elements. NanoTrasen was invited back to Adhomai and menial workers were sold en masse to NanoTrasen workplaces while the rights to the bountiful natural resources of Adhomai were sold off to NanoTrasen. Public hangings and firing squads became the norm once again.&lt;br /&gt;
[[File:Godblessalmarihadii.png|thumb|400px|left|Picture taken by the Adhomai Chronicle moments before the Assassination of Al&#039;Mari Hadii. The single most defining moment of this generation of Tajara.]]&lt;br /&gt;
&lt;br /&gt;
While Al&#039;mari implemented his new policies, the People&#039;s Republic saw the return of a surviving dynasty, the Azunja, in the form of an uprising in its most remote region. This faction, the New Kingdom of Adhomai, attempted to bring back monarchism to Adhomai through a constitutional monarchy.&lt;br /&gt;
&lt;br /&gt;
Many military generals who had fought for the Republic soon defected under the banner of the Adhomai Liberation Army, the leader of which being Al&#039;mari&#039;s old friend and ally, &#039;&#039;&#039;Halkiikijr Nated&#039;Hakhan&#039;&#039;&#039;, who claimed that he wanted to take control of the People&#039;s Republic to finally out Al&#039;mari&#039;s legacy. &amp;quot;His gun was on stun&amp;quot; became the rallying cry of Nated&#039;s fiercest supporters as they alluded to how he not only left himself greatly vulnerable during the parade but had even left his energy pistol on stun while he was assassinated. &lt;br /&gt;
&lt;br /&gt;
With these two rebellions, Adhomai found itself embroiled in yet another global conflict.&lt;br /&gt;
&lt;br /&gt;
===Adhomai Today===&lt;br /&gt;
&lt;br /&gt;
The Tajaran home world has suffered plenty in the three decades since the end of the First Revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections, and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy. Expanding infrastructure remains difficult, as most public funds are seized for use by the military or used to repair infrastructure damaged by shelling or bombings.&lt;br /&gt;
&lt;br /&gt;
There is a steady stream of money being fed into the People&#039;s Republic of Adhomai. NanoTrasen, as per its agreement with the president, has set up mining and logging operations on Adhomai using the local workforce for the most menial of tasks. In return, company-funded clinics and schools are slowly being spread out and built-in needy areas. &lt;br /&gt;
 &lt;br /&gt;
Literacy has risen to its all-time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off-world to educate the younger generation of Tajara. However, this number has begun to decline as the dangers of working on Adhomai are beginning to become common knowledge. Special establishments for older students have also been constructed to assist the elder generation into being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure they are kept this way.&lt;br /&gt;
 &lt;br /&gt;
The second revolution came to an end in 2461, after a decade of warfare between the three factions. The People&#039;s Republic of Adhomai was driven off from many of its past territories, having to rely on the help of a coalition of allied states and mercenaries to stop the enemy offensive. After months of bloody defenses, guerrillas attacks, and complete stagnation of all fronts, a ceasefire was signed with the support of Tau Ceti and Nralakk. An armistice, known as the &#039;&#039;&#039;Armistice of Shastar&#039;&#039;&#039;, was signed by the three factions shortly after. With the recognition of the Democratic People&#039;s Republic of Adhomai and the New Kingdom of Adhomai by the galactic community and the enforced peace, the three Tajaran powers are eager to compete with each other for supremacy through a cold war.&lt;br /&gt;
&lt;br /&gt;
One of the clauses of the Armistice of Shastar was the creation of the Tajaran Citizenship Act; a legal provision allowing DPRA and NKA citizens to legalize their citizenship situation, forfeiting their previous PRA affiliation. Tajara living outside of S&#039;rand&#039;marr were able to request the transfer through the proper diplomatic services. Following rising tensions and incidents between the Adhomian factions, this agreement came to an end in 2462.&lt;br /&gt;
&lt;br /&gt;
The Tajara species is now undergoing a cold war between the three factions. This period is marked by nuclear arms races, proxy conflicts, and subterfuge.&lt;br /&gt;
&lt;br /&gt;
==Tajaran Factions==&lt;br /&gt;
&lt;br /&gt;
Adhomai is controlled by three factions, who once participated in a civil war for the control of the planet and are now engaged in a cold war.&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomaimodernmap.png|300px|thumb|A map of modern-day Adhomai.]]&lt;br /&gt;
&lt;br /&gt;
===[[File:PRA_Flag.png|30px]] [[People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
&lt;br /&gt;
Led by [[Notable Tajara#President Njadrasanukii Hadii|President Njadrasanukii Hadii]], the &#039;&#039;&#039;People&#039;s Republic of Adhomai&#039;&#039;&#039; is the global state that emerged from the First Revolution. Before the Second Civil war, it enjoyed galactic recognition as the sole government of Adhomai. It claims to be the true keeper of Al&#039;mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’mari’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, the enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
&lt;br /&gt;
The Hadiist rule is marked by a lack of privacy, enthusiastic police, and pervasive secret police that leave privacy a nebulous concept to most Tajara. During the height of the war, anyone suspected of supporting traitors or publicizing media critical of the Hadii faced harsh retribution, but these practices are becoming less pervasive as wartime zealotry fades. Life under the government, while not free, is often stable and safe. Under the Republic, Tajara have more opportunities than they have had historically, with the Party investing heavily in its people. NanoTrasen continues to throw out large nets and bring in hundreds or even thousands of Tajara new employment opportunities in the galaxy as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military. NanoTrasen is also accused of being very exploitative of Tajara laborers, but for many Tajara the company is their path to the adventure of the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
After the Second Revolution, the People&#039;s Republic lost its hegemony over Adhomai. The Hadiist state is now focused on preparing itself for a future reunification war. Large public works, research efforts, and military expansions are underway. As President Hadii grows old, the power struggle between his possible successors intensifies. Each possible heir now works to build their own support base without openly challenging the President or attracting too much attention to their plans.&lt;br /&gt;
&lt;br /&gt;
===[[File:DiamondALA.png|30px]] Adhomai Liberation Army | [[Democratic People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
&lt;br /&gt;
The most pervasive and successful rebellion came from a group called the &#039;&#039;&#039;Adhomai Liberation Army&#039;&#039;&#039;, a group made up of Tajara from almost every walk of life. This organization opposed corporate claims on Tajaran soil and denounced the mismatched development and governmental negligence as the fault of humanity. During the height of the war, settlements liberated by the Liberation Army were ruled by a military junta. Being a supporter of the Hadiist government, or having been a collaborator, was grounds for immediate execution by firing squad. Villages often found their supplies seized by Liberation forces for the war effort, and the whole movement was a massive, tenacious military dictatorship under the absolute authority of [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Supreme Commander Halkiikijr Nated&#039;Hakhan]].&lt;br /&gt;
&lt;br /&gt;
Following the release of their updated 2459 manifesto, the various regional civilian governments formed under their rule coalesced into the &#039;&#039;&#039;Democratic People&#039;s Republic of Adhomai&#039;&#039;&#039;. Authority is still highly decentralized. In January of 2461, a contested election saw [[Notable Tajara#President Almrah Harrlala|Almrah Harrlala]] become president Contested by the military, the so-called Nated Supremacist Movement launched a putsch that was ultimately foiled by Nated himself, who appealed for the return of civilian government and then resigned his command.&lt;br /&gt;
&lt;br /&gt;
The DPRA is now led by President Almrah Harrlala who is struggling to transition what was once a militant insurgency movement into a modern, democratic nation. The government attempts to negotiate with ruling Juntas to voluntarily turn over power to the civilian administration, many of which still refuse. The DPRA does, for the most part, try to respect the basic rights of Tajara. Most Tajara under civilian rule do not need to worry about the secret police or being framed for a crime of civil disobedience. With the Armistice, the DPRA gained intergalactic recognition as one of the Tajaran states. In more recent times, DPRA citizens are being sponsored by Harrlala&#039;s government to go out into the galaxy openly and show what Tajara can achieve on their own terms without being puppets of human megacorporations. As President Harrlala&#039;s term comes close to its end and the next election is being organized, the fragile Al&#039;mariist democracy is threatened by all kinds of extremists.&lt;br /&gt;
&lt;br /&gt;
===[[File:New Kingdom of Adhomai.png|30px]] [[New Kingdom of Adhomai]]===&lt;br /&gt;
The last major faction is the rebellious &#039;&#039;&#039;New Kingdom of Adhomai&#039;&#039;&#039;, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; a constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
&lt;br /&gt;
During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
&lt;br /&gt;
[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Names===&lt;br /&gt;
Native Tajaran names have changed over the storied history of the species. The earliest record of naming conventions appears in the Warring Kings era, where the usage of dynastic titles became a standard part of the Tajaran name as a way to distinguish which noble a given serf worked under. Since then, names changed as more titles were attached. Jobs, personality traits, status, titles, age, given names, and more have been combined to produce the infamously long and unwieldy names associated with history. Following the declaration of the Steeple Peace, nobles across Adhomai standardized to a new scheme which continues to persist among the Tajaran people.&lt;br /&gt;
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Every name features three aspects: The individual, the dynasty, and the purpose. Xeno-linguists associate these aspects to the human concepts of the given name, the family name, and the job title respectively. This has resulted in debate over forced associations, as each aspect has a different connotation than what humans may expect, namely the Dynasty. Unlike humans, family names are only found with noble dynasties. This has led to many xeno organizations to assume that Tajara associate with large extended families.&lt;br /&gt;
&lt;br /&gt;
The Individual aspect is the personal part of a Tajara’s name. Parents will provide their child with the Individual aspect in hopes that the phrase or word used will become a part of the Tajara&#039;s person. It is not uncommon for Tajara to bear the names of gods or powerful figures, or for others to be named after abstract, religious, or ideological concepts.&lt;br /&gt;
The Dynasty aspect is the standardized part of a Tajara’s name. Following the First Revolution, the Hadiist government mandated the Dynasty aspect be named after the birthplace of an individual as a means to remove the influences of the nobility. Those stubborn Tajara born before the end of the First Revolution, or those now living in the New Kingdom, often refused to change their Dynasty aspect, continuing to reflect the noble family they serve or are a part of.&lt;br /&gt;
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The Purpose aspect previously was the utilitarian part of a Tajara’s name. The aspect reflected a job or trade, an essential piece of information within a community. However, since the end of the first revolution, the need for static names to lessen the bureaucratic burden resulted in many Purpose aspects turning into a form of family name, a newer and still contentious concept for Tajara. With the number of regional dialects and multiple titles for the same trade or job, Purpose aspects are rarely the same across Adhomai. In some cases, two families joining together in marriage would combine their two aspects to form a new one.&lt;br /&gt;
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While a Tajara’s name contains all three aspects, the usage of all three is not required. Most Tajara will utilize the Individual and Purpose aspect, however traditionalists and nobility expect the use of the Dynasty aspect. All Tajara on the Horizon may use only &#039;&#039;&#039;two aspects&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
The following guide is &#039;&#039;&#039;not required&#039;&#039;&#039;. Native names can vary based on parentage, region, and numerous other factors. This guide is a structured option, however other options include taking inspiration from the [[Notable Tajara]] page, and heavily modifying Eastern European or Arabic names.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To create a native Tajaran name, you will need to access the &#039;&#039;&#039;unofficial&#039;&#039;&#039; translator [http://mk.darkserver.co.uk/lang/index.php here]. Select Siik’maas under the language drop down. By typing in certain words or phrases, then translating, you can utilize Tajaran words to create a name. Typically, you will want to connect multiple Tajaran words with an apostrophe or hyphen, however combining two words without a space is acceptable.&lt;br /&gt;
&lt;br /&gt;
*For the Individual aspect, use a phrase, trait, or concept. &lt;br /&gt;
**For example: Love becomes Azutul. S&#039;rendarr&#039;s Warmth (Kirmah rajzir. Zir)  becomes Kirmah’rajzir. &lt;br /&gt;
*For the Dynasty aspect, you may use any text you prefer. Regions and cities with royalty or dynasty attached usually garners better results. Hadiists typically utilize the name of the city or region they were born.&lt;br /&gt;
**For example: Kaltir Royalty (Jurlket mir mrra) becomes Jurlket’mir. Nal’tor (Jri chur) becomes Jri’chur&lt;br /&gt;
*For the Purpose aspect, use the title of the job or craft of the Tajara. Use multiple versions of a given job or trade for better results.&lt;br /&gt;
**For example: Police Officer (Kaii&#039;r manq rir) becomes Kaii’rirmanq. Prince becomes Vahkal.&lt;br /&gt;
*The final name becomes: Azutul Jurlket’mir Kaii’rirmanq. &lt;br /&gt;
**From this, you can tell the individual is Azutul or named love, whose liege is the Jurlket’mir or Kaltir Royalty, and performs work as a Kaii’rirmanq or officer.&lt;br /&gt;
&lt;br /&gt;
The translator output rarely gives a word or name ready for use. Modification will be required as seen in the examples provided. This also means that names cannot be decoded.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xeno-Influenced Names ====&lt;br /&gt;
&lt;br /&gt;
Given native tajaran names are difficult for humans to pronounce, the PRA once encouraged the use of humanized names. This resulted in many Tajara taking on names derived from Eastern European or Arabic origin, as xeno-linguists found these the easiest for Tajara to pronounce. Following the transition of power from Al’marii to President Hadii, the PRA has walked back on this stance and since issued a decree to encourage citizens retake their native names as a form of pride in tradition and loyalty to the party. Many Hadiists have heeded this decree and returned to their native names, however a sizable population continues to use their adopted names. Given Tajara may have multiple names, the Adhomian governments are more dedicated in the tracking of names.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities. Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew. However, private communication in Tajaran languages such as Siik’Maas or Siik’tajr is not forbidden by SCC regulations and is often used to hold conversations between Tajara on the crew.&lt;br /&gt;
&lt;br /&gt;
Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages are Siik&#039;mas and Siik&#039;tajr.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Migration Age and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
&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 focusing more on the spoken word than others, some of the vocabularies require subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajara ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Delvahhi, Ya&#039;ssa, and other such languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations. 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;
Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin alphabets as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajara use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajara have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy and has made a widespread comeback with increasing literary levels among the Tajaran public.&lt;br /&gt;
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Tajaran culture necessitates a separation of the personal self and the external self. This cultural force can be traced back to the early worship of the Twin Suns, which throughout its history has emphasized a separation of personal and public matters. This separation was later reinforced by the nobility, eventually becoming an embedded part of all Tajaran languages. The result is a grammatical structure that separates the private and public self. In Tau Ceti Basic, this has been translated into the use of first, second, and third person pronouns as the closest fit.&lt;br /&gt;
&lt;br /&gt;
The public self, third-person pronouns (he/him, she/her), is the formal state. It shows respect and a distancing of one’s personal matters from others. Traditionalist Tajara would expect the use of the Dynasty aspect and appropriate titles when speaking in the public self. However, those from progressive regions rarely pay attention to the use of aspects as the weight of dynasties and the nobility is not present. Strangers meeting, a subordinate addressing a superior, and other cases where formality and respect is expected uses the public self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;His&#039;&#039;&#039; greetings to the &#039;&#039;&#039;madam&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this line, Person A speaks to Person B&#039;s public self through his own. As Person A does not know Person B’s name or title, madam is used to maintain respect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“Hello &#039;&#039;&#039;Officer Smith&#039;&#039;&#039;. She is &#039;&#039;&#039;chef Al-Kandari&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
Person A addresses Person B, a human, through their title and last name. Person A maintains the public self through the use of her own title and Dynasty aspect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The use of second-person pronouns (you/your) can depend on where someone is from. Non-traditionalist regions, such as the Hadiist lands, don’t consider second-person pronouns formal or informal. Traditional cultures, such as the New Kingdom, find second-person pronouns informal. In this latter case, it is reserved for use by a superior addressing a subordinate or similar cases.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;You&#039;&#039;&#039; need to handle that report by tomorrow. &#039;&#039;&#039;She&#039;&#039;&#039; will ensure it shows on &#039;&#039;&#039;your&#039;&#039;&#039; performance review otherwise.”&lt;br /&gt;
&lt;br /&gt;
Person A addresses Person B through the personal self (you/your). It shows that Person A is either disrespectful, a superior, or from regions where the use of ‘you’ is not informal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The personal self, first-person pronouns (I/me/mine), is the informal state. It is addressing matters on a personal level where formality is not required, or genuinity is desired. The Individual aspect can be used by itself in this state. Close friends, personal moments, and similar matters would use the personal self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;I&#039;&#039;&#039; am unsure what &#039;&#039;&#039;you&#039;&#039;&#039; mean by this. &#039;&#039;&#039;Your&#039;&#039;&#039; proposal vexes &#039;&#039;&#039;me&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
Person A uses the personal self and addresses Person B in the personal self. This establishes a close and informal conversation or is used to disrespect Person B by addressing them directly.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Transitioning from public to personal selfs is easy. The initiator who desires to make the conversation informal starts by referring to themself in the personal self. If the other participants agree to make a conversation informal, then they respond in kind using the personal self. Otherwise, they may continue to use the public self and maintain the conversation’s formality.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;No, &#039;&#039;&#039;I&#039;&#039;&#039; simply wanted to be introduced to &#039;&#039;&#039;her&#039;&#039;&#039;. &#039;&#039;&#039;My&#039;&#039;&#039; name is &#039;&#039;&#039;Abdal Akhtarov&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Person A steps into the personal self but is still speaking to Person B through her public self. This is an invitation to personal conversation, done respectfully by not involving Person B&#039;s personal self directly. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Hello, &#039;&#039;&#039;Mr. Akhtarov&#039;&#039;&#039;. &#039;&#039;&#039;I&#039;&#039;&#039; am &#039;&#039;&#039;Aisha&#039;&#039;&#039;. Does &#039;&#039;&#039;he&#039;&#039;&#039; wish to speak elsewhere?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Person B is still speaking to Person A&#039;s public self, however refers to herself in the personal self, accepting the invitation to an informal conversation. In the following conversation, it would be acceptable for both to use personal self.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The use of the public and personal self by non-Tajara can be jarring for those not acclimated to human environments. Tajara not used to human space can find it disrespectful how the use of the personal self is standard. Those acclimated to non-Tajaran patterns of speech rarely take issue with the lack of distinction between public and personal self. Referring to a non-Tajara through informal pronouns is broadly acceptable, however the use of first-person pronouns, the personal self, as a default often takes years in human space and a concerted effort for a Tajara to transition to.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Slang ====&lt;br /&gt;
Tajara, like every species, has a wide variety of slang terms in both Tajaran languages and Tau Ceti Basic. While no list can be truly comprehensive, as slang is ever changing, certain phrases and terms have become widespread enough to be known by nearly all Tajara.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word/Phrase !! Meaning !! Origin&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;zivr/Tivr || Xeno, Human || Beginning as a term for solely humans, T&#039;zivr, or &amp;quot;furless&amp;quot;, grew to incorporate all aliens as a whole. The term is not wholly considered derogatory, however is seen as less acceptable than xeno or alien.&lt;br /&gt;
|-&lt;br /&gt;
| Dornshky || Furless || A strong insult originating from the physical condition itself. While it is a common insult among Tajara, it includes a more derogatory way to refer to aliens.&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;ishk || IPCs, Robots, Hadiists || Originating from the Siik term for soulless, T&#039;ishk became a widespread insult for Hadiists and robots alike among Little Adhomai, quickly spreading to other Tajaran communities and, ultimately, back to Adhomai.&lt;br /&gt;
|-&lt;br /&gt;
| M&#039;ishk || IPCs || The non-derogatory version of T&#039;ishk, M&#039;ishk more specifically refers to IPCs, directly translating as &amp;quot;artificial soul&amp;quot;. It started as a shorthand of Manq&#039;ishk, however quickly gained traction within the People&#039;s Republic, and later other Tajaran communities.&lt;br /&gt;
|-&lt;br /&gt;
| Sha&#039;tajii/Shatii || Dionae || Directly translating to &amp;quot;wood peoples&amp;quot;, the term began from Little Adhomai where contact between Tajara and Dionae took place frequently enough to generate a slang term.&lt;br /&gt;
|-&lt;br /&gt;
| Kirr || Vaurca || Directly translating to &amp;quot;insect&amp;quot;, the slur originated from Little Adhomian gangs warring with Vaurca living in neighboring districts. The term spread rapidly following the murders of multiple Tajara ordered by Vaurca Queen Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra.&lt;br /&gt;
|-&lt;br /&gt;
| Nav&#039;hen || Unathi || A contraction of the phrase &amp;quot;dahal Nav henrhesi&amp;quot;, translating to &amp;quot;dies in the cold&amp;quot;. The phrase began as a tongue-in-cheek way to refer to Unathi mercenaries within the S&#039;rand&#039;marr Coalition by ALA soldiers, before spreading to Little Adhomai where it was shortened to Nav&#039;hen.&lt;br /&gt;
|- &lt;br /&gt;
| Ratajani || Skrell || Originating from the folk tales of small, ugly, stump-tailed, neon colored creatures. Characterized as greedy and the cause of unlucky events in life, Ratajani was quickly applied to Skrell upon first contact. This use of the term as a slur quickly overtook the earlier and less derogatory use as comparison to misbehaving children.&lt;br /&gt;
|- &lt;br /&gt;
| K&#039;strelkii || Mercenary, Corporate Drone || Translating as &amp;quot;money soldier&amp;quot;, the term grew out of the spite among Tajara towards corporate busy-bodies and mercenary groups.&lt;br /&gt;
|- &lt;br /&gt;
| Rafama || Stubborn, Hard-headed, Territorial || Originating from the behavior of Rafamas on Adhomai, the term is a long historic name for any person acting particularly stubborn or stand-offish.&lt;br /&gt;
|- &lt;br /&gt;
| Raskaren || Noble, Enforcer || Based upon the mythological Raskaren, a creature of Raskara that drinks blood and is incapable of surviving sunlight. The term grew to become a slur against nobles and M&#039;sai enforcers. While predominantly used within the [[Free Tajaran Council]], the term has been slowly spreading to Little Adhomai and Adhomai proper. It is banned within the New Kingdom.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Kalta || Royalist, Poor || Forming from a joke regarding the relatively high rates of poverty within the New Kingdom, T&#039;Kalta, translating to &amp;quot;without money&amp;quot;, grew in popularity across the People&#039;s Republic and Democratic People&#039;s Republic.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Ruv || Shameless, Al&#039;mariist || A rare Hadiist term that was applied to Al&#039;mariists for the perceived shamelessness in illegal and underhanded tactics during the Second Revolution. The term has since grown and spread across Tajaran communities.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Zhunii || Hick, Redneck || Translating to &amp;quot;lacking desire people&amp;quot;, the term spread as a catch-all for rural peasantry. The exact origins are believed to be a jab at the lack of time or willpower for rural peasantry to hold greater ambitions.&lt;br /&gt;
|- &lt;br /&gt;
| Vak&#039;a || Idiot, Airhead, Bro || Originating from Little Adhomai, Vak&#039;a spread rapidly as a general way to refer to a friend, equivalent to saying dude or bro.&lt;br /&gt;
|- &lt;br /&gt;
| Vakalnar || Grifter || Meaning &amp;quot;air salesman&amp;quot;, equivalent to calling someone a snake oil salesman.&lt;br /&gt;
|- &lt;br /&gt;
| Azukavo/Azuvo || Love you || Not inherently slang, the use of Azuvo has become desensitized in more progressive communities of Tajara. Rather than being an intimate expression not fit for use in public, it has seen less stigma in use, albeit still associated with loved ones and close friends.&lt;br /&gt;
|- &lt;br /&gt;
| Blinder || Overwhelming, Too Much || Descended from the concept of S’rendarr’s light being the embodiment of energy and life. Having too much of S’rendarr’s light may blind someone, therefore for something to be a Blinder it exudes too much energy, S’rendarr’s light.&lt;br /&gt;
|- &lt;br /&gt;
| Half-Knuckle || Poor, Fraternizer (Royalist) || Originating from a noble snide. Knuckles are the smallest form of currency on Adhomai, therefore to call someone a half-knuckle implies they are so poor as to only have a half-knuckle. Within Royalist society, the term additionally refers to nobles who are seen as fraternizing too much with commoners.&lt;br /&gt;
|- &lt;br /&gt;
| Top Snow || Young, Inexperienced, New || A term referring to the top layer of snow, often fresh light snow. Someone who is Top Snow is fresh, equivalent to the human term &amp;quot;green horn&amp;quot;.&lt;br /&gt;
|- &lt;br /&gt;
| Washoff || Old, Undesirable, Lackluster || Referring to the runoff of melted summer snow, called washoff on Adhomai, the term grew to be used for undesirable items or people, likened at times to the phrase ‘getting long in the tooth’.&lt;br /&gt;
|- &lt;br /&gt;
| Bronzer || Jackboot, Enforcer, Cop || Descended from the bronze emblems used to denote an on-duty enforcer. Used in a derogatory manner against cops, enforcers, and authority figures alike.&lt;br /&gt;
|- &lt;br /&gt;
| Bookie || Bookworm, Royalist, Dork || Stemming from the cultural view of books as symbols of noble oppression, bookie is a term used to insult someone within progressive cultures as a royalist, or someone who tolerates or encourages noble oppression. Can also be an insult equivalent of calling someone a dork, nerd, etc.&lt;br /&gt;
|- &lt;br /&gt;
| Torcher || Friendly, Happy, Positive || Originating from the symbol of Azubarre’s torch, calling someone a torcher implies they embody Azubarre’s torch, and therefore his qualities of positivity, friendliness, and true love. Over time, the connotations associated with Azubarre, namely the more romantic elements, became less emphasized, resulting in the slang becoming a catch all for friendliness and positivity.&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
Because of their anatomy, Tajara express emotions in different ways than Humans. Baring one’s teeth is a strong expression of challenge or mockery. As such, Tajara rarely smile by showing the teeth, instead wrinkling the nose by gently lifting the sides of the muzzle. The folding of ears is a clear sign of fear or worry, while perking the ears forward shows attention or interest. Ears will involuntarily flick when exposed to loud sounds.&lt;br /&gt;
&lt;br /&gt;
The semi-prehensile tail of Tajara allows for a great amount of expression. Enough emphasis has been placed on the tail as a form of expression and language that Tajara afflicted with Hakh’jar are commonly misread or have to vocalize their current emotion. Tajaran tails naturally sway, however a rapid sway or wag is a childish sign of satisfaction. Curving the tail downward and blistering is a clear sign of hostility, whereas tucking the tail down by the feet is a stress response. The flicking of the tail end is a sign of anger or anxiety.&lt;br /&gt;
&lt;br /&gt;
Displays of affection among Tajara are rarely seen in public, and looked down on by traditionally minded Tajara. The common forms of affection are the bumping as muzzles or holding of the wrist. While less common, twining the tail around an ankle or wrist is seen as equivalent to holding the wrist. Intertwining tails, however, is seen as a childish expression of affection. Hugging is not seen romantically. It is seen as a transfer of body heat and thus a common act between friends, comrades, and family alike. Those acclimated to human expression may view hugging as having a romantic component in certain contexts, however this is lost on those with a traditional mindset.&lt;br /&gt;
&lt;br /&gt;
Status was a major aspect of emotional expression during the times of the nobility. When interacting with another of a higher social status, it was required for the lesser of the two to lower their head and pull the ears back. Having direct eye-contact or tilting the head up was seen as a show of defiance. These expectations have since been challenged and are often disregarded if not outright rejected since the fall of the old nobility, however those traditional-minded Tajara and Royalists within the New Kingdom continue to abide by the rules of status.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
====S&#039;rand&#039;marr Worship====&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;Rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;Rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship&lt;br /&gt;
&lt;br /&gt;
There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajara were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals asking Messa to spare them from whatever ill tidings she may bring. The worship of the sun gods is dominated by an organization called the Parivara, meaning, the &amp;quot;Family.&amp;quot; The head of the Parivara is Father Valyan K&#039;rrirran who is based out of Sana Sahira, a holy city on the tallest mountain on Adhomai which roughly translates into the City of the Suns.&lt;br /&gt;
&lt;br /&gt;
Sana Sahira&#039;s location in the People&#039;s Republic places the Parivara in the precarious position of having to act favorably to the faction&#039;s government, however, Father Valyan K&#039;rrirran attempts to stay out of politics in order to avoid alienating any worshipers across borders. The Father of the Parivara is chosen by the Brothers of the Suns who serve as the priests and clergy of the faith. Devoted women of the faith can become Suns&#039; Sisters, who take a vow of silence, like the Gods themselves, and live in the temples devoted to the worship, tending to them in any way needed, anything from cleaning to heavy manual labor repairing and replacing glass or furniture, to healing the Brothers, patrons and other Suns&#039; Sisters. To cause harm to a Suns&#039; Sister is said to be one of the most unholy things you can do in a place of worship, as they&#039;re meant to emulate the Gods themselves, silent, but strong and dependable.&lt;br /&gt;
&lt;br /&gt;
====Ma&#039;ta&#039;ke==== &lt;br /&gt;
The second-largest religion is the worship of the Mata&#039;ke and his cohort companion gods, which dates back to ancient Tajaran times. A figure of legend, Mata&#039;ke is believed to have been the head of a hardy tribe of mountain dwellers who regularly came to the aid of other tribes constantly plagued by bandits and wild animals. He was revered as a fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul for the records of his dealings with other tribes shows understanding and kindness. He is upheld to be the ultimate Tajara- powerful, wise, and magnanimous. Followers of Mata&#039;ke himself endeavor to emulate his grandeur, while others attempt to emulate the other gods.&lt;br /&gt;
&lt;br /&gt;
In Tajaran mythology, the tribe of Mata&#039;ke rose to the status of gods when they slew the King of the Rrak&#039;narrr, who was also the lord and master of all Adhomai. Upon killing him, the various tribesmen all absorbed different aspects of its many powers, each becoming immortal. As the one who dealt the killing blow, and at the will of the dying Rrak&#039;narrr&#039;s final wishes, Mata&#039;ke absorbed the majority of the powers and became lord and master of all Adhomai. The tribe then decided that their former settlement was not befitting of their powers, and instead established themselves in a city of wonders at the &amp;quot;Edge of Adhomai&amp;quot; where they fend off malicious entities and protect all Tajara.&lt;br /&gt;
&lt;br /&gt;
====Njarir&#039;Akhran Worship====&lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalists, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajara would never admit to being or attempt to defend, a member of this faith.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
=== Fashion ===&lt;br /&gt;
&lt;br /&gt;
Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and standard Tajaran peasantry had little time to choose their uniforms, usually donning overcoats made of rough fabric and patches of animal hide. The fluffier the design was, the wealthier a Tajara was considered.&lt;br /&gt;
&lt;br /&gt;
[[File:Tajara dance .png|240px|thumb|right|Two tajara wearing traditional dresses during a musical performance.]]&lt;br /&gt;
Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well-insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver. Underwear usually came in the form of long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the innermost insulating layer. Then, a Tajara would overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks. &lt;br /&gt;
&lt;br /&gt;
The feared enforcers of the nobility wore great suits of armor designed to seal the user inside, creating an environment completely isolated from the harsh snows of Adhomai. Build for brute strength rather than comfort, the helmets of these suits made no room for Tajaran ears. These &#039;Enforcer Shells&#039;, as translated from Siik&#039;maas, were usually brown or olive in color, with slit visors masking the wearer&#039;s face, they were also remarkably flammable and largely abandoned during the initial stages of the first revolution.&lt;br /&gt;
&lt;br /&gt;
Today, the government officials of the People&#039;s Republic of Adhomai are usually seen dressed in olive military fatigues, occasionally donning a commissar-styled cap. These caps are usually styled with small rosettes to signify authority. When in especially cold weather, officials usually layer on black trench coats and scarves rather than wearing the outfits of the lower class.&lt;br /&gt;
&lt;br /&gt;
The lower and middle class of the Tajara are better heated by proxy, and can comfortably wear flat caps and long-sleeved buttoned shirts for warmth when working in their factories rather than excessive garbs. When outside, typical Tajara wear bomber jackets or fur coats with additional fur padding on the interior to better trap heat, paired with traditional slacks. Headwear for these working-class citizens usually comes in the form of full head scarves to keep ears warm when in the wilderness, and standard soft and flat caps within cities.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
[[File:Taj food.png|240px|thumb|right|A common Tajaran meal: hard bread, fish and vegetable soup, and Fatshouter beef.]]&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajara favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor were the usual meal of a working-class Tajara, coupled with some bread and water or ale. Pre-industrial Tajara used to have community meals around bonfires to keep their food from cooling off too much, and almost all of their food source came in the form of porridges and oats. However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better-heated homes than the peasantry, and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
&lt;br /&gt;
Traditional stews are made with diced vegetables, such as Nif-Berries, and meat, Snow Strider is commonly used by the rural population, while industrialized Fatshouters&#039; beef is preferred by the city’s inhabitants. Tajaran bread is usually made with Blizzard Ears&#039; and consumed during their morning meals.&lt;br /&gt;
&lt;br /&gt;
Adhomian alcoholic beverages are made with fermented grains, fruits, or vegetables. Juices are commonly mixed with sugar or honey. Victory gin is the most widespread alcoholic drink in Adhomai, the result of the fermentation of honey extracted from Messa&#039;s tears, but its production and consumption are slowly declining due to the loss of the People&#039;s Republic&#039;s hegemony over Adhomai. Messa&#039;s mead is also another more traditional alternative; it is made with honey and fermented Earthen-Root juice.&lt;br /&gt;
&lt;br /&gt;
Fishing and shellfish have a part in the diet of the population in the coastal areas, even if the ice can be an obstacle to most experienced fishermen. Spicy Ras&#039;val clams, named after the sea, are a famous treat, being appreciated in other systems besides S&#039;rand&#039;marr.&lt;br /&gt;
&lt;br /&gt;
====Notable Dishes====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adhomian Hard bread:&#039;&#039;&#039; a type of Tajaran bread, made from blizzard ears’ flour, water, and spice, basked in the shape of a loaf. It is known for its hard crust, bland taste, and long-lasting nature. The hard bread was usually prepared for long journeys, hard winters, or military campaigns, due to its shelf life. Certain folk stories and jokes claim that such food could also be used as artillery ammunition or thrown at besieging armies during sieges.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fatshouters Bloodpudding:&#039;&#039;&#039; a mixture of Fatshouters meat, offal, blood, and blizzard ears flour served in the shape of a flattened sausage. This recipe dates from the early Tajaran history, a favorite among the peasantry due to its simplicity and easily obtainable ingredients. It can be eaten during all meals and occasions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sugar Tree Candy:&#039;&#039;&#039; a literal translation of the popular Adhomian hard candy, found everywhere on the planet, from crystal plates in Crevus’ casinos to a bowl on a grandmother&#039;s table. Sugar candy is made from the Nm&#039;shaan, and is a cheap, beloved treat for anyone on Adhomai to rot their teeth on. It&#039;s occasionally flavored with fruits or savory liquors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Avah:&#039;&#039;&#039; used to only mean &amp;quot;sweets&amp;quot; or &amp;quot;sweet thing,&amp;quot; now singularly refers to a particular dessert. The batter is grilled and made into soft, spherical shapes, and then covered with fruit jams, sugar, or sweet cream cheese. These treats are often sold at festivals and celebrations, and foreigners compare them to pancakes.&lt;br /&gt;
&lt;br /&gt;
====Notable Beverages====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Messa&#039;s Mead:&#039;&#039;&#039; a fermented alcoholic drink made from earthen-root juice and Messa&#039;s tears leaves. It has a relatively low alcohol content and characteristic honey flavor. Messa&#039;s Mead is one of the most popular alcoholic drinks in Adhomai; it is consumed both during celebrations and daily meals. Any proper Adhomian bar has at least a keg or some bottles of the mead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Earthen-Root Juice:&#039;&#039;&#039; a juice made from the Earthen-Root. It is known for its blue color and sweetness. Because of its simplicity, Earthen-Root juice is one of Adhomai&#039;s most widely consumed drinks. Carbonated versions were created during the interwar period. However, the soft drink variation is not as popular as the traditional ones.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nm&#039;shaan Liquor:&#039;&#039;&#039; an alcoholic drink manufactured from the fruit of the Nm&#039;shaan plant. It usually has a high level of alcohol by volume. Nm&#039;shaan liquor was once reserved for the consumption of the nobility; even today it is considered a decadent drink reserved for fancy occasions. It is commonly diluted with ice water before being consumed.&lt;br /&gt;
&lt;br /&gt;
===The Arts===&lt;br /&gt;
&lt;br /&gt;
Of all arts, music is one of the most highly valued by Tajara. Stemming from the long-standing ban on most literature in their society, song, and dance remained one of the only ways for Tajara to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajara, and in place of books, the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
 &lt;br /&gt;
Theatre was also equally important in the life of a pre-discovery Tajara. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of the town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Nal&#039;tor was one and a quarter larger than the seat of government prior to human-sanctioned expansions. Dating back to the late Gunpowder Era, it was constructed from high-quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
 &lt;br /&gt;
However, literature itself - that is to say novels - has never been looked kindly upon by the Tajara public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajara as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajara, given the fact that only the nobility was taught en masse how to read, and that every family had its own private expansive library from which even learned peasants who had to pay out of pocket to access. This led to the widespread destruction of much of historical Tajara texts following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
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Traveling circuses have been present in the Tajaran culture since ancient times. Joining a troupe was one of the few available ways for a Tajara to escape the rigid roles of the caste system. Performances usually include trained animals, acrobatics, storytelling, puppetry, strength displays, magic performance, creep shows, and stores selling all kinds of food and curiosities. Since circus schools only started to appear after the First Revolution, artists frequently transmitted their techniques to their pupils. Due to the previous conflicts and the ongoing cold war, wandering troupes face large barriers than ever before. Some of the biggest circuses have left for the stars in search of a more welcoming audience than Adhomai.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Tajaran music is modally based, with there being eight modes in total. A scale can be constructed from each Mode, which is the arpeggio of the mode. There are a total of four notes in one modal scale. Two are octave, and there are two in between. Microtones between the two notes in between are used frequently, which would sound very odd to human ears. This is done because Tajara perceives music as sadder with the flatter a pitch is, and happier with the sharper a pitch is. Depending on the mood of a song, a Tajara player may tune their instrument lower, to make the song sadder; the opposite is also true. A common tradition is to let the weather decide the tuning of an instrument. Cold weather naturally makes an instrument flatter, ergo colder weather makes songs sadder. And indeed, one may notice that if each note is perceived relative to the notes that come before it, there is always a happy and sad part integral to the song. This is on purpose, as it reflects the duality in sadness/happiness which is also found in S’rendarr and Messa. Some Tajara may also associate Dissonances with Raskara. &lt;br /&gt;
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The eight modes are respectively named: Mrazur, Manur, Rrauor, Surour, Kaoel, Draeol, Aauol, Deor. They are associated with the main Ma’ta’ke deities: Mata’ke, Marryam, Rredouane, Shumaila, Kraszar, Dhrarmela, Azubarre, and The Dead Gods. &lt;br /&gt;
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A side effect of the Tajaran caste system is the possibility for the ethnicities to usually have different possible ranges and timbres on their voice. Zhan-Khazan are commonly a Bass-Baritone voice. Hharar are Tenor-Alto. M’sai and Njarir are almost always Sopranos. The voice is the most universal Tajaran instrument. Due to traditional schooling, many children have at least basic singing skills, though this is fading away in the cities. &lt;br /&gt;
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====Notable Folk Instrument====&lt;br /&gt;
[[File:Prrama.png|200px|thumb|right|The Pr&#039;rrama.]]&lt;br /&gt;
*&#039;&#039;&#039;P&#039;rrama:&#039;&#039;&#039; a plucked string instrument, with eight strings and four holes at its end. The holes on the bottom change the octave of the notes that are played, thus extending the range of the sounds. It is used both solo and with other instruments. Humans can play it, but the octave range is disabled due to a lack of a tail.&lt;br /&gt;
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*&#039;&#039;&#039;Makkra Baq:&#039;&#039;&#039; this instrument hails from the island of Das&#039;nrra, but it has long been a staple of Tajara everywhere. One plucks the strings, creating a meek and Harpsichord-like sound. It is almost always used in a solo or duet setting, as its small voice can easily be overshadowed by other instruments. In spite of this, it maintains quite a folky sound, and it is more common in rural areas than in cities.&lt;br /&gt;
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*&#039;&#039;&#039;Mah Kii:&#039;&#039;&#039; the Mah Kii is an ancient instrument, used by Tajara since the Migration Period. Adapted from a horn used to rally soldiers, it has a strong divine connotation. Many believe that one hears its sound when entering the Holly Village or when joining Messa in the afterlife. Rhazar’Hrujmagh caravans still use this trumpet at the start of raids. Some have even attempted to incorporate it into Electro-Swing bands. However, due to its short-range and its connotation with the divine, it is not used often.&lt;br /&gt;
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===Sports and Games===&lt;br /&gt;
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Recreation time for most Tajara has always been limited. Oppressive work hours and strict caste rules disallowed leeway for what a Tajara could do in their free time. Organized sports were a product of the Njarir class, which would find themselves with more time on their hands. However, as time marched on, Tajara of lower classes found ways to still play. In modern times, any Tajara is usually able to participate in any sport they wish.&lt;br /&gt;
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Tabletop RPGs and wargames are popular for Tajara in urban centers. The Tajaran tradition of storytelling lent itself to these games being easily understood and quickly enjoyed by players who saw them as an evolution of the tales that priests shared in their communities. The tabletop scene sprouted a few years following the First Revolution’s end with Siik’maas translated versions of human and skrell tabletops. These were adapted later into localized versions that then became entirely Tajaran systems. The most well-known of these games is “Global Conquest”, originally made by the PRA and then adapted by DPRA and NKA companies, this board game replicates the conquest of Adhomai by different armies. Another is “Explorators of the Unknown”, a modular game where players play as characters exploring or investigating a world of their design. &lt;br /&gt;
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The notion of video games is unknown to the natives of Adhomai; as computers are usually seen as tools. However, the younger generations living in Little Adhomai have taken interest in electronic games and arcades. Many independent productions have started to appear, with software being shared through the extranet or data storage devices. One popular title is &amp;quot;The Bane of Rashashana&amp;quot;: which follows the tale of an Adhomian folk hero attempting to save her village from a malicious monarch. The player can make narrative choices that affect the story, interspersed with objectives such as running and managing a limited time meter while avoiding obstacles.&lt;br /&gt;
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====Notable Sports====&lt;br /&gt;
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*&#039;&#039;&#039;Farehal:&#039;&#039;&#039; a sport focused on accuracy. It consists of the player throwing a disc through several hoops scattered around a course. The distance and the difficulty of the shoot influence the score. The player with the highest point value wins. Due to the amount of space needed for Farehal, especially for multiple matches on the same course, due to this, it was only practiced by the nobility at first. Large buildings were constructed to host Farehal, where noble competitors played. This game is seen as extremely pretentious, with critics claiming it requires no real strength or skill to win. It has not seen much popularity outside of S&#039;rand&#039;marr, but it is moderately popular on Adhomai,  with players in the PRA and a larger following in the NKA. Al’mari Hadii used to be a famous Farehal player.&lt;br /&gt;
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*&#039;&#039;&#039;Mahmrro:&#039;&#039;&#039; a sport requiring the Tajara to capture a ball and either run it to the opposite side of a field or throw it to a team member located on the other side of the field. This game is very popular among the youth of any Tajara generation, mostly with the lower class. It is very decentralized and has any number of regional rules depending on where you are. Mahmrro came to be associated with the lower classes towards the end of the Steeple Peace. This attitude is visible in the NKA where nobility largely avoid playing the game. Leagues exist in every country for the game with these Mahmrro Clubs gaining much fame. &lt;br /&gt;
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*&#039;&#039;&#039;N&#039;hanzafu Roping:&#039;&#039;&#039; a sport created by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|rock nomads]], commonly used to settle disputes. Two or more riders can participate. Using Zhsram as their mount, they have to capture a N’hanzafu calf with a lasso and complete five rounds around a circular arena with it. Competitors are allowed to knock down each other or steal the other’s rope, but weapons are strictly forbidden.&lt;br /&gt;
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*&#039;&#039;&#039;Baghrar:&#039;&#039;&#039; an ancient martial art from Adhomai primarily used for sport and contests of strength. The fighting style consists of strikes against the opponent from the waist up. The form of the attacks is primarily swiping motions that take advantage of a Tajara&#039;s claws to rake an opponent&#039;s torso or head. Other moves include punching for friendlier matches or stabbing forward with the claws in typical confrontations. Modern Baghrariri, or people who practice the Baghrar style for sport, usually fight with implements that cover and support their nails to avoid serious bodily damage. Modern Baghrar fights are decided upon with a point-scoring system over three 10-minute rounds, but historical victories were secured by knocking opponents onto the ground. Baghrar has been adapted into several different styles used by Adhomaian police and army units.&lt;br /&gt;
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====Notable Games====&lt;br /&gt;
[[File:Suns and moon rules.png|200px|thumb|right|Suns and Moon rules.]]&lt;br /&gt;
*&#039;&#039;&#039;Suns and Moon:&#039;&#039;&#039; a very common dice game. It is played by all, though the lower classes have the tendency to gamble whereas the upper classes play it just for fun. The ease and universality of the rules have garnered it quite the reputation. Die usually has an image of Rredouane fixed upon them. Parks commonly have designated spots for people to play Suns and Moon. Disputes are also solved through this game. &lt;br /&gt;
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*&#039;&#039;&#039;Traiaz:&#039;&#039;&#039; a game mixing intellectual and dexterity play. The board is similar to chess, though it is considerably longer, with a lot of extra space in the middle. All 10 pieces are essentially pawns, though each pair has a catch. Pieces are captured by moving horizontally on the board. Some pieces can only capture when moving diagonally, vertically, or sideways. There are several distinct regional rules influencing what kind of movements are allowed. A match is decided after all pieces have been eliminated.&lt;br /&gt;
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=== Military ===&lt;br /&gt;
&#039;&#039;For more information, see [[Tajaran Military Structures]]&#039;&#039;&lt;br /&gt;
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The military hardware of the Tajaran nation is somewhere close to what humankind used in the 1900s, though the transition to energy weapons has already been made. Clumsy overheating handguns and rifles that slowly fire long bolts of concentrated energy are used by high-ranking soldiers or special operatives, but their durability is dubious in comparison to the mass-produced, single-shot or bolt action rifles that the majority of Tajaran soldiers use. In recent years the People&#039;s Republic has largely replaced bolt action rifles with fully automatic Tsarrayut’yan rifles, however, these suffer accuracy issues at longer ranges. Bayonets are heavily relied upon in close-quarters combat rather than Tajaran model submachine guns, which are expensive in the eyes of the People&#039;s Republic and jam easily in the harsh terrain of Adhomai.&lt;br /&gt;
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Heavy infantry weapons like heavy machine guns used to come in the form of heavy, hand-cranked gatling emplacements with a heavy emphasis on frontal gun shielding. These HMG emplacements are extremely deadly in comparison to the slow-firing rifles of foot soldiers and are usually countered by Tajaran artillery or laser weaponry. Most squads of Tajara now carry a mixture of top-loading magazine-fed light machine guns or quicker-firing belt-fed LMGs.&lt;br /&gt;
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Tajaran artillery is where the cunning of the People&#039;s Republic engineering shines, and many mountain ranges of Adhomai have been lined with massive artillery guns. These weapons fire devastating artillery rounds capable of leveling small camps with a single shot, let alone a barrage. Artillery vehicles and mortar teams are almost always deployed in tandem with Tajaran infantry in order to shell enemy entrenchments and positions, and many Tajaran tacticians utilize artillery as their main killing force. These weapons are the pride of the People&#039;s Republic, and their nightmare if lost to enemy hands.&lt;br /&gt;
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=== Education ===&lt;br /&gt;
Tajaran institutions for education are woefully behind their counterparts in other species. Historically, Njarir’Akhran were often the only ones who became literate. Historians theorize this is tied to their alleged rise to nobility through their positions in early theological organizations. Officials from each faction agree that religious education has dominated most of Adhomai&#039;s academic history with heavy evidence from religious books which were largely able to survive the mass destruction of books by being sheltered in temples. Disagreements among academics arise when discussing the evolution of primary schools, secondary schools, and universities. Academicians in the New Kingdom of Adhomai assert that these institutions began to raise thousands of years ago during the Gunpowder Era and downplay the role of the nobility&#039;s suppression of educating the masses. However, intellectuals in the People&#039;s Republic of Adhomai and the Democratic People&#039;s Republic assert that these institutions were disingenuous social clubs at best and that schooling and formal education did not begin to arise until five hundred years prior. Hard information on the curriculum of pre-war institutions outside of theological institutions is difficult to find, however, archaeological evidence tends to support arguments that there was a heavy focus on the arts- especially musicals. Some artistic Hharar who lived before the war give accounts on nobles providing large patronage for painters such as in the modern sense with Al-Manq, but also for lavish concerts, operas, and ballets. Sculpting also came into prominence as evidenced by the intricate detail of various statues and gargoyle-like protrusions from an array of buildings in Nal&#039;Tor and especially on the capital building in The People&#039;s Square: the aptly-named Steeple. Regardless of the details of pre-revolution educational institutions, the current face of Tajaran education outside of seminaries is primarily technical schools that focus on preparing young Tajara to work the various labor jobs around Adhomai.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship among the families of most villages, towns, and cities. Regardless of the size of the population, pre-uprising Tajara were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships among families. However, this traditional practice has met with extreme criticism following post-uprising debates. The practice of arranged marriage was not feasible following the first revolution which effectively eliminated a generation of adult Tajara. This created a generation that had to largely create their own marriages, many of which passed on this emerging cultural norm to the next generation. Although the permanent pairing of Tajara is often colloquially referred to as &amp;quot;marriage&amp;quot; due to humanizing influences, there are a handful of different technical terms for it depending on the religion of the Tajara involved. S&#039;rand&#039;marr worshipers are typically brought together in temples by their local Brother of the Sun in a ceremony that symbolizes and glorifies S&#039;rendarr and life. Their equivalent of Marriage is called &amp;quot;&#039;&#039;&#039;S&#039;rendal&#039;Matir&#039;&#039;&#039;&amp;quot; (The life of S&#039;rendarr), named for the idea of continuing the life that the sun god S&#039;rendarr celebrates. Tajara under the worship of Ma&#039;ta&#039;ke have a less celebratory and less ritualistic ceremony, instead, they have a simple meeting between families with a clergyman to proclaim the lovers &amp;quot;&#039;&#039;&#039;Zrrazhil Ekrratul&#039;&#039;&#039;&amp;quot; (Continuation of the families), named for the simple notion of propagating the blood of the families involved. &lt;br /&gt;
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Throughout history, the concept of gender in Tajara society varied over time. Archaeological evidence suggests that before the Incarnate Dominion, multiple identities—often related to religious practices—existed. Like everything else, the nobility&#039;s breeding project also molded the perception of gender in Adhomai. Njarir’Akhran, with their great emphasis on their bloodline, were the ones with the strictest and defined gender roles. While the Zhan-Khazan rarely cared about these definitions, seeing little distinction between them. After the revolution, gender in the Tajara society changed as well, but it did not free itself fully from the shackles of the pre-contact oppression. &lt;br /&gt;
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In history, transgender Tajara were more common among Njarir and Hharar due to their more defined gender roles. Before the revolution, these individuals were often in a nebulous state, as they were still obligated to participate in the eugenics program. While some could still find suitable partners, others had to find other outlets, such as joining religious societies or becoming outcasts. Ma&#039;ta&#039;ke priesthood is open to transgender Tajara who identify as their patron god&#039;s gender. The Church of S&#039;rand&#039;marr rejects these notions and maintains a strong distinction within its organization based on the gender assigned at birth of its members. &lt;br /&gt;
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Third gender and nonbinary identities have historically been associated with religious and mystical perspectives. Those who could combine and balance both aspects were typically priests or mystics, known to have achieved some form of enlightenment. Only after the revolution are these identities now explored without the trappings of the occult. The older generations are usually confused by younger individuals who identify as such, with more religious Tajara being outraged at them for appropriating something that was once sacred. &lt;br /&gt;
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Sexual orientation was a poorly defined concept for the Tajara until the contact. With the emphasis on the caste system, most individuals were expected to have a partner of the same ethnicity with whom they could reproduce, despite their preferences. The nobility often persecuted any relationship or behavior that threatened the caste project. The nobility strictly forbade any kind of relationship with a Tajara of a different ethnicity. &lt;br /&gt;
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After the civil war, theories and studies about gender and orientation have begun to emerge among revolutionary thinkers. The most radical theorists argued that such concepts were constructions of the old nobility to further their control, calling for forgetting such ideas in favor of new visions. Currently, the Tajara society still upholds gender roles similar to those before the contact, mainly based on one&#039;s heritage. The concept of a defined and clear sexual orientation is still fairly new. Only now free of the oppressive Njarir system, the Tajara are free to think about these matters as they develop further socially, even if frequently tainted by the lingering old prejudices. The other species&#039; vision of these matters is seen as alien; even a traditional Tajara would not care to pass judgment on anything that does not involve their people.&lt;br /&gt;
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Because of the Tajara&#039;s recent history as a repressive, conservative species, they still carry many prejudices from the period before the revolution. Overt displays of affection, xenophilia, and interracial relationships among Tajara are looked down on and treated as deviancy. The pre-contact nobility purposefully encouraged these sentiments to further preserve the caste system. &lt;br /&gt;
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[[File:Adhomai render 2.png|240px|thumb|right|An Adhomian city.]]&lt;br /&gt;
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===Architecture===&lt;br /&gt;
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Adhomai&#039;s architecture is marked by the swift historical changes that the planet suffered in the past decades. Pre-contact buildings - ostentatious monuments built by the Njarir&#039;Akhran and wooden hovels inhabited by peasants - stand alongside modern edifices constructed by the early People&#039;s Republic and the modern Tajaran nations. Because of the destruction brought by two global conflicts, the Tajara had plenty of opportunities to experiment during the reconstruction. Most urban landscapes are a mosaic displaying the styles of whoever controlled them at a given time.&lt;br /&gt;
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===Holidays===&lt;br /&gt;
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Tajaran holidays center around the celebration of their nations, faith, or community. Many of these holidays have existed for centuries if not millennia, with a host of smaller rural holidays which vary from village to village. While priests of the Ma&#039;ta&#039;ke pantheon and the Parivara alike speak out against holding non-Tajaran holidays on Adhomai, such as Nal&#039;tor&#039;s annual [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-104944 Halloween] fundraisers, the vast majority of Tajara are usually indifferent towards celebrating these holidays when in Tau Ceti or other alien systems. Denying an invitation to a celebration for an alien holiday is still considered rude. Only hardliners become angered at the idea of celebrating non-Tajaran holidays off Adhomai. &lt;br /&gt;
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*&#039;&#039;&#039;Armistice Day (November 26th):&#039;&#039;&#039; while the signing of the Armistice had led the nations to declare its date a holiday, the hopes for massive celebrations for the first anniversary were crushed quickly. The Solarian collapse had diverted the attention of the Tajaran governments towards trying to ensure their people in Tau Ceti were safe. Despite this, smaller and personal celebrations of the signed peace were still held on Adhomai. For the Tajaran community in Tau Ceti, Armistice Day became a symbol of unity in the face of the Solarian incursion. Rival gangs and communities set aside their differences and prepared for a possible invasion of Biesel together, a unity that unfortunately did not last after the rogue fleet was pushed out. &lt;br /&gt;
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*&#039;&#039;&#039;Ma&#039;ta’kyr (March 24th to 30th):&#039;&#039;&#039; for an entire week, followers of the Ma’ta’ke pantheon hold celebrations for their gods. The first day is for Azubarre, which is filled with dazzling performances and unsurprisingly marriages. The second day is for Dhrarmela, whose followers present well-made crafts to donate to their community. The third day is Kraszar, whose priests hold elaborate theatre performances to tell stories and share wisdom with the people. The fourth day is Shumalia&#039;s, and is spent repairing the broken homes of the poorest while also ensuring important buildings are maintained. The fifth is Rredouane’s, and a day consisting mostly of war stories and gambling. The sixth day is Marryam’s, where families spend the day connecting with one another and holding personal celebrations. The final day is dedicated to Mata&#039;ke. It is on this day that an enormous fair is held within a community, organized by all Ma’ta’ke pantheon priests, celebrating the splendor of Mata’ke and his fellow gods. Within urban centers these fairs can become massive, sprawling over blocks and streets. D6’s Mata’ke following population celebrates this week fully, with workers taking days off or reduced shifts to enjoy it. &lt;br /&gt;
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*&#039;&#039;&#039;Coming of Dawn (January 9th):&#039;&#039;&#039; a holiday commemorating the founding of the modern Parivara, the Coming of Dawn is when the worshippers of the Suns pay respects to Dirrnavirr&#039;Almalik. Proclaimed as the prophet of the Suns, priests share stories about Dirrnavirr’Almalik’s history from his birth to establishing the Dominion of southern Ras’nrr, the first empire. It is said that it was there that he spread the faith of the suns and the priesthood was established and entrusted to guide the Tajara people. Services include performances from choirs and communal singing led by priests. Idols were once brought out depicting Dirrnavirr’Almalik, a Njarir King. Many of these icons were smashed apart in the First Revolution. What few still exist are artifacts in museums, kept in Sana Sahira, or brought out in Kaltir lands where the practice continues. The echo of the choirs can be heard wherever this is held, and within D6 one could hear the ringing of hymns throughout the entire district. &lt;br /&gt;
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*&#039;&#039;&#039;Dholma Festival (Third Week of October):&#039;&#039;&#039;  a week-long celebration to honor the harvest and prepare for the oncoming winter. During this period, Tajara will participate in large communal feasts, food fairs, and alcohol festivals. Drinking, eating, and spending time with friends and family are the main activities during this period; religious Tajara also visits local temples to offer donations to thank the Gods for the bountiful harvests.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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[[Category:Tajara]]&lt;br /&gt;
&#039;&#039;Al&#039;Mari Hadii picture created by SleepyWolf&#039;&#039;&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=39321</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=39321"/>
		<updated>2026-05-13T17:22:07Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Biology */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. sapiens&lt;br /&gt;
 |Image = OldTajara.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = [[Adhomai]]&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajr, Nal&#039;rasan, Ya&#039;ssa, Delvahhi&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai,&lt;br /&gt;
 &lt;br /&gt;
Democratic People&#039;s Republic of Adhomai,&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (direct plural: Tajara – Tah-jaw-rah both singular and multiple) (adjective: Tajaran - Tah-jaw-ran) are a race of humanoids that possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades, and padded, digitigrade feet. Tajaran history and society is deeply entrenched in the conflict between its caste system and ruling governments. The species currently finds itself involved in a cold war between the three powers that control its homeworld, Adhomai.&lt;br /&gt;
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To play as Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
Since the end of the First Revolution, Tajara have proven themselves to be capable workers to the megacorporations of the galaxy. In the years since, some of these Tajara demonstrated competent leadership and were hired into various command positions in their company of choice. To be a Tajaran head of staff in a human- and skrell-dominated space is to have dozens of eyes on you at once. Oftentimes, these Tajara face heavier criticism, are given lower wages and fewer benefits, and still face discrimination from their peers. Severe pressure is put onto them to meet a degree of excellence higher than what would be expected for a human. The vast majority of Tajaran heads of staff, especially within NanoTrasen, remain PRA citizens. Due to their close ties to NT and being of higher diplomatic standing, megacorporations prefer to promote Republican citizens over their counterparts. The NKA opening their doors to interested companies following the armistice has made it easier for their supporters to be promoted or re-promoted; however, these types are rare. The NKA’s technological backwardness is viewed as a major detriment for leadership roles and is a given reason for why a citizen would be passed over. The DPRA’s citizens, unsurprisingly, are incredibly unpopular for a promotion choice. The nation’s xenophobic and anti-corporate attitude is well known to megacorporations, so any citizen of the DPRA who manages to become promoted is subject to yearly interviews and background checks. Any sign of a connection to radical elements means a demotion, if not a firing. &lt;br /&gt;
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To date, there is yet to be any Tajara in a meaningful place of power within a megacorporation. &lt;br /&gt;
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Hharar and Njarir’Akhran can be the following Heads of Staff:&lt;br /&gt;
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* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* Corporate Liason&lt;br /&gt;
&lt;br /&gt;
M&#039;sai can be the following Heads of Staff:&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan can be the following Heads of Staff:&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Biesellite Consular Officer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajara can speak a number of unique languages, such as: &lt;br /&gt;
:- Siik&#039;Maas. Use this in-game by typing say ,j&lt;br /&gt;
:- Siik&#039;Tajr. Use this in-game by typing say ,w&lt;br /&gt;
:- Ya&#039;ssa. Use this in-game by typing say ,r&lt;br /&gt;
:- Nal&#039;rasan. Only available to M&#039;sai Tajara, use this in-game by typing say ,i&lt;br /&gt;
:- Delvahhi. Only available to Zhan-Khazan Tajara, use this in-game by typing say ,n&lt;br /&gt;
* All Tajara have claws and scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajara are faster but take extra brute damage.&lt;br /&gt;
* Tajara can see much better in the dark than humans. This is possible by using a verb in-game, but that makes them vulnerable to flashes.&lt;br /&gt;
* Tajara are less vulnerable to harm from the cold due to their fur but more vulnerable to harm from heat.&lt;br /&gt;
* Tajara cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear voidsuits and voidsuits helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as regular space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajara have a higher nutrition and hydration threshold and process reagents slightly slower.&lt;br /&gt;
* Tajara have a set of organs adapted to the life on Adhomai, with some differences in regard to function and form.&lt;br /&gt;
* Due to a long history of combined selective breeding and cultural factors, different Tajaran races have different physical qualities and attributes as well as levels of education. Visit the physiology sections of the [[Tajaran Ethnicities]] page for information about their differences.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Tajara_Child.png|thumb|A Tajaran mother with her child.]]&lt;br /&gt;
To the average human, the Tajara share many similarities with Earth&#039;s felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajara are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat efficiently. There are only a handful of areas where fur is not present, those being on the palm of their hands, the soles of their feet, and a number of various orifices as well as a small area around their eyes. Tajara have nictitating membranes, a transparent eyelid layer that assists in preventing snow blindness and keeping their eyes moist against the wind.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, the fur around a Tajara&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look, not unlike a terran lion. This hair tends to be much stronger and a great deal wirier than the rest of the fur on a Tajara&#039;s body. Some Tajara tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots, and most conceivable combinations have been recorded by scientists both Tajaran and human. A male Tajara is somewhere between 150 cm and 185 cm in height, while the mean body mass is between 65 kg and 100 kg. Females tend to range between 150 cm and 175 cm in height, with their own weight somewhere around 45 kg to 85kg. As such, both their body weight and height are roughly comparable to the average human. Height depends on a Tajara&#039;s ethnicity. Njarir&#039;akhran were bred to be taller, M&#039;sai are a more middle height, Hharar are typically shorter or of middle height, and Zhan-Khazan are usually the tallest of the races.  Any Tajara who falls out of this range is unusually tall or short which typically stems from a medical condition. A Tajaran fetus only takes six months to mature, and Tajaran children likewise mature rapidly, reaching the full extent of their growth by 15 or 16. This rapid maturation has a profound effect on the lifespan of Tajara, as only with modern medicine have Tajara reached ages above 70, with the oldest living Tajara being 84 years old. Most Tajara retire at age 60 when they are too old to work in any capacity.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
&#039;&#039;For information about the ethnicities, their traits, and their cultures: see [[Tajaran Ethnicities]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are four races of Tajara: the Hharar, the Zhan-Khazan, the Njarir’Akhran, and the M&#039;sai. Each race has a common role that they play in a society to which their biological inclinations make them more suited, as well as their own cultures which have formed from long histories of performing these roles in society. Tajara heavily stereotype each other based on race which is often a cause for conflict. As a result of these differences, there is a lot of racial tension between these various types of Tajara which was further exacerbated by differences in socioeconomic classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hharar:&#039;&#039;&#039; the first Tajaran ethnicity that Humanity came in contact with is generally viewed as the &#039;typical Tajara&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were. Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. The Hharar are the stereotypical &#039;worker&#039; Tajara, commonly described as loyal employees who are passionate and not afraid to voice their opinions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan-Khazan:&#039;&#039;&#039; the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than other Tajara. Featuring more toned, muscular bodies, thicker fur coats, and heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. Due to their status as laborer they suffer discrimination and are usually regarded as less intelligent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M&#039;sai:&#039;&#039;&#039; the third most populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajara and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. They are very loyal to their friends and family but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with a vision adapted to compensate for the heavy blizzards that plague their home planet. They are also great survivalists and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Njarir’Akhran:&#039;&#039;&#039; the ethnic group that made up the majority of the plutocracy before the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population. Easily identifiable by their large ears, fluffy tails, luxurious fur, and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coloration ===&lt;br /&gt;
Fur color is the most noticeable aspect of a Tajara. It acts as a natural camouflage and is the most visible difference between the ethnicities. Ancient history saw these fur colors appear in certain regions of Adhomai, however over millennia of migration, marriage, and modern travel, every coloration of fur can be seen across Adhomai and now the Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These fur colors are suggestions and guidelines. Any one Tajara could have a variation of the colors shown, whether it be lighter or darker.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Hharar:====&lt;br /&gt;
Hharar fur coloration traces back to the proto-Hharar peoples of Southern Ras&#039;nrr. The forests between the Rhazar and Khazan mountains alongside the fertile soil allowed for the invention of farming, and later the formation of Adhomai’s first civilizations. The Hharar people evolved to feature brown fur colorations due to the numerous woods they lived in.&lt;br /&gt;
|[[File:H_BeaverBrown.png|300px|left|thumb|Beaver Brown (RGB 159, 139, 112 / Hex #9f8b70)]]&lt;br /&gt;
|[[File:H_Kochiba.png|300px|left|thumb|Kochiba (RGB 107, 68, 35 / Hex #6b4423)]]&lt;br /&gt;
|[[File:H_Taupe.png|300px|left|thumb|Taupe (RGB 72, 60, 50 / Hex #483c32)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prairie Brown&#039;&#039;&#039;&lt;br /&gt;
Being the most common coloration of Hharar fur, Prairie Brown was once associated with the numerous Hharar working the fields across Ras’nrr. Despite this association, it is not considered the oldest fur coloration, instead being a variation that occured in those living among the fields of the warmer prairies of the Ras’nrr Heartlands.&lt;br /&gt;
| &#039;&#039;&#039;Azumah Wood&#039;&#039;&#039;&lt;br /&gt;
This fur color dates far older than the name it is associated with. Once referred to as simply “Summer Brown”, the name Azumah Wood became widespread following the massive success of a logging company in the Azumah lake region during the Steeple Peace. The wood products were advertised and sold with the image of a kochiba furred logger chopping down “Azumah grade” trees. The logging company has since then gone defunct, being known only as the source of a strange origin for the term.&lt;br /&gt;
| &#039;&#039;&#039;Harbor Brown&#039;&#039;&#039;&lt;br /&gt;
Harbor Brown carries the title of being the oldest known fur coloration among Hharar, having been the predominant coloration amongst the proto-Hharar of the Southern Ras’nrr region. However, in modern times it has been titled after the numerous harbor workers found across Adhomai, even if they no longer are a majority of sailors.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Zhan-Khazan:====&lt;br /&gt;
Zhan fur colorations are the result of a long history of mountain tribes. Even during winter seasons, the darker fur colorations permitted better camouflage with the rocky terrain of the Ras’nrr mountains.&lt;br /&gt;
|[[File:ZK_BlueGrey.png|300px|thumb|left|Blue-Grey (RGB 34, 37, 50 / Hex #222532)]]&lt;br /&gt;
|[[File:ZK_DarkGrey.png|300px|thumb|left|Dark Gray (RGB 30, 30, 30 / Hex #1e1e1e)]]&lt;br /&gt;
|[[File:ZK_Chocolate.png|300px|thumb|left|Chocolate (RGB 94, 38, 18 / Hex #5e2612)]]&lt;br /&gt;
|[[File:ZK_Black.png|300px|thumb|left|Black (RGB 0, 0, 0 / Hex #000000)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rhazar Fog&#039;&#039;&#039;&lt;br /&gt;
During Sil’nryy-aysaif, the foot of the Rhazar mountains are commonly blanketed in a thick fog. The rare blue coloration of this fog became closely associated with the local Zhan population who shared a similar fur color with that of the mountain rock. Regardless, the fur coloration took on the name of the far more popular fog than the relatively mundane mountain rock.&lt;br /&gt;
| &#039;&#039;&#039;Khazan Rock Grey&#039;&#039;&#039;&lt;br /&gt;
The proto-Zhan-Khazan people were infamously put down during the Incarnate Dominion. The majority featured a dark-grey fur that became synonymous with the Zhan tribes of the Khazan mountains that the ethnicity, and fur, are now named after.&lt;br /&gt;
| &#039;&#039;&#039;Nraz’i Mud&#039;&#039;&#039;&lt;br /&gt;
Of the Zhan tribes, those in the Nraz’i mountains enjoyed the warmest winters. The hinterlands of the Sum’add coast become a muddy mess when the snow melt of the Nraz’i mountains washes onto the thawed soil. The fur color common of the region’s Zhan tribes became associated with the mud, then taking the name it has now.&lt;br /&gt;
| &#039;&#039;&#039;Cavern Black&#039;&#039;&#039;&lt;br /&gt;
Caves formed a natural home for the first Zhan’khazan to settle within. These served as strong homes and fortresses alike for the ancient peoples. It is not believed that these conditions resulted in the dark coloration being prevalent among the Zhan, despite old tales claiming such. This uncommon coloration originated from the southern Rhazkjara mountains.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Njarir&#039;Akhran:====&lt;br /&gt;
Njarir fur colorations are the results of the extensive eugenics programs employed by the Adhomian nobilities. Through decades of careful merging of M’sai and Hharar bloodlines, along with high amounts of inbreeding, Njarir now feature the flashiest fur colors among Tajara. Despite the inherent nature of genetics, reputations for different fur colorations have taken root among noble circles even following the revolutions.&lt;br /&gt;
|[[File:NA_Orange.png|300px|thumb|left|Orange (RGB 238, 64, 0 / Hex #ee4000))]]&lt;br /&gt;
|[[File:NA_Cinammon.png|300px|thumb|left|Cinnamon (RGB 160, 82, 45 / Hex #a0522d)]]&lt;br /&gt;
|[[File:NA_Ruddy.png|300px|thumb|left|Ruddy (RGB 138, 54, 15 / Hex #8a360f)]]&lt;br /&gt;
|[[File:NA_Cream.png|300px|thumb|left|Cream (RGB 205, 175, 149 / Hex #cdaf95)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Steeple Light&#039;&#039;&#039;&lt;br /&gt;
Seen as the ultimate fur coloration produced by the infamous eugenics programs, Steeple Light gained its name after a Rasn’rr emperor of the early Steeple Peace declared his fur, a bright orange, to be the manifestation of S’rendarr’s light. Some esoteric circles in the New Kingdom have adopted this belief upon its rediscovery. While the emperor’s name was lost to the books burned in the First Revolution, his declaration remains as the name of this fur coloration.  It is a highly sought after coloration among nobles. &lt;br /&gt;
| &#039;&#039;&#039;Hadii Red&#039;&#039;&#039;&lt;br /&gt;
Once a mundane coloration, Hadii Red has become an intimidating presence following the rise of the Hadii Dynasty. The vast majority of the family has some variation of this fur, with many rumors claiming they place great effort and care that the coloration is maintained in their offspring. It is an uncommon joke for Njarir who have this fur to say that they’re secretly a Hadii.&lt;br /&gt;
| &#039;&#039;&#039;Ras’val Royal&#039;&#039;&#039;&lt;br /&gt;
Many of the noble families who came to rule the regions surrounding the Ras’val sea featured the ruddy coloration of what is now known as Ras’val Royal. While previously considered the coloration of middling nobles, the rise of the Azunja family to the head of the New Kingdom has led to the coloration being perceived as the height of royalty.&lt;br /&gt;
| &#039;&#039;&#039;Half-Knuckle White&#039;&#039;&#039;&lt;br /&gt;
This fur color was common among lower nobility across Adhomai during the Steeple peace. The term Half-Knuckle White was coined as a slur against those nobles who were seen as fraternizing too much with their enforcers resulting in a “washed out” fur color. Genetic research shows that these claims had little backing, but this has yet to make an effect on the thoroughly cemented name.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====M&#039;sai:====&lt;br /&gt;
M’sai fur is the result of the behaviors of proto-M’sai. Having been a nomadic people of the open prairies in Ras’nrr, the light fur color was often the only way Tajaran hunters were capable of hiding or blending into the environment.&lt;br /&gt;
|[[File:M_White.png|300px|thumb|left|White (RGB 238, 223, 204 / Hex #eedfcc)]]&lt;br /&gt;
|[[File:M_Ivory.png|300px|thumb|left|Ivory (RGB 205, 205, 192 / Hex #cdcdc0)]]&lt;br /&gt;
|[[File:M_Wheat.png|300px|thumb|left|Wheat (RGB 205, 186, 150 / Hex #cdba96)]]&lt;br /&gt;
|[[File:M_Silver.png|300px|thumb|left|Silver (RGB 192, 192, 192 / Hex #c0c0c0)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zarragh Washoff&#039;&#039;&#039;&lt;br /&gt;
Considered the most recent evolution of fur color, Zarragh Washoff garnered its name in the Zarr’jirah mountains. The lake-effect snow of the northern lake gained the name “washoff” due to how the new layers of snow would conceal rock and dirt chips on older snow, making the mountains easier to blend into.&lt;br /&gt;
| &#039;&#039;&#039;Field Snow&#039;&#039;&#039;&lt;br /&gt;
Field Snow is arguably the most common fur coloration amongst M’sai. Characteristic of the proto-M’sai hailing from the fields of the Nraz’i basin, upon the arrival of the nomadic tribes to Souther Ras&#039;nrr the native proto-Hharar began to refer to their coloration as “Field Snow” after the coloration of fresh snow on the Ras’nrr prairies.&lt;br /&gt;
| &#039;&#039;&#039;Fatshouter White&#039;&#039;&#039;&lt;br /&gt;
Named after the coloration of fatshouter milk before processing, this coloration has dubious origins. Written history on much of the proto-m’sai peoples were sparse, however prevailing research suggests Fatshouter white primarily comes from those M’sai nomads from the inner western coast of the Nraz’i basin.&lt;br /&gt;
| &#039;&#039;&#039;Enforcer Silver&#039;&#039;&#039;&lt;br /&gt;
Being the second most common fur coloration of the M’sai people, Enforcer Silver garnered its name through association with the dreaded noble enforcers of history. The name was reinforced in older times when many noble families began to stamp enforcer insignias in silver, which often came close to the fur color of many M’sai who wore them.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tajaran Evolution===&lt;br /&gt;
The Tajara evolved as a predatory species upon their home planet of Adhomai, and as a result, they have a pair of fairly large, well-developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. This allows for a considerable degree of low light vision, however, they have a thin reflective layer that has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
&lt;br /&gt;
The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle but has since evolved and shifted towards a more omnivorous role. Tajara have sharp, needle-like teeth in the front of their jaw which is quite clearly geared to tear meat; the further along the jawline one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Evolutionary biologists believe that predecessors to modern Tajara had rough tongues with few taste buds to facilitate eating raw meat. The contemporary species has evolved out of this a long time ago in conjunction with becoming omnivorous, and so they now have softer tongues with a full sense of taste. Atop their heads, Tajara have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
&lt;br /&gt;
===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajara employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end to allow easy usage of standard human-based technology. This is a task that Tajara tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around 1-2 centimeters.&lt;br /&gt;
[[File:Cats.png|400px|thumb|right|An artist sketch of Tajaran dimorphism, builds, and general stance.]]&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty-six and forty-eight hours, with a subsequent twenty to twenty-eight hours of sleep. Normally, the waking period is spotted with three to four fifteen-minute naps to keep the Tajara refreshed and alert. This is universal in all worlds with Tajaran living upon them. Tajara are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid, and disoriented until their circadian rhythm is righted.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Build===&lt;br /&gt;
Compared to most other known species, the Tajaran body is designed to be more flexible, lithe, and slender despite its thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajara are sexually dimorphic; females have more elongated muzzles, shorter ears, and more petite forms. Their distribution of body fat is entirely different from that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for the young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
&lt;br /&gt;
Tajara are built for extremely low-temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajara dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajara resign themselves to thin clothing. Those who find themselves confined to bio-suit or radiation suit for extended periods of time end up feeling extremely uncomfortable.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;See also: [[Tajaran History]]&#039;&#039;&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
&lt;br /&gt;
For as long as Tajara care to remember, Adhomai had always been under the rule of the nobility. The oldest historical text that exists in Tajaran possession dates back at least three thousand years and talks about the presence of nobles. Many historians agree that the trend of blood rule is more deeply-rooted in Tajaran existence than was before considered.&lt;br /&gt;
&lt;br /&gt;
The ancient past of the Tajara is poorly documented and historical texts are rare; meticulous combing and destruction of educational material by millennia of harsh rule resulted in the total atrophy of most scientific arts in Tajaran society. Little is known about Tajara civilization before &#039;&#039;&#039;1500 BCE&#039;&#039;&#039; Galactic Standard Time.&lt;br /&gt;
&lt;br /&gt;
The earliest form of government were local monarchies supported by religious authorities; the ruler and their families were considered of divine origin. Most of the settlements were similar to rural fiefs, with the population working for those dynasties in trade of their protection. Urban centers started to appear around places of worship. Peasants had little to no rights, and all dissidence was met harshly and fatally at the hands of the Nobles&#039; Enforcers - trained agents (commonly of M&#039;sai descent) who fought for the nobility of Adhomai in exchange for relative freedom. These Tajaran enforcers kept the peasants of Adhomai&#039;s lands repressed and powerless through shock and terror.&lt;br /&gt;
&lt;br /&gt;
What is known for sure, however, is that tension and violence had slowly been increasing over hundreds of years between the populace and their fellow noble families. &lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
&lt;br /&gt;
Tajara historians believe that global violence spilled out across the planet between the kingdoms and the other scattered noble families in &#039;&#039;&#039;80 CE&#039;&#039;&#039;. Those states clashed and either pitted their followers against one another. The noble leaders continued to fight and inter-marry until the ruling families had become exclusively &#039;&#039;&#039;Njarir’Akhran&#039;&#039;&#039;. Over time, the nobility slowly began to lose their religious inclination, adopting more traditional civil institutions and a relaxation of the church&#039;s control which gave way to state control. Religious worship of the noble families had been dropping steadily in conjunction with their lower influence on the other nobility. It was during this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to human contact.&lt;br /&gt;
&lt;br /&gt;
Even with technological and governmental advances, the Adhomian society was stuck with its old feudal system. The tension between the nobility and the peasantry increased due to new burdens brought by military campaigns. The first writings against the serfdom and caste systems started to appear around &#039;&#039;&#039;1732 CE&#039;&#039;&#039;, with those early revolutionaries being dealt with violence by M’sai enforcers. Draconian laws and sanctions were introduced against those that defied the status quo.  Relations between the ruling class and commoners were precarious, believed to have stemmed from harsh rulers and laws. Technological and cultural knowledge and breakthroughs had begun to trickle down from the noble families to the peasantry. The invention of the printing press in &#039;&#039;&#039;1756 CE&#039;&#039;&#039; favored the spread of anti-monarchist pamphlets. Owning a copy of an unapproved text was a capital crime. &lt;br /&gt;
&lt;br /&gt;
Adhomai underwent a form of industrialization with the creation and proliferation of the steam engine in &#039;&#039;&#039;1954 CE&#039;&#039;&#039;. However, this only forced the Adhomai peasants into harsh new labor digging in mines and working 18-hour days building rail lines for private use by the Njarir’Akhran nobility. Laws were soon enacted that banned any non-Njarir’Akhran from utilizing electricity or riding on trains. This trend of nobles hoarding new technology or innovations at the expense of the peasants continued until human contact.&lt;br /&gt;
&lt;br /&gt;
Thirty years prior to the human discovery of Adhomai, the deep-seated mistrust between peasants and nobles had reached an all-time high. The Tajaran species was trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers who demanded greater rights. The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajara was forced into almost twenty-hour workdays with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previously. This is largely attributed to the fact that rather than modernizing Adhomai the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
 &lt;br /&gt;
Automobiles are considered one of the best examples of this. The first automobile is recorded to have been created in &#039;&#039;&#039;2292  CE&#039;&#039;&#039;. Using a combustion engine much like primitive human vehicles, with extra anti-freezing measures and thick treads, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. Older Tajara considered these large creations to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
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Further restricting the rights of the individual Tajara was enacted by a furious nobility after several instances of violence against Njarir’Akhran, but specific information on these incidents has been lost. Legislations were introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwind of political turmoil, a fresh generation of Tajara were growing up, deprived of what most humans consider to be basic rights. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
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===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in &#039;&#039;&#039;2418 CE&#039;&#039;&#039;. A Sol Alliance funded expedition into the Tajaran home system discovered the pre-space age species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained untapped by mining or drilling. Because of this, several megacorporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
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However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in, initially unwilling to interfere in a pre-space age society and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year &#039;&#039;&#039;2420 CE&#039;&#039;&#039;, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
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Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, and even soldiers who were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
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===The Uprisings===&lt;br /&gt;
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It took little more than a year for a formal uprising to be staged. In &#039;&#039;&#039;2421 CE&#039;&#039;&#039;, after the nobility had captured one of the original Tajara that had been shuttled off-world, he was sentenced to be publicly hanged by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
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[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
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However, they found themselves in a cornered position. Weapons and supplies were being shipped off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories drawing closer and closer to the capital cities of each kingdom. Fighting was extremely fierce and atrocities were recorded by both sides.&lt;br /&gt;
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Among the noble families, the largest and nearly the most powerful was a dynasty called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
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This turn coating tipped the revolution in favor of the rebels. Armed with this new information, they made use of radio systems previously restricted to nobility to methodically and ruthlessly end their uprising by murdering most of the noble families, and whatever soldiers and civilians remained loyal to them. By &#039;&#039;&#039;2431 CE&#039;&#039;&#039; the revolution had finally come to an end with a total of more than &#039;&#039;&#039;92 million casualties&#039;&#039;&#039; with more than half being loyalist forces and &#039;&#039;&#039;40 million civilian deaths&#039;&#039;&#039;. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles. An informal ceasefire was declared between the factions, though skirmishes were still common.&lt;br /&gt;
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===Outcome of the Revolution===&lt;br /&gt;
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Following the First Revolution, the Hadii emerged as the victorious faction. They had annexed, through diplomacy or war, the remaining factions. Human corporations took an express interest in the Hadii dynasty; they were one of the few noble families who saw profit in human stakes on Adhomai, and many back-room deals were made to secure the Hadii&#039;s position in the new Government. In &#039;&#039;&#039;2432 CE&#039;&#039;&#039;, the People&#039;s Republic of Adhomai was officially declared, with &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039;, also known as Rhagrrhuzau Hadii, as its leader. The Tajaran public was markedly distressed by this turn of events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
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NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajara during the war, had a monopoly over the majority of the planet&#039;s valuables. Collaboration between the People&#039;s Republic, the Sol Alliance, and the Nralakk Federation have resulted in more technological advances in Tajaran society recently than ever before in their recorded history. The People&#039;s Republic began campaigns to quickly industrialize Adhomai and educate its people. Approval ratings for the current leadership rose in response. &lt;br /&gt;
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However, serious problems remained. &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039; suddenly began to back out of the People&#039;s Republic&#039;s agreed-upon business deals with NanoTrasen, all of which saw a massive amount of Tajaran natural resources exported. Citing humanity as greedy and destructive, Al&#039;mari made clear his intentions to make Adhomai independent until it was ready to take on the burden of interstellar politics.&lt;br /&gt;
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===The Second Revolution===&lt;br /&gt;
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The disagreements and hatred of the Hadii republican government had led to insurrection and treachery among Adhomai&#039;s major power figures since Al&#039;mari&#039;s new economic policies were revealed. Many Tajaran business contractors - just recently denied their ability to sell ludicrous amounts of natural resources and workers to the massive human megacorporation, NanoTrasen - felt threatened by the reforms of the Hadii government and its first President, Al&#039;mari Hadii. In 2451 CE, during a military parade, President Al&#039;mari was assassinated by Tufir Nazzirai. A known secret service agent of the People&#039;s Republic, the radical was swiftly sentenced to death for his betrayal, which claimed to be brought on by the violent tendencies of his Zhan-Khazan genetics. His brother and vice-president &#039;&#039;&#039;Njadrasanukii Hadii&#039;&#039;&#039;, also known as Malik Hadii, quickly assumed the office of the presidency and immediately passed brutal laws that punished the Zhan-Khazan and subversive elements. NanoTrasen was invited back to Adhomai and menial workers were sold en masse to NanoTrasen workplaces while the rights to the bountiful natural resources of Adhomai were sold off to NanoTrasen. Public hangings and firing squads became the norm once again.&lt;br /&gt;
[[File:Godblessalmarihadii.png|thumb|400px|left|Picture taken by the Adhomai Chronicle moments before the Assassination of Al&#039;Mari Hadii. The single most defining moment of this generation of Tajara.]]&lt;br /&gt;
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While Al&#039;mari implemented his new policies, the People&#039;s Republic saw the return of a surviving dynasty, the Azunja, in the form of an uprising in its most remote region. This faction, the New Kingdom of Adhomai, attempted to bring back monarchism to Adhomai through a constitutional monarchy.&lt;br /&gt;
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Many military generals who had fought for the Republic soon defected under the banner of the Adhomai Liberation Army, the leader of which being Al&#039;mari&#039;s old friend and ally, &#039;&#039;&#039;Halkiikijr Nated&#039;Hakhan&#039;&#039;&#039;, who claimed that he wanted to take control of the People&#039;s Republic to finally out Al&#039;mari&#039;s legacy. &amp;quot;His gun was on stun&amp;quot; became the rallying cry of Nated&#039;s fiercest supporters as they alluded to how he not only left himself greatly vulnerable during the parade but had even left his energy pistol on stun while he was assassinated. &lt;br /&gt;
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With these two rebellions, Adhomai found itself embroiled in yet another global conflict.&lt;br /&gt;
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===Adhomai Today===&lt;br /&gt;
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The Tajaran home world has suffered plenty in the three decades since the end of the First Revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections, and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy. Expanding infrastructure remains difficult, as most public funds are seized for use by the military or used to repair infrastructure damaged by shelling or bombings.&lt;br /&gt;
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There is a steady stream of money being fed into the People&#039;s Republic of Adhomai. NanoTrasen, as per its agreement with the president, has set up mining and logging operations on Adhomai using the local workforce for the most menial of tasks. In return, company-funded clinics and schools are slowly being spread out and built-in needy areas. &lt;br /&gt;
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Literacy has risen to its all-time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off-world to educate the younger generation of Tajara. However, this number has begun to decline as the dangers of working on Adhomai are beginning to become common knowledge. Special establishments for older students have also been constructed to assist the elder generation into being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure they are kept this way.&lt;br /&gt;
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The second revolution came to an end in 2461, after a decade of warfare between the three factions. The People&#039;s Republic of Adhomai was driven off from many of its past territories, having to rely on the help of a coalition of allied states and mercenaries to stop the enemy offensive. After months of bloody defenses, guerrillas attacks, and complete stagnation of all fronts, a ceasefire was signed with the support of Tau Ceti and Nralakk. An armistice, known as the &#039;&#039;&#039;Armistice of Shastar&#039;&#039;&#039;, was signed by the three factions shortly after. With the recognition of the Democratic People&#039;s Republic of Adhomai and the New Kingdom of Adhomai by the galactic community and the enforced peace, the three Tajaran powers are eager to compete with each other for supremacy through a cold war.&lt;br /&gt;
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One of the clauses of the Armistice of Shastar was the creation of the Tajaran Citizenship Act; a legal provision allowing DPRA and NKA citizens to legalize their citizenship situation, forfeiting their previous PRA affiliation. Tajara living outside of S&#039;rand&#039;marr were able to request the transfer through the proper diplomatic services. Following rising tensions and incidents between the Adhomian factions, this agreement came to an end in 2462.&lt;br /&gt;
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The Tajara species is now undergoing a cold war between the three factions. This period is marked by nuclear arms races, proxy conflicts, and subterfuge.&lt;br /&gt;
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==Tajaran Factions==&lt;br /&gt;
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Adhomai is controlled by three factions, who once participated in a civil war for the control of the planet and are now engaged in a cold war.&lt;br /&gt;
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[[File:Adhomaimodernmap.png|300px|thumb|A map of modern-day Adhomai.]]&lt;br /&gt;
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===[[File:PRA_Flag.png|30px]] [[People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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Led by [[Notable Tajara#President Njadrasanukii Hadii|President Njadrasanukii Hadii]], the &#039;&#039;&#039;People&#039;s Republic of Adhomai&#039;&#039;&#039; is the global state that emerged from the First Revolution. Before the Second Civil war, it enjoyed galactic recognition as the sole government of Adhomai. It claims to be the true keeper of Al&#039;mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’mari’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, the enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
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The Hadiist rule is marked by a lack of privacy, enthusiastic police, and pervasive secret police that leave privacy a nebulous concept to most Tajara. During the height of the war, anyone suspected of supporting traitors or publicizing media critical of the Hadii faced harsh retribution, but these practices are becoming less pervasive as wartime zealotry fades. Life under the government, while not free, is often stable and safe. Under the Republic, Tajara have more opportunities than they have had historically, with the Party investing heavily in its people. NanoTrasen continues to throw out large nets and bring in hundreds or even thousands of Tajara new employment opportunities in the galaxy as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military. NanoTrasen is also accused of being very exploitative of Tajara laborers, but for many Tajara the company is their path to the adventure of the wider galaxy.&lt;br /&gt;
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After the Second Revolution, the People&#039;s Republic lost its hegemony over Adhomai. The Hadiist state is now focused on preparing itself for a future reunification war. Large public works, research efforts, and military expansions are underway. As President Hadii grows old, the power struggle between his possible successors intensifies. Each possible heir now works to build their own support base without openly challenging the President or attracting too much attention to their plans.&lt;br /&gt;
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===[[File:DiamondALA.png|30px]] Adhomai Liberation Army | [[Democratic People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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The most pervasive and successful rebellion came from a group called the &#039;&#039;&#039;Adhomai Liberation Army&#039;&#039;&#039;, a group made up of Tajara from almost every walk of life. This organization opposed corporate claims on Tajaran soil and denounced the mismatched development and governmental negligence as the fault of humanity. During the height of the war, settlements liberated by the Liberation Army were ruled by a military junta. Being a supporter of the Hadiist government, or having been a collaborator, was grounds for immediate execution by firing squad. Villages often found their supplies seized by Liberation forces for the war effort, and the whole movement was a massive, tenacious military dictatorship under the absolute authority of [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Supreme Commander Halkiikijr Nated&#039;Hakhan]].&lt;br /&gt;
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Following the release of their updated 2459 manifesto, the various regional civilian governments formed under their rule coalesced into the &#039;&#039;&#039;Democratic People&#039;s Republic of Adhomai&#039;&#039;&#039;. Authority is still highly decentralized. In January of 2461, a contested election saw [[Notable Tajara#President Almrah Harrlala|Almrah Harrlala]] become president Contested by the military, the so-called Nated Supremacist Movement launched a putsch that was ultimately foiled by Nated himself, who appealed for the return of civilian government and then resigned his command.&lt;br /&gt;
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The DPRA is now led by President Almrah Harrlala who is struggling to transition what was once a militant insurgency movement into a modern, democratic nation. The government attempts to negotiate with ruling Juntas to voluntarily turn over power to the civilian administration, many of which still refuse. The DPRA does, for the most part, try to respect the basic rights of Tajara. Most Tajara under civilian rule do not need to worry about the secret police or being framed for a crime of civil disobedience. With the Armistice, the DPRA gained intergalactic recognition as one of the Tajaran states. In more recent times, DPRA citizens are being sponsored by Harrlala&#039;s government to go out into the galaxy openly and show what Tajara can achieve on their own terms without being puppets of human megacorporations. As President Harrlala&#039;s term comes close to its end and the next election is being organized, the fragile Al&#039;mariist democracy is threatened by all kinds of extremists.&lt;br /&gt;
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===[[File:New Kingdom of Adhomai.png|30px]] [[New Kingdom of Adhomai]]===&lt;br /&gt;
The last major faction is the rebellious &#039;&#039;&#039;New Kingdom of Adhomai&#039;&#039;&#039;, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; a constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
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During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
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[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Names===&lt;br /&gt;
Native Tajaran names have changed over the storied history of the species. The earliest record of naming conventions appears in the Warring Kings era, where the usage of dynastic titles became a standard part of the Tajaran name as a way to distinguish which noble a given serf worked under. Since then, names changed as more titles were attached. Jobs, personality traits, status, titles, age, given names, and more have been combined to produce the infamously long and unwieldy names associated with history. Following the declaration of the Steeple Peace, nobles across Adhomai standardized to a new scheme which continues to persist among the Tajaran people.&lt;br /&gt;
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Every name features three aspects: The individual, the dynasty, and the purpose. Xeno-linguists associate these aspects to the human concepts of the given name, the family name, and the job title respectively. This has resulted in debate over forced associations, as each aspect has a different connotation than what humans may expect, namely the Dynasty. Unlike humans, family names are only found with noble dynasties. This has led to many xeno organizations to assume that Tajara associate with large extended families.&lt;br /&gt;
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The Individual aspect is the personal part of a Tajara’s name. Parents will provide their child with the Individual aspect in hopes that the phrase or word used will become a part of the Tajara&#039;s person. It is not uncommon for Tajara to bear the names of gods or powerful figures, or for others to be named after abstract, religious, or ideological concepts.&lt;br /&gt;
The Dynasty aspect is the standardized part of a Tajara’s name. Following the First Revolution, the Hadiist government mandated the Dynasty aspect be named after the birthplace of an individual as a means to remove the influences of the nobility. Those stubborn Tajara born before the end of the First Revolution, or those now living in the New Kingdom, often refused to change their Dynasty aspect, continuing to reflect the noble family they serve or are a part of.&lt;br /&gt;
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The Purpose aspect previously was the utilitarian part of a Tajara’s name. The aspect reflected a job or trade, an essential piece of information within a community. However, since the end of the first revolution, the need for static names to lessen the bureaucratic burden resulted in many Purpose aspects turning into a form of family name, a newer and still contentious concept for Tajara. With the number of regional dialects and multiple titles for the same trade or job, Purpose aspects are rarely the same across Adhomai. In some cases, two families joining together in marriage would combine their two aspects to form a new one.&lt;br /&gt;
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While a Tajara’s name contains all three aspects, the usage of all three is not required. Most Tajara will utilize the Individual and Purpose aspect, however traditionalists and nobility expect the use of the Dynasty aspect. All Tajara on the Horizon may use only &#039;&#039;&#039;two aspects&#039;&#039;&#039;.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
The following guide is &#039;&#039;&#039;not required&#039;&#039;&#039;. Native names can vary based on parentage, region, and numerous other factors. This guide is a structured option, however other options include taking inspiration from the [[Notable Tajara]] page, and heavily modifying Eastern European or Arabic names.&lt;br /&gt;
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To create a native Tajaran name, you will need to access the &#039;&#039;&#039;unofficial&#039;&#039;&#039; translator [http://mk.darkserver.co.uk/lang/index.php here]. Select Siik’maas under the language drop down. By typing in certain words or phrases, then translating, you can utilize Tajaran words to create a name. Typically, you will want to connect multiple Tajaran words with an apostrophe or hyphen, however combining two words without a space is acceptable.&lt;br /&gt;
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*For the Individual aspect, use a phrase, trait, or concept. &lt;br /&gt;
**For example: Love becomes Azutul. S&#039;rendarr&#039;s Warmth (Kirmah rajzir. Zir)  becomes Kirmah’rajzir. &lt;br /&gt;
*For the Dynasty aspect, you may use any text you prefer. Regions and cities with royalty or dynasty attached usually garners better results. Hadiists typically utilize the name of the city or region they were born.&lt;br /&gt;
**For example: Kaltir Royalty (Jurlket mir mrra) becomes Jurlket’mir. Nal’tor (Jri chur) becomes Jri’chur&lt;br /&gt;
*For the Purpose aspect, use the title of the job or craft of the Tajara. Use multiple versions of a given job or trade for better results.&lt;br /&gt;
**For example: Police Officer (Kaii&#039;r manq rir) becomes Kaii’rirmanq. Prince becomes Vahkal.&lt;br /&gt;
*The final name becomes: Azutul Jurlket’mir Kaii’rirmanq. &lt;br /&gt;
**From this, you can tell the individual is Azutul or named love, whose liege is the Jurlket’mir or Kaltir Royalty, and performs work as a Kaii’rirmanq or officer.&lt;br /&gt;
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The translator output rarely gives a word or name ready for use. Modification will be required as seen in the examples provided. This also means that names cannot be decoded.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==== Xeno-Influenced Names ====&lt;br /&gt;
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Given native tajaran names are difficult for humans to pronounce, the PRA once encouraged the use of humanized names. This resulted in many Tajara taking on names derived from Eastern European or Arabic origin, as xeno-linguists found these the easiest for Tajara to pronounce. Following the transition of power from Al’marii to President Hadii, the PRA has walked back on this stance and since issued a decree to encourage citizens retake their native names as a form of pride in tradition and loyalty to the party. Many Hadiists have heeded this decree and returned to their native names, however a sizable population continues to use their adopted names. Given Tajara may have multiple names, the Adhomian governments are more dedicated in the tracking of names.&lt;br /&gt;
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===Language===&lt;br /&gt;
As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities. Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew. However, private communication in Tajaran languages such as Siik’Maas or Siik’tajr is not forbidden by SCC regulations and is often used to hold conversations between Tajara on the crew.&lt;br /&gt;
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Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages are Siik&#039;mas and Siik&#039;tajr.&lt;br /&gt;
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&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Migration Age and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
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It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajara to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite focusing more on the spoken word than others, some of the vocabularies require subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajara ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Delvahhi, Ya&#039;ssa, and other such languages.&lt;br /&gt;
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&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a tongue traditionally used by hunters. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
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Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin alphabets as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajara use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajara have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy and has made a widespread comeback with increasing literary levels among the Tajaran public.&lt;br /&gt;
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Tajaran culture necessitates a separation of the personal self and the external self. This cultural force can be traced back to the early worship of the Twin Suns, which throughout its history has emphasized a separation of personal and public matters. This separation was later reinforced by the nobility, eventually becoming an embedded part of all Tajaran languages. The result is a grammatical structure that separates the private and public self. In Tau Ceti Basic, this has been translated into the use of first, second, and third person pronouns as the closest fit.&lt;br /&gt;
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The public self, third-person pronouns (he/him, she/her), is the formal state. It shows respect and a distancing of one’s personal matters from others. Traditionalist Tajara would expect the use of the Dynasty aspect and appropriate titles when speaking in the public self. However, those from progressive regions rarely pay attention to the use of aspects as the weight of dynasties and the nobility is not present. Strangers meeting, a subordinate addressing a superior, and other cases where formality and respect is expected uses the public self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;His&#039;&#039;&#039; greetings to the &#039;&#039;&#039;madam&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
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In this line, Person A speaks to Person B&#039;s public self through his own. As Person A does not know Person B’s name or title, madam is used to maintain respect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“Hello &#039;&#039;&#039;Officer Smith&#039;&#039;&#039;. She is &#039;&#039;&#039;chef Al-Kandari&#039;&#039;&#039;.”&lt;br /&gt;
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Person A addresses Person B, a human, through their title and last name. Person A maintains the public self through the use of her own title and Dynasty aspect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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The use of second-person pronouns (you/your) can depend on where someone is from. Non-traditionalist regions, such as the Hadiist lands, don’t consider second-person pronouns formal or informal. Traditional cultures, such as the New Kingdom, find second-person pronouns informal. In this latter case, it is reserved for use by a superior addressing a subordinate or similar cases.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;You&#039;&#039;&#039; need to handle that report by tomorrow. &#039;&#039;&#039;She&#039;&#039;&#039; will ensure it shows on &#039;&#039;&#039;your&#039;&#039;&#039; performance review otherwise.”&lt;br /&gt;
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Person A addresses Person B through the personal self (you/your). It shows that Person A is either disrespectful, a superior, or from regions where the use of ‘you’ is not informal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The personal self, first-person pronouns (I/me/mine), is the informal state. It is addressing matters on a personal level where formality is not required, or genuinity is desired. The Individual aspect can be used by itself in this state. Close friends, personal moments, and similar matters would use the personal self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;I&#039;&#039;&#039; am unsure what &#039;&#039;&#039;you&#039;&#039;&#039; mean by this. &#039;&#039;&#039;Your&#039;&#039;&#039; proposal vexes &#039;&#039;&#039;me&#039;&#039;&#039;.”&lt;br /&gt;
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Person A uses the personal self and addresses Person B in the personal self. This establishes a close and informal conversation or is used to disrespect Person B by addressing them directly.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Transitioning from public to personal selfs is easy. The initiator who desires to make the conversation informal starts by referring to themself in the personal self. If the other participants agree to make a conversation informal, then they respond in kind using the personal self. Otherwise, they may continue to use the public self and maintain the conversation’s formality.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;No, &#039;&#039;&#039;I&#039;&#039;&#039; simply wanted to be introduced to &#039;&#039;&#039;her&#039;&#039;&#039;. &#039;&#039;&#039;My&#039;&#039;&#039; name is &#039;&#039;&#039;Abdal Akhtarov&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
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Person A steps into the personal self but is still speaking to Person B through her public self. This is an invitation to personal conversation, done respectfully by not involving Person B&#039;s personal self directly. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Hello, &#039;&#039;&#039;Mr. Akhtarov&#039;&#039;&#039;. &#039;&#039;&#039;I&#039;&#039;&#039; am &#039;&#039;&#039;Aisha&#039;&#039;&#039;. Does &#039;&#039;&#039;he&#039;&#039;&#039; wish to speak elsewhere?&amp;quot;&lt;br /&gt;
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Person B is still speaking to Person A&#039;s public self, however refers to herself in the personal self, accepting the invitation to an informal conversation. In the following conversation, it would be acceptable for both to use personal self.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The use of the public and personal self by non-Tajara can be jarring for those not acclimated to human environments. Tajara not used to human space can find it disrespectful how the use of the personal self is standard. Those acclimated to non-Tajaran patterns of speech rarely take issue with the lack of distinction between public and personal self. Referring to a non-Tajara through informal pronouns is broadly acceptable, however the use of first-person pronouns, the personal self, as a default often takes years in human space and a concerted effort for a Tajara to transition to.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Slang ====&lt;br /&gt;
Tajara, like every species, has a wide variety of slang terms in both Tajaran languages and Tau Ceti Basic. While no list can be truly comprehensive, as slang is ever changing, certain phrases and terms have become widespread enough to be known by nearly all Tajara.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word/Phrase !! Meaning !! Origin&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;zivr/Tivr || Xeno, Human || Beginning as a term for solely humans, T&#039;zivr, or &amp;quot;furless&amp;quot;, grew to incorporate all aliens as a whole. The term is not wholly considered derogatory, however is seen as less acceptable than xeno or alien.&lt;br /&gt;
|-&lt;br /&gt;
| Dornshky || Furless || A strong insult originating from the physical condition itself. While it is a common insult among Tajara, it includes a more derogatory way to refer to aliens.&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;ishk || IPCs, Robots, Hadiists || Originating from the Siik term for soulless, T&#039;ishk became a widespread insult for Hadiists and robots alike among Little Adhomai, quickly spreading to other Tajaran communities and, ultimately, back to Adhomai.&lt;br /&gt;
|-&lt;br /&gt;
| M&#039;ishk || IPCs || The non-derogatory version of T&#039;ishk, M&#039;ishk more specifically refers to IPCs, directly translating as &amp;quot;artificial soul&amp;quot;. It started as a shorthand of Manq&#039;ishk, however quickly gained traction within the People&#039;s Republic, and later other Tajaran communities.&lt;br /&gt;
|-&lt;br /&gt;
| Sha&#039;tajii/Shatii || Dionae || Directly translating to &amp;quot;wood peoples&amp;quot;, the term began from Little Adhomai where contact between Tajara and Dionae took place frequently enough to generate a slang term.&lt;br /&gt;
|-&lt;br /&gt;
| Kirr || Vaurca || Directly translating to &amp;quot;insect&amp;quot;, the slur originated from Little Adhomian gangs warring with Vaurca living in neighboring districts. The term spread rapidly following the murders of multiple Tajara ordered by Vaurca Queen Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra.&lt;br /&gt;
|-&lt;br /&gt;
| Nav&#039;hen || Unathi || A contraction of the phrase &amp;quot;dahal Nav henrhesi&amp;quot;, translating to &amp;quot;dies in the cold&amp;quot;. The phrase began as a tongue-in-cheek way to refer to Unathi mercenaries within the S&#039;rand&#039;marr Coalition by ALA soldiers, before spreading to Little Adhomai where it was shortened to Nav&#039;hen.&lt;br /&gt;
|- &lt;br /&gt;
| Ratajani || Skrell || Originating from the folk tales of small, ugly, stump-tailed, neon colored creatures. Characterized as greedy and the cause of unlucky events in life, Ratajani was quickly applied to Skrell upon first contact. This use of the term as a slur quickly overtook the earlier and less derogatory use as comparison to misbehaving children.&lt;br /&gt;
|- &lt;br /&gt;
| K&#039;strelkii || Mercenary, Corporate Drone || Translating as &amp;quot;money soldier&amp;quot;, the term grew out of the spite among Tajara towards corporate busy-bodies and mercenary groups.&lt;br /&gt;
|- &lt;br /&gt;
| Rafama || Stubborn, Hard-headed, Territorial || Originating from the behavior of Rafamas on Adhomai, the term is a long historic name for any person acting particularly stubborn or stand-offish.&lt;br /&gt;
|- &lt;br /&gt;
| Raskaren || Noble, Enforcer || Based upon the mythological Raskaren, a creature of Raskara that drinks blood and is incapable of surviving sunlight. The term grew to become a slur against nobles and M&#039;sai enforcers. While predominantly used within the [[Free Tajaran Council]], the term has been slowly spreading to Little Adhomai and Adhomai proper. It is banned within the New Kingdom.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Kalta || Royalist, Poor || Forming from a joke regarding the relatively high rates of poverty within the New Kingdom, T&#039;Kalta, translating to &amp;quot;without money&amp;quot;, grew in popularity across the People&#039;s Republic and Democratic People&#039;s Republic.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Ruv || Shameless, Al&#039;mariist || A rare Hadiist term that was applied to Al&#039;mariists for the perceived shamelessness in illegal and underhanded tactics during the Second Revolution. The term has since grown and spread across Tajaran communities.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Zhunii || Hick, Redneck || Translating to &amp;quot;lacking desire people&amp;quot;, the term spread as a catch-all for rural peasantry. The exact origins are believed to be a jab at the lack of time or willpower for rural peasantry to hold greater ambitions.&lt;br /&gt;
|- &lt;br /&gt;
| Vak&#039;a || Idiot, Airhead, Bro || Originating from Little Adhomai, Vak&#039;a spread rapidly as a general way to refer to a friend, equivalent to saying dude or bro.&lt;br /&gt;
|- &lt;br /&gt;
| Vakalnar || Grifter || Meaning &amp;quot;air salesman&amp;quot;, equivalent to calling someone a snake oil salesman.&lt;br /&gt;
|- &lt;br /&gt;
| Azukavo/Azuvo || Love you || Not inherently slang, the use of Azuvo has become desensitized in more progressive communities of Tajara. Rather than being an intimate expression not fit for use in public, it has seen less stigma in use, albeit still associated with loved ones and close friends.&lt;br /&gt;
|- &lt;br /&gt;
| Blinder || Overwhelming, Too Much || Descended from the concept of S’rendarr’s light being the embodiment of energy and life. Having too much of S’rendarr’s light may blind someone, therefore for something to be a Blinder it exudes too much energy, S’rendarr’s light.&lt;br /&gt;
|- &lt;br /&gt;
| Half-Knuckle || Poor, Fraternizer (Royalist) || Originating from a noble snide. Knuckles are the smallest form of currency on Adhomai, therefore to call someone a half-knuckle implies they are so poor as to only have a half-knuckle. Within Royalist society, the term additionally refers to nobles who are seen as fraternizing too much with commoners.&lt;br /&gt;
|- &lt;br /&gt;
| Top Snow || Young, Inexperienced, New || A term referring to the top layer of snow, often fresh light snow. Someone who is Top Snow is fresh, equivalent to the human term &amp;quot;green horn&amp;quot;.&lt;br /&gt;
|- &lt;br /&gt;
| Washoff || Old, Undesirable, Lackluster || Referring to the runoff of melted summer snow, called washoff on Adhomai, the term grew to be used for undesirable items or people, likened at times to the phrase ‘getting long in the tooth’.&lt;br /&gt;
|- &lt;br /&gt;
| Bronzer || Jackboot, Enforcer, Cop || Descended from the bronze emblems used to denote an on-duty enforcer. Used in a derogatory manner against cops, enforcers, and authority figures alike.&lt;br /&gt;
|- &lt;br /&gt;
| Bookie || Bookworm, Royalist, Dork || Stemming from the cultural view of books as symbols of noble oppression, bookie is a term used to insult someone within progressive cultures as a royalist, or someone who tolerates or encourages noble oppression. Can also be an insult equivalent of calling someone a dork, nerd, etc.&lt;br /&gt;
|- &lt;br /&gt;
| Torcher || Friendly, Happy, Positive || Originating from the symbol of Azubarre’s torch, calling someone a torcher implies they embody Azubarre’s torch, and therefore his qualities of positivity, friendliness, and true love. Over time, the connotations associated with Azubarre, namely the more romantic elements, became less emphasized, resulting in the slang becoming a catch all for friendliness and positivity.&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Emotional Displays===&lt;br /&gt;
Because of their anatomy, Tajara express emotions in different ways than Humans. Baring one’s teeth is a strong expression of challenge or mockery. As such, Tajara rarely smile by showing the teeth, instead wrinkling the nose by gently lifting the sides of the muzzle. The folding of ears is a clear sign of fear or worry, while perking the ears forward shows attention or interest. Ears will involuntarily flick when exposed to loud sounds.&lt;br /&gt;
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The semi-prehensile tail of Tajara allows for a great amount of expression. Enough emphasis has been placed on the tail as a form of expression and language that Tajara afflicted with Hakh’jar are commonly misread or have to vocalize their current emotion. Tajaran tails naturally sway, however a rapid sway or wag is a childish sign of satisfaction. Curving the tail downward and blistering is a clear sign of hostility, whereas tucking the tail down by the feet is a stress response. The flicking of the tail end is a sign of anger or anxiety.&lt;br /&gt;
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Displays of affection among Tajara are rarely seen in public, and looked down on by traditionally minded Tajara. The common forms of affection are the bumping as muzzles or holding of the wrist. While less common, twining the tail around an ankle or wrist is seen as equivalent to holding the wrist. Intertwining tails, however, is seen as a childish expression of affection. Hugging is not seen romantically. It is seen as a transfer of body heat and thus a common act between friends, comrades, and family alike. Those acclimated to human expression may view hugging as having a romantic component in certain contexts, however this is lost on those with a traditional mindset.&lt;br /&gt;
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Status was a major aspect of emotional expression during the times of the nobility. When interacting with another of a higher social status, it was required for the lesser of the two to lower their head and pull the ears back. Having direct eye-contact or tilting the head up was seen as a show of defiance. These expectations have since been challenged and are often disregarded if not outright rejected since the fall of the old nobility, however those traditional-minded Tajara and Royalists within the New Kingdom continue to abide by the rules of status.&lt;br /&gt;
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===Religion===&lt;br /&gt;
====S&#039;rand&#039;marr Worship====&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;Rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;Rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;&lt;br /&gt;
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- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship&lt;br /&gt;
&lt;br /&gt;
There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajara were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals asking Messa to spare them from whatever ill tidings she may bring. The worship of the sun gods is dominated by an organization called the Parivara, meaning, the &amp;quot;Family.&amp;quot; The head of the Parivara is Father Valyan K&#039;rrirran who is based out of Sana Sahira, a holy city on the tallest mountain on Adhomai which roughly translates into the City of the Suns.&lt;br /&gt;
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Sana Sahira&#039;s location in the People&#039;s Republic places the Parivara in the precarious position of having to act favorably to the faction&#039;s government, however, Father Valyan K&#039;rrirran attempts to stay out of politics in order to avoid alienating any worshipers across borders. The Father of the Parivara is chosen by the Brothers of the Suns who serve as the priests and clergy of the faith. Devoted women of the faith can become Suns&#039; Sisters, who take a vow of silence, like the Gods themselves, and live in the temples devoted to the worship, tending to them in any way needed, anything from cleaning to heavy manual labor repairing and replacing glass or furniture, to healing the Brothers, patrons and other Suns&#039; Sisters. To cause harm to a Suns&#039; Sister is said to be one of the most unholy things you can do in a place of worship, as they&#039;re meant to emulate the Gods themselves, silent, but strong and dependable.&lt;br /&gt;
&lt;br /&gt;
====Ma&#039;ta&#039;ke==== &lt;br /&gt;
The second-largest religion is the worship of the Mata&#039;ke and his cohort companion gods, which dates back to ancient Tajaran times. A figure of legend, Mata&#039;ke is believed to have been the head of a hardy tribe of mountain dwellers who regularly came to the aid of other tribes constantly plagued by bandits and wild animals. He was revered as a fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul for the records of his dealings with other tribes shows understanding and kindness. He is upheld to be the ultimate Tajara- powerful, wise, and magnanimous. Followers of Mata&#039;ke himself endeavor to emulate his grandeur, while others attempt to emulate the other gods.&lt;br /&gt;
&lt;br /&gt;
In Tajaran mythology, the tribe of Mata&#039;ke rose to the status of gods when they slew the King of the Rrak&#039;narrr, who was also the lord and master of all Adhomai. Upon killing him, the various tribesmen all absorbed different aspects of its many powers, each becoming immortal. As the one who dealt the killing blow, and at the will of the dying Rrak&#039;narrr&#039;s final wishes, Mata&#039;ke absorbed the majority of the powers and became lord and master of all Adhomai. The tribe then decided that their former settlement was not befitting of their powers, and instead established themselves in a city of wonders at the &amp;quot;Edge of Adhomai&amp;quot; where they fend off malicious entities and protect all Tajara.&lt;br /&gt;
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====Njarir&#039;Akhran Worship====&lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalists, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajara would never admit to being or attempt to defend, a member of this faith.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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=== Fashion ===&lt;br /&gt;
&lt;br /&gt;
Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and standard Tajaran peasantry had little time to choose their uniforms, usually donning overcoats made of rough fabric and patches of animal hide. The fluffier the design was, the wealthier a Tajara was considered.&lt;br /&gt;
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[[File:Tajara dance .png|240px|thumb|right|Two tajara wearing traditional dresses during a musical performance.]]&lt;br /&gt;
Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well-insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver. Underwear usually came in the form of long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the innermost insulating layer. Then, a Tajara would overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks. &lt;br /&gt;
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The feared enforcers of the nobility wore great suits of armor designed to seal the user inside, creating an environment completely isolated from the harsh snows of Adhomai. Build for brute strength rather than comfort, the helmets of these suits made no room for Tajaran ears. These &#039;Enforcer Shells&#039;, as translated from Siik&#039;maas, were usually brown or olive in color, with slit visors masking the wearer&#039;s face, they were also remarkably flammable and largely abandoned during the initial stages of the first revolution.&lt;br /&gt;
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Today, the government officials of the People&#039;s Republic of Adhomai are usually seen dressed in olive military fatigues, occasionally donning a commissar-styled cap. These caps are usually styled with small rosettes to signify authority. When in especially cold weather, officials usually layer on black trench coats and scarves rather than wearing the outfits of the lower class.&lt;br /&gt;
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The lower and middle class of the Tajara are better heated by proxy, and can comfortably wear flat caps and long-sleeved buttoned shirts for warmth when working in their factories rather than excessive garbs. When outside, typical Tajara wear bomber jackets or fur coats with additional fur padding on the interior to better trap heat, paired with traditional slacks. Headwear for these working-class citizens usually comes in the form of full head scarves to keep ears warm when in the wilderness, and standard soft and flat caps within cities.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
[[File:Taj food.png|240px|thumb|right|A common Tajaran meal: hard bread, fish and vegetable soup, and Fatshouter beef.]]&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajara favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor were the usual meal of a working-class Tajara, coupled with some bread and water or ale. Pre-industrial Tajara used to have community meals around bonfires to keep their food from cooling off too much, and almost all of their food source came in the form of porridges and oats. However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better-heated homes than the peasantry, and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
&lt;br /&gt;
Traditional stews are made with diced vegetables, such as Nif-Berries, and meat, Snow Strider is commonly used by the rural population, while industrialized Fatshouters&#039; beef is preferred by the city’s inhabitants. Tajaran bread is usually made with Blizzard Ears&#039; and consumed during their morning meals.&lt;br /&gt;
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Adhomian alcoholic beverages are made with fermented grains, fruits, or vegetables. Juices are commonly mixed with sugar or honey. Victory gin is the most widespread alcoholic drink in Adhomai, the result of the fermentation of honey extracted from Messa&#039;s tears, but its production and consumption are slowly declining due to the loss of the People&#039;s Republic&#039;s hegemony over Adhomai. Messa&#039;s mead is also another more traditional alternative; it is made with honey and fermented Earthen-Root juice.&lt;br /&gt;
&lt;br /&gt;
Fishing and shellfish have a part in the diet of the population in the coastal areas, even if the ice can be an obstacle to most experienced fishermen. Spicy Ras&#039;val clams, named after the sea, are a famous treat, being appreciated in other systems besides S&#039;rand&#039;marr.&lt;br /&gt;
&lt;br /&gt;
====Notable Dishes====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adhomian Hard bread:&#039;&#039;&#039; a type of Tajaran bread, made from blizzard ears’ flour, water, and spice, basked in the shape of a loaf. It is known for its hard crust, bland taste, and long-lasting nature. The hard bread was usually prepared for long journeys, hard winters, or military campaigns, due to its shelf life. Certain folk stories and jokes claim that such food could also be used as artillery ammunition or thrown at besieging armies during sieges.&lt;br /&gt;
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*&#039;&#039;&#039;Fatshouters Bloodpudding:&#039;&#039;&#039; a mixture of Fatshouters meat, offal, blood, and blizzard ears flour served in the shape of a flattened sausage. This recipe dates from the early Tajaran history, a favorite among the peasantry due to its simplicity and easily obtainable ingredients. It can be eaten during all meals and occasions.&lt;br /&gt;
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*&#039;&#039;&#039;Sugar Tree Candy:&#039;&#039;&#039; a literal translation of the popular Adhomian hard candy, found everywhere on the planet, from crystal plates in Crevus’ casinos to a bowl on a grandmother&#039;s table. Sugar candy is made from the Nm&#039;shaan, and is a cheap, beloved treat for anyone on Adhomai to rot their teeth on. It&#039;s occasionally flavored with fruits or savory liquors.&lt;br /&gt;
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*&#039;&#039;&#039;Avah:&#039;&#039;&#039; used to only mean &amp;quot;sweets&amp;quot; or &amp;quot;sweet thing,&amp;quot; now singularly refers to a particular dessert. The batter is grilled and made into soft, spherical shapes, and then covered with fruit jams, sugar, or sweet cream cheese. These treats are often sold at festivals and celebrations, and foreigners compare them to pancakes.&lt;br /&gt;
&lt;br /&gt;
====Notable Beverages====&lt;br /&gt;
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*&#039;&#039;&#039;Messa&#039;s Mead:&#039;&#039;&#039; a fermented alcoholic drink made from earthen-root juice and Messa&#039;s tears leaves. It has a relatively low alcohol content and characteristic honey flavor. Messa&#039;s Mead is one of the most popular alcoholic drinks in Adhomai; it is consumed both during celebrations and daily meals. Any proper Adhomian bar has at least a keg or some bottles of the mead.&lt;br /&gt;
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*&#039;&#039;&#039;Earthen-Root Juice:&#039;&#039;&#039; a juice made from the Earthen-Root. It is known for its blue color and sweetness. Because of its simplicity, Earthen-Root juice is one of Adhomai&#039;s most widely consumed drinks. Carbonated versions were created during the interwar period. However, the soft drink variation is not as popular as the traditional ones.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nm&#039;shaan Liquor:&#039;&#039;&#039; an alcoholic drink manufactured from the fruit of the Nm&#039;shaan plant. It usually has a high level of alcohol by volume. Nm&#039;shaan liquor was once reserved for the consumption of the nobility; even today it is considered a decadent drink reserved for fancy occasions. It is commonly diluted with ice water before being consumed.&lt;br /&gt;
&lt;br /&gt;
===The Arts===&lt;br /&gt;
&lt;br /&gt;
Of all arts, music is one of the most highly valued by Tajara. Stemming from the long-standing ban on most literature in their society, song, and dance remained one of the only ways for Tajara to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajara, and in place of books, the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
 &lt;br /&gt;
Theatre was also equally important in the life of a pre-discovery Tajara. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of the town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Nal&#039;tor was one and a quarter larger than the seat of government prior to human-sanctioned expansions. Dating back to the late Gunpowder Era, it was constructed from high-quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
 &lt;br /&gt;
However, literature itself - that is to say novels - has never been looked kindly upon by the Tajara public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajara as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajara, given the fact that only the nobility was taught en masse how to read, and that every family had its own private expansive library from which even learned peasants who had to pay out of pocket to access. This led to the widespread destruction of much of historical Tajara texts following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
&lt;br /&gt;
Traveling circuses have been present in the Tajaran culture since ancient times. Joining a troupe was one of the few available ways for a Tajara to escape the rigid roles of the caste system. Performances usually include trained animals, acrobatics, storytelling, puppetry, strength displays, magic performance, creep shows, and stores selling all kinds of food and curiosities. Since circus schools only started to appear after the First Revolution, artists frequently transmitted their techniques to their pupils. Due to the previous conflicts and the ongoing cold war, wandering troupes face large barriers than ever before. Some of the biggest circuses have left for the stars in search of a more welcoming audience than Adhomai.&lt;br /&gt;
&lt;br /&gt;
===Music===&lt;br /&gt;
&lt;br /&gt;
Tajaran music is modally based, with there being eight modes in total. A scale can be constructed from each Mode, which is the arpeggio of the mode. There are a total of four notes in one modal scale. Two are octave, and there are two in between. Microtones between the two notes in between are used frequently, which would sound very odd to human ears. This is done because Tajara perceives music as sadder with the flatter a pitch is, and happier with the sharper a pitch is. Depending on the mood of a song, a Tajara player may tune their instrument lower, to make the song sadder; the opposite is also true. A common tradition is to let the weather decide the tuning of an instrument. Cold weather naturally makes an instrument flatter, ergo colder weather makes songs sadder. And indeed, one may notice that if each note is perceived relative to the notes that come before it, there is always a happy and sad part integral to the song. This is on purpose, as it reflects the duality in sadness/happiness which is also found in S’rendarr and Messa. Some Tajara may also associate Dissonances with Raskara. &lt;br /&gt;
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The eight modes are respectively named: Mrazur, Manur, Rrauor, Surour, Kaoel, Draeol, Aauol, Deor. They are associated with the main Ma’ta’ke deities: Mata’ke, Marryam, Rredouane, Shumaila, Kraszar, Dhrarmela, Azubarre, and The Dead Gods. &lt;br /&gt;
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A side effect of the Tajaran caste system is the possibility for the ethnicities to usually have different possible ranges and timbres on their voice. Zhan-Khazan are commonly a Bass-Baritone voice. Hharar are Tenor-Alto. M’sai and Njarir are almost always Sopranos. The voice is the most universal Tajaran instrument. Due to traditional schooling, many children have at least basic singing skills, though this is fading away in the cities. &lt;br /&gt;
&lt;br /&gt;
====Notable Folk Instrument====&lt;br /&gt;
[[File:Prrama.png|200px|thumb|right|The Pr&#039;rrama.]]&lt;br /&gt;
*&#039;&#039;&#039;P&#039;rrama:&#039;&#039;&#039; a plucked string instrument, with eight strings and four holes at its end. The holes on the bottom change the octave of the notes that are played, thus extending the range of the sounds. It is used both solo and with other instruments. Humans can play it, but the octave range is disabled due to a lack of a tail.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Makkra Baq:&#039;&#039;&#039; this instrument hails from the island of Das&#039;nrra, but it has long been a staple of Tajara everywhere. One plucks the strings, creating a meek and Harpsichord-like sound. It is almost always used in a solo or duet setting, as its small voice can easily be overshadowed by other instruments. In spite of this, it maintains quite a folky sound, and it is more common in rural areas than in cities.&lt;br /&gt;
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*&#039;&#039;&#039;Mah Kii:&#039;&#039;&#039; the Mah Kii is an ancient instrument, used by Tajara since the Migration Period. Adapted from a horn used to rally soldiers, it has a strong divine connotation. Many believe that one hears its sound when entering the Holly Village or when joining Messa in the afterlife. Rhazar’Hrujmagh caravans still use this trumpet at the start of raids. Some have even attempted to incorporate it into Electro-Swing bands. However, due to its short-range and its connotation with the divine, it is not used often.&lt;br /&gt;
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===Sports and Games===&lt;br /&gt;
&lt;br /&gt;
Recreation time for most Tajara has always been limited. Oppressive work hours and strict caste rules disallowed leeway for what a Tajara could do in their free time. Organized sports were a product of the Njarir class, which would find themselves with more time on their hands. However, as time marched on, Tajara of lower classes found ways to still play. In modern times, any Tajara is usually able to participate in any sport they wish.&lt;br /&gt;
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Tabletop RPGs and wargames are popular for Tajara in urban centers. The Tajaran tradition of storytelling lent itself to these games being easily understood and quickly enjoyed by players who saw them as an evolution of the tales that priests shared in their communities. The tabletop scene sprouted a few years following the First Revolution’s end with Siik’maas translated versions of human and skrell tabletops. These were adapted later into localized versions that then became entirely Tajaran systems. The most well-known of these games is “Global Conquest”, originally made by the PRA and then adapted by DPRA and NKA companies, this board game replicates the conquest of Adhomai by different armies. Another is “Explorators of the Unknown”, a modular game where players play as characters exploring or investigating a world of their design. &lt;br /&gt;
&lt;br /&gt;
The notion of video games is unknown to the natives of Adhomai; as computers are usually seen as tools. However, the younger generations living in Little Adhomai have taken interest in electronic games and arcades. Many independent productions have started to appear, with software being shared through the extranet or data storage devices. One popular title is &amp;quot;The Bane of Rashashana&amp;quot;: which follows the tale of an Adhomian folk hero attempting to save her village from a malicious monarch. The player can make narrative choices that affect the story, interspersed with objectives such as running and managing a limited time meter while avoiding obstacles.&lt;br /&gt;
&lt;br /&gt;
====Notable Sports====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Farehal:&#039;&#039;&#039; a sport focused on accuracy. It consists of the player throwing a disc through several hoops scattered around a course. The distance and the difficulty of the shoot influence the score. The player with the highest point value wins. Due to the amount of space needed for Farehal, especially for multiple matches on the same course, due to this, it was only practiced by the nobility at first. Large buildings were constructed to host Farehal, where noble competitors played. This game is seen as extremely pretentious, with critics claiming it requires no real strength or skill to win. It has not seen much popularity outside of S&#039;rand&#039;marr, but it is moderately popular on Adhomai,  with players in the PRA and a larger following in the NKA. Al’mari Hadii used to be a famous Farehal player.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mahmrro:&#039;&#039;&#039; a sport requiring the Tajara to capture a ball and either run it to the opposite side of a field or throw it to a team member located on the other side of the field. This game is very popular among the youth of any Tajara generation, mostly with the lower class. It is very decentralized and has any number of regional rules depending on where you are. Mahmrro came to be associated with the lower classes towards the end of the Steeple Peace. This attitude is visible in the NKA where nobility largely avoid playing the game. Leagues exist in every country for the game with these Mahmrro Clubs gaining much fame. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;N&#039;hanzafu Roping:&#039;&#039;&#039; a sport created by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|rock nomads]], commonly used to settle disputes. Two or more riders can participate. Using Zhsram as their mount, they have to capture a N’hanzafu calf with a lasso and complete five rounds around a circular arena with it. Competitors are allowed to knock down each other or steal the other’s rope, but weapons are strictly forbidden.&lt;br /&gt;
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*&#039;&#039;&#039;Baghrar:&#039;&#039;&#039; an ancient martial art from Adhomai primarily used for sport and contests of strength. The fighting style consists of strikes against the opponent from the waist up. The form of the attacks is primarily swiping motions that take advantage of a Tajara&#039;s claws to rake an opponent&#039;s torso or head. Other moves include punching for friendlier matches or stabbing forward with the claws in typical confrontations. Modern Baghrariri, or people who practice the Baghrar style for sport, usually fight with implements that cover and support their nails to avoid serious bodily damage. Modern Baghrar fights are decided upon with a point-scoring system over three 10-minute rounds, but historical victories were secured by knocking opponents onto the ground. Baghrar has been adapted into several different styles used by Adhomaian police and army units.&lt;br /&gt;
&lt;br /&gt;
====Notable Games====&lt;br /&gt;
[[File:Suns and moon rules.png|200px|thumb|right|Suns and Moon rules.]]&lt;br /&gt;
*&#039;&#039;&#039;Suns and Moon:&#039;&#039;&#039; a very common dice game. It is played by all, though the lower classes have the tendency to gamble whereas the upper classes play it just for fun. The ease and universality of the rules have garnered it quite the reputation. Die usually has an image of Rredouane fixed upon them. Parks commonly have designated spots for people to play Suns and Moon. Disputes are also solved through this game. &lt;br /&gt;
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*&#039;&#039;&#039;Traiaz:&#039;&#039;&#039; a game mixing intellectual and dexterity play. The board is similar to chess, though it is considerably longer, with a lot of extra space in the middle. All 10 pieces are essentially pawns, though each pair has a catch. Pieces are captured by moving horizontally on the board. Some pieces can only capture when moving diagonally, vertically, or sideways. There are several distinct regional rules influencing what kind of movements are allowed. A match is decided after all pieces have been eliminated.&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&#039;&#039;For more information, see [[Tajaran Military Structures]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The military hardware of the Tajaran nation is somewhere close to what humankind used in the 1900s, though the transition to energy weapons has already been made. Clumsy overheating handguns and rifles that slowly fire long bolts of concentrated energy are used by high-ranking soldiers or special operatives, but their durability is dubious in comparison to the mass-produced, single-shot or bolt action rifles that the majority of Tajaran soldiers use. In recent years the People&#039;s Republic has largely replaced bolt action rifles with fully automatic Tsarrayut’yan rifles, however, these suffer accuracy issues at longer ranges. Bayonets are heavily relied upon in close-quarters combat rather than Tajaran model submachine guns, which are expensive in the eyes of the People&#039;s Republic and jam easily in the harsh terrain of Adhomai.&lt;br /&gt;
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Heavy infantry weapons like heavy machine guns used to come in the form of heavy, hand-cranked gatling emplacements with a heavy emphasis on frontal gun shielding. These HMG emplacements are extremely deadly in comparison to the slow-firing rifles of foot soldiers and are usually countered by Tajaran artillery or laser weaponry. Most squads of Tajara now carry a mixture of top-loading magazine-fed light machine guns or quicker-firing belt-fed LMGs.&lt;br /&gt;
&lt;br /&gt;
Tajaran artillery is where the cunning of the People&#039;s Republic engineering shines, and many mountain ranges of Adhomai have been lined with massive artillery guns. These weapons fire devastating artillery rounds capable of leveling small camps with a single shot, let alone a barrage. Artillery vehicles and mortar teams are almost always deployed in tandem with Tajaran infantry in order to shell enemy entrenchments and positions, and many Tajaran tacticians utilize artillery as their main killing force. These weapons are the pride of the People&#039;s Republic, and their nightmare if lost to enemy hands.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
Tajaran institutions for education are woefully behind their counterparts in other species. Historically, Njarir’Akhran were often the only ones who became literate. Historians theorize this is tied to their alleged rise to nobility through their positions in early theological organizations. Officials from each faction agree that religious education has dominated most of Adhomai&#039;s academic history with heavy evidence from religious books which were largely able to survive the mass destruction of books by being sheltered in temples. Disagreements among academics arise when discussing the evolution of primary schools, secondary schools, and universities. Academicians in the New Kingdom of Adhomai assert that these institutions began to raise thousands of years ago during the Gunpowder Era and downplay the role of the nobility&#039;s suppression of educating the masses. However, intellectuals in the People&#039;s Republic of Adhomai and the Democratic People&#039;s Republic assert that these institutions were disingenuous social clubs at best and that schooling and formal education did not begin to arise until five hundred years prior. Hard information on the curriculum of pre-war institutions outside of theological institutions is difficult to find, however, archaeological evidence tends to support arguments that there was a heavy focus on the arts- especially musicals. Some artistic Hharar who lived before the war give accounts on nobles providing large patronage for painters such as in the modern sense with Al-Manq, but also for lavish concerts, operas, and ballets. Sculpting also came into prominence as evidenced by the intricate detail of various statues and gargoyle-like protrusions from an array of buildings in Nal&#039;Tor and especially on the capital building in The People&#039;s Square: the aptly-named Steeple. Regardless of the details of pre-revolution educational institutions, the current face of Tajaran education outside of seminaries is primarily technical schools that focus on preparing young Tajara to work the various labor jobs around Adhomai.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship among the families of most villages, towns, and cities. Regardless of the size of the population, pre-uprising Tajara were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships among families. However, this traditional practice has met with extreme criticism following post-uprising debates. The practice of arranged marriage was not feasible following the first revolution which effectively eliminated a generation of adult Tajara. This created a generation that had to largely create their own marriages, many of which passed on this emerging cultural norm to the next generation. Although the permanent pairing of Tajara is often colloquially referred to as &amp;quot;marriage&amp;quot; due to humanizing influences, there are a handful of different technical terms for it depending on the religion of the Tajara involved. S&#039;rand&#039;marr worshipers are typically brought together in temples by their local Brother of the Sun in a ceremony that symbolizes and glorifies S&#039;rendarr and life. Their equivalent of Marriage is called &amp;quot;&#039;&#039;&#039;S&#039;rendal&#039;Matir&#039;&#039;&#039;&amp;quot; (The life of S&#039;rendarr), named for the idea of continuing the life that the sun god S&#039;rendarr celebrates. Tajara under the worship of Ma&#039;ta&#039;ke have a less celebratory and less ritualistic ceremony, instead, they have a simple meeting between families with a clergyman to proclaim the lovers &amp;quot;&#039;&#039;&#039;Zrrazhil Ekrratul&#039;&#039;&#039;&amp;quot; (Continuation of the families), named for the simple notion of propagating the blood of the families involved. &lt;br /&gt;
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Throughout history, the concept of gender in Tajara society varied over time. Archaeological evidence suggests that before the Incarnate Dominion, multiple identities—often related to religious practices—existed. Like everything else, the nobility&#039;s breeding project also molded the perception of gender in Adhomai. Njarir’Akhran, with their great emphasis on their bloodline, were the ones with the strictest and defined gender roles. While the Zhan-Khazan rarely cared about these definitions, seeing little distinction between them. After the revolution, gender in the Tajara society changed as well, but it did not free itself fully from the shackles of the pre-contact oppression. &lt;br /&gt;
&lt;br /&gt;
In history, transgender Tajara were more common among Njarir and Hharar due to their more defined gender roles. Before the revolution, these individuals were often in a nebulous state, as they were still obligated to participate in the eugenics program. While some could still find suitable partners, others had to find other outlets, such as joining religious societies or becoming outcasts. Ma&#039;ta&#039;ke priesthood is open to transgender Tajara who identify as their patron god&#039;s gender. The Church of S&#039;rand&#039;marr rejects these notions and maintains a strong distinction within its organization based on the gender assigned at birth of its members. &lt;br /&gt;
&lt;br /&gt;
Third gender and nonbinary identities have historically been associated with religious and mystical perspectives. Those who could combine and balance both aspects were typically priests or mystics, known to have achieved some form of enlightenment. Only after the revolution are these identities now explored without the trappings of the occult. The older generations are usually confused by younger individuals who identify as such, with more religious Tajara being outraged at them for appropriating something that was once sacred. &lt;br /&gt;
&lt;br /&gt;
Sexual orientation was a poorly defined concept for the Tajara until the contact. With the emphasis on the caste system, most individuals were expected to have a partner of the same ethnicity with whom they could reproduce, despite their preferences. The nobility often persecuted any relationship or behavior that threatened the caste project. The nobility strictly forbade any kind of relationship with a Tajara of a different ethnicity. &lt;br /&gt;
&lt;br /&gt;
After the civil war, theories and studies about gender and orientation have begun to emerge among revolutionary thinkers. The most radical theorists argued that such concepts were constructions of the old nobility to further their control, calling for forgetting such ideas in favor of new visions. Currently, the Tajara society still upholds gender roles similar to those before the contact, mainly based on one&#039;s heritage. The concept of a defined and clear sexual orientation is still fairly new. Only now free of the oppressive Njarir system, the Tajara are free to think about these matters as they develop further socially, even if frequently tainted by the lingering old prejudices. The other species&#039; vision of these matters is seen as alien; even a traditional Tajara would not care to pass judgment on anything that does not involve their people.&lt;br /&gt;
&lt;br /&gt;
Because of the Tajara&#039;s recent history as a repressive, conservative species, they still carry many prejudices from the period before the revolution. Overt displays of affection, xenophilia, and interracial relationships among Tajara are looked down on and treated as deviancy. The pre-contact nobility purposefully encouraged these sentiments to further preserve the caste system. &lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai render 2.png|240px|thumb|right|An Adhomian city.]]&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
&lt;br /&gt;
Adhomai&#039;s architecture is marked by the swift historical changes that the planet suffered in the past decades. Pre-contact buildings - ostentatious monuments built by the Njarir&#039;Akhran and wooden hovels inhabited by peasants - stand alongside modern edifices constructed by the early People&#039;s Republic and the modern Tajaran nations. Because of the destruction brought by two global conflicts, the Tajara had plenty of opportunities to experiment during the reconstruction. Most urban landscapes are a mosaic displaying the styles of whoever controlled them at a given time.&lt;br /&gt;
&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
Tajaran holidays center around the celebration of their nations, faith, or community. Many of these holidays have existed for centuries if not millennia, with a host of smaller rural holidays which vary from village to village. While priests of the Ma&#039;ta&#039;ke pantheon and the Parivara alike speak out against holding non-Tajaran holidays on Adhomai, such as Nal&#039;tor&#039;s annual [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-104944 Halloween] fundraisers, the vast majority of Tajara are usually indifferent towards celebrating these holidays when in Tau Ceti or other alien systems. Denying an invitation to a celebration for an alien holiday is still considered rude. Only hardliners become angered at the idea of celebrating non-Tajaran holidays off Adhomai. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armistice Day (November 26th):&#039;&#039;&#039; while the signing of the Armistice had led the nations to declare its date a holiday, the hopes for massive celebrations for the first anniversary were crushed quickly. The Solarian collapse had diverted the attention of the Tajaran governments towards trying to ensure their people in Tau Ceti were safe. Despite this, smaller and personal celebrations of the signed peace were still held on Adhomai. For the Tajaran community in Tau Ceti, Armistice Day became a symbol of unity in the face of the Solarian incursion. Rival gangs and communities set aside their differences and prepared for a possible invasion of Biesel together, a unity that unfortunately did not last after the rogue fleet was pushed out. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ma&#039;ta’kyr (March 24th to 30th):&#039;&#039;&#039; for an entire week, followers of the Ma’ta’ke pantheon hold celebrations for their gods. The first day is for Azubarre, which is filled with dazzling performances and unsurprisingly marriages. The second day is for Dhrarmela, whose followers present well-made crafts to donate to their community. The third day is Kraszar, whose priests hold elaborate theatre performances to tell stories and share wisdom with the people. The fourth day is Shumalia&#039;s, and is spent repairing the broken homes of the poorest while also ensuring important buildings are maintained. The fifth is Rredouane’s, and a day consisting mostly of war stories and gambling. The sixth day is Marryam’s, where families spend the day connecting with one another and holding personal celebrations. The final day is dedicated to Mata&#039;ke. It is on this day that an enormous fair is held within a community, organized by all Ma’ta’ke pantheon priests, celebrating the splendor of Mata’ke and his fellow gods. Within urban centers these fairs can become massive, sprawling over blocks and streets. D6’s Mata’ke following population celebrates this week fully, with workers taking days off or reduced shifts to enjoy it. &lt;br /&gt;
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*&#039;&#039;&#039;Coming of Dawn (January 9th):&#039;&#039;&#039; a holiday commemorating the founding of the modern Parivara, the Coming of Dawn is when the worshippers of the Suns pay respects to Dirrnavirr&#039;Almalik. Proclaimed as the prophet of the Suns, priests share stories about Dirrnavirr’Almalik’s history from his birth to establishing the Dominion of southern Ras’nrr, the first empire. It is said that it was there that he spread the faith of the suns and the priesthood was established and entrusted to guide the Tajara people. Services include performances from choirs and communal singing led by priests. Idols were once brought out depicting Dirrnavirr’Almalik, a Njarir King. Many of these icons were smashed apart in the First Revolution. What few still exist are artifacts in museums, kept in Sana Sahira, or brought out in Kaltir lands where the practice continues. The echo of the choirs can be heard wherever this is held, and within D6 one could hear the ringing of hymns throughout the entire district. &lt;br /&gt;
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*&#039;&#039;&#039;Dholma Festival (Third Week of October):&#039;&#039;&#039;  a week-long celebration to honor the harvest and prepare for the oncoming winter. During this period, Tajara will participate in large communal feasts, food fairs, and alcohol festivals. Drinking, eating, and spending time with friends and family are the main activities during this period; religious Tajara also visits local temples to offer donations to thank the Gods for the bountiful harvests.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Tajara]]&lt;br /&gt;
&#039;&#039;Al&#039;Mari Hadii picture created by SleepyWolf&#039;&#039;&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Tajara_Child.png&amp;diff=39320</id>
		<title>File:Tajara Child.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Tajara_Child.png&amp;diff=39320"/>
		<updated>2026-05-13T17:20:34Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: Art by Grainsaucer/Coalf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Art by Grainsaucer/Coalf&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Tajara_beach.png&amp;diff=39319</id>
		<title>File:Tajara beach.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Tajara_beach.png&amp;diff=39319"/>
		<updated>2026-05-13T17:20:12Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: Art by Grainsaucer/Coalf.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Art by Grainsaucer/Coalf.&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=39318</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=39318"/>
		<updated>2026-05-13T16:54:49Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Military */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. sapiens&lt;br /&gt;
 |Image = OldTajara.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = [[Adhomai]]&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajr, Nal&#039;rasan, Ya&#039;ssa, Delvahhi&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai,&lt;br /&gt;
 &lt;br /&gt;
Democratic People&#039;s Republic of Adhomai,&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (direct plural: Tajara – Tah-jaw-rah both singular and multiple) (adjective: Tajaran - Tah-jaw-ran) are a race of humanoids that possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades, and padded, digitigrade feet. Tajaran history and society is deeply entrenched in the conflict between its caste system and ruling governments. The species currently finds itself involved in a cold war between the three powers that control its homeworld, Adhomai.&lt;br /&gt;
&lt;br /&gt;
To play as Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
Since the end of the First Revolution, Tajara have proven themselves to be capable workers to the megacorporations of the galaxy. In the years since, some of these Tajara demonstrated competent leadership and were hired into various command positions in their company of choice. To be a Tajaran head of staff in a human- and skrell-dominated space is to have dozens of eyes on you at once. Oftentimes, these Tajara face heavier criticism, are given lower wages and fewer benefits, and still face discrimination from their peers. Severe pressure is put onto them to meet a degree of excellence higher than what would be expected for a human. The vast majority of Tajaran heads of staff, especially within NanoTrasen, remain PRA citizens. Due to their close ties to NT and being of higher diplomatic standing, megacorporations prefer to promote Republican citizens over their counterparts. The NKA opening their doors to interested companies following the armistice has made it easier for their supporters to be promoted or re-promoted; however, these types are rare. The NKA’s technological backwardness is viewed as a major detriment for leadership roles and is a given reason for why a citizen would be passed over. The DPRA’s citizens, unsurprisingly, are incredibly unpopular for a promotion choice. The nation’s xenophobic and anti-corporate attitude is well known to megacorporations, so any citizen of the DPRA who manages to become promoted is subject to yearly interviews and background checks. Any sign of a connection to radical elements means a demotion, if not a firing. &lt;br /&gt;
&lt;br /&gt;
To date, there is yet to be any Tajara in a meaningful place of power within a megacorporation. &lt;br /&gt;
&lt;br /&gt;
Hharar and Njarir’Akhran can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* Corporate Liason&lt;br /&gt;
&lt;br /&gt;
M&#039;sai can be the following Heads of Staff:&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan can be the following Heads of Staff:&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Biesellite Consular Officer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajara can speak a number of unique languages, such as: &lt;br /&gt;
:- Siik&#039;Maas. Use this in-game by typing say ,j&lt;br /&gt;
:- Siik&#039;Tajr. Use this in-game by typing say ,w&lt;br /&gt;
:- Ya&#039;ssa. Use this in-game by typing say ,r&lt;br /&gt;
:- Nal&#039;rasan. Only available to M&#039;sai Tajara, use this in-game by typing say ,i&lt;br /&gt;
:- Delvahhi. Only available to Zhan-Khazan Tajara, use this in-game by typing say ,n&lt;br /&gt;
* All Tajara have claws and scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajara are faster but take extra brute damage.&lt;br /&gt;
* Tajara can see much better in the dark than humans. This is possible by using a verb in-game, but that makes them vulnerable to flashes.&lt;br /&gt;
* Tajara are less vulnerable to harm from the cold due to their fur but more vulnerable to harm from heat.&lt;br /&gt;
* Tajara cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear voidsuits and voidsuits helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as regular space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajara have a higher nutrition and hydration threshold and process reagents slightly slower.&lt;br /&gt;
* Tajara have a set of organs adapted to the life on Adhomai, with some differences in regard to function and form.&lt;br /&gt;
* Due to a long history of combined selective breeding and cultural factors, different Tajaran races have different physical qualities and attributes as well as levels of education. Visit the physiology sections of the [[Tajaran Ethnicities]] page for information about their differences.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
To the average human, the Tajara share many similarities with Earth&#039;s felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajara are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat efficiently. There are only a handful of areas where fur is not present, those being on the palm of their hands, the soles of their feet, and a number of various orifices as well as a small area around their eyes. Tajara have nictitating membranes, a transparent eyelid layer that assists in preventing snow blindness and keeping their eyes moist against the wind.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, the fur around a Tajara&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look, not unlike a terran lion. This hair tends to be much stronger and a great deal wirier than the rest of the fur on a Tajara&#039;s body. Some Tajara tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots, and most conceivable combinations have been recorded by scientists both Tajaran and human. A male Tajara is somewhere between 150 cm and 185 cm in height, while the mean body mass is between 65 kg and 100 kg. Females tend to range between 150 cm and 175 cm in height, with their own weight somewhere around 45 kg to 85kg. As such, both their body weight and height are roughly comparable to the average human. Height depends on a Tajara&#039;s ethnicity. Njarir&#039;akhran were bred to be taller, M&#039;sai are a more middle height, Hharar are typically shorter or of middle height, and Zhan-Khazan are usually the tallest of the races.  Any Tajara who falls out of this range is unusually tall or short which typically stems from a medical condition. A Tajaran fetus only takes six months to mature, and Tajaran children likewise mature rapidly, reaching the full extent of their growth by 15 or 16. This rapid maturation has a profound effect on the lifespan of Tajara, as only with modern medicine have Tajara reached ages above 70, with the oldest living Tajara being 84 years old. Most Tajara retire at age 60 when they are too old to work in any capacity.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
&#039;&#039;For information about the ethnicities, their traits, and their cultures: see [[Tajaran Ethnicities]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are four races of Tajara: the Hharar, the Zhan-Khazan, the Njarir’Akhran, and the M&#039;sai. Each race has a common role that they play in a society to which their biological inclinations make them more suited, as well as their own cultures which have formed from long histories of performing these roles in society. Tajara heavily stereotype each other based on race which is often a cause for conflict. As a result of these differences, there is a lot of racial tension between these various types of Tajara which was further exacerbated by differences in socioeconomic classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hharar:&#039;&#039;&#039; the first Tajaran ethnicity that Humanity came in contact with is generally viewed as the &#039;typical Tajara&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were. Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. The Hharar are the stereotypical &#039;worker&#039; Tajara, commonly described as loyal employees who are passionate and not afraid to voice their opinions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan-Khazan:&#039;&#039;&#039; the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than other Tajara. Featuring more toned, muscular bodies, thicker fur coats, and heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. Due to their status as laborer they suffer discrimination and are usually regarded as less intelligent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M&#039;sai:&#039;&#039;&#039; the third most populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajara and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. They are very loyal to their friends and family but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with a vision adapted to compensate for the heavy blizzards that plague their home planet. They are also great survivalists and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Njarir’Akhran:&#039;&#039;&#039; the ethnic group that made up the majority of the plutocracy before the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population. Easily identifiable by their large ears, fluffy tails, luxurious fur, and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coloration ===&lt;br /&gt;
Fur color is the most noticeable aspect of a Tajara. It acts as a natural camouflage and is the most visible difference between the ethnicities. Ancient history saw these fur colors appear in certain regions of Adhomai, however over millennia of migration, marriage, and modern travel, every coloration of fur can be seen across Adhomai and now the Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These fur colors are suggestions and guidelines. Any one Tajara could have a variation of the colors shown, whether it be lighter or darker.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Hharar:====&lt;br /&gt;
Hharar fur coloration traces back to the proto-Hharar peoples of Southern Ras&#039;nrr. The forests between the Rhazar and Khazan mountains alongside the fertile soil allowed for the invention of farming, and later the formation of Adhomai’s first civilizations. The Hharar people evolved to feature brown fur colorations due to the numerous woods they lived in.&lt;br /&gt;
|[[File:H_BeaverBrown.png|300px|left|thumb|Beaver Brown (RGB 159, 139, 112 / Hex #9f8b70)]]&lt;br /&gt;
|[[File:H_Kochiba.png|300px|left|thumb|Kochiba (RGB 107, 68, 35 / Hex #6b4423)]]&lt;br /&gt;
|[[File:H_Taupe.png|300px|left|thumb|Taupe (RGB 72, 60, 50 / Hex #483c32)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prairie Brown&#039;&#039;&#039;&lt;br /&gt;
Being the most common coloration of Hharar fur, Prairie Brown was once associated with the numerous Hharar working the fields across Ras’nrr. Despite this association, it is not considered the oldest fur coloration, instead being a variation that occured in those living among the fields of the warmer prairies of the Ras’nrr Heartlands.&lt;br /&gt;
| &#039;&#039;&#039;Azumah Wood&#039;&#039;&#039;&lt;br /&gt;
This fur color dates far older than the name it is associated with. Once referred to as simply “Summer Brown”, the name Azumah Wood became widespread following the massive success of a logging company in the Azumah lake region during the Steeple Peace. The wood products were advertised and sold with the image of a kochiba furred logger chopping down “Azumah grade” trees. The logging company has since then gone defunct, being known only as the source of a strange origin for the term.&lt;br /&gt;
| &#039;&#039;&#039;Harbor Brown&#039;&#039;&#039;&lt;br /&gt;
Harbor Brown carries the title of being the oldest known fur coloration among Hharar, having been the predominant coloration amongst the proto-Hharar of the Southern Ras’nrr region. However, in modern times it has been titled after the numerous harbor workers found across Adhomai, even if they no longer are a majority of sailors.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Zhan-Khazan:====&lt;br /&gt;
Zhan fur colorations are the result of a long history of mountain tribes. Even during winter seasons, the darker fur colorations permitted better camouflage with the rocky terrain of the Ras’nrr mountains.&lt;br /&gt;
|[[File:ZK_BlueGrey.png|300px|thumb|left|Blue-Grey (RGB 34, 37, 50 / Hex #222532)]]&lt;br /&gt;
|[[File:ZK_DarkGrey.png|300px|thumb|left|Dark Gray (RGB 30, 30, 30 / Hex #1e1e1e)]]&lt;br /&gt;
|[[File:ZK_Chocolate.png|300px|thumb|left|Chocolate (RGB 94, 38, 18 / Hex #5e2612)]]&lt;br /&gt;
|[[File:ZK_Black.png|300px|thumb|left|Black (RGB 0, 0, 0 / Hex #000000)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rhazar Fog&#039;&#039;&#039;&lt;br /&gt;
During Sil’nryy-aysaif, the foot of the Rhazar mountains are commonly blanketed in a thick fog. The rare blue coloration of this fog became closely associated with the local Zhan population who shared a similar fur color with that of the mountain rock. Regardless, the fur coloration took on the name of the far more popular fog than the relatively mundane mountain rock.&lt;br /&gt;
| &#039;&#039;&#039;Khazan Rock Grey&#039;&#039;&#039;&lt;br /&gt;
The proto-Zhan-Khazan people were infamously put down during the Incarnate Dominion. The majority featured a dark-grey fur that became synonymous with the Zhan tribes of the Khazan mountains that the ethnicity, and fur, are now named after.&lt;br /&gt;
| &#039;&#039;&#039;Nraz’i Mud&#039;&#039;&#039;&lt;br /&gt;
Of the Zhan tribes, those in the Nraz’i mountains enjoyed the warmest winters. The hinterlands of the Sum’add coast become a muddy mess when the snow melt of the Nraz’i mountains washes onto the thawed soil. The fur color common of the region’s Zhan tribes became associated with the mud, then taking the name it has now.&lt;br /&gt;
| &#039;&#039;&#039;Cavern Black&#039;&#039;&#039;&lt;br /&gt;
Caves formed a natural home for the first Zhan’khazan to settle within. These served as strong homes and fortresses alike for the ancient peoples. It is not believed that these conditions resulted in the dark coloration being prevalent among the Zhan, despite old tales claiming such. This uncommon coloration originated from the southern Rhazkjara mountains.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Njarir&#039;Akhran:====&lt;br /&gt;
Njarir fur colorations are the results of the extensive eugenics programs employed by the Adhomian nobilities. Through decades of careful merging of M’sai and Hharar bloodlines, along with high amounts of inbreeding, Njarir now feature the flashiest fur colors among Tajara. Despite the inherent nature of genetics, reputations for different fur colorations have taken root among noble circles even following the revolutions.&lt;br /&gt;
|[[File:NA_Orange.png|300px|thumb|left|Orange (RGB 238, 64, 0 / Hex #ee4000))]]&lt;br /&gt;
|[[File:NA_Cinammon.png|300px|thumb|left|Cinnamon (RGB 160, 82, 45 / Hex #a0522d)]]&lt;br /&gt;
|[[File:NA_Ruddy.png|300px|thumb|left|Ruddy (RGB 138, 54, 15 / Hex #8a360f)]]&lt;br /&gt;
|[[File:NA_Cream.png|300px|thumb|left|Cream (RGB 205, 175, 149 / Hex #cdaf95)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Steeple Light&#039;&#039;&#039;&lt;br /&gt;
Seen as the ultimate fur coloration produced by the infamous eugenics programs, Steeple Light gained its name after a Rasn’rr emperor of the early Steeple Peace declared his fur, a bright orange, to be the manifestation of S’rendarr’s light. Some esoteric circles in the New Kingdom have adopted this belief upon its rediscovery. While the emperor’s name was lost to the books burned in the First Revolution, his declaration remains as the name of this fur coloration.  It is a highly sought after coloration among nobles. &lt;br /&gt;
| &#039;&#039;&#039;Hadii Red&#039;&#039;&#039;&lt;br /&gt;
Once a mundane coloration, Hadii Red has become an intimidating presence following the rise of the Hadii Dynasty. The vast majority of the family has some variation of this fur, with many rumors claiming they place great effort and care that the coloration is maintained in their offspring. It is an uncommon joke for Njarir who have this fur to say that they’re secretly a Hadii.&lt;br /&gt;
| &#039;&#039;&#039;Ras’val Royal&#039;&#039;&#039;&lt;br /&gt;
Many of the noble families who came to rule the regions surrounding the Ras’val sea featured the ruddy coloration of what is now known as Ras’val Royal. While previously considered the coloration of middling nobles, the rise of the Azunja family to the head of the New Kingdom has led to the coloration being perceived as the height of royalty.&lt;br /&gt;
| &#039;&#039;&#039;Half-Knuckle White&#039;&#039;&#039;&lt;br /&gt;
This fur color was common among lower nobility across Adhomai during the Steeple peace. The term Half-Knuckle White was coined as a slur against those nobles who were seen as fraternizing too much with their enforcers resulting in a “washed out” fur color. Genetic research shows that these claims had little backing, but this has yet to make an effect on the thoroughly cemented name.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====M&#039;sai:====&lt;br /&gt;
M’sai fur is the result of the behaviors of proto-M’sai. Having been a nomadic people of the open prairies in Ras’nrr, the light fur color was often the only way Tajaran hunters were capable of hiding or blending into the environment.&lt;br /&gt;
|[[File:M_White.png|300px|thumb|left|White (RGB 238, 223, 204 / Hex #eedfcc)]]&lt;br /&gt;
|[[File:M_Ivory.png|300px|thumb|left|Ivory (RGB 205, 205, 192 / Hex #cdcdc0)]]&lt;br /&gt;
|[[File:M_Wheat.png|300px|thumb|left|Wheat (RGB 205, 186, 150 / Hex #cdba96)]]&lt;br /&gt;
|[[File:M_Silver.png|300px|thumb|left|Silver (RGB 192, 192, 192 / Hex #c0c0c0)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zarragh Washoff&#039;&#039;&#039;&lt;br /&gt;
Considered the most recent evolution of fur color, Zarragh Washoff garnered its name in the Zarr’jirah mountains. The lake-effect snow of the northern lake gained the name “washoff” due to how the new layers of snow would conceal rock and dirt chips on older snow, making the mountains easier to blend into.&lt;br /&gt;
| &#039;&#039;&#039;Field Snow&#039;&#039;&#039;&lt;br /&gt;
Field Snow is arguably the most common fur coloration amongst M’sai. Characteristic of the proto-M’sai hailing from the fields of the Nraz’i basin, upon the arrival of the nomadic tribes to Souther Ras&#039;nrr the native proto-Hharar began to refer to their coloration as “Field Snow” after the coloration of fresh snow on the Ras’nrr prairies.&lt;br /&gt;
| &#039;&#039;&#039;Fatshouter White&#039;&#039;&#039;&lt;br /&gt;
Named after the coloration of fatshouter milk before processing, this coloration has dubious origins. Written history on much of the proto-m’sai peoples were sparse, however prevailing research suggests Fatshouter white primarily comes from those M’sai nomads from the inner western coast of the Nraz’i basin.&lt;br /&gt;
| &#039;&#039;&#039;Enforcer Silver&#039;&#039;&#039;&lt;br /&gt;
Being the second most common fur coloration of the M’sai people, Enforcer Silver garnered its name through association with the dreaded noble enforcers of history. The name was reinforced in older times when many noble families began to stamp enforcer insignias in silver, which often came close to the fur color of many M’sai who wore them.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tajaran Evolution===&lt;br /&gt;
The Tajara evolved as a predatory species upon their home planet of Adhomai, and as a result, they have a pair of fairly large, well-developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. This allows for a considerable degree of low light vision, however, they have a thin reflective layer that has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
&lt;br /&gt;
The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle but has since evolved and shifted towards a more omnivorous role. Tajara have sharp, needle-like teeth in the front of their jaw which is quite clearly geared to tear meat; the further along the jawline one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Evolutionary biologists believe that predecessors to modern Tajara had rough tongues with few taste buds to facilitate eating raw meat. The contemporary species has evolved out of this a long time ago in conjunction with becoming omnivorous, and so they now have softer tongues with a full sense of taste. Atop their heads, Tajara have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
&lt;br /&gt;
===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajara employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end to allow easy usage of standard human-based technology. This is a task that Tajara tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around 1-2 centimeters.&lt;br /&gt;
[[File:Cats.png|400px|thumb|right|An artist sketch of Tajaran dimorphism, builds, and general stance.]]&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty-six and forty-eight hours, with a subsequent twenty to twenty-eight hours of sleep. Normally, the waking period is spotted with three to four fifteen-minute naps to keep the Tajara refreshed and alert. This is universal in all worlds with Tajaran living upon them. Tajara are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid, and disoriented until their circadian rhythm is righted.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Build===&lt;br /&gt;
Compared to most other known species, the Tajaran body is designed to be more flexible, lithe, and slender despite its thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajara are sexually dimorphic; females have more elongated muzzles, shorter ears, and more petite forms. Their distribution of body fat is entirely different from that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for the young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
&lt;br /&gt;
Tajara are built for extremely low-temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajara dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajara resign themselves to thin clothing. Those who find themselves confined to bio-suit or radiation suit for extended periods of time end up feeling extremely uncomfortable.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;See also: [[Tajaran History]]&#039;&#039;&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
&lt;br /&gt;
For as long as Tajara care to remember, Adhomai had always been under the rule of the nobility. The oldest historical text that exists in Tajaran possession dates back at least three thousand years and talks about the presence of nobles. Many historians agree that the trend of blood rule is more deeply-rooted in Tajaran existence than was before considered.&lt;br /&gt;
&lt;br /&gt;
The ancient past of the Tajara is poorly documented and historical texts are rare; meticulous combing and destruction of educational material by millennia of harsh rule resulted in the total atrophy of most scientific arts in Tajaran society. Little is known about Tajara civilization before &#039;&#039;&#039;1500 BCE&#039;&#039;&#039; Galactic Standard Time.&lt;br /&gt;
&lt;br /&gt;
The earliest form of government were local monarchies supported by religious authorities; the ruler and their families were considered of divine origin. Most of the settlements were similar to rural fiefs, with the population working for those dynasties in trade of their protection. Urban centers started to appear around places of worship. Peasants had little to no rights, and all dissidence was met harshly and fatally at the hands of the Nobles&#039; Enforcers - trained agents (commonly of M&#039;sai descent) who fought for the nobility of Adhomai in exchange for relative freedom. These Tajaran enforcers kept the peasants of Adhomai&#039;s lands repressed and powerless through shock and terror.&lt;br /&gt;
&lt;br /&gt;
What is known for sure, however, is that tension and violence had slowly been increasing over hundreds of years between the populace and their fellow noble families. &lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
&lt;br /&gt;
Tajara historians believe that global violence spilled out across the planet between the kingdoms and the other scattered noble families in &#039;&#039;&#039;80 CE&#039;&#039;&#039;. Those states clashed and either pitted their followers against one another. The noble leaders continued to fight and inter-marry until the ruling families had become exclusively &#039;&#039;&#039;Njarir’Akhran&#039;&#039;&#039;. Over time, the nobility slowly began to lose their religious inclination, adopting more traditional civil institutions and a relaxation of the church&#039;s control which gave way to state control. Religious worship of the noble families had been dropping steadily in conjunction with their lower influence on the other nobility. It was during this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to human contact.&lt;br /&gt;
&lt;br /&gt;
Even with technological and governmental advances, the Adhomian society was stuck with its old feudal system. The tension between the nobility and the peasantry increased due to new burdens brought by military campaigns. The first writings against the serfdom and caste systems started to appear around &#039;&#039;&#039;1732 CE&#039;&#039;&#039;, with those early revolutionaries being dealt with violence by M’sai enforcers. Draconian laws and sanctions were introduced against those that defied the status quo.  Relations between the ruling class and commoners were precarious, believed to have stemmed from harsh rulers and laws. Technological and cultural knowledge and breakthroughs had begun to trickle down from the noble families to the peasantry. The invention of the printing press in &#039;&#039;&#039;1756 CE&#039;&#039;&#039; favored the spread of anti-monarchist pamphlets. Owning a copy of an unapproved text was a capital crime. &lt;br /&gt;
&lt;br /&gt;
Adhomai underwent a form of industrialization with the creation and proliferation of the steam engine in &#039;&#039;&#039;1954 CE&#039;&#039;&#039;. However, this only forced the Adhomai peasants into harsh new labor digging in mines and working 18-hour days building rail lines for private use by the Njarir’Akhran nobility. Laws were soon enacted that banned any non-Njarir’Akhran from utilizing electricity or riding on trains. This trend of nobles hoarding new technology or innovations at the expense of the peasants continued until human contact.&lt;br /&gt;
&lt;br /&gt;
Thirty years prior to the human discovery of Adhomai, the deep-seated mistrust between peasants and nobles had reached an all-time high. The Tajaran species was trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers who demanded greater rights. The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajara was forced into almost twenty-hour workdays with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previously. This is largely attributed to the fact that rather than modernizing Adhomai the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
 &lt;br /&gt;
Automobiles are considered one of the best examples of this. The first automobile is recorded to have been created in &#039;&#039;&#039;2292  CE&#039;&#039;&#039;. Using a combustion engine much like primitive human vehicles, with extra anti-freezing measures and thick treads, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. Older Tajara considered these large creations to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
 &lt;br /&gt;
Further restricting the rights of the individual Tajara was enacted by a furious nobility after several instances of violence against Njarir’Akhran, but specific information on these incidents has been lost. Legislations were introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwind of political turmoil, a fresh generation of Tajara were growing up, deprived of what most humans consider to be basic rights. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
&lt;br /&gt;
===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in &#039;&#039;&#039;2418 CE&#039;&#039;&#039;. A Sol Alliance funded expedition into the Tajaran home system discovered the pre-space age species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained untapped by mining or drilling. Because of this, several megacorporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
&lt;br /&gt;
However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in, initially unwilling to interfere in a pre-space age society and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year &#039;&#039;&#039;2420 CE&#039;&#039;&#039;, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
&lt;br /&gt;
Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, and even soldiers who were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
&lt;br /&gt;
===The Uprisings===&lt;br /&gt;
&lt;br /&gt;
It took little more than a year for a formal uprising to be staged. In &#039;&#039;&#039;2421 CE&#039;&#039;&#039;, after the nobility had captured one of the original Tajara that had been shuttled off-world, he was sentenced to be publicly hanged by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
&lt;br /&gt;
However, they found themselves in a cornered position. Weapons and supplies were being shipped off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories drawing closer and closer to the capital cities of each kingdom. Fighting was extremely fierce and atrocities were recorded by both sides.&lt;br /&gt;
 &lt;br /&gt;
Among the noble families, the largest and nearly the most powerful was a dynasty called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
&lt;br /&gt;
This turn coating tipped the revolution in favor of the rebels. Armed with this new information, they made use of radio systems previously restricted to nobility to methodically and ruthlessly end their uprising by murdering most of the noble families, and whatever soldiers and civilians remained loyal to them. By &#039;&#039;&#039;2431 CE&#039;&#039;&#039; the revolution had finally come to an end with a total of more than &#039;&#039;&#039;92 million casualties&#039;&#039;&#039; with more than half being loyalist forces and &#039;&#039;&#039;40 million civilian deaths&#039;&#039;&#039;. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles. An informal ceasefire was declared between the factions, though skirmishes were still common.&lt;br /&gt;
&lt;br /&gt;
===Outcome of the Revolution===&lt;br /&gt;
&lt;br /&gt;
Following the First Revolution, the Hadii emerged as the victorious faction. They had annexed, through diplomacy or war, the remaining factions. Human corporations took an express interest in the Hadii dynasty; they were one of the few noble families who saw profit in human stakes on Adhomai, and many back-room deals were made to secure the Hadii&#039;s position in the new Government. In &#039;&#039;&#039;2432 CE&#039;&#039;&#039;, the People&#039;s Republic of Adhomai was officially declared, with &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039;, also known as Rhagrrhuzau Hadii, as its leader. The Tajaran public was markedly distressed by this turn of events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajara during the war, had a monopoly over the majority of the planet&#039;s valuables. Collaboration between the People&#039;s Republic, the Sol Alliance, and the Nralakk Federation have resulted in more technological advances in Tajaran society recently than ever before in their recorded history. The People&#039;s Republic began campaigns to quickly industrialize Adhomai and educate its people. Approval ratings for the current leadership rose in response. &lt;br /&gt;
&lt;br /&gt;
However, serious problems remained. &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039; suddenly began to back out of the People&#039;s Republic&#039;s agreed-upon business deals with NanoTrasen, all of which saw a massive amount of Tajaran natural resources exported. Citing humanity as greedy and destructive, Al&#039;mari made clear his intentions to make Adhomai independent until it was ready to take on the burden of interstellar politics.&lt;br /&gt;
&lt;br /&gt;
===The Second Revolution===&lt;br /&gt;
&lt;br /&gt;
The disagreements and hatred of the Hadii republican government had led to insurrection and treachery among Adhomai&#039;s major power figures since Al&#039;mari&#039;s new economic policies were revealed. Many Tajaran business contractors - just recently denied their ability to sell ludicrous amounts of natural resources and workers to the massive human megacorporation, NanoTrasen - felt threatened by the reforms of the Hadii government and its first President, Al&#039;mari Hadii. In 2451 CE, during a military parade, President Al&#039;mari was assassinated by Tufir Nazzirai. A known secret service agent of the People&#039;s Republic, the radical was swiftly sentenced to death for his betrayal, which claimed to be brought on by the violent tendencies of his Zhan-Khazan genetics. His brother and vice-president &#039;&#039;&#039;Njadrasanukii Hadii&#039;&#039;&#039;, also known as Malik Hadii, quickly assumed the office of the presidency and immediately passed brutal laws that punished the Zhan-Khazan and subversive elements. NanoTrasen was invited back to Adhomai and menial workers were sold en masse to NanoTrasen workplaces while the rights to the bountiful natural resources of Adhomai were sold off to NanoTrasen. Public hangings and firing squads became the norm once again.&lt;br /&gt;
[[File:Godblessalmarihadii.png|thumb|400px|left|Picture taken by the Adhomai Chronicle moments before the Assassination of Al&#039;Mari Hadii. The single most defining moment of this generation of Tajara.]]&lt;br /&gt;
&lt;br /&gt;
While Al&#039;mari implemented his new policies, the People&#039;s Republic saw the return of a surviving dynasty, the Azunja, in the form of an uprising in its most remote region. This faction, the New Kingdom of Adhomai, attempted to bring back monarchism to Adhomai through a constitutional monarchy.&lt;br /&gt;
&lt;br /&gt;
Many military generals who had fought for the Republic soon defected under the banner of the Adhomai Liberation Army, the leader of which being Al&#039;mari&#039;s old friend and ally, &#039;&#039;&#039;Halkiikijr Nated&#039;Hakhan&#039;&#039;&#039;, who claimed that he wanted to take control of the People&#039;s Republic to finally out Al&#039;mari&#039;s legacy. &amp;quot;His gun was on stun&amp;quot; became the rallying cry of Nated&#039;s fiercest supporters as they alluded to how he not only left himself greatly vulnerable during the parade but had even left his energy pistol on stun while he was assassinated. &lt;br /&gt;
&lt;br /&gt;
With these two rebellions, Adhomai found itself embroiled in yet another global conflict.&lt;br /&gt;
&lt;br /&gt;
===Adhomai Today===&lt;br /&gt;
&lt;br /&gt;
The Tajaran home world has suffered plenty in the three decades since the end of the First Revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections, and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy. Expanding infrastructure remains difficult, as most public funds are seized for use by the military or used to repair infrastructure damaged by shelling or bombings.&lt;br /&gt;
&lt;br /&gt;
There is a steady stream of money being fed into the People&#039;s Republic of Adhomai. NanoTrasen, as per its agreement with the president, has set up mining and logging operations on Adhomai using the local workforce for the most menial of tasks. In return, company-funded clinics and schools are slowly being spread out and built-in needy areas. &lt;br /&gt;
 &lt;br /&gt;
Literacy has risen to its all-time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off-world to educate the younger generation of Tajara. However, this number has begun to decline as the dangers of working on Adhomai are beginning to become common knowledge. Special establishments for older students have also been constructed to assist the elder generation into being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure they are kept this way.&lt;br /&gt;
 &lt;br /&gt;
The second revolution came to an end in 2461, after a decade of warfare between the three factions. The People&#039;s Republic of Adhomai was driven off from many of its past territories, having to rely on the help of a coalition of allied states and mercenaries to stop the enemy offensive. After months of bloody defenses, guerrillas attacks, and complete stagnation of all fronts, a ceasefire was signed with the support of Tau Ceti and Nralakk. An armistice, known as the &#039;&#039;&#039;Armistice of Shastar&#039;&#039;&#039;, was signed by the three factions shortly after. With the recognition of the Democratic People&#039;s Republic of Adhomai and the New Kingdom of Adhomai by the galactic community and the enforced peace, the three Tajaran powers are eager to compete with each other for supremacy through a cold war.&lt;br /&gt;
&lt;br /&gt;
One of the clauses of the Armistice of Shastar was the creation of the Tajaran Citizenship Act; a legal provision allowing DPRA and NKA citizens to legalize their citizenship situation, forfeiting their previous PRA affiliation. Tajara living outside of S&#039;rand&#039;marr were able to request the transfer through the proper diplomatic services. Following rising tensions and incidents between the Adhomian factions, this agreement came to an end in 2462.&lt;br /&gt;
&lt;br /&gt;
The Tajara species is now undergoing a cold war between the three factions. This period is marked by nuclear arms races, proxy conflicts, and subterfuge.&lt;br /&gt;
&lt;br /&gt;
==Tajaran Factions==&lt;br /&gt;
&lt;br /&gt;
Adhomai is controlled by three factions, who once participated in a civil war for the control of the planet and are now engaged in a cold war.&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomaimodernmap.png|300px|thumb|A map of modern-day Adhomai.]]&lt;br /&gt;
&lt;br /&gt;
===[[File:PRA_Flag.png|30px]] [[People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
&lt;br /&gt;
Led by [[Notable Tajara#President Njadrasanukii Hadii|President Njadrasanukii Hadii]], the &#039;&#039;&#039;People&#039;s Republic of Adhomai&#039;&#039;&#039; is the global state that emerged from the First Revolution. Before the Second Civil war, it enjoyed galactic recognition as the sole government of Adhomai. It claims to be the true keeper of Al&#039;mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’mari’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, the enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
&lt;br /&gt;
The Hadiist rule is marked by a lack of privacy, enthusiastic police, and pervasive secret police that leave privacy a nebulous concept to most Tajara. During the height of the war, anyone suspected of supporting traitors or publicizing media critical of the Hadii faced harsh retribution, but these practices are becoming less pervasive as wartime zealotry fades. Life under the government, while not free, is often stable and safe. Under the Republic, Tajara have more opportunities than they have had historically, with the Party investing heavily in its people. NanoTrasen continues to throw out large nets and bring in hundreds or even thousands of Tajara new employment opportunities in the galaxy as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military. NanoTrasen is also accused of being very exploitative of Tajara laborers, but for many Tajara the company is their path to the adventure of the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
After the Second Revolution, the People&#039;s Republic lost its hegemony over Adhomai. The Hadiist state is now focused on preparing itself for a future reunification war. Large public works, research efforts, and military expansions are underway. As President Hadii grows old, the power struggle between his possible successors intensifies. Each possible heir now works to build their own support base without openly challenging the President or attracting too much attention to their plans.&lt;br /&gt;
&lt;br /&gt;
===[[File:DiamondALA.png|30px]] Adhomai Liberation Army | [[Democratic People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
&lt;br /&gt;
The most pervasive and successful rebellion came from a group called the &#039;&#039;&#039;Adhomai Liberation Army&#039;&#039;&#039;, a group made up of Tajara from almost every walk of life. This organization opposed corporate claims on Tajaran soil and denounced the mismatched development and governmental negligence as the fault of humanity. During the height of the war, settlements liberated by the Liberation Army were ruled by a military junta. Being a supporter of the Hadiist government, or having been a collaborator, was grounds for immediate execution by firing squad. Villages often found their supplies seized by Liberation forces for the war effort, and the whole movement was a massive, tenacious military dictatorship under the absolute authority of [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Supreme Commander Halkiikijr Nated&#039;Hakhan]].&lt;br /&gt;
&lt;br /&gt;
Following the release of their updated 2459 manifesto, the various regional civilian governments formed under their rule coalesced into the &#039;&#039;&#039;Democratic People&#039;s Republic of Adhomai&#039;&#039;&#039;. Authority is still highly decentralized. In January of 2461, a contested election saw [[Notable Tajara#President Almrah Harrlala|Almrah Harrlala]] become president Contested by the military, the so-called Nated Supremacist Movement launched a putsch that was ultimately foiled by Nated himself, who appealed for the return of civilian government and then resigned his command.&lt;br /&gt;
&lt;br /&gt;
The DPRA is now led by President Almrah Harrlala who is struggling to transition what was once a militant insurgency movement into a modern, democratic nation. The government attempts to negotiate with ruling Juntas to voluntarily turn over power to the civilian administration, many of which still refuse. The DPRA does, for the most part, try to respect the basic rights of Tajara. Most Tajara under civilian rule do not need to worry about the secret police or being framed for a crime of civil disobedience. With the Armistice, the DPRA gained intergalactic recognition as one of the Tajaran states. In more recent times, DPRA citizens are being sponsored by Harrlala&#039;s government to go out into the galaxy openly and show what Tajara can achieve on their own terms without being puppets of human megacorporations. As President Harrlala&#039;s term comes close to its end and the next election is being organized, the fragile Al&#039;mariist democracy is threatened by all kinds of extremists.&lt;br /&gt;
&lt;br /&gt;
===[[File:New Kingdom of Adhomai.png|30px]] [[New Kingdom of Adhomai]]===&lt;br /&gt;
The last major faction is the rebellious &#039;&#039;&#039;New Kingdom of Adhomai&#039;&#039;&#039;, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; a constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
&lt;br /&gt;
During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
&lt;br /&gt;
[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Names===&lt;br /&gt;
Native Tajaran names have changed over the storied history of the species. The earliest record of naming conventions appears in the Warring Kings era, where the usage of dynastic titles became a standard part of the Tajaran name as a way to distinguish which noble a given serf worked under. Since then, names changed as more titles were attached. Jobs, personality traits, status, titles, age, given names, and more have been combined to produce the infamously long and unwieldy names associated with history. Following the declaration of the Steeple Peace, nobles across Adhomai standardized to a new scheme which continues to persist among the Tajaran people.&lt;br /&gt;
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Every name features three aspects: The individual, the dynasty, and the purpose. Xeno-linguists associate these aspects to the human concepts of the given name, the family name, and the job title respectively. This has resulted in debate over forced associations, as each aspect has a different connotation than what humans may expect, namely the Dynasty. Unlike humans, family names are only found with noble dynasties. This has led to many xeno organizations to assume that Tajara associate with large extended families.&lt;br /&gt;
&lt;br /&gt;
The Individual aspect is the personal part of a Tajara’s name. Parents will provide their child with the Individual aspect in hopes that the phrase or word used will become a part of the Tajara&#039;s person. It is not uncommon for Tajara to bear the names of gods or powerful figures, or for others to be named after abstract, religious, or ideological concepts.&lt;br /&gt;
The Dynasty aspect is the standardized part of a Tajara’s name. Following the First Revolution, the Hadiist government mandated the Dynasty aspect be named after the birthplace of an individual as a means to remove the influences of the nobility. Those stubborn Tajara born before the end of the First Revolution, or those now living in the New Kingdom, often refused to change their Dynasty aspect, continuing to reflect the noble family they serve or are a part of.&lt;br /&gt;
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The Purpose aspect previously was the utilitarian part of a Tajara’s name. The aspect reflected a job or trade, an essential piece of information within a community. However, since the end of the first revolution, the need for static names to lessen the bureaucratic burden resulted in many Purpose aspects turning into a form of family name, a newer and still contentious concept for Tajara. With the number of regional dialects and multiple titles for the same trade or job, Purpose aspects are rarely the same across Adhomai. In some cases, two families joining together in marriage would combine their two aspects to form a new one.&lt;br /&gt;
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While a Tajara’s name contains all three aspects, the usage of all three is not required. Most Tajara will utilize the Individual and Purpose aspect, however traditionalists and nobility expect the use of the Dynasty aspect. All Tajara on the Horizon may use only &#039;&#039;&#039;two aspects&#039;&#039;&#039;.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
The following guide is &#039;&#039;&#039;not required&#039;&#039;&#039;. Native names can vary based on parentage, region, and numerous other factors. This guide is a structured option, however other options include taking inspiration from the [[Notable Tajara]] page, and heavily modifying Eastern European or Arabic names.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To create a native Tajaran name, you will need to access the &#039;&#039;&#039;unofficial&#039;&#039;&#039; translator [http://mk.darkserver.co.uk/lang/index.php here]. Select Siik’maas under the language drop down. By typing in certain words or phrases, then translating, you can utilize Tajaran words to create a name. Typically, you will want to connect multiple Tajaran words with an apostrophe or hyphen, however combining two words without a space is acceptable.&lt;br /&gt;
&lt;br /&gt;
*For the Individual aspect, use a phrase, trait, or concept. &lt;br /&gt;
**For example: Love becomes Azutul. S&#039;rendarr&#039;s Warmth (Kirmah rajzir. Zir)  becomes Kirmah’rajzir. &lt;br /&gt;
*For the Dynasty aspect, you may use any text you prefer. Regions and cities with royalty or dynasty attached usually garners better results. Hadiists typically utilize the name of the city or region they were born.&lt;br /&gt;
**For example: Kaltir Royalty (Jurlket mir mrra) becomes Jurlket’mir. Nal’tor (Jri chur) becomes Jri’chur&lt;br /&gt;
*For the Purpose aspect, use the title of the job or craft of the Tajara. Use multiple versions of a given job or trade for better results.&lt;br /&gt;
**For example: Police Officer (Kaii&#039;r manq rir) becomes Kaii’rirmanq. Prince becomes Vahkal.&lt;br /&gt;
*The final name becomes: Azutul Jurlket’mir Kaii’rirmanq. &lt;br /&gt;
**From this, you can tell the individual is Azutul or named love, whose liege is the Jurlket’mir or Kaltir Royalty, and performs work as a Kaii’rirmanq or officer.&lt;br /&gt;
&lt;br /&gt;
The translator output rarely gives a word or name ready for use. Modification will be required as seen in the examples provided. This also means that names cannot be decoded.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xeno-Influenced Names ====&lt;br /&gt;
&lt;br /&gt;
Given native tajaran names are difficult for humans to pronounce, the PRA once encouraged the use of humanized names. This resulted in many Tajara taking on names derived from Eastern European or Arabic origin, as xeno-linguists found these the easiest for Tajara to pronounce. Following the transition of power from Al’marii to President Hadii, the PRA has walked back on this stance and since issued a decree to encourage citizens retake their native names as a form of pride in tradition and loyalty to the party. Many Hadiists have heeded this decree and returned to their native names, however a sizable population continues to use their adopted names. Given Tajara may have multiple names, the Adhomian governments are more dedicated in the tracking of names.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities. Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew. However, private communication in Tajaran languages such as Siik’Maas or Siik’tajr is not forbidden by SCC regulations and is often used to hold conversations between Tajara on the crew.&lt;br /&gt;
&lt;br /&gt;
Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages are Siik&#039;mas and Siik&#039;tajr.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Migration Age and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
&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 focusing more on the spoken word than others, some of the vocabularies require subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajara ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Delvahhi, Ya&#039;ssa, and other such languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations. 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;
Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin alphabets as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajara use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajara have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy and has made a widespread comeback with increasing literary levels among the Tajaran public.&lt;br /&gt;
&lt;br /&gt;
Tajaran culture necessitates a separation of the personal self and the external self. This cultural force can be traced back to the early worship of the Twin Suns, which throughout its history has emphasized a separation of personal and public matters. This separation was later reinforced by the nobility, eventually becoming an embedded part of all Tajaran languages. The result is a grammatical structure that separates the private and public self. In Tau Ceti Basic, this has been translated into the use of first, second, and third person pronouns as the closest fit.&lt;br /&gt;
&lt;br /&gt;
The public self, third-person pronouns (he/him, she/her), is the formal state. It shows respect and a distancing of one’s personal matters from others. Traditionalist Tajara would expect the use of the Dynasty aspect and appropriate titles when speaking in the public self. However, those from progressive regions rarely pay attention to the use of aspects as the weight of dynasties and the nobility is not present. Strangers meeting, a subordinate addressing a superior, and other cases where formality and respect is expected uses the public self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;His&#039;&#039;&#039; greetings to the &#039;&#039;&#039;madam&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this line, Person A speaks to Person B&#039;s public self through his own. As Person A does not know Person B’s name or title, madam is used to maintain respect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“Hello &#039;&#039;&#039;Officer Smith&#039;&#039;&#039;. She is &#039;&#039;&#039;chef Al-Kandari&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
Person A addresses Person B, a human, through their title and last name. Person A maintains the public self through the use of her own title and Dynasty aspect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The use of second-person pronouns (you/your) can depend on where someone is from. Non-traditionalist regions, such as the Hadiist lands, don’t consider second-person pronouns formal or informal. Traditional cultures, such as the New Kingdom, find second-person pronouns informal. In this latter case, it is reserved for use by a superior addressing a subordinate or similar cases.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;You&#039;&#039;&#039; need to handle that report by tomorrow. &#039;&#039;&#039;She&#039;&#039;&#039; will ensure it shows on &#039;&#039;&#039;your&#039;&#039;&#039; performance review otherwise.”&lt;br /&gt;
&lt;br /&gt;
Person A addresses Person B through the personal self (you/your). It shows that Person A is either disrespectful, a superior, or from regions where the use of ‘you’ is not informal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The personal self, first-person pronouns (I/me/mine), is the informal state. It is addressing matters on a personal level where formality is not required, or genuinity is desired. The Individual aspect can be used by itself in this state. Close friends, personal moments, and similar matters would use the personal self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;I&#039;&#039;&#039; am unsure what &#039;&#039;&#039;you&#039;&#039;&#039; mean by this. &#039;&#039;&#039;Your&#039;&#039;&#039; proposal vexes &#039;&#039;&#039;me&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
Person A uses the personal self and addresses Person B in the personal self. This establishes a close and informal conversation or is used to disrespect Person B by addressing them directly.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Transitioning from public to personal selfs is easy. The initiator who desires to make the conversation informal starts by referring to themself in the personal self. If the other participants agree to make a conversation informal, then they respond in kind using the personal self. Otherwise, they may continue to use the public self and maintain the conversation’s formality.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;No, &#039;&#039;&#039;I&#039;&#039;&#039; simply wanted to be introduced to &#039;&#039;&#039;her&#039;&#039;&#039;. &#039;&#039;&#039;My&#039;&#039;&#039; name is &#039;&#039;&#039;Abdal Akhtarov&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Person A steps into the personal self but is still speaking to Person B through her public self. This is an invitation to personal conversation, done respectfully by not involving Person B&#039;s personal self directly. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Hello, &#039;&#039;&#039;Mr. Akhtarov&#039;&#039;&#039;. &#039;&#039;&#039;I&#039;&#039;&#039; am &#039;&#039;&#039;Aisha&#039;&#039;&#039;. Does &#039;&#039;&#039;he&#039;&#039;&#039; wish to speak elsewhere?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Person B is still speaking to Person A&#039;s public self, however refers to herself in the personal self, accepting the invitation to an informal conversation. In the following conversation, it would be acceptable for both to use personal self.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The use of the public and personal self by non-Tajara can be jarring for those not acclimated to human environments. Tajara not used to human space can find it disrespectful how the use of the personal self is standard. Those acclimated to non-Tajaran patterns of speech rarely take issue with the lack of distinction between public and personal self. Referring to a non-Tajara through informal pronouns is broadly acceptable, however the use of first-person pronouns, the personal self, as a default often takes years in human space and a concerted effort for a Tajara to transition to.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Slang ====&lt;br /&gt;
Tajara, like every species, has a wide variety of slang terms in both Tajaran languages and Tau Ceti Basic. While no list can be truly comprehensive, as slang is ever changing, certain phrases and terms have become widespread enough to be known by nearly all Tajara.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word/Phrase !! Meaning !! Origin&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;zivr/Tivr || Xeno, Human || Beginning as a term for solely humans, T&#039;zivr, or &amp;quot;furless&amp;quot;, grew to incorporate all aliens as a whole. The term is not wholly considered derogatory, however is seen as less acceptable than xeno or alien.&lt;br /&gt;
|-&lt;br /&gt;
| Dornshky || Furless || A strong insult originating from the physical condition itself. While it is a common insult among Tajara, it includes a more derogatory way to refer to aliens.&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;ishk || IPCs, Robots, Hadiists || Originating from the Siik term for soulless, T&#039;ishk became a widespread insult for Hadiists and robots alike among Little Adhomai, quickly spreading to other Tajaran communities and, ultimately, back to Adhomai.&lt;br /&gt;
|-&lt;br /&gt;
| M&#039;ishk || IPCs || The non-derogatory version of T&#039;ishk, M&#039;ishk more specifically refers to IPCs, directly translating as &amp;quot;artificial soul&amp;quot;. It started as a shorthand of Manq&#039;ishk, however quickly gained traction within the People&#039;s Republic, and later other Tajaran communities.&lt;br /&gt;
|-&lt;br /&gt;
| Sha&#039;tajii/Shatii || Dionae || Directly translating to &amp;quot;wood peoples&amp;quot;, the term began from Little Adhomai where contact between Tajara and Dionae took place frequently enough to generate a slang term.&lt;br /&gt;
|-&lt;br /&gt;
| Kirr || Vaurca || Directly translating to &amp;quot;insect&amp;quot;, the slur originated from Little Adhomian gangs warring with Vaurca living in neighboring districts. The term spread rapidly following the murders of multiple Tajara ordered by Vaurca Queen Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra.&lt;br /&gt;
|-&lt;br /&gt;
| Nav&#039;hen || Unathi || A contraction of the phrase &amp;quot;dahal Nav henrhesi&amp;quot;, translating to &amp;quot;dies in the cold&amp;quot;. The phrase began as a tongue-in-cheek way to refer to Unathi mercenaries within the S&#039;rand&#039;marr Coalition by ALA soldiers, before spreading to Little Adhomai where it was shortened to Nav&#039;hen.&lt;br /&gt;
|- &lt;br /&gt;
| Ratajani || Skrell || Originating from the folk tales of small, ugly, stump-tailed, neon colored creatures. Characterized as greedy and the cause of unlucky events in life, Ratajani was quickly applied to Skrell upon first contact. This use of the term as a slur quickly overtook the earlier and less derogatory use as comparison to misbehaving children.&lt;br /&gt;
|- &lt;br /&gt;
| K&#039;strelkii || Mercenary, Corporate Drone || Translating as &amp;quot;money soldier&amp;quot;, the term grew out of the spite among Tajara towards corporate busy-bodies and mercenary groups.&lt;br /&gt;
|- &lt;br /&gt;
| Rafama || Stubborn, Hard-headed, Territorial || Originating from the behavior of Rafamas on Adhomai, the term is a long historic name for any person acting particularly stubborn or stand-offish.&lt;br /&gt;
|- &lt;br /&gt;
| Raskaren || Noble, Enforcer || Based upon the mythological Raskaren, a creature of Raskara that drinks blood and is incapable of surviving sunlight. The term grew to become a slur against nobles and M&#039;sai enforcers. While predominantly used within the [[Free Tajaran Council]], the term has been slowly spreading to Little Adhomai and Adhomai proper. It is banned within the New Kingdom.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Kalta || Royalist, Poor || Forming from a joke regarding the relatively high rates of poverty within the New Kingdom, T&#039;Kalta, translating to &amp;quot;without money&amp;quot;, grew in popularity across the People&#039;s Republic and Democratic People&#039;s Republic.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Ruv || Shameless, Al&#039;mariist || A rare Hadiist term that was applied to Al&#039;mariists for the perceived shamelessness in illegal and underhanded tactics during the Second Revolution. The term has since grown and spread across Tajaran communities.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Zhunii || Hick, Redneck || Translating to &amp;quot;lacking desire people&amp;quot;, the term spread as a catch-all for rural peasantry. The exact origins are believed to be a jab at the lack of time or willpower for rural peasantry to hold greater ambitions.&lt;br /&gt;
|- &lt;br /&gt;
| Vak&#039;a || Idiot, Airhead, Bro || Originating from Little Adhomai, Vak&#039;a spread rapidly as a general way to refer to a friend, equivalent to saying dude or bro.&lt;br /&gt;
|- &lt;br /&gt;
| Vakalnar || Grifter || Meaning &amp;quot;air salesman&amp;quot;, equivalent to calling someone a snake oil salesman.&lt;br /&gt;
|- &lt;br /&gt;
| Azukavo/Azuvo || Love you || Not inherently slang, the use of Azuvo has become desensitized in more progressive communities of Tajara. Rather than being an intimate expression not fit for use in public, it has seen less stigma in use, albeit still associated with loved ones and close friends.&lt;br /&gt;
|- &lt;br /&gt;
| Blinder || Overwhelming, Too Much || Descended from the concept of S’rendarr’s light being the embodiment of energy and life. Having too much of S’rendarr’s light may blind someone, therefore for something to be a Blinder it exudes too much energy, S’rendarr’s light.&lt;br /&gt;
|- &lt;br /&gt;
| Half-Knuckle || Poor, Fraternizer (Royalist) || Originating from a noble snide. Knuckles are the smallest form of currency on Adhomai, therefore to call someone a half-knuckle implies they are so poor as to only have a half-knuckle. Within Royalist society, the term additionally refers to nobles who are seen as fraternizing too much with commoners.&lt;br /&gt;
|- &lt;br /&gt;
| Top Snow || Young, Inexperienced, New || A term referring to the top layer of snow, often fresh light snow. Someone who is Top Snow is fresh, equivalent to the human term &amp;quot;green horn&amp;quot;.&lt;br /&gt;
|- &lt;br /&gt;
| Washoff || Old, Undesirable, Lackluster || Referring to the runoff of melted summer snow, called washoff on Adhomai, the term grew to be used for undesirable items or people, likened at times to the phrase ‘getting long in the tooth’.&lt;br /&gt;
|- &lt;br /&gt;
| Bronzer || Jackboot, Enforcer, Cop || Descended from the bronze emblems used to denote an on-duty enforcer. Used in a derogatory manner against cops, enforcers, and authority figures alike.&lt;br /&gt;
|- &lt;br /&gt;
| Bookie || Bookworm, Royalist, Dork || Stemming from the cultural view of books as symbols of noble oppression, bookie is a term used to insult someone within progressive cultures as a royalist, or someone who tolerates or encourages noble oppression. Can also be an insult equivalent of calling someone a dork, nerd, etc.&lt;br /&gt;
|- &lt;br /&gt;
| Torcher || Friendly, Happy, Positive || Originating from the symbol of Azubarre’s torch, calling someone a torcher implies they embody Azubarre’s torch, and therefore his qualities of positivity, friendliness, and true love. Over time, the connotations associated with Azubarre, namely the more romantic elements, became less emphasized, resulting in the slang becoming a catch all for friendliness and positivity.&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
Because of their anatomy, Tajara express emotions in different ways than Humans. Baring one’s teeth is a strong expression of challenge or mockery. As such, Tajara rarely smile by showing the teeth, instead wrinkling the nose by gently lifting the sides of the muzzle. The folding of ears is a clear sign of fear or worry, while perking the ears forward shows attention or interest. Ears will involuntarily flick when exposed to loud sounds.&lt;br /&gt;
&lt;br /&gt;
The semi-prehensile tail of Tajara allows for a great amount of expression. Enough emphasis has been placed on the tail as a form of expression and language that Tajara afflicted with Hakh’jar are commonly misread or have to vocalize their current emotion. Tajaran tails naturally sway, however a rapid sway or wag is a childish sign of satisfaction. Curving the tail downward and blistering is a clear sign of hostility, whereas tucking the tail down by the feet is a stress response. The flicking of the tail end is a sign of anger or anxiety.&lt;br /&gt;
&lt;br /&gt;
Displays of affection among Tajara are rarely seen in public, and looked down on by traditionally minded Tajara. The common forms of affection are the bumping as muzzles or holding of the wrist. While less common, twining the tail around an ankle or wrist is seen as equivalent to holding the wrist. Intertwining tails, however, is seen as a childish expression of affection. Hugging is not seen romantically. It is seen as a transfer of body heat and thus a common act between friends, comrades, and family alike. Those acclimated to human expression may view hugging as having a romantic component in certain contexts, however this is lost on those with a traditional mindset.&lt;br /&gt;
&lt;br /&gt;
Status was a major aspect of emotional expression during the times of the nobility. When interacting with another of a higher social status, it was required for the lesser of the two to lower their head and pull the ears back. Having direct eye-contact or tilting the head up was seen as a show of defiance. These expectations have since been challenged and are often disregarded if not outright rejected since the fall of the old nobility, however those traditional-minded Tajara and Royalists within the New Kingdom continue to abide by the rules of status.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
====S&#039;rand&#039;marr Worship====&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;Rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;Rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship&lt;br /&gt;
&lt;br /&gt;
There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajara were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals asking Messa to spare them from whatever ill tidings she may bring. The worship of the sun gods is dominated by an organization called the Parivara, meaning, the &amp;quot;Family.&amp;quot; The head of the Parivara is Father Valyan K&#039;rrirran who is based out of Sana Sahira, a holy city on the tallest mountain on Adhomai which roughly translates into the City of the Suns.&lt;br /&gt;
&lt;br /&gt;
Sana Sahira&#039;s location in the People&#039;s Republic places the Parivara in the precarious position of having to act favorably to the faction&#039;s government, however, Father Valyan K&#039;rrirran attempts to stay out of politics in order to avoid alienating any worshipers across borders. The Father of the Parivara is chosen by the Brothers of the Suns who serve as the priests and clergy of the faith. Devoted women of the faith can become Suns&#039; Sisters, who take a vow of silence, like the Gods themselves, and live in the temples devoted to the worship, tending to them in any way needed, anything from cleaning to heavy manual labor repairing and replacing glass or furniture, to healing the Brothers, patrons and other Suns&#039; Sisters. To cause harm to a Suns&#039; Sister is said to be one of the most unholy things you can do in a place of worship, as they&#039;re meant to emulate the Gods themselves, silent, but strong and dependable.&lt;br /&gt;
&lt;br /&gt;
====Ma&#039;ta&#039;ke==== &lt;br /&gt;
The second-largest religion is the worship of the Mata&#039;ke and his cohort companion gods, which dates back to ancient Tajaran times. A figure of legend, Mata&#039;ke is believed to have been the head of a hardy tribe of mountain dwellers who regularly came to the aid of other tribes constantly plagued by bandits and wild animals. He was revered as a fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul for the records of his dealings with other tribes shows understanding and kindness. He is upheld to be the ultimate Tajara- powerful, wise, and magnanimous. Followers of Mata&#039;ke himself endeavor to emulate his grandeur, while others attempt to emulate the other gods.&lt;br /&gt;
&lt;br /&gt;
In Tajaran mythology, the tribe of Mata&#039;ke rose to the status of gods when they slew the King of the Rrak&#039;narrr, who was also the lord and master of all Adhomai. Upon killing him, the various tribesmen all absorbed different aspects of its many powers, each becoming immortal. As the one who dealt the killing blow, and at the will of the dying Rrak&#039;narrr&#039;s final wishes, Mata&#039;ke absorbed the majority of the powers and became lord and master of all Adhomai. The tribe then decided that their former settlement was not befitting of their powers, and instead established themselves in a city of wonders at the &amp;quot;Edge of Adhomai&amp;quot; where they fend off malicious entities and protect all Tajara.&lt;br /&gt;
&lt;br /&gt;
====Njarir&#039;Akhran Worship====&lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalists, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajara would never admit to being or attempt to defend, a member of this faith.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
=== Fashion ===&lt;br /&gt;
&lt;br /&gt;
Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and standard Tajaran peasantry had little time to choose their uniforms, usually donning overcoats made of rough fabric and patches of animal hide. The fluffier the design was, the wealthier a Tajara was considered.&lt;br /&gt;
&lt;br /&gt;
[[File:Tajara dance .png|240px|thumb|right|Two tajara wearing traditional dresses during a musical performance.]]&lt;br /&gt;
Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well-insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver. Underwear usually came in the form of long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the innermost insulating layer. Then, a Tajara would overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks. &lt;br /&gt;
&lt;br /&gt;
The feared enforcers of the nobility wore great suits of armor designed to seal the user inside, creating an environment completely isolated from the harsh snows of Adhomai. Build for brute strength rather than comfort, the helmets of these suits made no room for Tajaran ears. These &#039;Enforcer Shells&#039;, as translated from Siik&#039;maas, were usually brown or olive in color, with slit visors masking the wearer&#039;s face, they were also remarkably flammable and largely abandoned during the initial stages of the first revolution.&lt;br /&gt;
&lt;br /&gt;
Today, the government officials of the People&#039;s Republic of Adhomai are usually seen dressed in olive military fatigues, occasionally donning a commissar-styled cap. These caps are usually styled with small rosettes to signify authority. When in especially cold weather, officials usually layer on black trench coats and scarves rather than wearing the outfits of the lower class.&lt;br /&gt;
&lt;br /&gt;
The lower and middle class of the Tajara are better heated by proxy, and can comfortably wear flat caps and long-sleeved buttoned shirts for warmth when working in their factories rather than excessive garbs. When outside, typical Tajara wear bomber jackets or fur coats with additional fur padding on the interior to better trap heat, paired with traditional slacks. Headwear for these working-class citizens usually comes in the form of full head scarves to keep ears warm when in the wilderness, and standard soft and flat caps within cities.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
[[File:Taj food.png|240px|thumb|right|A common Tajaran meal: hard bread, fish and vegetable soup, and Fatshouter beef.]]&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajara favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor were the usual meal of a working-class Tajara, coupled with some bread and water or ale. Pre-industrial Tajara used to have community meals around bonfires to keep their food from cooling off too much, and almost all of their food source came in the form of porridges and oats. However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better-heated homes than the peasantry, and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
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Traditional stews are made with diced vegetables, such as Nif-Berries, and meat, Snow Strider is commonly used by the rural population, while industrialized Fatshouters&#039; beef is preferred by the city’s inhabitants. Tajaran bread is usually made with Blizzard Ears&#039; and consumed during their morning meals.&lt;br /&gt;
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Adhomian alcoholic beverages are made with fermented grains, fruits, or vegetables. Juices are commonly mixed with sugar or honey. Victory gin is the most widespread alcoholic drink in Adhomai, the result of the fermentation of honey extracted from Messa&#039;s tears, but its production and consumption are slowly declining due to the loss of the People&#039;s Republic&#039;s hegemony over Adhomai. Messa&#039;s mead is also another more traditional alternative; it is made with honey and fermented Earthen-Root juice.&lt;br /&gt;
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Fishing and shellfish have a part in the diet of the population in the coastal areas, even if the ice can be an obstacle to most experienced fishermen. Spicy Ras&#039;val clams, named after the sea, are a famous treat, being appreciated in other systems besides S&#039;rand&#039;marr.&lt;br /&gt;
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====Notable Dishes====&lt;br /&gt;
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*&#039;&#039;&#039;Adhomian Hard bread:&#039;&#039;&#039; a type of Tajaran bread, made from blizzard ears’ flour, water, and spice, basked in the shape of a loaf. It is known for its hard crust, bland taste, and long-lasting nature. The hard bread was usually prepared for long journeys, hard winters, or military campaigns, due to its shelf life. Certain folk stories and jokes claim that such food could also be used as artillery ammunition or thrown at besieging armies during sieges.&lt;br /&gt;
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*&#039;&#039;&#039;Fatshouters Bloodpudding:&#039;&#039;&#039; a mixture of Fatshouters meat, offal, blood, and blizzard ears flour served in the shape of a flattened sausage. This recipe dates from the early Tajaran history, a favorite among the peasantry due to its simplicity and easily obtainable ingredients. It can be eaten during all meals and occasions.&lt;br /&gt;
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*&#039;&#039;&#039;Sugar Tree Candy:&#039;&#039;&#039; a literal translation of the popular Adhomian hard candy, found everywhere on the planet, from crystal plates in Crevus’ casinos to a bowl on a grandmother&#039;s table. Sugar candy is made from the Nm&#039;shaan, and is a cheap, beloved treat for anyone on Adhomai to rot their teeth on. It&#039;s occasionally flavored with fruits or savory liquors.&lt;br /&gt;
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*&#039;&#039;&#039;Avah:&#039;&#039;&#039; used to only mean &amp;quot;sweets&amp;quot; or &amp;quot;sweet thing,&amp;quot; now singularly refers to a particular dessert. The batter is grilled and made into soft, spherical shapes, and then covered with fruit jams, sugar, or sweet cream cheese. These treats are often sold at festivals and celebrations, and foreigners compare them to pancakes.&lt;br /&gt;
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====Notable Beverages====&lt;br /&gt;
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*&#039;&#039;&#039;Messa&#039;s Mead:&#039;&#039;&#039; a fermented alcoholic drink made from earthen-root juice and Messa&#039;s tears leaves. It has a relatively low alcohol content and characteristic honey flavor. Messa&#039;s Mead is one of the most popular alcoholic drinks in Adhomai; it is consumed both during celebrations and daily meals. Any proper Adhomian bar has at least a keg or some bottles of the mead.&lt;br /&gt;
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*&#039;&#039;&#039;Earthen-Root Juice:&#039;&#039;&#039; a juice made from the Earthen-Root. It is known for its blue color and sweetness. Because of its simplicity, Earthen-Root juice is one of Adhomai&#039;s most widely consumed drinks. Carbonated versions were created during the interwar period. However, the soft drink variation is not as popular as the traditional ones.&lt;br /&gt;
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*&#039;&#039;&#039;Nm&#039;shaan Liquor:&#039;&#039;&#039; an alcoholic drink manufactured from the fruit of the Nm&#039;shaan plant. It usually has a high level of alcohol by volume. Nm&#039;shaan liquor was once reserved for the consumption of the nobility; even today it is considered a decadent drink reserved for fancy occasions. It is commonly diluted with ice water before being consumed.&lt;br /&gt;
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===The Arts===&lt;br /&gt;
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Of all arts, music is one of the most highly valued by Tajara. Stemming from the long-standing ban on most literature in their society, song, and dance remained one of the only ways for Tajara to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajara, and in place of books, the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
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Theatre was also equally important in the life of a pre-discovery Tajara. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of the town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Nal&#039;tor was one and a quarter larger than the seat of government prior to human-sanctioned expansions. Dating back to the late Gunpowder Era, it was constructed from high-quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
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However, literature itself - that is to say novels - has never been looked kindly upon by the Tajara public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajara as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajara, given the fact that only the nobility was taught en masse how to read, and that every family had its own private expansive library from which even learned peasants who had to pay out of pocket to access. This led to the widespread destruction of much of historical Tajara texts following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
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Traveling circuses have been present in the Tajaran culture since ancient times. Joining a troupe was one of the few available ways for a Tajara to escape the rigid roles of the caste system. Performances usually include trained animals, acrobatics, storytelling, puppetry, strength displays, magic performance, creep shows, and stores selling all kinds of food and curiosities. Since circus schools only started to appear after the First Revolution, artists frequently transmitted their techniques to their pupils. Due to the previous conflicts and the ongoing cold war, wandering troupes face large barriers than ever before. Some of the biggest circuses have left for the stars in search of a more welcoming audience than Adhomai.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Tajaran music is modally based, with there being eight modes in total. A scale can be constructed from each Mode, which is the arpeggio of the mode. There are a total of four notes in one modal scale. Two are octave, and there are two in between. Microtones between the two notes in between are used frequently, which would sound very odd to human ears. This is done because Tajara perceives music as sadder with the flatter a pitch is, and happier with the sharper a pitch is. Depending on the mood of a song, a Tajara player may tune their instrument lower, to make the song sadder; the opposite is also true. A common tradition is to let the weather decide the tuning of an instrument. Cold weather naturally makes an instrument flatter, ergo colder weather makes songs sadder. And indeed, one may notice that if each note is perceived relative to the notes that come before it, there is always a happy and sad part integral to the song. This is on purpose, as it reflects the duality in sadness/happiness which is also found in S’rendarr and Messa. Some Tajara may also associate Dissonances with Raskara. &lt;br /&gt;
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The eight modes are respectively named: Mrazur, Manur, Rrauor, Surour, Kaoel, Draeol, Aauol, Deor. They are associated with the main Ma’ta’ke deities: Mata’ke, Marryam, Rredouane, Shumaila, Kraszar, Dhrarmela, Azubarre, and The Dead Gods. &lt;br /&gt;
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A side effect of the Tajaran caste system is the possibility for the ethnicities to usually have different possible ranges and timbres on their voice. Zhan-Khazan are commonly a Bass-Baritone voice. Hharar are Tenor-Alto. M’sai and Njarir are almost always Sopranos. The voice is the most universal Tajaran instrument. Due to traditional schooling, many children have at least basic singing skills, though this is fading away in the cities. &lt;br /&gt;
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====Notable Folk Instrument====&lt;br /&gt;
[[File:Prrama.png|200px|thumb|right|The Pr&#039;rrama.]]&lt;br /&gt;
*&#039;&#039;&#039;P&#039;rrama:&#039;&#039;&#039; a plucked string instrument, with eight strings and four holes at its end. The holes on the bottom change the octave of the notes that are played, thus extending the range of the sounds. It is used both solo and with other instruments. Humans can play it, but the octave range is disabled due to a lack of a tail.&lt;br /&gt;
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*&#039;&#039;&#039;Makkra Baq:&#039;&#039;&#039; this instrument hails from the island of Das&#039;nrra, but it has long been a staple of Tajara everywhere. One plucks the strings, creating a meek and Harpsichord-like sound. It is almost always used in a solo or duet setting, as its small voice can easily be overshadowed by other instruments. In spite of this, it maintains quite a folky sound, and it is more common in rural areas than in cities.&lt;br /&gt;
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*&#039;&#039;&#039;Mah Kii:&#039;&#039;&#039; the Mah Kii is an ancient instrument, used by Tajara since the Migration Period. Adapted from a horn used to rally soldiers, it has a strong divine connotation. Many believe that one hears its sound when entering the Holly Village or when joining Messa in the afterlife. Rhazar’Hrujmagh caravans still use this trumpet at the start of raids. Some have even attempted to incorporate it into Electro-Swing bands. However, due to its short-range and its connotation with the divine, it is not used often.&lt;br /&gt;
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===Sports and Games===&lt;br /&gt;
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Recreation time for most Tajara has always been limited. Oppressive work hours and strict caste rules disallowed leeway for what a Tajara could do in their free time. Organized sports were a product of the Njarir class, which would find themselves with more time on their hands. However, as time marched on, Tajara of lower classes found ways to still play. In modern times, any Tajara is usually able to participate in any sport they wish.&lt;br /&gt;
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Tabletop RPGs and wargames are popular for Tajara in urban centers. The Tajaran tradition of storytelling lent itself to these games being easily understood and quickly enjoyed by players who saw them as an evolution of the tales that priests shared in their communities. The tabletop scene sprouted a few years following the First Revolution’s end with Siik’maas translated versions of human and skrell tabletops. These were adapted later into localized versions that then became entirely Tajaran systems. The most well-known of these games is “Global Conquest”, originally made by the PRA and then adapted by DPRA and NKA companies, this board game replicates the conquest of Adhomai by different armies. Another is “Explorators of the Unknown”, a modular game where players play as characters exploring or investigating a world of their design. &lt;br /&gt;
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The notion of video games is unknown to the natives of Adhomai; as computers are usually seen as tools. However, the younger generations living in Little Adhomai have taken interest in electronic games and arcades. Many independent productions have started to appear, with software being shared through the extranet or data storage devices. One popular title is &amp;quot;The Bane of Rashashana&amp;quot;: which follows the tale of an Adhomian folk hero attempting to save her village from a malicious monarch. The player can make narrative choices that affect the story, interspersed with objectives such as running and managing a limited time meter while avoiding obstacles.&lt;br /&gt;
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====Notable Sports====&lt;br /&gt;
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*&#039;&#039;&#039;Farehal:&#039;&#039;&#039; a sport focused on accuracy. It consists of the player throwing a disc through several hoops scattered around a course. The distance and the difficulty of the shoot influence the score. The player with the highest point value wins. Due to the amount of space needed for Farehal, especially for multiple matches on the same course, due to this, it was only practiced by the nobility at first. Large buildings were constructed to host Farehal, where noble competitors played. This game is seen as extremely pretentious, with critics claiming it requires no real strength or skill to win. It has not seen much popularity outside of S&#039;rand&#039;marr, but it is moderately popular on Adhomai,  with players in the PRA and a larger following in the NKA. Al’mari Hadii used to be a famous Farehal player.&lt;br /&gt;
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*&#039;&#039;&#039;Mahmrro:&#039;&#039;&#039; a sport requiring the Tajara to capture a ball and either run it to the opposite side of a field or throw it to a team member located on the other side of the field. This game is very popular among the youth of any Tajara generation, mostly with the lower class. It is very decentralized and has any number of regional rules depending on where you are. Mahmrro came to be associated with the lower classes towards the end of the Steeple Peace. This attitude is visible in the NKA where nobility largely avoid playing the game. Leagues exist in every country for the game with these Mahmrro Clubs gaining much fame. &lt;br /&gt;
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*&#039;&#039;&#039;N&#039;hanzafu Roping:&#039;&#039;&#039; a sport created by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|rock nomads]], commonly used to settle disputes. Two or more riders can participate. Using Zhsram as their mount, they have to capture a N’hanzafu calf with a lasso and complete five rounds around a circular arena with it. Competitors are allowed to knock down each other or steal the other’s rope, but weapons are strictly forbidden.&lt;br /&gt;
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*&#039;&#039;&#039;Baghrar:&#039;&#039;&#039; an ancient martial art from Adhomai primarily used for sport and contests of strength. The fighting style consists of strikes against the opponent from the waist up. The form of the attacks is primarily swiping motions that take advantage of a Tajara&#039;s claws to rake an opponent&#039;s torso or head. Other moves include punching for friendlier matches or stabbing forward with the claws in typical confrontations. Modern Baghrariri, or people who practice the Baghrar style for sport, usually fight with implements that cover and support their nails to avoid serious bodily damage. Modern Baghrar fights are decided upon with a point-scoring system over three 10-minute rounds, but historical victories were secured by knocking opponents onto the ground. Baghrar has been adapted into several different styles used by Adhomaian police and army units.&lt;br /&gt;
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====Notable Games====&lt;br /&gt;
[[File:Suns and moon rules.png|200px|thumb|right|Suns and Moon rules.]]&lt;br /&gt;
*&#039;&#039;&#039;Suns and Moon:&#039;&#039;&#039; a very common dice game. It is played by all, though the lower classes have the tendency to gamble whereas the upper classes play it just for fun. The ease and universality of the rules have garnered it quite the reputation. Die usually has an image of Rredouane fixed upon them. Parks commonly have designated spots for people to play Suns and Moon. Disputes are also solved through this game. &lt;br /&gt;
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*&#039;&#039;&#039;Traiaz:&#039;&#039;&#039; a game mixing intellectual and dexterity play. The board is similar to chess, though it is considerably longer, with a lot of extra space in the middle. All 10 pieces are essentially pawns, though each pair has a catch. Pieces are captured by moving horizontally on the board. Some pieces can only capture when moving diagonally, vertically, or sideways. There are several distinct regional rules influencing what kind of movements are allowed. A match is decided after all pieces have been eliminated.&lt;br /&gt;
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=== Military ===&lt;br /&gt;
&#039;&#039;For more information, see [[Tajaran Military Structures]]&#039;&#039;&lt;br /&gt;
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The military hardware of the Tajaran nation is somewhere close to what humankind used in the 1900s, though the transition to energy weapons has already been made. Clumsy overheating handguns and rifles that slowly fire long bolts of concentrated energy are used by high-ranking soldiers or special operatives, but their durability is dubious in comparison to the mass-produced, single-shot or bolt action rifles that the majority of Tajaran soldiers use. In recent years the People&#039;s Republic has largely replaced bolt action rifles with fully automatic Tsarrayut’yan rifles, however, these suffer accuracy issues at longer ranges. Bayonets are heavily relied upon in close-quarters combat rather than Tajaran model submachine guns, which are expensive in the eyes of the People&#039;s Republic and jam easily in the harsh terrain of Adhomai.&lt;br /&gt;
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Heavy infantry weapons like heavy machine guns used to come in the form of heavy, hand-cranked gatling emplacements with a heavy emphasis on frontal gun shielding. These HMG emplacements are extremely deadly in comparison to the slow-firing rifles of foot soldiers and are usually countered by Tajaran artillery or laser weaponry. Most squads of Tajara now carry a mixture of top-loading magazine-fed light machine guns or quicker-firing belt-fed LMGs.&lt;br /&gt;
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Tajaran artillery is where the cunning of the People&#039;s Republic engineering shines, and many mountain ranges of Adhomai have been lined with massive artillery guns. These weapons fire devastating artillery rounds capable of leveling small camps with a single shot, let alone a barrage. Artillery vehicles and mortar teams are almost always deployed in tandem with Tajaran infantry in order to shell enemy entrenchments and positions, and many Tajaran tacticians utilize artillery as their main killing force. These weapons are the pride of the People&#039;s Republic, and their nightmare if lost to enemy hands.&lt;br /&gt;
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=== Education ===&lt;br /&gt;
Tajaran institutions for education are woefully behind their counterparts in other species. Historically, Njarir’Akhran were often the only ones who became literate. Historians theorize this is tied to their alleged rise to nobility through their positions in early theological organizations. Officials from each faction agree that religious education has dominated most of Adhomai&#039;s academic history with heavy evidence from religious books which were largely able to survive the mass destruction of books by being sheltered in temples. Disagreements among academics arise when discussing the evolution of primary schools, secondary schools, and universities. Academicians in the New Kingdom of Adhomai assert that these institutions began to raise thousands of years ago during the Gunpowder Era and downplay the role of the nobility&#039;s suppression of educating the masses. However, intellectuals in the People&#039;s Republic of Adhomai and the Democratic People&#039;s Republic assert that these institutions were disingenuous social clubs at best and that schooling and formal education did not begin to arise until five hundred years prior. Hard information on the curriculum of pre-war institutions outside of theological institutions is difficult to find, however, archaeological evidence tends to support arguments that there was a heavy focus on the arts- especially musicals. Some artistic Hharar who lived before the war give accounts on nobles providing large patronage for painters such as in the modern sense with Al-Manq, but also for lavish concerts, operas, and ballets. Sculpting also came into prominence as evidenced by the intricate detail of various statues and gargoyle-like protrusions from an array of buildings in Nal&#039;Tor and especially on the capital building in The People&#039;s Square: the aptly-named Steeple. Regardless of the details of pre-revolution educational institutions, the current face of Tajaran education outside of seminaries is primarily technical schools that focus on preparing young Tajara to work the various labor jobs around Adhomai.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship among the families of most villages, towns, and cities. Regardless of the size of the population, pre-uprising Tajara were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships among families. However, this traditional practice has met with extreme criticism following post-uprising debates. The practice of arranged marriage was not feasible following the first revolution which effectively eliminated a generation of adult Tajara. This created a generation that had to largely create their own marriages, many of which passed on this emerging cultural norm to the next generation. Although the permanent pairing of Tajara is often colloquially referred to as &amp;quot;marriage&amp;quot; due to humanizing influences, there are a handful of different technical terms for it depending on the religion of the Tajara involved. S&#039;rand&#039;marr worshipers are typically brought together in temples by their local Brother of the Sun in a ceremony that symbolizes and glorifies S&#039;rendarr and life. Their equivalent of Marriage is called &amp;quot;&#039;&#039;&#039;S&#039;rendal&#039;Matir&#039;&#039;&#039;&amp;quot; (The life of S&#039;rendarr), named for the idea of continuing the life that the sun god S&#039;rendarr celebrates. Tajara under the worship of Ma&#039;ta&#039;ke have a less celebratory and less ritualistic ceremony, instead, they have a simple meeting between families with a clergyman to proclaim the lovers &amp;quot;&#039;&#039;&#039;Zrrazhil Ekrratul&#039;&#039;&#039;&amp;quot; (Continuation of the families), named for the simple notion of propagating the blood of the families involved. &lt;br /&gt;
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Throughout history, the concept of gender in Tajara society varied over time. Archaeological evidence suggests that before the Incarnate Dominion, multiple identities—often related to religious practices—existed. Like everything else, the nobility&#039;s breeding project also molded the perception of gender in Adhomai. Njarir’Akhran, with their great emphasis on their bloodline, were the ones with the strictest and defined gender roles. While the Zhan-Khazan rarely cared about these definitions, seeing little distinction between them. After the revolution, gender in the Tajara society changed as well, but it did not free itself fully from the shackles of the pre-contact oppression. &lt;br /&gt;
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In history, transgender Tajara were more common among Njarir and Hharar due to their more defined gender roles. Before the revolution, these individuals were often in a nebulous state, as they were still obligated to participate in the eugenics program. While some could still find suitable partners, others had to find other outlets, such as joining religious societies or becoming outcasts. Ma&#039;ta&#039;ke priesthood is open to transgender Tajara who identify as their patron god&#039;s gender. The Church of S&#039;rand&#039;marr rejects these notions and maintains a strong distinction within its organization based on the gender assigned at birth of its members. &lt;br /&gt;
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Third gender and nonbinary identities have historically been associated with religious and mystical perspectives. Those who could combine and balance both aspects were typically priests or mystics, known to have achieved some form of enlightenment. Only after the revolution are these identities now explored without the trappings of the occult. The older generations are usually confused by younger individuals who identify as such, with more religious Tajara being outraged at them for appropriating something that was once sacred. &lt;br /&gt;
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Sexual orientation was a poorly defined concept for the Tajara until the contact. With the emphasis on the caste system, most individuals were expected to have a partner of the same ethnicity with whom they could reproduce, despite their preferences. The nobility often persecuted any relationship or behavior that threatened the caste project. The nobility strictly forbade any kind of relationship with a Tajara of a different ethnicity. &lt;br /&gt;
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After the civil war, theories and studies about gender and orientation have begun to emerge among revolutionary thinkers. The most radical theorists argued that such concepts were constructions of the old nobility to further their control, calling for forgetting such ideas in favor of new visions. Currently, the Tajara society still upholds gender roles similar to those before the contact, mainly based on one&#039;s heritage. The concept of a defined and clear sexual orientation is still fairly new. Only now free of the oppressive Njarir system, the Tajara are free to think about these matters as they develop further socially, even if frequently tainted by the lingering old prejudices. The other species&#039; vision of these matters is seen as alien; even a traditional Tajara would not care to pass judgment on anything that does not involve their people.&lt;br /&gt;
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Because of the Tajara&#039;s recent history as a repressive, conservative species, they still carry many prejudices from the period before the revolution. Overt displays of affection, xenophilia, and interracial relationships among Tajara are looked down on and treated as deviancy. The pre-contact nobility purposefully encouraged these sentiments to further preserve the caste system. &lt;br /&gt;
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[[File:Adhomai render 2.png|240px|thumb|right|An Adhomian city.]]&lt;br /&gt;
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===Architecture===&lt;br /&gt;
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Adhomai&#039;s architecture is marked by the swift historical changes that the planet suffered in the past decades. Pre-contact buildings - ostentatious monuments built by the Njarir&#039;Akhran and wooden hovels inhabited by peasants - stand alongside modern edifices constructed by the early People&#039;s Republic and the modern Tajaran nations. Because of the destruction brought by two global conflicts, the Tajara had plenty of opportunities to experiment during the reconstruction. Most urban landscapes are a mosaic displaying the styles of whoever controlled them at a given time.&lt;br /&gt;
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===Holidays===&lt;br /&gt;
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Tajaran holidays center around the celebration of their nations, faith, or community. Many of these holidays have existed for centuries if not millennia, with a host of smaller rural holidays which vary from village to village. While priests of the Ma&#039;ta&#039;ke pantheon and the Parivara alike speak out against holding non-Tajaran holidays on Adhomai, such as Nal&#039;tor&#039;s annual [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-104944 Halloween] fundraisers, the vast majority of Tajara are usually indifferent towards celebrating these holidays when in Tau Ceti or other alien systems. Denying an invitation to a celebration for an alien holiday is still considered rude. Only hardliners become angered at the idea of celebrating non-Tajaran holidays off Adhomai. &lt;br /&gt;
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*&#039;&#039;&#039;Armistice Day (November 26th):&#039;&#039;&#039; while the signing of the Armistice had led the nations to declare its date a holiday, the hopes for massive celebrations for the first anniversary were crushed quickly. The Solarian collapse had diverted the attention of the Tajaran governments towards trying to ensure their people in Tau Ceti were safe. Despite this, smaller and personal celebrations of the signed peace were still held on Adhomai. For the Tajaran community in Tau Ceti, Armistice Day became a symbol of unity in the face of the Solarian incursion. Rival gangs and communities set aside their differences and prepared for a possible invasion of Biesel together, a unity that unfortunately did not last after the rogue fleet was pushed out. &lt;br /&gt;
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*&#039;&#039;&#039;Ma&#039;ta’kyr (March 24th to 30th):&#039;&#039;&#039; for an entire week, followers of the Ma’ta’ke pantheon hold celebrations for their gods. The first day is for Azubarre, which is filled with dazzling performances and unsurprisingly marriages. The second day is for Dhrarmela, whose followers present well-made crafts to donate to their community. The third day is Kraszar, whose priests hold elaborate theatre performances to tell stories and share wisdom with the people. The fourth day is Shumalia&#039;s, and is spent repairing the broken homes of the poorest while also ensuring important buildings are maintained. The fifth is Rredouane’s, and a day consisting mostly of war stories and gambling. The sixth day is Marryam’s, where families spend the day connecting with one another and holding personal celebrations. The final day is dedicated to Mata&#039;ke. It is on this day that an enormous fair is held within a community, organized by all Ma’ta’ke pantheon priests, celebrating the splendor of Mata’ke and his fellow gods. Within urban centers these fairs can become massive, sprawling over blocks and streets. D6’s Mata’ke following population celebrates this week fully, with workers taking days off or reduced shifts to enjoy it. &lt;br /&gt;
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*&#039;&#039;&#039;Coming of Dawn (January 9th):&#039;&#039;&#039; a holiday commemorating the founding of the modern Parivara, the Coming of Dawn is when the worshippers of the Suns pay respects to Dirrnavirr&#039;Almalik. Proclaimed as the prophet of the Suns, priests share stories about Dirrnavirr’Almalik’s history from his birth to establishing the Dominion of southern Ras’nrr, the first empire. It is said that it was there that he spread the faith of the suns and the priesthood was established and entrusted to guide the Tajara people. Services include performances from choirs and communal singing led by priests. Idols were once brought out depicting Dirrnavirr’Almalik, a Njarir King. Many of these icons were smashed apart in the First Revolution. What few still exist are artifacts in museums, kept in Sana Sahira, or brought out in Kaltir lands where the practice continues. The echo of the choirs can be heard wherever this is held, and within D6 one could hear the ringing of hymns throughout the entire district. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dholma Festival (Third Week of October):&#039;&#039;&#039;  a week-long celebration to honor the harvest and prepare for the oncoming winter. During this period, Tajara will participate in large communal feasts, food fairs, and alcohol festivals. Drinking, eating, and spending time with friends and family are the main activities during this period; religious Tajara also visits local temples to offer donations to thank the Gods for the bountiful harvests.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Tajara]]&lt;br /&gt;
&#039;&#039;Al&#039;Mari Hadii picture created by SleepyWolf&#039;&#039;&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=39317</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=39317"/>
		<updated>2026-05-13T16:54:22Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. sapiens&lt;br /&gt;
 |Image = OldTajara.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = [[Adhomai]]&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajr, Nal&#039;rasan, Ya&#039;ssa, Delvahhi&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai,&lt;br /&gt;
 &lt;br /&gt;
Democratic People&#039;s Republic of Adhomai,&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (direct plural: Tajara – Tah-jaw-rah both singular and multiple) (adjective: Tajaran - Tah-jaw-ran) are a race of humanoids that possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades, and padded, digitigrade feet. Tajaran history and society is deeply entrenched in the conflict between its caste system and ruling governments. The species currently finds itself involved in a cold war between the three powers that control its homeworld, Adhomai.&lt;br /&gt;
&lt;br /&gt;
To play as Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
Since the end of the First Revolution, Tajara have proven themselves to be capable workers to the megacorporations of the galaxy. In the years since, some of these Tajara demonstrated competent leadership and were hired into various command positions in their company of choice. To be a Tajaran head of staff in a human- and skrell-dominated space is to have dozens of eyes on you at once. Oftentimes, these Tajara face heavier criticism, are given lower wages and fewer benefits, and still face discrimination from their peers. Severe pressure is put onto them to meet a degree of excellence higher than what would be expected for a human. The vast majority of Tajaran heads of staff, especially within NanoTrasen, remain PRA citizens. Due to their close ties to NT and being of higher diplomatic standing, megacorporations prefer to promote Republican citizens over their counterparts. The NKA opening their doors to interested companies following the armistice has made it easier for their supporters to be promoted or re-promoted; however, these types are rare. The NKA’s technological backwardness is viewed as a major detriment for leadership roles and is a given reason for why a citizen would be passed over. The DPRA’s citizens, unsurprisingly, are incredibly unpopular for a promotion choice. The nation’s xenophobic and anti-corporate attitude is well known to megacorporations, so any citizen of the DPRA who manages to become promoted is subject to yearly interviews and background checks. Any sign of a connection to radical elements means a demotion, if not a firing. &lt;br /&gt;
&lt;br /&gt;
To date, there is yet to be any Tajara in a meaningful place of power within a megacorporation. &lt;br /&gt;
&lt;br /&gt;
Hharar and Njarir’Akhran can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* Corporate Liason&lt;br /&gt;
&lt;br /&gt;
M&#039;sai can be the following Heads of Staff:&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan can be the following Heads of Staff:&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Biesellite Consular Officer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajara can speak a number of unique languages, such as: &lt;br /&gt;
:- Siik&#039;Maas. Use this in-game by typing say ,j&lt;br /&gt;
:- Siik&#039;Tajr. Use this in-game by typing say ,w&lt;br /&gt;
:- Ya&#039;ssa. Use this in-game by typing say ,r&lt;br /&gt;
:- Nal&#039;rasan. Only available to M&#039;sai Tajara, use this in-game by typing say ,i&lt;br /&gt;
:- Delvahhi. Only available to Zhan-Khazan Tajara, use this in-game by typing say ,n&lt;br /&gt;
* All Tajara have claws and scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajara are faster but take extra brute damage.&lt;br /&gt;
* Tajara can see much better in the dark than humans. This is possible by using a verb in-game, but that makes them vulnerable to flashes.&lt;br /&gt;
* Tajara are less vulnerable to harm from the cold due to their fur but more vulnerable to harm from heat.&lt;br /&gt;
* Tajara cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear voidsuits and voidsuits helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as regular space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajara have a higher nutrition and hydration threshold and process reagents slightly slower.&lt;br /&gt;
* Tajara have a set of organs adapted to the life on Adhomai, with some differences in regard to function and form.&lt;br /&gt;
* Due to a long history of combined selective breeding and cultural factors, different Tajaran races have different physical qualities and attributes as well as levels of education. Visit the physiology sections of the [[Tajaran Ethnicities]] page for information about their differences.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
To the average human, the Tajara share many similarities with Earth&#039;s felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajara are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat efficiently. There are only a handful of areas where fur is not present, those being on the palm of their hands, the soles of their feet, and a number of various orifices as well as a small area around their eyes. Tajara have nictitating membranes, a transparent eyelid layer that assists in preventing snow blindness and keeping their eyes moist against the wind.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, the fur around a Tajara&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look, not unlike a terran lion. This hair tends to be much stronger and a great deal wirier than the rest of the fur on a Tajara&#039;s body. Some Tajara tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots, and most conceivable combinations have been recorded by scientists both Tajaran and human. A male Tajara is somewhere between 150 cm and 185 cm in height, while the mean body mass is between 65 kg and 100 kg. Females tend to range between 150 cm and 175 cm in height, with their own weight somewhere around 45 kg to 85kg. As such, both their body weight and height are roughly comparable to the average human. Height depends on a Tajara&#039;s ethnicity. Njarir&#039;akhran were bred to be taller, M&#039;sai are a more middle height, Hharar are typically shorter or of middle height, and Zhan-Khazan are usually the tallest of the races.  Any Tajara who falls out of this range is unusually tall or short which typically stems from a medical condition. A Tajaran fetus only takes six months to mature, and Tajaran children likewise mature rapidly, reaching the full extent of their growth by 15 or 16. This rapid maturation has a profound effect on the lifespan of Tajara, as only with modern medicine have Tajara reached ages above 70, with the oldest living Tajara being 84 years old. Most Tajara retire at age 60 when they are too old to work in any capacity.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
&#039;&#039;For information about the ethnicities, their traits, and their cultures: see [[Tajaran Ethnicities]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are four races of Tajara: the Hharar, the Zhan-Khazan, the Njarir’Akhran, and the M&#039;sai. Each race has a common role that they play in a society to which their biological inclinations make them more suited, as well as their own cultures which have formed from long histories of performing these roles in society. Tajara heavily stereotype each other based on race which is often a cause for conflict. As a result of these differences, there is a lot of racial tension between these various types of Tajara which was further exacerbated by differences in socioeconomic classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hharar:&#039;&#039;&#039; the first Tajaran ethnicity that Humanity came in contact with is generally viewed as the &#039;typical Tajara&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were. Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. The Hharar are the stereotypical &#039;worker&#039; Tajara, commonly described as loyal employees who are passionate and not afraid to voice their opinions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan-Khazan:&#039;&#039;&#039; the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than other Tajara. Featuring more toned, muscular bodies, thicker fur coats, and heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. Due to their status as laborer they suffer discrimination and are usually regarded as less intelligent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M&#039;sai:&#039;&#039;&#039; the third most populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajara and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. They are very loyal to their friends and family but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with a vision adapted to compensate for the heavy blizzards that plague their home planet. They are also great survivalists and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Njarir’Akhran:&#039;&#039;&#039; the ethnic group that made up the majority of the plutocracy before the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population. Easily identifiable by their large ears, fluffy tails, luxurious fur, and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coloration ===&lt;br /&gt;
Fur color is the most noticeable aspect of a Tajara. It acts as a natural camouflage and is the most visible difference between the ethnicities. Ancient history saw these fur colors appear in certain regions of Adhomai, however over millennia of migration, marriage, and modern travel, every coloration of fur can be seen across Adhomai and now the Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These fur colors are suggestions and guidelines. Any one Tajara could have a variation of the colors shown, whether it be lighter or darker.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Hharar:====&lt;br /&gt;
Hharar fur coloration traces back to the proto-Hharar peoples of Southern Ras&#039;nrr. The forests between the Rhazar and Khazan mountains alongside the fertile soil allowed for the invention of farming, and later the formation of Adhomai’s first civilizations. The Hharar people evolved to feature brown fur colorations due to the numerous woods they lived in.&lt;br /&gt;
|[[File:H_BeaverBrown.png|300px|left|thumb|Beaver Brown (RGB 159, 139, 112 / Hex #9f8b70)]]&lt;br /&gt;
|[[File:H_Kochiba.png|300px|left|thumb|Kochiba (RGB 107, 68, 35 / Hex #6b4423)]]&lt;br /&gt;
|[[File:H_Taupe.png|300px|left|thumb|Taupe (RGB 72, 60, 50 / Hex #483c32)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prairie Brown&#039;&#039;&#039;&lt;br /&gt;
Being the most common coloration of Hharar fur, Prairie Brown was once associated with the numerous Hharar working the fields across Ras’nrr. Despite this association, it is not considered the oldest fur coloration, instead being a variation that occured in those living among the fields of the warmer prairies of the Ras’nrr Heartlands.&lt;br /&gt;
| &#039;&#039;&#039;Azumah Wood&#039;&#039;&#039;&lt;br /&gt;
This fur color dates far older than the name it is associated with. Once referred to as simply “Summer Brown”, the name Azumah Wood became widespread following the massive success of a logging company in the Azumah lake region during the Steeple Peace. The wood products were advertised and sold with the image of a kochiba furred logger chopping down “Azumah grade” trees. The logging company has since then gone defunct, being known only as the source of a strange origin for the term.&lt;br /&gt;
| &#039;&#039;&#039;Harbor Brown&#039;&#039;&#039;&lt;br /&gt;
Harbor Brown carries the title of being the oldest known fur coloration among Hharar, having been the predominant coloration amongst the proto-Hharar of the Southern Ras’nrr region. However, in modern times it has been titled after the numerous harbor workers found across Adhomai, even if they no longer are a majority of sailors.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Zhan-Khazan:====&lt;br /&gt;
Zhan fur colorations are the result of a long history of mountain tribes. Even during winter seasons, the darker fur colorations permitted better camouflage with the rocky terrain of the Ras’nrr mountains.&lt;br /&gt;
|[[File:ZK_BlueGrey.png|300px|thumb|left|Blue-Grey (RGB 34, 37, 50 / Hex #222532)]]&lt;br /&gt;
|[[File:ZK_DarkGrey.png|300px|thumb|left|Dark Gray (RGB 30, 30, 30 / Hex #1e1e1e)]]&lt;br /&gt;
|[[File:ZK_Chocolate.png|300px|thumb|left|Chocolate (RGB 94, 38, 18 / Hex #5e2612)]]&lt;br /&gt;
|[[File:ZK_Black.png|300px|thumb|left|Black (RGB 0, 0, 0 / Hex #000000)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rhazar Fog&#039;&#039;&#039;&lt;br /&gt;
During Sil’nryy-aysaif, the foot of the Rhazar mountains are commonly blanketed in a thick fog. The rare blue coloration of this fog became closely associated with the local Zhan population who shared a similar fur color with that of the mountain rock. Regardless, the fur coloration took on the name of the far more popular fog than the relatively mundane mountain rock.&lt;br /&gt;
| &#039;&#039;&#039;Khazan Rock Grey&#039;&#039;&#039;&lt;br /&gt;
The proto-Zhan-Khazan people were infamously put down during the Incarnate Dominion. The majority featured a dark-grey fur that became synonymous with the Zhan tribes of the Khazan mountains that the ethnicity, and fur, are now named after.&lt;br /&gt;
| &#039;&#039;&#039;Nraz’i Mud&#039;&#039;&#039;&lt;br /&gt;
Of the Zhan tribes, those in the Nraz’i mountains enjoyed the warmest winters. The hinterlands of the Sum’add coast become a muddy mess when the snow melt of the Nraz’i mountains washes onto the thawed soil. The fur color common of the region’s Zhan tribes became associated with the mud, then taking the name it has now.&lt;br /&gt;
| &#039;&#039;&#039;Cavern Black&#039;&#039;&#039;&lt;br /&gt;
Caves formed a natural home for the first Zhan’khazan to settle within. These served as strong homes and fortresses alike for the ancient peoples. It is not believed that these conditions resulted in the dark coloration being prevalent among the Zhan, despite old tales claiming such. This uncommon coloration originated from the southern Rhazkjara mountains.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Njarir&#039;Akhran:====&lt;br /&gt;
Njarir fur colorations are the results of the extensive eugenics programs employed by the Adhomian nobilities. Through decades of careful merging of M’sai and Hharar bloodlines, along with high amounts of inbreeding, Njarir now feature the flashiest fur colors among Tajara. Despite the inherent nature of genetics, reputations for different fur colorations have taken root among noble circles even following the revolutions.&lt;br /&gt;
|[[File:NA_Orange.png|300px|thumb|left|Orange (RGB 238, 64, 0 / Hex #ee4000))]]&lt;br /&gt;
|[[File:NA_Cinammon.png|300px|thumb|left|Cinnamon (RGB 160, 82, 45 / Hex #a0522d)]]&lt;br /&gt;
|[[File:NA_Ruddy.png|300px|thumb|left|Ruddy (RGB 138, 54, 15 / Hex #8a360f)]]&lt;br /&gt;
|[[File:NA_Cream.png|300px|thumb|left|Cream (RGB 205, 175, 149 / Hex #cdaf95)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Steeple Light&#039;&#039;&#039;&lt;br /&gt;
Seen as the ultimate fur coloration produced by the infamous eugenics programs, Steeple Light gained its name after a Rasn’rr emperor of the early Steeple Peace declared his fur, a bright orange, to be the manifestation of S’rendarr’s light. Some esoteric circles in the New Kingdom have adopted this belief upon its rediscovery. While the emperor’s name was lost to the books burned in the First Revolution, his declaration remains as the name of this fur coloration.  It is a highly sought after coloration among nobles. &lt;br /&gt;
| &#039;&#039;&#039;Hadii Red&#039;&#039;&#039;&lt;br /&gt;
Once a mundane coloration, Hadii Red has become an intimidating presence following the rise of the Hadii Dynasty. The vast majority of the family has some variation of this fur, with many rumors claiming they place great effort and care that the coloration is maintained in their offspring. It is an uncommon joke for Njarir who have this fur to say that they’re secretly a Hadii.&lt;br /&gt;
| &#039;&#039;&#039;Ras’val Royal&#039;&#039;&#039;&lt;br /&gt;
Many of the noble families who came to rule the regions surrounding the Ras’val sea featured the ruddy coloration of what is now known as Ras’val Royal. While previously considered the coloration of middling nobles, the rise of the Azunja family to the head of the New Kingdom has led to the coloration being perceived as the height of royalty.&lt;br /&gt;
| &#039;&#039;&#039;Half-Knuckle White&#039;&#039;&#039;&lt;br /&gt;
This fur color was common among lower nobility across Adhomai during the Steeple peace. The term Half-Knuckle White was coined as a slur against those nobles who were seen as fraternizing too much with their enforcers resulting in a “washed out” fur color. Genetic research shows that these claims had little backing, but this has yet to make an effect on the thoroughly cemented name.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====M&#039;sai:====&lt;br /&gt;
M’sai fur is the result of the behaviors of proto-M’sai. Having been a nomadic people of the open prairies in Ras’nrr, the light fur color was often the only way Tajaran hunters were capable of hiding or blending into the environment.&lt;br /&gt;
|[[File:M_White.png|300px|thumb|left|White (RGB 238, 223, 204 / Hex #eedfcc)]]&lt;br /&gt;
|[[File:M_Ivory.png|300px|thumb|left|Ivory (RGB 205, 205, 192 / Hex #cdcdc0)]]&lt;br /&gt;
|[[File:M_Wheat.png|300px|thumb|left|Wheat (RGB 205, 186, 150 / Hex #cdba96)]]&lt;br /&gt;
|[[File:M_Silver.png|300px|thumb|left|Silver (RGB 192, 192, 192 / Hex #c0c0c0)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zarragh Washoff&#039;&#039;&#039;&lt;br /&gt;
Considered the most recent evolution of fur color, Zarragh Washoff garnered its name in the Zarr’jirah mountains. The lake-effect snow of the northern lake gained the name “washoff” due to how the new layers of snow would conceal rock and dirt chips on older snow, making the mountains easier to blend into.&lt;br /&gt;
| &#039;&#039;&#039;Field Snow&#039;&#039;&#039;&lt;br /&gt;
Field Snow is arguably the most common fur coloration amongst M’sai. Characteristic of the proto-M’sai hailing from the fields of the Nraz’i basin, upon the arrival of the nomadic tribes to Souther Ras&#039;nrr the native proto-Hharar began to refer to their coloration as “Field Snow” after the coloration of fresh snow on the Ras’nrr prairies.&lt;br /&gt;
| &#039;&#039;&#039;Fatshouter White&#039;&#039;&#039;&lt;br /&gt;
Named after the coloration of fatshouter milk before processing, this coloration has dubious origins. Written history on much of the proto-m’sai peoples were sparse, however prevailing research suggests Fatshouter white primarily comes from those M’sai nomads from the inner western coast of the Nraz’i basin.&lt;br /&gt;
| &#039;&#039;&#039;Enforcer Silver&#039;&#039;&#039;&lt;br /&gt;
Being the second most common fur coloration of the M’sai people, Enforcer Silver garnered its name through association with the dreaded noble enforcers of history. The name was reinforced in older times when many noble families began to stamp enforcer insignias in silver, which often came close to the fur color of many M’sai who wore them.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tajaran Evolution===&lt;br /&gt;
The Tajara evolved as a predatory species upon their home planet of Adhomai, and as a result, they have a pair of fairly large, well-developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. This allows for a considerable degree of low light vision, however, they have a thin reflective layer that has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
&lt;br /&gt;
The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle but has since evolved and shifted towards a more omnivorous role. Tajara have sharp, needle-like teeth in the front of their jaw which is quite clearly geared to tear meat; the further along the jawline one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Evolutionary biologists believe that predecessors to modern Tajara had rough tongues with few taste buds to facilitate eating raw meat. The contemporary species has evolved out of this a long time ago in conjunction with becoming omnivorous, and so they now have softer tongues with a full sense of taste. Atop their heads, Tajara have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
&lt;br /&gt;
===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajara employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end to allow easy usage of standard human-based technology. This is a task that Tajara tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around 1-2 centimeters.&lt;br /&gt;
[[File:Cats.png|400px|thumb|right|An artist sketch of Tajaran dimorphism, builds, and general stance.]]&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty-six and forty-eight hours, with a subsequent twenty to twenty-eight hours of sleep. Normally, the waking period is spotted with three to four fifteen-minute naps to keep the Tajara refreshed and alert. This is universal in all worlds with Tajaran living upon them. Tajara are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid, and disoriented until their circadian rhythm is righted.&lt;br /&gt;
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===Tajaran Build===&lt;br /&gt;
Compared to most other known species, the Tajaran body is designed to be more flexible, lithe, and slender despite its thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajara are sexually dimorphic; females have more elongated muzzles, shorter ears, and more petite forms. Their distribution of body fat is entirely different from that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for the young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
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Tajara are built for extremely low-temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajara dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajara resign themselves to thin clothing. Those who find themselves confined to bio-suit or radiation suit for extended periods of time end up feeling extremely uncomfortable.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;See also: [[Tajaran History]]&#039;&#039;&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
&lt;br /&gt;
For as long as Tajara care to remember, Adhomai had always been under the rule of the nobility. The oldest historical text that exists in Tajaran possession dates back at least three thousand years and talks about the presence of nobles. Many historians agree that the trend of blood rule is more deeply-rooted in Tajaran existence than was before considered.&lt;br /&gt;
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The ancient past of the Tajara is poorly documented and historical texts are rare; meticulous combing and destruction of educational material by millennia of harsh rule resulted in the total atrophy of most scientific arts in Tajaran society. Little is known about Tajara civilization before &#039;&#039;&#039;1500 BCE&#039;&#039;&#039; Galactic Standard Time.&lt;br /&gt;
&lt;br /&gt;
The earliest form of government were local monarchies supported by religious authorities; the ruler and their families were considered of divine origin. Most of the settlements were similar to rural fiefs, with the population working for those dynasties in trade of their protection. Urban centers started to appear around places of worship. Peasants had little to no rights, and all dissidence was met harshly and fatally at the hands of the Nobles&#039; Enforcers - trained agents (commonly of M&#039;sai descent) who fought for the nobility of Adhomai in exchange for relative freedom. These Tajaran enforcers kept the peasants of Adhomai&#039;s lands repressed and powerless through shock and terror.&lt;br /&gt;
&lt;br /&gt;
What is known for sure, however, is that tension and violence had slowly been increasing over hundreds of years between the populace and their fellow noble families. &lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
&lt;br /&gt;
Tajara historians believe that global violence spilled out across the planet between the kingdoms and the other scattered noble families in &#039;&#039;&#039;80 CE&#039;&#039;&#039;. Those states clashed and either pitted their followers against one another. The noble leaders continued to fight and inter-marry until the ruling families had become exclusively &#039;&#039;&#039;Njarir’Akhran&#039;&#039;&#039;. Over time, the nobility slowly began to lose their religious inclination, adopting more traditional civil institutions and a relaxation of the church&#039;s control which gave way to state control. Religious worship of the noble families had been dropping steadily in conjunction with their lower influence on the other nobility. It was during this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to human contact.&lt;br /&gt;
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Even with technological and governmental advances, the Adhomian society was stuck with its old feudal system. The tension between the nobility and the peasantry increased due to new burdens brought by military campaigns. The first writings against the serfdom and caste systems started to appear around &#039;&#039;&#039;1732 CE&#039;&#039;&#039;, with those early revolutionaries being dealt with violence by M’sai enforcers. Draconian laws and sanctions were introduced against those that defied the status quo.  Relations between the ruling class and commoners were precarious, believed to have stemmed from harsh rulers and laws. Technological and cultural knowledge and breakthroughs had begun to trickle down from the noble families to the peasantry. The invention of the printing press in &#039;&#039;&#039;1756 CE&#039;&#039;&#039; favored the spread of anti-monarchist pamphlets. Owning a copy of an unapproved text was a capital crime. &lt;br /&gt;
&lt;br /&gt;
Adhomai underwent a form of industrialization with the creation and proliferation of the steam engine in &#039;&#039;&#039;1954 CE&#039;&#039;&#039;. However, this only forced the Adhomai peasants into harsh new labor digging in mines and working 18-hour days building rail lines for private use by the Njarir’Akhran nobility. Laws were soon enacted that banned any non-Njarir’Akhran from utilizing electricity or riding on trains. This trend of nobles hoarding new technology or innovations at the expense of the peasants continued until human contact.&lt;br /&gt;
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Thirty years prior to the human discovery of Adhomai, the deep-seated mistrust between peasants and nobles had reached an all-time high. The Tajaran species was trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers who demanded greater rights. The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajara was forced into almost twenty-hour workdays with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previously. This is largely attributed to the fact that rather than modernizing Adhomai the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
 &lt;br /&gt;
Automobiles are considered one of the best examples of this. The first automobile is recorded to have been created in &#039;&#039;&#039;2292  CE&#039;&#039;&#039;. Using a combustion engine much like primitive human vehicles, with extra anti-freezing measures and thick treads, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. Older Tajara considered these large creations to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
 &lt;br /&gt;
Further restricting the rights of the individual Tajara was enacted by a furious nobility after several instances of violence against Njarir’Akhran, but specific information on these incidents has been lost. Legislations were introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwind of political turmoil, a fresh generation of Tajara were growing up, deprived of what most humans consider to be basic rights. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
&lt;br /&gt;
===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in &#039;&#039;&#039;2418 CE&#039;&#039;&#039;. A Sol Alliance funded expedition into the Tajaran home system discovered the pre-space age species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained untapped by mining or drilling. Because of this, several megacorporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
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However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in, initially unwilling to interfere in a pre-space age society and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year &#039;&#039;&#039;2420 CE&#039;&#039;&#039;, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
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Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, and even soldiers who were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
&lt;br /&gt;
===The Uprisings===&lt;br /&gt;
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It took little more than a year for a formal uprising to be staged. In &#039;&#039;&#039;2421 CE&#039;&#039;&#039;, after the nobility had captured one of the original Tajara that had been shuttled off-world, he was sentenced to be publicly hanged by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
&lt;br /&gt;
However, they found themselves in a cornered position. Weapons and supplies were being shipped off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories drawing closer and closer to the capital cities of each kingdom. Fighting was extremely fierce and atrocities were recorded by both sides.&lt;br /&gt;
 &lt;br /&gt;
Among the noble families, the largest and nearly the most powerful was a dynasty called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
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This turn coating tipped the revolution in favor of the rebels. Armed with this new information, they made use of radio systems previously restricted to nobility to methodically and ruthlessly end their uprising by murdering most of the noble families, and whatever soldiers and civilians remained loyal to them. By &#039;&#039;&#039;2431 CE&#039;&#039;&#039; the revolution had finally come to an end with a total of more than &#039;&#039;&#039;92 million casualties&#039;&#039;&#039; with more than half being loyalist forces and &#039;&#039;&#039;40 million civilian deaths&#039;&#039;&#039;. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles. An informal ceasefire was declared between the factions, though skirmishes were still common.&lt;br /&gt;
&lt;br /&gt;
===Outcome of the Revolution===&lt;br /&gt;
&lt;br /&gt;
Following the First Revolution, the Hadii emerged as the victorious faction. They had annexed, through diplomacy or war, the remaining factions. Human corporations took an express interest in the Hadii dynasty; they were one of the few noble families who saw profit in human stakes on Adhomai, and many back-room deals were made to secure the Hadii&#039;s position in the new Government. In &#039;&#039;&#039;2432 CE&#039;&#039;&#039;, the People&#039;s Republic of Adhomai was officially declared, with &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039;, also known as Rhagrrhuzau Hadii, as its leader. The Tajaran public was markedly distressed by this turn of events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
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NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajara during the war, had a monopoly over the majority of the planet&#039;s valuables. Collaboration between the People&#039;s Republic, the Sol Alliance, and the Nralakk Federation have resulted in more technological advances in Tajaran society recently than ever before in their recorded history. The People&#039;s Republic began campaigns to quickly industrialize Adhomai and educate its people. Approval ratings for the current leadership rose in response. &lt;br /&gt;
&lt;br /&gt;
However, serious problems remained. &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039; suddenly began to back out of the People&#039;s Republic&#039;s agreed-upon business deals with NanoTrasen, all of which saw a massive amount of Tajaran natural resources exported. Citing humanity as greedy and destructive, Al&#039;mari made clear his intentions to make Adhomai independent until it was ready to take on the burden of interstellar politics.&lt;br /&gt;
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===The Second Revolution===&lt;br /&gt;
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The disagreements and hatred of the Hadii republican government had led to insurrection and treachery among Adhomai&#039;s major power figures since Al&#039;mari&#039;s new economic policies were revealed. Many Tajaran business contractors - just recently denied their ability to sell ludicrous amounts of natural resources and workers to the massive human megacorporation, NanoTrasen - felt threatened by the reforms of the Hadii government and its first President, Al&#039;mari Hadii. In 2451 CE, during a military parade, President Al&#039;mari was assassinated by Tufir Nazzirai. A known secret service agent of the People&#039;s Republic, the radical was swiftly sentenced to death for his betrayal, which claimed to be brought on by the violent tendencies of his Zhan-Khazan genetics. His brother and vice-president &#039;&#039;&#039;Njadrasanukii Hadii&#039;&#039;&#039;, also known as Malik Hadii, quickly assumed the office of the presidency and immediately passed brutal laws that punished the Zhan-Khazan and subversive elements. NanoTrasen was invited back to Adhomai and menial workers were sold en masse to NanoTrasen workplaces while the rights to the bountiful natural resources of Adhomai were sold off to NanoTrasen. Public hangings and firing squads became the norm once again.&lt;br /&gt;
[[File:Godblessalmarihadii.png|thumb|400px|left|Picture taken by the Adhomai Chronicle moments before the Assassination of Al&#039;Mari Hadii. The single most defining moment of this generation of Tajara.]]&lt;br /&gt;
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While Al&#039;mari implemented his new policies, the People&#039;s Republic saw the return of a surviving dynasty, the Azunja, in the form of an uprising in its most remote region. This faction, the New Kingdom of Adhomai, attempted to bring back monarchism to Adhomai through a constitutional monarchy.&lt;br /&gt;
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Many military generals who had fought for the Republic soon defected under the banner of the Adhomai Liberation Army, the leader of which being Al&#039;mari&#039;s old friend and ally, &#039;&#039;&#039;Halkiikijr Nated&#039;Hakhan&#039;&#039;&#039;, who claimed that he wanted to take control of the People&#039;s Republic to finally out Al&#039;mari&#039;s legacy. &amp;quot;His gun was on stun&amp;quot; became the rallying cry of Nated&#039;s fiercest supporters as they alluded to how he not only left himself greatly vulnerable during the parade but had even left his energy pistol on stun while he was assassinated. &lt;br /&gt;
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With these two rebellions, Adhomai found itself embroiled in yet another global conflict.&lt;br /&gt;
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===Adhomai Today===&lt;br /&gt;
&lt;br /&gt;
The Tajaran home world has suffered plenty in the three decades since the end of the First Revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections, and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy. Expanding infrastructure remains difficult, as most public funds are seized for use by the military or used to repair infrastructure damaged by shelling or bombings.&lt;br /&gt;
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There is a steady stream of money being fed into the People&#039;s Republic of Adhomai. NanoTrasen, as per its agreement with the president, has set up mining and logging operations on Adhomai using the local workforce for the most menial of tasks. In return, company-funded clinics and schools are slowly being spread out and built-in needy areas. &lt;br /&gt;
 &lt;br /&gt;
Literacy has risen to its all-time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off-world to educate the younger generation of Tajara. However, this number has begun to decline as the dangers of working on Adhomai are beginning to become common knowledge. Special establishments for older students have also been constructed to assist the elder generation into being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure they are kept this way.&lt;br /&gt;
 &lt;br /&gt;
The second revolution came to an end in 2461, after a decade of warfare between the three factions. The People&#039;s Republic of Adhomai was driven off from many of its past territories, having to rely on the help of a coalition of allied states and mercenaries to stop the enemy offensive. After months of bloody defenses, guerrillas attacks, and complete stagnation of all fronts, a ceasefire was signed with the support of Tau Ceti and Nralakk. An armistice, known as the &#039;&#039;&#039;Armistice of Shastar&#039;&#039;&#039;, was signed by the three factions shortly after. With the recognition of the Democratic People&#039;s Republic of Adhomai and the New Kingdom of Adhomai by the galactic community and the enforced peace, the three Tajaran powers are eager to compete with each other for supremacy through a cold war.&lt;br /&gt;
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One of the clauses of the Armistice of Shastar was the creation of the Tajaran Citizenship Act; a legal provision allowing DPRA and NKA citizens to legalize their citizenship situation, forfeiting their previous PRA affiliation. Tajara living outside of S&#039;rand&#039;marr were able to request the transfer through the proper diplomatic services. Following rising tensions and incidents between the Adhomian factions, this agreement came to an end in 2462.&lt;br /&gt;
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The Tajara species is now undergoing a cold war between the three factions. This period is marked by nuclear arms races, proxy conflicts, and subterfuge.&lt;br /&gt;
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==Tajaran Factions==&lt;br /&gt;
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Adhomai is controlled by three factions, who once participated in a civil war for the control of the planet and are now engaged in a cold war.&lt;br /&gt;
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[[File:Adhomaimodernmap.png|300px|thumb|A map of modern-day Adhomai.]]&lt;br /&gt;
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===[[File:PRA_Flag.png|30px]] [[People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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Led by [[Notable Tajara#President Njadrasanukii Hadii|President Njadrasanukii Hadii]], the &#039;&#039;&#039;People&#039;s Republic of Adhomai&#039;&#039;&#039; is the global state that emerged from the First Revolution. Before the Second Civil war, it enjoyed galactic recognition as the sole government of Adhomai. It claims to be the true keeper of Al&#039;mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’mari’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, the enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
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The Hadiist rule is marked by a lack of privacy, enthusiastic police, and pervasive secret police that leave privacy a nebulous concept to most Tajara. During the height of the war, anyone suspected of supporting traitors or publicizing media critical of the Hadii faced harsh retribution, but these practices are becoming less pervasive as wartime zealotry fades. Life under the government, while not free, is often stable and safe. Under the Republic, Tajara have more opportunities than they have had historically, with the Party investing heavily in its people. NanoTrasen continues to throw out large nets and bring in hundreds or even thousands of Tajara new employment opportunities in the galaxy as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military. NanoTrasen is also accused of being very exploitative of Tajara laborers, but for many Tajara the company is their path to the adventure of the wider galaxy.&lt;br /&gt;
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After the Second Revolution, the People&#039;s Republic lost its hegemony over Adhomai. The Hadiist state is now focused on preparing itself for a future reunification war. Large public works, research efforts, and military expansions are underway. As President Hadii grows old, the power struggle between his possible successors intensifies. Each possible heir now works to build their own support base without openly challenging the President or attracting too much attention to their plans.&lt;br /&gt;
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===[[File:DiamondALA.png|30px]] Adhomai Liberation Army | [[Democratic People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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The most pervasive and successful rebellion came from a group called the &#039;&#039;&#039;Adhomai Liberation Army&#039;&#039;&#039;, a group made up of Tajara from almost every walk of life. This organization opposed corporate claims on Tajaran soil and denounced the mismatched development and governmental negligence as the fault of humanity. During the height of the war, settlements liberated by the Liberation Army were ruled by a military junta. Being a supporter of the Hadiist government, or having been a collaborator, was grounds for immediate execution by firing squad. Villages often found their supplies seized by Liberation forces for the war effort, and the whole movement was a massive, tenacious military dictatorship under the absolute authority of [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Supreme Commander Halkiikijr Nated&#039;Hakhan]].&lt;br /&gt;
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Following the release of their updated 2459 manifesto, the various regional civilian governments formed under their rule coalesced into the &#039;&#039;&#039;Democratic People&#039;s Republic of Adhomai&#039;&#039;&#039;. Authority is still highly decentralized. In January of 2461, a contested election saw [[Notable Tajara#President Almrah Harrlala|Almrah Harrlala]] become president Contested by the military, the so-called Nated Supremacist Movement launched a putsch that was ultimately foiled by Nated himself, who appealed for the return of civilian government and then resigned his command.&lt;br /&gt;
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The DPRA is now led by President Almrah Harrlala who is struggling to transition what was once a militant insurgency movement into a modern, democratic nation. The government attempts to negotiate with ruling Juntas to voluntarily turn over power to the civilian administration, many of which still refuse. The DPRA does, for the most part, try to respect the basic rights of Tajara. Most Tajara under civilian rule do not need to worry about the secret police or being framed for a crime of civil disobedience. With the Armistice, the DPRA gained intergalactic recognition as one of the Tajaran states. In more recent times, DPRA citizens are being sponsored by Harrlala&#039;s government to go out into the galaxy openly and show what Tajara can achieve on their own terms without being puppets of human megacorporations. As President Harrlala&#039;s term comes close to its end and the next election is being organized, the fragile Al&#039;mariist democracy is threatened by all kinds of extremists.&lt;br /&gt;
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===[[File:New Kingdom of Adhomai.png|30px]] [[New Kingdom of Adhomai]]===&lt;br /&gt;
The last major faction is the rebellious &#039;&#039;&#039;New Kingdom of Adhomai&#039;&#039;&#039;, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; a constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
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During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
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[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Names===&lt;br /&gt;
Native Tajaran names have changed over the storied history of the species. The earliest record of naming conventions appears in the Warring Kings era, where the usage of dynastic titles became a standard part of the Tajaran name as a way to distinguish which noble a given serf worked under. Since then, names changed as more titles were attached. Jobs, personality traits, status, titles, age, given names, and more have been combined to produce the infamously long and unwieldy names associated with history. Following the declaration of the Steeple Peace, nobles across Adhomai standardized to a new scheme which continues to persist among the Tajaran people.&lt;br /&gt;
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Every name features three aspects: The individual, the dynasty, and the purpose. Xeno-linguists associate these aspects to the human concepts of the given name, the family name, and the job title respectively. This has resulted in debate over forced associations, as each aspect has a different connotation than what humans may expect, namely the Dynasty. Unlike humans, family names are only found with noble dynasties. This has led to many xeno organizations to assume that Tajara associate with large extended families.&lt;br /&gt;
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The Individual aspect is the personal part of a Tajara’s name. Parents will provide their child with the Individual aspect in hopes that the phrase or word used will become a part of the Tajara&#039;s person. It is not uncommon for Tajara to bear the names of gods or powerful figures, or for others to be named after abstract, religious, or ideological concepts.&lt;br /&gt;
The Dynasty aspect is the standardized part of a Tajara’s name. Following the First Revolution, the Hadiist government mandated the Dynasty aspect be named after the birthplace of an individual as a means to remove the influences of the nobility. Those stubborn Tajara born before the end of the First Revolution, or those now living in the New Kingdom, often refused to change their Dynasty aspect, continuing to reflect the noble family they serve or are a part of.&lt;br /&gt;
&lt;br /&gt;
The Purpose aspect previously was the utilitarian part of a Tajara’s name. The aspect reflected a job or trade, an essential piece of information within a community. However, since the end of the first revolution, the need for static names to lessen the bureaucratic burden resulted in many Purpose aspects turning into a form of family name, a newer and still contentious concept for Tajara. With the number of regional dialects and multiple titles for the same trade or job, Purpose aspects are rarely the same across Adhomai. In some cases, two families joining together in marriage would combine their two aspects to form a new one.&lt;br /&gt;
&lt;br /&gt;
While a Tajara’s name contains all three aspects, the usage of all three is not required. Most Tajara will utilize the Individual and Purpose aspect, however traditionalists and nobility expect the use of the Dynasty aspect. All Tajara on the Horizon may use only &#039;&#039;&#039;two aspects&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
The following guide is &#039;&#039;&#039;not required&#039;&#039;&#039;. Native names can vary based on parentage, region, and numerous other factors. This guide is a structured option, however other options include taking inspiration from the [[Notable Tajara]] page, and heavily modifying Eastern European or Arabic names.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To create a native Tajaran name, you will need to access the &#039;&#039;&#039;unofficial&#039;&#039;&#039; translator [http://mk.darkserver.co.uk/lang/index.php here]. Select Siik’maas under the language drop down. By typing in certain words or phrases, then translating, you can utilize Tajaran words to create a name. Typically, you will want to connect multiple Tajaran words with an apostrophe or hyphen, however combining two words without a space is acceptable.&lt;br /&gt;
&lt;br /&gt;
*For the Individual aspect, use a phrase, trait, or concept. &lt;br /&gt;
**For example: Love becomes Azutul. S&#039;rendarr&#039;s Warmth (Kirmah rajzir. Zir)  becomes Kirmah’rajzir. &lt;br /&gt;
*For the Dynasty aspect, you may use any text you prefer. Regions and cities with royalty or dynasty attached usually garners better results. Hadiists typically utilize the name of the city or region they were born.&lt;br /&gt;
**For example: Kaltir Royalty (Jurlket mir mrra) becomes Jurlket’mir. Nal’tor (Jri chur) becomes Jri’chur&lt;br /&gt;
*For the Purpose aspect, use the title of the job or craft of the Tajara. Use multiple versions of a given job or trade for better results.&lt;br /&gt;
**For example: Police Officer (Kaii&#039;r manq rir) becomes Kaii’rirmanq. Prince becomes Vahkal.&lt;br /&gt;
*The final name becomes: Azutul Jurlket’mir Kaii’rirmanq. &lt;br /&gt;
**From this, you can tell the individual is Azutul or named love, whose liege is the Jurlket’mir or Kaltir Royalty, and performs work as a Kaii’rirmanq or officer.&lt;br /&gt;
&lt;br /&gt;
The translator output rarely gives a word or name ready for use. Modification will be required as seen in the examples provided. This also means that names cannot be decoded.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xeno-Influenced Names ====&lt;br /&gt;
&lt;br /&gt;
Given native tajaran names are difficult for humans to pronounce, the PRA once encouraged the use of humanized names. This resulted in many Tajara taking on names derived from Eastern European or Arabic origin, as xeno-linguists found these the easiest for Tajara to pronounce. Following the transition of power from Al’marii to President Hadii, the PRA has walked back on this stance and since issued a decree to encourage citizens retake their native names as a form of pride in tradition and loyalty to the party. Many Hadiists have heeded this decree and returned to their native names, however a sizable population continues to use their adopted names. Given Tajara may have multiple names, the Adhomian governments are more dedicated in the tracking of names.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities. Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew. However, private communication in Tajaran languages such as Siik’Maas or Siik’tajr is not forbidden by SCC regulations and is often used to hold conversations between Tajara on the crew.&lt;br /&gt;
&lt;br /&gt;
Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages are Siik&#039;mas and Siik&#039;tajr.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Migration Age and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
&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 focusing more on the spoken word than others, some of the vocabularies require subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajara ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Delvahhi, Ya&#039;ssa, and other such languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations. 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;
Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin alphabets as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajara use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajara have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy and has made a widespread comeback with increasing literary levels among the Tajaran public.&lt;br /&gt;
&lt;br /&gt;
Tajaran culture necessitates a separation of the personal self and the external self. This cultural force can be traced back to the early worship of the Twin Suns, which throughout its history has emphasized a separation of personal and public matters. This separation was later reinforced by the nobility, eventually becoming an embedded part of all Tajaran languages. The result is a grammatical structure that separates the private and public self. In Tau Ceti Basic, this has been translated into the use of first, second, and third person pronouns as the closest fit.&lt;br /&gt;
&lt;br /&gt;
The public self, third-person pronouns (he/him, she/her), is the formal state. It shows respect and a distancing of one’s personal matters from others. Traditionalist Tajara would expect the use of the Dynasty aspect and appropriate titles when speaking in the public self. However, those from progressive regions rarely pay attention to the use of aspects as the weight of dynasties and the nobility is not present. Strangers meeting, a subordinate addressing a superior, and other cases where formality and respect is expected uses the public self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;His&#039;&#039;&#039; greetings to the &#039;&#039;&#039;madam&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this line, Person A speaks to Person B&#039;s public self through his own. As Person A does not know Person B’s name or title, madam is used to maintain respect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“Hello &#039;&#039;&#039;Officer Smith&#039;&#039;&#039;. She is &#039;&#039;&#039;chef Al-Kandari&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
Person A addresses Person B, a human, through their title and last name. Person A maintains the public self through the use of her own title and Dynasty aspect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The use of second-person pronouns (you/your) can depend on where someone is from. Non-traditionalist regions, such as the Hadiist lands, don’t consider second-person pronouns formal or informal. Traditional cultures, such as the New Kingdom, find second-person pronouns informal. In this latter case, it is reserved for use by a superior addressing a subordinate or similar cases.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;You&#039;&#039;&#039; need to handle that report by tomorrow. &#039;&#039;&#039;She&#039;&#039;&#039; will ensure it shows on &#039;&#039;&#039;your&#039;&#039;&#039; performance review otherwise.”&lt;br /&gt;
&lt;br /&gt;
Person A addresses Person B through the personal self (you/your). It shows that Person A is either disrespectful, a superior, or from regions where the use of ‘you’ is not informal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The personal self, first-person pronouns (I/me/mine), is the informal state. It is addressing matters on a personal level where formality is not required, or genuinity is desired. The Individual aspect can be used by itself in this state. Close friends, personal moments, and similar matters would use the personal self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;I&#039;&#039;&#039; am unsure what &#039;&#039;&#039;you&#039;&#039;&#039; mean by this. &#039;&#039;&#039;Your&#039;&#039;&#039; proposal vexes &#039;&#039;&#039;me&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
Person A uses the personal self and addresses Person B in the personal self. This establishes a close and informal conversation or is used to disrespect Person B by addressing them directly.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Transitioning from public to personal selfs is easy. The initiator who desires to make the conversation informal starts by referring to themself in the personal self. If the other participants agree to make a conversation informal, then they respond in kind using the personal self. Otherwise, they may continue to use the public self and maintain the conversation’s formality.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;No, &#039;&#039;&#039;I&#039;&#039;&#039; simply wanted to be introduced to &#039;&#039;&#039;her&#039;&#039;&#039;. &#039;&#039;&#039;My&#039;&#039;&#039; name is &#039;&#039;&#039;Abdal Akhtarov&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Person A steps into the personal self but is still speaking to Person B through her public self. This is an invitation to personal conversation, done respectfully by not involving Person B&#039;s personal self directly. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Hello, &#039;&#039;&#039;Mr. Akhtarov&#039;&#039;&#039;. &#039;&#039;&#039;I&#039;&#039;&#039; am &#039;&#039;&#039;Aisha&#039;&#039;&#039;. Does &#039;&#039;&#039;he&#039;&#039;&#039; wish to speak elsewhere?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Person B is still speaking to Person A&#039;s public self, however refers to herself in the personal self, accepting the invitation to an informal conversation. In the following conversation, it would be acceptable for both to use personal self.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The use of the public and personal self by non-Tajara can be jarring for those not acclimated to human environments. Tajara not used to human space can find it disrespectful how the use of the personal self is standard. Those acclimated to non-Tajaran patterns of speech rarely take issue with the lack of distinction between public and personal self. Referring to a non-Tajara through informal pronouns is broadly acceptable, however the use of first-person pronouns, the personal self, as a default often takes years in human space and a concerted effort for a Tajara to transition to.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Slang ====&lt;br /&gt;
Tajara, like every species, has a wide variety of slang terms in both Tajaran languages and Tau Ceti Basic. While no list can be truly comprehensive, as slang is ever changing, certain phrases and terms have become widespread enough to be known by nearly all Tajara.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word/Phrase !! Meaning !! Origin&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;zivr/Tivr || Xeno, Human || Beginning as a term for solely humans, T&#039;zivr, or &amp;quot;furless&amp;quot;, grew to incorporate all aliens as a whole. The term is not wholly considered derogatory, however is seen as less acceptable than xeno or alien.&lt;br /&gt;
|-&lt;br /&gt;
| Dornshky || Furless || A strong insult originating from the physical condition itself. While it is a common insult among Tajara, it includes a more derogatory way to refer to aliens.&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;ishk || IPCs, Robots, Hadiists || Originating from the Siik term for soulless, T&#039;ishk became a widespread insult for Hadiists and robots alike among Little Adhomai, quickly spreading to other Tajaran communities and, ultimately, back to Adhomai.&lt;br /&gt;
|-&lt;br /&gt;
| M&#039;ishk || IPCs || The non-derogatory version of T&#039;ishk, M&#039;ishk more specifically refers to IPCs, directly translating as &amp;quot;artificial soul&amp;quot;. It started as a shorthand of Manq&#039;ishk, however quickly gained traction within the People&#039;s Republic, and later other Tajaran communities.&lt;br /&gt;
|-&lt;br /&gt;
| Sha&#039;tajii/Shatii || Dionae || Directly translating to &amp;quot;wood peoples&amp;quot;, the term began from Little Adhomai where contact between Tajara and Dionae took place frequently enough to generate a slang term.&lt;br /&gt;
|-&lt;br /&gt;
| Kirr || Vaurca || Directly translating to &amp;quot;insect&amp;quot;, the slur originated from Little Adhomian gangs warring with Vaurca living in neighboring districts. The term spread rapidly following the murders of multiple Tajara ordered by Vaurca Queen Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra.&lt;br /&gt;
|-&lt;br /&gt;
| Nav&#039;hen || Unathi || A contraction of the phrase &amp;quot;dahal Nav henrhesi&amp;quot;, translating to &amp;quot;dies in the cold&amp;quot;. The phrase began as a tongue-in-cheek way to refer to Unathi mercenaries within the S&#039;rand&#039;marr Coalition by ALA soldiers, before spreading to Little Adhomai where it was shortened to Nav&#039;hen.&lt;br /&gt;
|- &lt;br /&gt;
| Ratajani || Skrell || Originating from the folk tales of small, ugly, stump-tailed, neon colored creatures. Characterized as greedy and the cause of unlucky events in life, Ratajani was quickly applied to Skrell upon first contact. This use of the term as a slur quickly overtook the earlier and less derogatory use as comparison to misbehaving children.&lt;br /&gt;
|- &lt;br /&gt;
| K&#039;strelkii || Mercenary, Corporate Drone || Translating as &amp;quot;money soldier&amp;quot;, the term grew out of the spite among Tajara towards corporate busy-bodies and mercenary groups.&lt;br /&gt;
|- &lt;br /&gt;
| Rafama || Stubborn, Hard-headed, Territorial || Originating from the behavior of Rafamas on Adhomai, the term is a long historic name for any person acting particularly stubborn or stand-offish.&lt;br /&gt;
|- &lt;br /&gt;
| Raskaren || Noble, Enforcer || Based upon the mythological Raskaren, a creature of Raskara that drinks blood and is incapable of surviving sunlight. The term grew to become a slur against nobles and M&#039;sai enforcers. While predominantly used within the [[Free Tajaran Council]], the term has been slowly spreading to Little Adhomai and Adhomai proper. It is banned within the New Kingdom.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Kalta || Royalist, Poor || Forming from a joke regarding the relatively high rates of poverty within the New Kingdom, T&#039;Kalta, translating to &amp;quot;without money&amp;quot;, grew in popularity across the People&#039;s Republic and Democratic People&#039;s Republic.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Ruv || Shameless, Al&#039;mariist || A rare Hadiist term that was applied to Al&#039;mariists for the perceived shamelessness in illegal and underhanded tactics during the Second Revolution. The term has since grown and spread across Tajaran communities.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Zhunii || Hick, Redneck || Translating to &amp;quot;lacking desire people&amp;quot;, the term spread as a catch-all for rural peasantry. The exact origins are believed to be a jab at the lack of time or willpower for rural peasantry to hold greater ambitions.&lt;br /&gt;
|- &lt;br /&gt;
| Vak&#039;a || Idiot, Airhead, Bro || Originating from Little Adhomai, Vak&#039;a spread rapidly as a general way to refer to a friend, equivalent to saying dude or bro.&lt;br /&gt;
|- &lt;br /&gt;
| Vakalnar || Grifter || Meaning &amp;quot;air salesman&amp;quot;, equivalent to calling someone a snake oil salesman.&lt;br /&gt;
|- &lt;br /&gt;
| Azukavo/Azuvo || Love you || Not inherently slang, the use of Azuvo has become desensitized in more progressive communities of Tajara. Rather than being an intimate expression not fit for use in public, it has seen less stigma in use, albeit still associated with loved ones and close friends.&lt;br /&gt;
|- &lt;br /&gt;
| Blinder || Overwhelming, Too Much || Descended from the concept of S’rendarr’s light being the embodiment of energy and life. Having too much of S’rendarr’s light may blind someone, therefore for something to be a Blinder it exudes too much energy, S’rendarr’s light.&lt;br /&gt;
|- &lt;br /&gt;
| Half-Knuckle || Poor, Fraternizer (Royalist) || Originating from a noble snide. Knuckles are the smallest form of currency on Adhomai, therefore to call someone a half-knuckle implies they are so poor as to only have a half-knuckle. Within Royalist society, the term additionally refers to nobles who are seen as fraternizing too much with commoners.&lt;br /&gt;
|- &lt;br /&gt;
| Top Snow || Young, Inexperienced, New || A term referring to the top layer of snow, often fresh light snow. Someone who is Top Snow is fresh, equivalent to the human term &amp;quot;green horn&amp;quot;.&lt;br /&gt;
|- &lt;br /&gt;
| Washoff || Old, Undesirable, Lackluster || Referring to the runoff of melted summer snow, called washoff on Adhomai, the term grew to be used for undesirable items or people, likened at times to the phrase ‘getting long in the tooth’.&lt;br /&gt;
|- &lt;br /&gt;
| Bronzer || Jackboot, Enforcer, Cop || Descended from the bronze emblems used to denote an on-duty enforcer. Used in a derogatory manner against cops, enforcers, and authority figures alike.&lt;br /&gt;
|- &lt;br /&gt;
| Bookie || Bookworm, Royalist, Dork || Stemming from the cultural view of books as symbols of noble oppression, bookie is a term used to insult someone within progressive cultures as a royalist, or someone who tolerates or encourages noble oppression. Can also be an insult equivalent of calling someone a dork, nerd, etc.&lt;br /&gt;
|- &lt;br /&gt;
| Torcher || Friendly, Happy, Positive || Originating from the symbol of Azubarre’s torch, calling someone a torcher implies they embody Azubarre’s torch, and therefore his qualities of positivity, friendliness, and true love. Over time, the connotations associated with Azubarre, namely the more romantic elements, became less emphasized, resulting in the slang becoming a catch all for friendliness and positivity.&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
Because of their anatomy, Tajara express emotions in different ways than Humans. Baring one’s teeth is a strong expression of challenge or mockery. As such, Tajara rarely smile by showing the teeth, instead wrinkling the nose by gently lifting the sides of the muzzle. The folding of ears is a clear sign of fear or worry, while perking the ears forward shows attention or interest. Ears will involuntarily flick when exposed to loud sounds.&lt;br /&gt;
&lt;br /&gt;
The semi-prehensile tail of Tajara allows for a great amount of expression. Enough emphasis has been placed on the tail as a form of expression and language that Tajara afflicted with Hakh’jar are commonly misread or have to vocalize their current emotion. Tajaran tails naturally sway, however a rapid sway or wag is a childish sign of satisfaction. Curving the tail downward and blistering is a clear sign of hostility, whereas tucking the tail down by the feet is a stress response. The flicking of the tail end is a sign of anger or anxiety.&lt;br /&gt;
&lt;br /&gt;
Displays of affection among Tajara are rarely seen in public, and looked down on by traditionally minded Tajara. The common forms of affection are the bumping as muzzles or holding of the wrist. While less common, twining the tail around an ankle or wrist is seen as equivalent to holding the wrist. Intertwining tails, however, is seen as a childish expression of affection. Hugging is not seen romantically. It is seen as a transfer of body heat and thus a common act between friends, comrades, and family alike. Those acclimated to human expression may view hugging as having a romantic component in certain contexts, however this is lost on those with a traditional mindset.&lt;br /&gt;
&lt;br /&gt;
Status was a major aspect of emotional expression during the times of the nobility. When interacting with another of a higher social status, it was required for the lesser of the two to lower their head and pull the ears back. Having direct eye-contact or tilting the head up was seen as a show of defiance. These expectations have since been challenged and are often disregarded if not outright rejected since the fall of the old nobility, however those traditional-minded Tajara and Royalists within the New Kingdom continue to abide by the rules of status.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
====S&#039;rand&#039;marr Worship====&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;Rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;Rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship&lt;br /&gt;
&lt;br /&gt;
There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajara were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals asking Messa to spare them from whatever ill tidings she may bring. The worship of the sun gods is dominated by an organization called the Parivara, meaning, the &amp;quot;Family.&amp;quot; The head of the Parivara is Father Valyan K&#039;rrirran who is based out of Sana Sahira, a holy city on the tallest mountain on Adhomai which roughly translates into the City of the Suns.&lt;br /&gt;
&lt;br /&gt;
Sana Sahira&#039;s location in the People&#039;s Republic places the Parivara in the precarious position of having to act favorably to the faction&#039;s government, however, Father Valyan K&#039;rrirran attempts to stay out of politics in order to avoid alienating any worshipers across borders. The Father of the Parivara is chosen by the Brothers of the Suns who serve as the priests and clergy of the faith. Devoted women of the faith can become Suns&#039; Sisters, who take a vow of silence, like the Gods themselves, and live in the temples devoted to the worship, tending to them in any way needed, anything from cleaning to heavy manual labor repairing and replacing glass or furniture, to healing the Brothers, patrons and other Suns&#039; Sisters. To cause harm to a Suns&#039; Sister is said to be one of the most unholy things you can do in a place of worship, as they&#039;re meant to emulate the Gods themselves, silent, but strong and dependable.&lt;br /&gt;
&lt;br /&gt;
====Ma&#039;ta&#039;ke==== &lt;br /&gt;
The second-largest religion is the worship of the Mata&#039;ke and his cohort companion gods, which dates back to ancient Tajaran times. A figure of legend, Mata&#039;ke is believed to have been the head of a hardy tribe of mountain dwellers who regularly came to the aid of other tribes constantly plagued by bandits and wild animals. He was revered as a fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul for the records of his dealings with other tribes shows understanding and kindness. He is upheld to be the ultimate Tajara- powerful, wise, and magnanimous. Followers of Mata&#039;ke himself endeavor to emulate his grandeur, while others attempt to emulate the other gods.&lt;br /&gt;
&lt;br /&gt;
In Tajaran mythology, the tribe of Mata&#039;ke rose to the status of gods when they slew the King of the Rrak&#039;narrr, who was also the lord and master of all Adhomai. Upon killing him, the various tribesmen all absorbed different aspects of its many powers, each becoming immortal. As the one who dealt the killing blow, and at the will of the dying Rrak&#039;narrr&#039;s final wishes, Mata&#039;ke absorbed the majority of the powers and became lord and master of all Adhomai. The tribe then decided that their former settlement was not befitting of their powers, and instead established themselves in a city of wonders at the &amp;quot;Edge of Adhomai&amp;quot; where they fend off malicious entities and protect all Tajara.&lt;br /&gt;
&lt;br /&gt;
====Njarir&#039;Akhran Worship====&lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalists, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajara would never admit to being or attempt to defend, a member of this faith.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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=== Fashion ===&lt;br /&gt;
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Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and standard Tajaran peasantry had little time to choose their uniforms, usually donning overcoats made of rough fabric and patches of animal hide. The fluffier the design was, the wealthier a Tajara was considered.&lt;br /&gt;
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[[File:Tajara dance .png|240px|thumb|right|Two tajara wearing traditional dresses during a musical performance.]]&lt;br /&gt;
Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well-insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver. Underwear usually came in the form of long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the innermost insulating layer. Then, a Tajara would overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks. &lt;br /&gt;
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The feared enforcers of the nobility wore great suits of armor designed to seal the user inside, creating an environment completely isolated from the harsh snows of Adhomai. Build for brute strength rather than comfort, the helmets of these suits made no room for Tajaran ears. These &#039;Enforcer Shells&#039;, as translated from Siik&#039;maas, were usually brown or olive in color, with slit visors masking the wearer&#039;s face, they were also remarkably flammable and largely abandoned during the initial stages of the first revolution.&lt;br /&gt;
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Today, the government officials of the People&#039;s Republic of Adhomai are usually seen dressed in olive military fatigues, occasionally donning a commissar-styled cap. These caps are usually styled with small rosettes to signify authority. When in especially cold weather, officials usually layer on black trench coats and scarves rather than wearing the outfits of the lower class.&lt;br /&gt;
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The lower and middle class of the Tajara are better heated by proxy, and can comfortably wear flat caps and long-sleeved buttoned shirts for warmth when working in their factories rather than excessive garbs. When outside, typical Tajara wear bomber jackets or fur coats with additional fur padding on the interior to better trap heat, paired with traditional slacks. Headwear for these working-class citizens usually comes in the form of full head scarves to keep ears warm when in the wilderness, and standard soft and flat caps within cities.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
[[File:Taj food.png|240px|thumb|right|A common Tajaran meal: hard bread, fish and vegetable soup, and Fatshouter beef.]]&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajara favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor were the usual meal of a working-class Tajara, coupled with some bread and water or ale. Pre-industrial Tajara used to have community meals around bonfires to keep their food from cooling off too much, and almost all of their food source came in the form of porridges and oats. However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better-heated homes than the peasantry, and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
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Traditional stews are made with diced vegetables, such as Nif-Berries, and meat, Snow Strider is commonly used by the rural population, while industrialized Fatshouters&#039; beef is preferred by the city’s inhabitants. Tajaran bread is usually made with Blizzard Ears&#039; and consumed during their morning meals.&lt;br /&gt;
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Adhomian alcoholic beverages are made with fermented grains, fruits, or vegetables. Juices are commonly mixed with sugar or honey. Victory gin is the most widespread alcoholic drink in Adhomai, the result of the fermentation of honey extracted from Messa&#039;s tears, but its production and consumption are slowly declining due to the loss of the People&#039;s Republic&#039;s hegemony over Adhomai. Messa&#039;s mead is also another more traditional alternative; it is made with honey and fermented Earthen-Root juice.&lt;br /&gt;
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Fishing and shellfish have a part in the diet of the population in the coastal areas, even if the ice can be an obstacle to most experienced fishermen. Spicy Ras&#039;val clams, named after the sea, are a famous treat, being appreciated in other systems besides S&#039;rand&#039;marr.&lt;br /&gt;
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====Notable Dishes====&lt;br /&gt;
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*&#039;&#039;&#039;Adhomian Hard bread:&#039;&#039;&#039; a type of Tajaran bread, made from blizzard ears’ flour, water, and spice, basked in the shape of a loaf. It is known for its hard crust, bland taste, and long-lasting nature. The hard bread was usually prepared for long journeys, hard winters, or military campaigns, due to its shelf life. Certain folk stories and jokes claim that such food could also be used as artillery ammunition or thrown at besieging armies during sieges.&lt;br /&gt;
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*&#039;&#039;&#039;Fatshouters Bloodpudding:&#039;&#039;&#039; a mixture of Fatshouters meat, offal, blood, and blizzard ears flour served in the shape of a flattened sausage. This recipe dates from the early Tajaran history, a favorite among the peasantry due to its simplicity and easily obtainable ingredients. It can be eaten during all meals and occasions.&lt;br /&gt;
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*&#039;&#039;&#039;Sugar Tree Candy:&#039;&#039;&#039; a literal translation of the popular Adhomian hard candy, found everywhere on the planet, from crystal plates in Crevus’ casinos to a bowl on a grandmother&#039;s table. Sugar candy is made from the Nm&#039;shaan, and is a cheap, beloved treat for anyone on Adhomai to rot their teeth on. It&#039;s occasionally flavored with fruits or savory liquors.&lt;br /&gt;
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*&#039;&#039;&#039;Avah:&#039;&#039;&#039; used to only mean &amp;quot;sweets&amp;quot; or &amp;quot;sweet thing,&amp;quot; now singularly refers to a particular dessert. The batter is grilled and made into soft, spherical shapes, and then covered with fruit jams, sugar, or sweet cream cheese. These treats are often sold at festivals and celebrations, and foreigners compare them to pancakes.&lt;br /&gt;
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====Notable Beverages====&lt;br /&gt;
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*&#039;&#039;&#039;Messa&#039;s Mead:&#039;&#039;&#039; a fermented alcoholic drink made from earthen-root juice and Messa&#039;s tears leaves. It has a relatively low alcohol content and characteristic honey flavor. Messa&#039;s Mead is one of the most popular alcoholic drinks in Adhomai; it is consumed both during celebrations and daily meals. Any proper Adhomian bar has at least a keg or some bottles of the mead.&lt;br /&gt;
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*&#039;&#039;&#039;Earthen-Root Juice:&#039;&#039;&#039; a juice made from the Earthen-Root. It is known for its blue color and sweetness. Because of its simplicity, Earthen-Root juice is one of Adhomai&#039;s most widely consumed drinks. Carbonated versions were created during the interwar period. However, the soft drink variation is not as popular as the traditional ones.&lt;br /&gt;
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*&#039;&#039;&#039;Nm&#039;shaan Liquor:&#039;&#039;&#039; an alcoholic drink manufactured from the fruit of the Nm&#039;shaan plant. It usually has a high level of alcohol by volume. Nm&#039;shaan liquor was once reserved for the consumption of the nobility; even today it is considered a decadent drink reserved for fancy occasions. It is commonly diluted with ice water before being consumed.&lt;br /&gt;
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===The Arts===&lt;br /&gt;
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Of all arts, music is one of the most highly valued by Tajara. Stemming from the long-standing ban on most literature in their society, song, and dance remained one of the only ways for Tajara to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajara, and in place of books, the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
 &lt;br /&gt;
Theatre was also equally important in the life of a pre-discovery Tajara. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of the town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Nal&#039;tor was one and a quarter larger than the seat of government prior to human-sanctioned expansions. Dating back to the late Gunpowder Era, it was constructed from high-quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
 &lt;br /&gt;
However, literature itself - that is to say novels - has never been looked kindly upon by the Tajara public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajara as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajara, given the fact that only the nobility was taught en masse how to read, and that every family had its own private expansive library from which even learned peasants who had to pay out of pocket to access. This led to the widespread destruction of much of historical Tajara texts following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
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Traveling circuses have been present in the Tajaran culture since ancient times. Joining a troupe was one of the few available ways for a Tajara to escape the rigid roles of the caste system. Performances usually include trained animals, acrobatics, storytelling, puppetry, strength displays, magic performance, creep shows, and stores selling all kinds of food and curiosities. Since circus schools only started to appear after the First Revolution, artists frequently transmitted their techniques to their pupils. Due to the previous conflicts and the ongoing cold war, wandering troupes face large barriers than ever before. Some of the biggest circuses have left for the stars in search of a more welcoming audience than Adhomai.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Tajaran music is modally based, with there being eight modes in total. A scale can be constructed from each Mode, which is the arpeggio of the mode. There are a total of four notes in one modal scale. Two are octave, and there are two in between. Microtones between the two notes in between are used frequently, which would sound very odd to human ears. This is done because Tajara perceives music as sadder with the flatter a pitch is, and happier with the sharper a pitch is. Depending on the mood of a song, a Tajara player may tune their instrument lower, to make the song sadder; the opposite is also true. A common tradition is to let the weather decide the tuning of an instrument. Cold weather naturally makes an instrument flatter, ergo colder weather makes songs sadder. And indeed, one may notice that if each note is perceived relative to the notes that come before it, there is always a happy and sad part integral to the song. This is on purpose, as it reflects the duality in sadness/happiness which is also found in S’rendarr and Messa. Some Tajara may also associate Dissonances with Raskara. &lt;br /&gt;
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The eight modes are respectively named: Mrazur, Manur, Rrauor, Surour, Kaoel, Draeol, Aauol, Deor. They are associated with the main Ma’ta’ke deities: Mata’ke, Marryam, Rredouane, Shumaila, Kraszar, Dhrarmela, Azubarre, and The Dead Gods. &lt;br /&gt;
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A side effect of the Tajaran caste system is the possibility for the ethnicities to usually have different possible ranges and timbres on their voice. Zhan-Khazan are commonly a Bass-Baritone voice. Hharar are Tenor-Alto. M’sai and Njarir are almost always Sopranos. The voice is the most universal Tajaran instrument. Due to traditional schooling, many children have at least basic singing skills, though this is fading away in the cities. &lt;br /&gt;
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====Notable Folk Instrument====&lt;br /&gt;
[[File:Prrama.png|200px|thumb|right|The Pr&#039;rrama.]]&lt;br /&gt;
*&#039;&#039;&#039;P&#039;rrama:&#039;&#039;&#039; a plucked string instrument, with eight strings and four holes at its end. The holes on the bottom change the octave of the notes that are played, thus extending the range of the sounds. It is used both solo and with other instruments. Humans can play it, but the octave range is disabled due to a lack of a tail.&lt;br /&gt;
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*&#039;&#039;&#039;Makkra Baq:&#039;&#039;&#039; this instrument hails from the island of Das&#039;nrra, but it has long been a staple of Tajara everywhere. One plucks the strings, creating a meek and Harpsichord-like sound. It is almost always used in a solo or duet setting, as its small voice can easily be overshadowed by other instruments. In spite of this, it maintains quite a folky sound, and it is more common in rural areas than in cities.&lt;br /&gt;
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*&#039;&#039;&#039;Mah Kii:&#039;&#039;&#039; the Mah Kii is an ancient instrument, used by Tajara since the Migration Period. Adapted from a horn used to rally soldiers, it has a strong divine connotation. Many believe that one hears its sound when entering the Holly Village or when joining Messa in the afterlife. Rhazar’Hrujmagh caravans still use this trumpet at the start of raids. Some have even attempted to incorporate it into Electro-Swing bands. However, due to its short-range and its connotation with the divine, it is not used often.&lt;br /&gt;
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===Sports and Games===&lt;br /&gt;
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Recreation time for most Tajara has always been limited. Oppressive work hours and strict caste rules disallowed leeway for what a Tajara could do in their free time. Organized sports were a product of the Njarir class, which would find themselves with more time on their hands. However, as time marched on, Tajara of lower classes found ways to still play. In modern times, any Tajara is usually able to participate in any sport they wish.&lt;br /&gt;
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Tabletop RPGs and wargames are popular for Tajara in urban centers. The Tajaran tradition of storytelling lent itself to these games being easily understood and quickly enjoyed by players who saw them as an evolution of the tales that priests shared in their communities. The tabletop scene sprouted a few years following the First Revolution’s end with Siik’maas translated versions of human and skrell tabletops. These were adapted later into localized versions that then became entirely Tajaran systems. The most well-known of these games is “Global Conquest”, originally made by the PRA and then adapted by DPRA and NKA companies, this board game replicates the conquest of Adhomai by different armies. Another is “Explorators of the Unknown”, a modular game where players play as characters exploring or investigating a world of their design. &lt;br /&gt;
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The notion of video games is unknown to the natives of Adhomai; as computers are usually seen as tools. However, the younger generations living in Little Adhomai have taken interest in electronic games and arcades. Many independent productions have started to appear, with software being shared through the extranet or data storage devices. One popular title is &amp;quot;The Bane of Rashashana&amp;quot;: which follows the tale of an Adhomian folk hero attempting to save her village from a malicious monarch. The player can make narrative choices that affect the story, interspersed with objectives such as running and managing a limited time meter while avoiding obstacles.&lt;br /&gt;
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====Notable Sports====&lt;br /&gt;
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*&#039;&#039;&#039;Farehal:&#039;&#039;&#039; a sport focused on accuracy. It consists of the player throwing a disc through several hoops scattered around a course. The distance and the difficulty of the shoot influence the score. The player with the highest point value wins. Due to the amount of space needed for Farehal, especially for multiple matches on the same course, due to this, it was only practiced by the nobility at first. Large buildings were constructed to host Farehal, where noble competitors played. This game is seen as extremely pretentious, with critics claiming it requires no real strength or skill to win. It has not seen much popularity outside of S&#039;rand&#039;marr, but it is moderately popular on Adhomai,  with players in the PRA and a larger following in the NKA. Al’mari Hadii used to be a famous Farehal player.&lt;br /&gt;
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*&#039;&#039;&#039;Mahmrro:&#039;&#039;&#039; a sport requiring the Tajara to capture a ball and either run it to the opposite side of a field or throw it to a team member located on the other side of the field. This game is very popular among the youth of any Tajara generation, mostly with the lower class. It is very decentralized and has any number of regional rules depending on where you are. Mahmrro came to be associated with the lower classes towards the end of the Steeple Peace. This attitude is visible in the NKA where nobility largely avoid playing the game. Leagues exist in every country for the game with these Mahmrro Clubs gaining much fame. &lt;br /&gt;
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*&#039;&#039;&#039;N&#039;hanzafu Roping:&#039;&#039;&#039; a sport created by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|rock nomads]], commonly used to settle disputes. Two or more riders can participate. Using Zhsram as their mount, they have to capture a N’hanzafu calf with a lasso and complete five rounds around a circular arena with it. Competitors are allowed to knock down each other or steal the other’s rope, but weapons are strictly forbidden.&lt;br /&gt;
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*&#039;&#039;&#039;Baghrar:&#039;&#039;&#039; an ancient martial art from Adhomai primarily used for sport and contests of strength. The fighting style consists of strikes against the opponent from the waist up. The form of the attacks is primarily swiping motions that take advantage of a Tajara&#039;s claws to rake an opponent&#039;s torso or head. Other moves include punching for friendlier matches or stabbing forward with the claws in typical confrontations. Modern Baghrariri, or people who practice the Baghrar style for sport, usually fight with implements that cover and support their nails to avoid serious bodily damage. Modern Baghrar fights are decided upon with a point-scoring system over three 10-minute rounds, but historical victories were secured by knocking opponents onto the ground. Baghrar has been adapted into several different styles used by Adhomaian police and army units.&lt;br /&gt;
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====Notable Games====&lt;br /&gt;
[[File:Suns and moon rules.png|200px|thumb|right|Suns and Moon rules.]]&lt;br /&gt;
*&#039;&#039;&#039;Suns and Moon:&#039;&#039;&#039; a very common dice game. It is played by all, though the lower classes have the tendency to gamble whereas the upper classes play it just for fun. The ease and universality of the rules have garnered it quite the reputation. Die usually has an image of Rredouane fixed upon them. Parks commonly have designated spots for people to play Suns and Moon. Disputes are also solved through this game. &lt;br /&gt;
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*&#039;&#039;&#039;Traiaz:&#039;&#039;&#039; a game mixing intellectual and dexterity play. The board is similar to chess, though it is considerably longer, with a lot of extra space in the middle. All 10 pieces are essentially pawns, though each pair has a catch. Pieces are captured by moving horizontally on the board. Some pieces can only capture when moving diagonally, vertically, or sideways. There are several distinct regional rules influencing what kind of movements are allowed. A match is decided after all pieces have been eliminated.&lt;br /&gt;
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=== Military ===&lt;br /&gt;
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The military hardware of the Tajaran nation is somewhere close to what humankind used in the 1900s, though the transition to energy weapons has already been made. Clumsy overheating handguns and rifles that slowly fire long bolts of concentrated energy are used by high-ranking soldiers or special operatives, but their durability is dubious in comparison to the mass-produced, single-shot or bolt action rifles that the majority of Tajaran soldiers use. In recent years the People&#039;s Republic has largely replaced bolt action rifles with fully automatic Tsarrayut’yan rifles, however, these suffer accuracy issues at longer ranges. Bayonets are heavily relied upon in close-quarters combat rather than Tajaran model submachine guns, which are expensive in the eyes of the People&#039;s Republic and jam easily in the harsh terrain of Adhomai.&lt;br /&gt;
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Heavy infantry weapons like heavy machine guns used to come in the form of heavy, hand-cranked gatling emplacements with a heavy emphasis on frontal gun shielding. These HMG emplacements are extremely deadly in comparison to the slow-firing rifles of foot soldiers and are usually countered by Tajaran artillery or laser weaponry. Most squads of Tajara now carry a mixture of top-loading magazine-fed light machine guns or quicker-firing belt-fed LMGs.&lt;br /&gt;
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Tajaran artillery is where the cunning of the People&#039;s Republic engineering shines, and many mountain ranges of Adhomai have been lined with massive artillery guns. These weapons fire devastating artillery rounds capable of leveling small camps with a single shot, let alone a barrage. Artillery vehicles and mortar teams are almost always deployed in tandem with Tajaran infantry in order to shell enemy entrenchments and positions, and many Tajaran tacticians utilize artillery as their main killing force. These weapons are the pride of the People&#039;s Republic, and their nightmare if lost to enemy hands.&lt;br /&gt;
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&#039;&#039;For more information, see [[Tajaran Military Structures]]&#039;&#039;&lt;br /&gt;
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=== Education ===&lt;br /&gt;
Tajaran institutions for education are woefully behind their counterparts in other species. Historically, Njarir’Akhran were often the only ones who became literate. Historians theorize this is tied to their alleged rise to nobility through their positions in early theological organizations. Officials from each faction agree that religious education has dominated most of Adhomai&#039;s academic history with heavy evidence from religious books which were largely able to survive the mass destruction of books by being sheltered in temples. Disagreements among academics arise when discussing the evolution of primary schools, secondary schools, and universities. Academicians in the New Kingdom of Adhomai assert that these institutions began to raise thousands of years ago during the Gunpowder Era and downplay the role of the nobility&#039;s suppression of educating the masses. However, intellectuals in the People&#039;s Republic of Adhomai and the Democratic People&#039;s Republic assert that these institutions were disingenuous social clubs at best and that schooling and formal education did not begin to arise until five hundred years prior. Hard information on the curriculum of pre-war institutions outside of theological institutions is difficult to find, however, archaeological evidence tends to support arguments that there was a heavy focus on the arts- especially musicals. Some artistic Hharar who lived before the war give accounts on nobles providing large patronage for painters such as in the modern sense with Al-Manq, but also for lavish concerts, operas, and ballets. Sculpting also came into prominence as evidenced by the intricate detail of various statues and gargoyle-like protrusions from an array of buildings in Nal&#039;Tor and especially on the capital building in The People&#039;s Square: the aptly-named Steeple. Regardless of the details of pre-revolution educational institutions, the current face of Tajaran education outside of seminaries is primarily technical schools that focus on preparing young Tajara to work the various labor jobs around Adhomai.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship among the families of most villages, towns, and cities. Regardless of the size of the population, pre-uprising Tajara were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships among families. However, this traditional practice has met with extreme criticism following post-uprising debates. The practice of arranged marriage was not feasible following the first revolution which effectively eliminated a generation of adult Tajara. This created a generation that had to largely create their own marriages, many of which passed on this emerging cultural norm to the next generation. Although the permanent pairing of Tajara is often colloquially referred to as &amp;quot;marriage&amp;quot; due to humanizing influences, there are a handful of different technical terms for it depending on the religion of the Tajara involved. S&#039;rand&#039;marr worshipers are typically brought together in temples by their local Brother of the Sun in a ceremony that symbolizes and glorifies S&#039;rendarr and life. Their equivalent of Marriage is called &amp;quot;&#039;&#039;&#039;S&#039;rendal&#039;Matir&#039;&#039;&#039;&amp;quot; (The life of S&#039;rendarr), named for the idea of continuing the life that the sun god S&#039;rendarr celebrates. Tajara under the worship of Ma&#039;ta&#039;ke have a less celebratory and less ritualistic ceremony, instead, they have a simple meeting between families with a clergyman to proclaim the lovers &amp;quot;&#039;&#039;&#039;Zrrazhil Ekrratul&#039;&#039;&#039;&amp;quot; (Continuation of the families), named for the simple notion of propagating the blood of the families involved. &lt;br /&gt;
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Throughout history, the concept of gender in Tajara society varied over time. Archaeological evidence suggests that before the Incarnate Dominion, multiple identities—often related to religious practices—existed. Like everything else, the nobility&#039;s breeding project also molded the perception of gender in Adhomai. Njarir’Akhran, with their great emphasis on their bloodline, were the ones with the strictest and defined gender roles. While the Zhan-Khazan rarely cared about these definitions, seeing little distinction between them. After the revolution, gender in the Tajara society changed as well, but it did not free itself fully from the shackles of the pre-contact oppression. &lt;br /&gt;
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In history, transgender Tajara were more common among Njarir and Hharar due to their more defined gender roles. Before the revolution, these individuals were often in a nebulous state, as they were still obligated to participate in the eugenics program. While some could still find suitable partners, others had to find other outlets, such as joining religious societies or becoming outcasts. Ma&#039;ta&#039;ke priesthood is open to transgender Tajara who identify as their patron god&#039;s gender. The Church of S&#039;rand&#039;marr rejects these notions and maintains a strong distinction within its organization based on the gender assigned at birth of its members. &lt;br /&gt;
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Third gender and nonbinary identities have historically been associated with religious and mystical perspectives. Those who could combine and balance both aspects were typically priests or mystics, known to have achieved some form of enlightenment. Only after the revolution are these identities now explored without the trappings of the occult. The older generations are usually confused by younger individuals who identify as such, with more religious Tajara being outraged at them for appropriating something that was once sacred. &lt;br /&gt;
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Sexual orientation was a poorly defined concept for the Tajara until the contact. With the emphasis on the caste system, most individuals were expected to have a partner of the same ethnicity with whom they could reproduce, despite their preferences. The nobility often persecuted any relationship or behavior that threatened the caste project. The nobility strictly forbade any kind of relationship with a Tajara of a different ethnicity. &lt;br /&gt;
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After the civil war, theories and studies about gender and orientation have begun to emerge among revolutionary thinkers. The most radical theorists argued that such concepts were constructions of the old nobility to further their control, calling for forgetting such ideas in favor of new visions. Currently, the Tajara society still upholds gender roles similar to those before the contact, mainly based on one&#039;s heritage. The concept of a defined and clear sexual orientation is still fairly new. Only now free of the oppressive Njarir system, the Tajara are free to think about these matters as they develop further socially, even if frequently tainted by the lingering old prejudices. The other species&#039; vision of these matters is seen as alien; even a traditional Tajara would not care to pass judgment on anything that does not involve their people.&lt;br /&gt;
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Because of the Tajara&#039;s recent history as a repressive, conservative species, they still carry many prejudices from the period before the revolution. Overt displays of affection, xenophilia, and interracial relationships among Tajara are looked down on and treated as deviancy. The pre-contact nobility purposefully encouraged these sentiments to further preserve the caste system. &lt;br /&gt;
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[[File:Adhomai render 2.png|240px|thumb|right|An Adhomian city.]]&lt;br /&gt;
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===Architecture===&lt;br /&gt;
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Adhomai&#039;s architecture is marked by the swift historical changes that the planet suffered in the past decades. Pre-contact buildings - ostentatious monuments built by the Njarir&#039;Akhran and wooden hovels inhabited by peasants - stand alongside modern edifices constructed by the early People&#039;s Republic and the modern Tajaran nations. Because of the destruction brought by two global conflicts, the Tajara had plenty of opportunities to experiment during the reconstruction. Most urban landscapes are a mosaic displaying the styles of whoever controlled them at a given time.&lt;br /&gt;
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===Holidays===&lt;br /&gt;
&lt;br /&gt;
Tajaran holidays center around the celebration of their nations, faith, or community. Many of these holidays have existed for centuries if not millennia, with a host of smaller rural holidays which vary from village to village. While priests of the Ma&#039;ta&#039;ke pantheon and the Parivara alike speak out against holding non-Tajaran holidays on Adhomai, such as Nal&#039;tor&#039;s annual [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-104944 Halloween] fundraisers, the vast majority of Tajara are usually indifferent towards celebrating these holidays when in Tau Ceti or other alien systems. Denying an invitation to a celebration for an alien holiday is still considered rude. Only hardliners become angered at the idea of celebrating non-Tajaran holidays off Adhomai. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armistice Day (November 26th):&#039;&#039;&#039; while the signing of the Armistice had led the nations to declare its date a holiday, the hopes for massive celebrations for the first anniversary were crushed quickly. The Solarian collapse had diverted the attention of the Tajaran governments towards trying to ensure their people in Tau Ceti were safe. Despite this, smaller and personal celebrations of the signed peace were still held on Adhomai. For the Tajaran community in Tau Ceti, Armistice Day became a symbol of unity in the face of the Solarian incursion. Rival gangs and communities set aside their differences and prepared for a possible invasion of Biesel together, a unity that unfortunately did not last after the rogue fleet was pushed out. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ma&#039;ta’kyr (March 24th to 30th):&#039;&#039;&#039; for an entire week, followers of the Ma’ta’ke pantheon hold celebrations for their gods. The first day is for Azubarre, which is filled with dazzling performances and unsurprisingly marriages. The second day is for Dhrarmela, whose followers present well-made crafts to donate to their community. The third day is Kraszar, whose priests hold elaborate theatre performances to tell stories and share wisdom with the people. The fourth day is Shumalia&#039;s, and is spent repairing the broken homes of the poorest while also ensuring important buildings are maintained. The fifth is Rredouane’s, and a day consisting mostly of war stories and gambling. The sixth day is Marryam’s, where families spend the day connecting with one another and holding personal celebrations. The final day is dedicated to Mata&#039;ke. It is on this day that an enormous fair is held within a community, organized by all Ma’ta’ke pantheon priests, celebrating the splendor of Mata’ke and his fellow gods. Within urban centers these fairs can become massive, sprawling over blocks and streets. D6’s Mata’ke following population celebrates this week fully, with workers taking days off or reduced shifts to enjoy it. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coming of Dawn (January 9th):&#039;&#039;&#039; a holiday commemorating the founding of the modern Parivara, the Coming of Dawn is when the worshippers of the Suns pay respects to Dirrnavirr&#039;Almalik. Proclaimed as the prophet of the Suns, priests share stories about Dirrnavirr’Almalik’s history from his birth to establishing the Dominion of southern Ras’nrr, the first empire. It is said that it was there that he spread the faith of the suns and the priesthood was established and entrusted to guide the Tajara people. Services include performances from choirs and communal singing led by priests. Idols were once brought out depicting Dirrnavirr’Almalik, a Njarir King. Many of these icons were smashed apart in the First Revolution. What few still exist are artifacts in museums, kept in Sana Sahira, or brought out in Kaltir lands where the practice continues. The echo of the choirs can be heard wherever this is held, and within D6 one could hear the ringing of hymns throughout the entire district. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dholma Festival (Third Week of October):&#039;&#039;&#039;  a week-long celebration to honor the harvest and prepare for the oncoming winter. During this period, Tajara will participate in large communal feasts, food fairs, and alcohol festivals. Drinking, eating, and spending time with friends and family are the main activities during this period; religious Tajara also visits local temples to offer donations to thank the Gods for the bountiful harvests.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Tajara]]&lt;br /&gt;
&#039;&#039;Al&#039;Mari Hadii picture created by SleepyWolf&#039;&#039;&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=39316</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=39316"/>
		<updated>2026-05-13T16:52:24Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Ethnicities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. sapiens&lt;br /&gt;
 |Image = OldTajara.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = [[Adhomai]]&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajr, Nal&#039;rasan, Ya&#039;ssa, Delvahhi&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai,&lt;br /&gt;
 &lt;br /&gt;
Democratic People&#039;s Republic of Adhomai,&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (direct plural: Tajara – Tah-jaw-rah both singular and multiple) (adjective: Tajaran - Tah-jaw-ran) are a race of humanoids that possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades, and padded, digitigrade feet. Tajaran history and society is deeply entrenched in the conflict between its caste system and ruling governments. The species currently finds itself involved in a cold war between the three powers that control its homeworld, Adhomai.&lt;br /&gt;
&lt;br /&gt;
To play as Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
Since the end of the First Revolution, Tajara have proven themselves to be capable workers to the megacorporations of the galaxy. In the years since, some of these Tajara demonstrated competent leadership and were hired into various command positions in their company of choice. To be a Tajaran head of staff in a human- and skrell-dominated space is to have dozens of eyes on you at once. Oftentimes, these Tajara face heavier criticism, are given lower wages and fewer benefits, and still face discrimination from their peers. Severe pressure is put onto them to meet a degree of excellence higher than what would be expected for a human. The vast majority of Tajaran heads of staff, especially within NanoTrasen, remain PRA citizens. Due to their close ties to NT and being of higher diplomatic standing, megacorporations prefer to promote Republican citizens over their counterparts. The NKA opening their doors to interested companies following the armistice has made it easier for their supporters to be promoted or re-promoted; however, these types are rare. The NKA’s technological backwardness is viewed as a major detriment for leadership roles and is a given reason for why a citizen would be passed over. The DPRA’s citizens, unsurprisingly, are incredibly unpopular for a promotion choice. The nation’s xenophobic and anti-corporate attitude is well known to megacorporations, so any citizen of the DPRA who manages to become promoted is subject to yearly interviews and background checks. Any sign of a connection to radical elements means a demotion, if not a firing. &lt;br /&gt;
&lt;br /&gt;
To date, there is yet to be any Tajara in a meaningful place of power within a megacorporation. &lt;br /&gt;
&lt;br /&gt;
Hharar and Njarir’Akhran can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* Corporate Liason&lt;br /&gt;
&lt;br /&gt;
M&#039;sai can be the following Heads of Staff:&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan can be the following Heads of Staff:&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Biesellite Consular Officer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajara can speak a number of unique languages, such as: &lt;br /&gt;
:- Siik&#039;Maas. Use this in-game by typing say ,j&lt;br /&gt;
:- Siik&#039;Tajr. Use this in-game by typing say ,w&lt;br /&gt;
:- Ya&#039;ssa. Use this in-game by typing say ,r&lt;br /&gt;
:- Nal&#039;rasan. Only available to M&#039;sai Tajara, use this in-game by typing say ,i&lt;br /&gt;
:- Delvahhi. Only available to Zhan-Khazan Tajara, use this in-game by typing say ,n&lt;br /&gt;
* All Tajara have claws and scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajara are faster but take extra brute damage.&lt;br /&gt;
* Tajara can see much better in the dark than humans. This is possible by using a verb in-game, but that makes them vulnerable to flashes.&lt;br /&gt;
* Tajara are less vulnerable to harm from the cold due to their fur but more vulnerable to harm from heat.&lt;br /&gt;
* Tajara cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear voidsuits and voidsuits helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as regular space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajara have a higher nutrition and hydration threshold and process reagents slightly slower.&lt;br /&gt;
* Tajara have a set of organs adapted to the life on Adhomai, with some differences in regard to function and form.&lt;br /&gt;
* Due to a long history of combined selective breeding and cultural factors, different Tajaran races have different physical qualities and attributes as well as levels of education. Visit the physiology sections of the [[Tajaran Ethnicities]] page for information about their differences.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
To the average human, the Tajara share many similarities with Earth&#039;s felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajara are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat efficiently. There are only a handful of areas where fur is not present, those being on the palm of their hands, the soles of their feet, and a number of various orifices as well as a small area around their eyes. Tajara have nictitating membranes, a transparent eyelid layer that assists in preventing snow blindness and keeping their eyes moist against the wind.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, the fur around a Tajara&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look, not unlike a terran lion. This hair tends to be much stronger and a great deal wirier than the rest of the fur on a Tajara&#039;s body. Some Tajara tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots, and most conceivable combinations have been recorded by scientists both Tajaran and human. A male Tajara is somewhere between 150 cm and 185 cm in height, while the mean body mass is between 65 kg and 100 kg. Females tend to range between 150 cm and 175 cm in height, with their own weight somewhere around 45 kg to 85kg. As such, both their body weight and height are roughly comparable to the average human. Height depends on a Tajara&#039;s ethnicity. Njarir&#039;akhran were bred to be taller, M&#039;sai are a more middle height, Hharar are typically shorter or of middle height, and Zhan-Khazan are usually the tallest of the races.  Any Tajara who falls out of this range is unusually tall or short which typically stems from a medical condition. A Tajaran fetus only takes six months to mature, and Tajaran children likewise mature rapidly, reaching the full extent of their growth by 15 or 16. This rapid maturation has a profound effect on the lifespan of Tajara, as only with modern medicine have Tajara reached ages above 70, with the oldest living Tajara being 84 years old. Most Tajara retire at age 60 when they are too old to work in any capacity.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
&#039;&#039;For information about the ethnicities, their traits, and their cultures: see [[Tajaran Ethnicities]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are four races of Tajara: the Hharar, the Zhan-Khazan, the Njarir’Akhran, and the M&#039;sai. Each race has a common role that they play in a society to which their biological inclinations make them more suited, as well as their own cultures which have formed from long histories of performing these roles in society. Tajara heavily stereotype each other based on race which is often a cause for conflict. As a result of these differences, there is a lot of racial tension between these various types of Tajara which was further exacerbated by differences in socioeconomic classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hharar:&#039;&#039;&#039; the first Tajaran ethnicity that Humanity came in contact with is generally viewed as the &#039;typical Tajara&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were. Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. The Hharar are the stereotypical &#039;worker&#039; Tajara, commonly described as loyal employees who are passionate and not afraid to voice their opinions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan-Khazan:&#039;&#039;&#039; the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than other Tajara. Featuring more toned, muscular bodies, thicker fur coats, and heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. Due to their status as laborer they suffer discrimination and are usually regarded as less intelligent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M&#039;sai:&#039;&#039;&#039; the third most populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajara and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. They are very loyal to their friends and family but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with a vision adapted to compensate for the heavy blizzards that plague their home planet. They are also great survivalists and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Njarir’Akhran:&#039;&#039;&#039; the ethnic group that made up the majority of the plutocracy before the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population. Easily identifiable by their large ears, fluffy tails, luxurious fur, and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coloration ===&lt;br /&gt;
Fur color is the most noticeable aspect of a Tajara. It acts as a natural camouflage and is the most visible difference between the ethnicities. Ancient history saw these fur colors appear in certain regions of Adhomai, however over millennia of migration, marriage, and modern travel, every coloration of fur can be seen across Adhomai and now the Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These fur colors are suggestions and guidelines. Any one Tajara could have a variation of the colors shown, whether it be lighter or darker.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Hharar:====&lt;br /&gt;
Hharar fur coloration traces back to the proto-Hharar peoples of Southern Ras&#039;nrr. The forests between the Rhazar and Khazan mountains alongside the fertile soil allowed for the invention of farming, and later the formation of Adhomai’s first civilizations. The Hharar people evolved to feature brown fur colorations due to the numerous woods they lived in.&lt;br /&gt;
|[[File:H_BeaverBrown.png|300px|left|thumb|Beaver Brown (RGB 159, 139, 112 / Hex #9f8b70)]]&lt;br /&gt;
|[[File:H_Kochiba.png|300px|left|thumb|Kochiba (RGB 107, 68, 35 / Hex #6b4423)]]&lt;br /&gt;
|[[File:H_Taupe.png|300px|left|thumb|Taupe (RGB 72, 60, 50 / Hex #483c32)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prairie Brown&#039;&#039;&#039;&lt;br /&gt;
Being the most common coloration of Hharar fur, Prairie Brown was once associated with the numerous Hharar working the fields across Ras’nrr. Despite this association, it is not considered the oldest fur coloration, instead being a variation that occured in those living among the fields of the warmer prairies of the Ras’nrr Heartlands.&lt;br /&gt;
| &#039;&#039;&#039;Azumah Wood&#039;&#039;&#039;&lt;br /&gt;
This fur color dates far older than the name it is associated with. Once referred to as simply “Summer Brown”, the name Azumah Wood became widespread following the massive success of a logging company in the Azumah lake region during the Steeple Peace. The wood products were advertised and sold with the image of a kochiba furred logger chopping down “Azumah grade” trees. The logging company has since then gone defunct, being known only as the source of a strange origin for the term.&lt;br /&gt;
| &#039;&#039;&#039;Harbor Brown&#039;&#039;&#039;&lt;br /&gt;
Harbor Brown carries the title of being the oldest known fur coloration among Hharar, having been the predominant coloration amongst the proto-Hharar of the Southern Ras’nrr region. However, in modern times it has been titled after the numerous harbor workers found across Adhomai, even if they no longer are a majority of sailors.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Zhan-Khazan:====&lt;br /&gt;
Zhan fur colorations are the result of a long history of mountain tribes. Even during winter seasons, the darker fur colorations permitted better camouflage with the rocky terrain of the Ras’nrr mountains.&lt;br /&gt;
|[[File:ZK_BlueGrey.png|300px|thumb|left|Blue-Grey (RGB 34, 37, 50 / Hex #222532)]]&lt;br /&gt;
|[[File:ZK_DarkGrey.png|300px|thumb|left|Dark Gray (RGB 30, 30, 30 / Hex #1e1e1e)]]&lt;br /&gt;
|[[File:ZK_Chocolate.png|300px|thumb|left|Chocolate (RGB 94, 38, 18 / Hex #5e2612)]]&lt;br /&gt;
|[[File:ZK_Black.png|300px|thumb|left|Black (RGB 0, 0, 0 / Hex #000000)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rhazar Fog&#039;&#039;&#039;&lt;br /&gt;
During Sil’nryy-aysaif, the foot of the Rhazar mountains are commonly blanketed in a thick fog. The rare blue coloration of this fog became closely associated with the local Zhan population who shared a similar fur color with that of the mountain rock. Regardless, the fur coloration took on the name of the far more popular fog than the relatively mundane mountain rock.&lt;br /&gt;
| &#039;&#039;&#039;Khazan Rock Grey&#039;&#039;&#039;&lt;br /&gt;
The proto-Zhan-Khazan people were infamously put down during the Incarnate Dominion. The majority featured a dark-grey fur that became synonymous with the Zhan tribes of the Khazan mountains that the ethnicity, and fur, are now named after.&lt;br /&gt;
| &#039;&#039;&#039;Nraz’i Mud&#039;&#039;&#039;&lt;br /&gt;
Of the Zhan tribes, those in the Nraz’i mountains enjoyed the warmest winters. The hinterlands of the Sum’add coast become a muddy mess when the snow melt of the Nraz’i mountains washes onto the thawed soil. The fur color common of the region’s Zhan tribes became associated with the mud, then taking the name it has now.&lt;br /&gt;
| &#039;&#039;&#039;Cavern Black&#039;&#039;&#039;&lt;br /&gt;
Caves formed a natural home for the first Zhan’khazan to settle within. These served as strong homes and fortresses alike for the ancient peoples. It is not believed that these conditions resulted in the dark coloration being prevalent among the Zhan, despite old tales claiming such. This uncommon coloration originated from the southern Rhazkjara mountains.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Njarir&#039;Akhran:====&lt;br /&gt;
Njarir fur colorations are the results of the extensive eugenics programs employed by the Adhomian nobilities. Through decades of careful merging of M’sai and Hharar bloodlines, along with high amounts of inbreeding, Njarir now feature the flashiest fur colors among Tajara. Despite the inherent nature of genetics, reputations for different fur colorations have taken root among noble circles even following the revolutions.&lt;br /&gt;
|[[File:NA_Orange.png|300px|thumb|left|Orange (RGB 238, 64, 0 / Hex #ee4000))]]&lt;br /&gt;
|[[File:NA_Cinammon.png|300px|thumb|left|Cinnamon (RGB 160, 82, 45 / Hex #a0522d)]]&lt;br /&gt;
|[[File:NA_Ruddy.png|300px|thumb|left|Ruddy (RGB 138, 54, 15 / Hex #8a360f)]]&lt;br /&gt;
|[[File:NA_Cream.png|300px|thumb|left|Cream (RGB 205, 175, 149 / Hex #cdaf95)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Steeple Light&#039;&#039;&#039;&lt;br /&gt;
Seen as the ultimate fur coloration produced by the infamous eugenics programs, Steeple Light gained its name after a Rasn’rr emperor of the early Steeple Peace declared his fur, a bright orange, to be the manifestation of S’rendarr’s light. Some esoteric circles in the New Kingdom have adopted this belief upon its rediscovery. While the emperor’s name was lost to the books burned in the First Revolution, his declaration remains as the name of this fur coloration.  It is a highly sought after coloration among nobles. &lt;br /&gt;
| &#039;&#039;&#039;Hadii Red&#039;&#039;&#039;&lt;br /&gt;
Once a mundane coloration, Hadii Red has become an intimidating presence following the rise of the Hadii Dynasty. The vast majority of the family has some variation of this fur, with many rumors claiming they place great effort and care that the coloration is maintained in their offspring. It is an uncommon joke for Njarir who have this fur to say that they’re secretly a Hadii.&lt;br /&gt;
| &#039;&#039;&#039;Ras’val Royal&#039;&#039;&#039;&lt;br /&gt;
Many of the noble families who came to rule the regions surrounding the Ras’val sea featured the ruddy coloration of what is now known as Ras’val Royal. While previously considered the coloration of middling nobles, the rise of the Azunja family to the head of the New Kingdom has led to the coloration being perceived as the height of royalty.&lt;br /&gt;
| &#039;&#039;&#039;Half-Knuckle White&#039;&#039;&#039;&lt;br /&gt;
This fur color was common among lower nobility across Adhomai during the Steeple peace. The term Half-Knuckle White was coined as a slur against those nobles who were seen as fraternizing too much with their enforcers resulting in a “washed out” fur color. Genetic research shows that these claims had little backing, but this has yet to make an effect on the thoroughly cemented name.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====M&#039;sai:====&lt;br /&gt;
M’sai fur is the result of the behaviors of proto-M’sai. Having been a nomadic people of the open prairies in Ras’nrr, the light fur color was often the only way Tajaran hunters were capable of hiding or blending into the environment.&lt;br /&gt;
|[[File:M_White.png|300px|thumb|left|White (RGB 238, 223, 204 / Hex #eedfcc)]]&lt;br /&gt;
|[[File:M_Ivory.png|300px|thumb|left|Ivory (RGB 205, 205, 192 / Hex #cdcdc0)]]&lt;br /&gt;
|[[File:M_Wheat.png|300px|thumb|left|Wheat (RGB 205, 186, 150 / Hex #cdba96)]]&lt;br /&gt;
|[[File:M_Silver.png|300px|thumb|left|Silver (RGB 192, 192, 192 / Hex #c0c0c0)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zarragh Washoff&#039;&#039;&#039;&lt;br /&gt;
Considered the most recent evolution of fur color, Zarragh Washoff garnered its name in the Zarr’jirah mountains. The lake-effect snow of the northern lake gained the name “washoff” due to how the new layers of snow would conceal rock and dirt chips on older snow, making the mountains easier to blend into.&lt;br /&gt;
| &#039;&#039;&#039;Field Snow&#039;&#039;&#039;&lt;br /&gt;
Field Snow is arguably the most common fur coloration amongst M’sai. Characteristic of the proto-M’sai hailing from the fields of the Nraz’i basin, upon the arrival of the nomadic tribes to Souther Ras&#039;nrr the native proto-Hharar began to refer to their coloration as “Field Snow” after the coloration of fresh snow on the Ras’nrr prairies.&lt;br /&gt;
| &#039;&#039;&#039;Fatshouter White&#039;&#039;&#039;&lt;br /&gt;
Named after the coloration of fatshouter milk before processing, this coloration has dubious origins. Written history on much of the proto-m’sai peoples were sparse, however prevailing research suggests Fatshouter white primarily comes from those M’sai nomads from the inner western coast of the Nraz’i basin.&lt;br /&gt;
| &#039;&#039;&#039;Enforcer Silver&#039;&#039;&#039;&lt;br /&gt;
Being the second most common fur coloration of the M’sai people, Enforcer Silver garnered its name through association with the dreaded noble enforcers of history. The name was reinforced in older times when many noble families began to stamp enforcer insignias in silver, which often came close to the fur color of many M’sai who wore them.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tajaran Evolution===&lt;br /&gt;
The Tajara evolved as a predatory species upon their home planet of Adhomai, and as a result, they have a pair of fairly large, well-developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. This allows for a considerable degree of low light vision, however, they have a thin reflective layer that has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
&lt;br /&gt;
The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle but has since evolved and shifted towards a more omnivorous role. Tajara have sharp, needle-like teeth in the front of their jaw which is quite clearly geared to tear meat; the further along the jawline one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Evolutionary biologists believe that predecessors to modern Tajara had rough tongues with few taste buds to facilitate eating raw meat. The contemporary species has evolved out of this a long time ago in conjunction with becoming omnivorous, and so they now have softer tongues with a full sense of taste. Atop their heads, Tajara have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
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===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajara employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end to allow easy usage of standard human-based technology. This is a task that Tajara tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around 1-2 centimeters.&lt;br /&gt;
[[File:Cats.png|400px|thumb|right|An artist sketch of Tajaran dimorphism, builds, and general stance.]]&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty-six and forty-eight hours, with a subsequent twenty to twenty-eight hours of sleep. Normally, the waking period is spotted with three to four fifteen-minute naps to keep the Tajara refreshed and alert. This is universal in all worlds with Tajaran living upon them. Tajara are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid, and disoriented until their circadian rhythm is righted.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Build===&lt;br /&gt;
Compared to most other known species, the Tajaran body is designed to be more flexible, lithe, and slender despite its thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajara are sexually dimorphic; females have more elongated muzzles, shorter ears, and more petite forms. Their distribution of body fat is entirely different from that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for the young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
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Tajara are built for extremely low-temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajara dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajara resign themselves to thin clothing. Those who find themselves confined to bio-suit or radiation suit for extended periods of time end up feeling extremely uncomfortable.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
&lt;br /&gt;
For as long as Tajara care to remember, Adhomai had always been under the rule of the nobility. The oldest historical text that exists in Tajaran possession dates back at least three thousand years and talks about the presence of nobles. Many historians agree that the trend of blood rule is more deeply-rooted in Tajaran existence than was before considered.&lt;br /&gt;
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The ancient past of the Tajara is poorly documented and historical texts are rare; meticulous combing and destruction of educational material by millennia of harsh rule resulted in the total atrophy of most scientific arts in Tajaran society. Little is known about Tajara civilization before &#039;&#039;&#039;1500 BCE&#039;&#039;&#039; Galactic Standard Time.&lt;br /&gt;
&lt;br /&gt;
The earliest form of government were local monarchies supported by religious authorities; the ruler and their families were considered of divine origin. Most of the settlements were similar to rural fiefs, with the population working for those dynasties in trade of their protection. Urban centers started to appear around places of worship. Peasants had little to no rights, and all dissidence was met harshly and fatally at the hands of the Nobles&#039; Enforcers - trained agents (commonly of M&#039;sai descent) who fought for the nobility of Adhomai in exchange for relative freedom. These Tajaran enforcers kept the peasants of Adhomai&#039;s lands repressed and powerless through shock and terror.&lt;br /&gt;
&lt;br /&gt;
What is known for sure, however, is that tension and violence had slowly been increasing over hundreds of years between the populace and their fellow noble families. &lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
&lt;br /&gt;
Tajara historians believe that global violence spilled out across the planet between the kingdoms and the other scattered noble families in &#039;&#039;&#039;80 CE&#039;&#039;&#039;. Those states clashed and either pitted their followers against one another. The noble leaders continued to fight and inter-marry until the ruling families had become exclusively &#039;&#039;&#039;Njarir’Akhran&#039;&#039;&#039;. Over time, the nobility slowly began to lose their religious inclination, adopting more traditional civil institutions and a relaxation of the church&#039;s control which gave way to state control. Religious worship of the noble families had been dropping steadily in conjunction with their lower influence on the other nobility. It was during this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to human contact.&lt;br /&gt;
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Even with technological and governmental advances, the Adhomian society was stuck with its old feudal system. The tension between the nobility and the peasantry increased due to new burdens brought by military campaigns. The first writings against the serfdom and caste systems started to appear around &#039;&#039;&#039;1732 CE&#039;&#039;&#039;, with those early revolutionaries being dealt with violence by M’sai enforcers. Draconian laws and sanctions were introduced against those that defied the status quo.  Relations between the ruling class and commoners were precarious, believed to have stemmed from harsh rulers and laws. Technological and cultural knowledge and breakthroughs had begun to trickle down from the noble families to the peasantry. The invention of the printing press in &#039;&#039;&#039;1756 CE&#039;&#039;&#039; favored the spread of anti-monarchist pamphlets. Owning a copy of an unapproved text was a capital crime. &lt;br /&gt;
&lt;br /&gt;
Adhomai underwent a form of industrialization with the creation and proliferation of the steam engine in &#039;&#039;&#039;1954 CE&#039;&#039;&#039;. However, this only forced the Adhomai peasants into harsh new labor digging in mines and working 18-hour days building rail lines for private use by the Njarir’Akhran nobility. Laws were soon enacted that banned any non-Njarir’Akhran from utilizing electricity or riding on trains. This trend of nobles hoarding new technology or innovations at the expense of the peasants continued until human contact.&lt;br /&gt;
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Thirty years prior to the human discovery of Adhomai, the deep-seated mistrust between peasants and nobles had reached an all-time high. The Tajaran species was trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers who demanded greater rights. The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajara was forced into almost twenty-hour workdays with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previously. This is largely attributed to the fact that rather than modernizing Adhomai the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
 &lt;br /&gt;
Automobiles are considered one of the best examples of this. The first automobile is recorded to have been created in &#039;&#039;&#039;2292  CE&#039;&#039;&#039;. Using a combustion engine much like primitive human vehicles, with extra anti-freezing measures and thick treads, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. Older Tajara considered these large creations to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
 &lt;br /&gt;
Further restricting the rights of the individual Tajara was enacted by a furious nobility after several instances of violence against Njarir’Akhran, but specific information on these incidents has been lost. Legislations were introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwind of political turmoil, a fresh generation of Tajara were growing up, deprived of what most humans consider to be basic rights. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
&lt;br /&gt;
===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in &#039;&#039;&#039;2418 CE&#039;&#039;&#039;. A Sol Alliance funded expedition into the Tajaran home system discovered the pre-space age species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained untapped by mining or drilling. Because of this, several megacorporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
&lt;br /&gt;
However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in, initially unwilling to interfere in a pre-space age society and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year &#039;&#039;&#039;2420 CE&#039;&#039;&#039;, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
&lt;br /&gt;
Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, and even soldiers who were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
&lt;br /&gt;
===The Uprisings===&lt;br /&gt;
&lt;br /&gt;
It took little more than a year for a formal uprising to be staged. In &#039;&#039;&#039;2421 CE&#039;&#039;&#039;, after the nobility had captured one of the original Tajara that had been shuttled off-world, he was sentenced to be publicly hanged by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
&lt;br /&gt;
However, they found themselves in a cornered position. Weapons and supplies were being shipped off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories drawing closer and closer to the capital cities of each kingdom. Fighting was extremely fierce and atrocities were recorded by both sides.&lt;br /&gt;
 &lt;br /&gt;
Among the noble families, the largest and nearly the most powerful was a dynasty called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
&lt;br /&gt;
This turn coating tipped the revolution in favor of the rebels. Armed with this new information, they made use of radio systems previously restricted to nobility to methodically and ruthlessly end their uprising by murdering most of the noble families, and whatever soldiers and civilians remained loyal to them. By &#039;&#039;&#039;2431 CE&#039;&#039;&#039; the revolution had finally come to an end with a total of more than &#039;&#039;&#039;92 million casualties&#039;&#039;&#039; with more than half being loyalist forces and &#039;&#039;&#039;40 million civilian deaths&#039;&#039;&#039;. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles. An informal ceasefire was declared between the factions, though skirmishes were still common.&lt;br /&gt;
&lt;br /&gt;
===Outcome of the Revolution===&lt;br /&gt;
&lt;br /&gt;
Following the First Revolution, the Hadii emerged as the victorious faction. They had annexed, through diplomacy or war, the remaining factions. Human corporations took an express interest in the Hadii dynasty; they were one of the few noble families who saw profit in human stakes on Adhomai, and many back-room deals were made to secure the Hadii&#039;s position in the new Government. In &#039;&#039;&#039;2432 CE&#039;&#039;&#039;, the People&#039;s Republic of Adhomai was officially declared, with &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039;, also known as Rhagrrhuzau Hadii, as its leader. The Tajaran public was markedly distressed by this turn of events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajara during the war, had a monopoly over the majority of the planet&#039;s valuables. Collaboration between the People&#039;s Republic, the Sol Alliance, and the Nralakk Federation have resulted in more technological advances in Tajaran society recently than ever before in their recorded history. The People&#039;s Republic began campaigns to quickly industrialize Adhomai and educate its people. Approval ratings for the current leadership rose in response. &lt;br /&gt;
&lt;br /&gt;
However, serious problems remained. &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039; suddenly began to back out of the People&#039;s Republic&#039;s agreed-upon business deals with NanoTrasen, all of which saw a massive amount of Tajaran natural resources exported. Citing humanity as greedy and destructive, Al&#039;mari made clear his intentions to make Adhomai independent until it was ready to take on the burden of interstellar politics.&lt;br /&gt;
&lt;br /&gt;
===The Second Revolution===&lt;br /&gt;
&lt;br /&gt;
The disagreements and hatred of the Hadii republican government had led to insurrection and treachery among Adhomai&#039;s major power figures since Al&#039;mari&#039;s new economic policies were revealed. Many Tajaran business contractors - just recently denied their ability to sell ludicrous amounts of natural resources and workers to the massive human megacorporation, NanoTrasen - felt threatened by the reforms of the Hadii government and its first President, Al&#039;mari Hadii. In 2451 CE, during a military parade, President Al&#039;mari was assassinated by Tufir Nazzirai. A known secret service agent of the People&#039;s Republic, the radical was swiftly sentenced to death for his betrayal, which claimed to be brought on by the violent tendencies of his Zhan-Khazan genetics. His brother and vice-president &#039;&#039;&#039;Njadrasanukii Hadii&#039;&#039;&#039;, also known as Malik Hadii, quickly assumed the office of the presidency and immediately passed brutal laws that punished the Zhan-Khazan and subversive elements. NanoTrasen was invited back to Adhomai and menial workers were sold en masse to NanoTrasen workplaces while the rights to the bountiful natural resources of Adhomai were sold off to NanoTrasen. Public hangings and firing squads became the norm once again.&lt;br /&gt;
[[File:Godblessalmarihadii.png|thumb|400px|left|Picture taken by the Adhomai Chronicle moments before the Assassination of Al&#039;Mari Hadii. The single most defining moment of this generation of Tajara.]]&lt;br /&gt;
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While Al&#039;mari implemented his new policies, the People&#039;s Republic saw the return of a surviving dynasty, the Azunja, in the form of an uprising in its most remote region. This faction, the New Kingdom of Adhomai, attempted to bring back monarchism to Adhomai through a constitutional monarchy.&lt;br /&gt;
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Many military generals who had fought for the Republic soon defected under the banner of the Adhomai Liberation Army, the leader of which being Al&#039;mari&#039;s old friend and ally, &#039;&#039;&#039;Halkiikijr Nated&#039;Hakhan&#039;&#039;&#039;, who claimed that he wanted to take control of the People&#039;s Republic to finally out Al&#039;mari&#039;s legacy. &amp;quot;His gun was on stun&amp;quot; became the rallying cry of Nated&#039;s fiercest supporters as they alluded to how he not only left himself greatly vulnerable during the parade but had even left his energy pistol on stun while he was assassinated. &lt;br /&gt;
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With these two rebellions, Adhomai found itself embroiled in yet another global conflict.&lt;br /&gt;
&lt;br /&gt;
===Adhomai Today===&lt;br /&gt;
&lt;br /&gt;
The Tajaran home world has suffered plenty in the three decades since the end of the First Revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections, and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy. Expanding infrastructure remains difficult, as most public funds are seized for use by the military or used to repair infrastructure damaged by shelling or bombings.&lt;br /&gt;
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There is a steady stream of money being fed into the People&#039;s Republic of Adhomai. NanoTrasen, as per its agreement with the president, has set up mining and logging operations on Adhomai using the local workforce for the most menial of tasks. In return, company-funded clinics and schools are slowly being spread out and built-in needy areas. &lt;br /&gt;
 &lt;br /&gt;
Literacy has risen to its all-time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off-world to educate the younger generation of Tajara. However, this number has begun to decline as the dangers of working on Adhomai are beginning to become common knowledge. Special establishments for older students have also been constructed to assist the elder generation into being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure they are kept this way.&lt;br /&gt;
 &lt;br /&gt;
The second revolution came to an end in 2461, after a decade of warfare between the three factions. The People&#039;s Republic of Adhomai was driven off from many of its past territories, having to rely on the help of a coalition of allied states and mercenaries to stop the enemy offensive. After months of bloody defenses, guerrillas attacks, and complete stagnation of all fronts, a ceasefire was signed with the support of Tau Ceti and Nralakk. An armistice, known as the &#039;&#039;&#039;Armistice of Shastar&#039;&#039;&#039;, was signed by the three factions shortly after. With the recognition of the Democratic People&#039;s Republic of Adhomai and the New Kingdom of Adhomai by the galactic community and the enforced peace, the three Tajaran powers are eager to compete with each other for supremacy through a cold war.&lt;br /&gt;
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One of the clauses of the Armistice of Shastar was the creation of the Tajaran Citizenship Act; a legal provision allowing DPRA and NKA citizens to legalize their citizenship situation, forfeiting their previous PRA affiliation. Tajara living outside of S&#039;rand&#039;marr were able to request the transfer through the proper diplomatic services. Following rising tensions and incidents between the Adhomian factions, this agreement came to an end in 2462.&lt;br /&gt;
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The Tajara species is now undergoing a cold war between the three factions. This period is marked by nuclear arms races, proxy conflicts, and subterfuge. &lt;br /&gt;
&lt;br /&gt;
More information: [[Tajaran History]]&lt;br /&gt;
&lt;br /&gt;
==Tajaran Factions==&lt;br /&gt;
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Adhomai is controlled by three factions, who once participated in a civil war for the control of the planet and are now engaged in a cold war.&lt;br /&gt;
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[[File:Adhomaimodernmap.png|300px|thumb|A map of modern-day Adhomai.]]&lt;br /&gt;
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===[[File:PRA_Flag.png|30px]] [[People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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Led by [[Notable Tajara#President Njadrasanukii Hadii|President Njadrasanukii Hadii]], the &#039;&#039;&#039;People&#039;s Republic of Adhomai&#039;&#039;&#039; is the global state that emerged from the First Revolution. Before the Second Civil war, it enjoyed galactic recognition as the sole government of Adhomai. It claims to be the true keeper of Al&#039;mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’mari’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, the enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
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The Hadiist rule is marked by a lack of privacy, enthusiastic police, and pervasive secret police that leave privacy a nebulous concept to most Tajara. During the height of the war, anyone suspected of supporting traitors or publicizing media critical of the Hadii faced harsh retribution, but these practices are becoming less pervasive as wartime zealotry fades. Life under the government, while not free, is often stable and safe. Under the Republic, Tajara have more opportunities than they have had historically, with the Party investing heavily in its people. NanoTrasen continues to throw out large nets and bring in hundreds or even thousands of Tajara new employment opportunities in the galaxy as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military. NanoTrasen is also accused of being very exploitative of Tajara laborers, but for many Tajara the company is their path to the adventure of the wider galaxy.&lt;br /&gt;
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After the Second Revolution, the People&#039;s Republic lost its hegemony over Adhomai. The Hadiist state is now focused on preparing itself for a future reunification war. Large public works, research efforts, and military expansions are underway. As President Hadii grows old, the power struggle between his possible successors intensifies. Each possible heir now works to build their own support base without openly challenging the President or attracting too much attention to their plans.&lt;br /&gt;
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===[[File:DiamondALA.png|30px]] Adhomai Liberation Army | [[Democratic People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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The most pervasive and successful rebellion came from a group called the &#039;&#039;&#039;Adhomai Liberation Army&#039;&#039;&#039;, a group made up of Tajara from almost every walk of life. This organization opposed corporate claims on Tajaran soil and denounced the mismatched development and governmental negligence as the fault of humanity. During the height of the war, settlements liberated by the Liberation Army were ruled by a military junta. Being a supporter of the Hadiist government, or having been a collaborator, was grounds for immediate execution by firing squad. Villages often found their supplies seized by Liberation forces for the war effort, and the whole movement was a massive, tenacious military dictatorship under the absolute authority of [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Supreme Commander Halkiikijr Nated&#039;Hakhan]].&lt;br /&gt;
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Following the release of their updated 2459 manifesto, the various regional civilian governments formed under their rule coalesced into the &#039;&#039;&#039;Democratic People&#039;s Republic of Adhomai&#039;&#039;&#039;. Authority is still highly decentralized. In January of 2461, a contested election saw [[Notable Tajara#President Almrah Harrlala|Almrah Harrlala]] become president Contested by the military, the so-called Nated Supremacist Movement launched a putsch that was ultimately foiled by Nated himself, who appealed for the return of civilian government and then resigned his command.&lt;br /&gt;
&lt;br /&gt;
The DPRA is now led by President Almrah Harrlala who is struggling to transition what was once a militant insurgency movement into a modern, democratic nation. The government attempts to negotiate with ruling Juntas to voluntarily turn over power to the civilian administration, many of which still refuse. The DPRA does, for the most part, try to respect the basic rights of Tajara. Most Tajara under civilian rule do not need to worry about the secret police or being framed for a crime of civil disobedience. With the Armistice, the DPRA gained intergalactic recognition as one of the Tajaran states. In more recent times, DPRA citizens are being sponsored by Harrlala&#039;s government to go out into the galaxy openly and show what Tajara can achieve on their own terms without being puppets of human megacorporations. As President Harrlala&#039;s term comes close to its end and the next election is being organized, the fragile Al&#039;mariist democracy is threatened by all kinds of extremists.&lt;br /&gt;
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===[[File:New Kingdom of Adhomai.png|30px]] [[New Kingdom of Adhomai]]===&lt;br /&gt;
The last major faction is the rebellious &#039;&#039;&#039;New Kingdom of Adhomai&#039;&#039;&#039;, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; a constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
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During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
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[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Names===&lt;br /&gt;
Native Tajaran names have changed over the storied history of the species. The earliest record of naming conventions appears in the Warring Kings era, where the usage of dynastic titles became a standard part of the Tajaran name as a way to distinguish which noble a given serf worked under. Since then, names changed as more titles were attached. Jobs, personality traits, status, titles, age, given names, and more have been combined to produce the infamously long and unwieldy names associated with history. Following the declaration of the Steeple Peace, nobles across Adhomai standardized to a new scheme which continues to persist among the Tajaran people.&lt;br /&gt;
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Every name features three aspects: The individual, the dynasty, and the purpose. Xeno-linguists associate these aspects to the human concepts of the given name, the family name, and the job title respectively. This has resulted in debate over forced associations, as each aspect has a different connotation than what humans may expect, namely the Dynasty. Unlike humans, family names are only found with noble dynasties. This has led to many xeno organizations to assume that Tajara associate with large extended families.&lt;br /&gt;
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The Individual aspect is the personal part of a Tajara’s name. Parents will provide their child with the Individual aspect in hopes that the phrase or word used will become a part of the Tajara&#039;s person. It is not uncommon for Tajara to bear the names of gods or powerful figures, or for others to be named after abstract, religious, or ideological concepts.&lt;br /&gt;
The Dynasty aspect is the standardized part of a Tajara’s name. Following the First Revolution, the Hadiist government mandated the Dynasty aspect be named after the birthplace of an individual as a means to remove the influences of the nobility. Those stubborn Tajara born before the end of the First Revolution, or those now living in the New Kingdom, often refused to change their Dynasty aspect, continuing to reflect the noble family they serve or are a part of.&lt;br /&gt;
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The Purpose aspect previously was the utilitarian part of a Tajara’s name. The aspect reflected a job or trade, an essential piece of information within a community. However, since the end of the first revolution, the need for static names to lessen the bureaucratic burden resulted in many Purpose aspects turning into a form of family name, a newer and still contentious concept for Tajara. With the number of regional dialects and multiple titles for the same trade or job, Purpose aspects are rarely the same across Adhomai. In some cases, two families joining together in marriage would combine their two aspects to form a new one.&lt;br /&gt;
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While a Tajara’s name contains all three aspects, the usage of all three is not required. Most Tajara will utilize the Individual and Purpose aspect, however traditionalists and nobility expect the use of the Dynasty aspect. All Tajara on the Horizon may use only &#039;&#039;&#039;two aspects&#039;&#039;&#039;.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
The following guide is &#039;&#039;&#039;not required&#039;&#039;&#039;. Native names can vary based on parentage, region, and numerous other factors. This guide is a structured option, however other options include taking inspiration from the [[Notable Tajara]] page, and heavily modifying Eastern European or Arabic names.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To create a native Tajaran name, you will need to access the &#039;&#039;&#039;unofficial&#039;&#039;&#039; translator [http://mk.darkserver.co.uk/lang/index.php here]. Select Siik’maas under the language drop down. By typing in certain words or phrases, then translating, you can utilize Tajaran words to create a name. Typically, you will want to connect multiple Tajaran words with an apostrophe or hyphen, however combining two words without a space is acceptable.&lt;br /&gt;
&lt;br /&gt;
*For the Individual aspect, use a phrase, trait, or concept. &lt;br /&gt;
**For example: Love becomes Azutul. S&#039;rendarr&#039;s Warmth (Kirmah rajzir. Zir)  becomes Kirmah’rajzir. &lt;br /&gt;
*For the Dynasty aspect, you may use any text you prefer. Regions and cities with royalty or dynasty attached usually garners better results. Hadiists typically utilize the name of the city or region they were born.&lt;br /&gt;
**For example: Kaltir Royalty (Jurlket mir mrra) becomes Jurlket’mir. Nal’tor (Jri chur) becomes Jri’chur&lt;br /&gt;
*For the Purpose aspect, use the title of the job or craft of the Tajara. Use multiple versions of a given job or trade for better results.&lt;br /&gt;
**For example: Police Officer (Kaii&#039;r manq rir) becomes Kaii’rirmanq. Prince becomes Vahkal.&lt;br /&gt;
*The final name becomes: Azutul Jurlket’mir Kaii’rirmanq. &lt;br /&gt;
**From this, you can tell the individual is Azutul or named love, whose liege is the Jurlket’mir or Kaltir Royalty, and performs work as a Kaii’rirmanq or officer.&lt;br /&gt;
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The translator output rarely gives a word or name ready for use. Modification will be required as seen in the examples provided. This also means that names cannot be decoded.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==== Xeno-Influenced Names ====&lt;br /&gt;
&lt;br /&gt;
Given native tajaran names are difficult for humans to pronounce, the PRA once encouraged the use of humanized names. This resulted in many Tajara taking on names derived from Eastern European or Arabic origin, as xeno-linguists found these the easiest for Tajara to pronounce. Following the transition of power from Al’marii to President Hadii, the PRA has walked back on this stance and since issued a decree to encourage citizens retake their native names as a form of pride in tradition and loyalty to the party. Many Hadiists have heeded this decree and returned to their native names, however a sizable population continues to use their adopted names. Given Tajara may have multiple names, the Adhomian governments are more dedicated in the tracking of names.&lt;br /&gt;
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===Language===&lt;br /&gt;
As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities. Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew. However, private communication in Tajaran languages such as Siik’Maas or Siik’tajr is not forbidden by SCC regulations and is often used to hold conversations between Tajara on the crew.&lt;br /&gt;
&lt;br /&gt;
Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages are Siik&#039;mas and Siik&#039;tajr.&lt;br /&gt;
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&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Migration Age and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
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It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajara to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite focusing more on the spoken word than others, some of the vocabularies require subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajara ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Delvahhi, Ya&#039;ssa, and other such languages.&lt;br /&gt;
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&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a tongue traditionally used by hunters. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
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Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin alphabets as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajara use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajara have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy and has made a widespread comeback with increasing literary levels among the Tajaran public.&lt;br /&gt;
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Tajaran culture necessitates a separation of the personal self and the external self. This cultural force can be traced back to the early worship of the Twin Suns, which throughout its history has emphasized a separation of personal and public matters. This separation was later reinforced by the nobility, eventually becoming an embedded part of all Tajaran languages. The result is a grammatical structure that separates the private and public self. In Tau Ceti Basic, this has been translated into the use of first, second, and third person pronouns as the closest fit.&lt;br /&gt;
&lt;br /&gt;
The public self, third-person pronouns (he/him, she/her), is the formal state. It shows respect and a distancing of one’s personal matters from others. Traditionalist Tajara would expect the use of the Dynasty aspect and appropriate titles when speaking in the public self. However, those from progressive regions rarely pay attention to the use of aspects as the weight of dynasties and the nobility is not present. Strangers meeting, a subordinate addressing a superior, and other cases where formality and respect is expected uses the public self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;His&#039;&#039;&#039; greetings to the &#039;&#039;&#039;madam&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this line, Person A speaks to Person B&#039;s public self through his own. As Person A does not know Person B’s name or title, madam is used to maintain respect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“Hello &#039;&#039;&#039;Officer Smith&#039;&#039;&#039;. She is &#039;&#039;&#039;chef Al-Kandari&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
Person A addresses Person B, a human, through their title and last name. Person A maintains the public self through the use of her own title and Dynasty aspect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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The use of second-person pronouns (you/your) can depend on where someone is from. Non-traditionalist regions, such as the Hadiist lands, don’t consider second-person pronouns formal or informal. Traditional cultures, such as the New Kingdom, find second-person pronouns informal. In this latter case, it is reserved for use by a superior addressing a subordinate or similar cases.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;You&#039;&#039;&#039; need to handle that report by tomorrow. &#039;&#039;&#039;She&#039;&#039;&#039; will ensure it shows on &#039;&#039;&#039;your&#039;&#039;&#039; performance review otherwise.”&lt;br /&gt;
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Person A addresses Person B through the personal self (you/your). It shows that Person A is either disrespectful, a superior, or from regions where the use of ‘you’ is not informal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The personal self, first-person pronouns (I/me/mine), is the informal state. It is addressing matters on a personal level where formality is not required, or genuinity is desired. The Individual aspect can be used by itself in this state. Close friends, personal moments, and similar matters would use the personal self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;I&#039;&#039;&#039; am unsure what &#039;&#039;&#039;you&#039;&#039;&#039; mean by this. &#039;&#039;&#039;Your&#039;&#039;&#039; proposal vexes &#039;&#039;&#039;me&#039;&#039;&#039;.”&lt;br /&gt;
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Person A uses the personal self and addresses Person B in the personal self. This establishes a close and informal conversation or is used to disrespect Person B by addressing them directly.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Transitioning from public to personal selfs is easy. The initiator who desires to make the conversation informal starts by referring to themself in the personal self. If the other participants agree to make a conversation informal, then they respond in kind using the personal self. Otherwise, they may continue to use the public self and maintain the conversation’s formality.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;No, &#039;&#039;&#039;I&#039;&#039;&#039; simply wanted to be introduced to &#039;&#039;&#039;her&#039;&#039;&#039;. &#039;&#039;&#039;My&#039;&#039;&#039; name is &#039;&#039;&#039;Abdal Akhtarov&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
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Person A steps into the personal self but is still speaking to Person B through her public self. This is an invitation to personal conversation, done respectfully by not involving Person B&#039;s personal self directly. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Hello, &#039;&#039;&#039;Mr. Akhtarov&#039;&#039;&#039;. &#039;&#039;&#039;I&#039;&#039;&#039; am &#039;&#039;&#039;Aisha&#039;&#039;&#039;. Does &#039;&#039;&#039;he&#039;&#039;&#039; wish to speak elsewhere?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Person B is still speaking to Person A&#039;s public self, however refers to herself in the personal self, accepting the invitation to an informal conversation. In the following conversation, it would be acceptable for both to use personal self.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The use of the public and personal self by non-Tajara can be jarring for those not acclimated to human environments. Tajara not used to human space can find it disrespectful how the use of the personal self is standard. Those acclimated to non-Tajaran patterns of speech rarely take issue with the lack of distinction between public and personal self. Referring to a non-Tajara through informal pronouns is broadly acceptable, however the use of first-person pronouns, the personal self, as a default often takes years in human space and a concerted effort for a Tajara to transition to.&lt;br /&gt;
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==== Slang ====&lt;br /&gt;
Tajara, like every species, has a wide variety of slang terms in both Tajaran languages and Tau Ceti Basic. While no list can be truly comprehensive, as slang is ever changing, certain phrases and terms have become widespread enough to be known by nearly all Tajara.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word/Phrase !! Meaning !! Origin&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;zivr/Tivr || Xeno, Human || Beginning as a term for solely humans, T&#039;zivr, or &amp;quot;furless&amp;quot;, grew to incorporate all aliens as a whole. The term is not wholly considered derogatory, however is seen as less acceptable than xeno or alien.&lt;br /&gt;
|-&lt;br /&gt;
| Dornshky || Furless || A strong insult originating from the physical condition itself. While it is a common insult among Tajara, it includes a more derogatory way to refer to aliens.&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;ishk || IPCs, Robots, Hadiists || Originating from the Siik term for soulless, T&#039;ishk became a widespread insult for Hadiists and robots alike among Little Adhomai, quickly spreading to other Tajaran communities and, ultimately, back to Adhomai.&lt;br /&gt;
|-&lt;br /&gt;
| M&#039;ishk || IPCs || The non-derogatory version of T&#039;ishk, M&#039;ishk more specifically refers to IPCs, directly translating as &amp;quot;artificial soul&amp;quot;. It started as a shorthand of Manq&#039;ishk, however quickly gained traction within the People&#039;s Republic, and later other Tajaran communities.&lt;br /&gt;
|-&lt;br /&gt;
| Sha&#039;tajii/Shatii || Dionae || Directly translating to &amp;quot;wood peoples&amp;quot;, the term began from Little Adhomai where contact between Tajara and Dionae took place frequently enough to generate a slang term.&lt;br /&gt;
|-&lt;br /&gt;
| Kirr || Vaurca || Directly translating to &amp;quot;insect&amp;quot;, the slur originated from Little Adhomian gangs warring with Vaurca living in neighboring districts. The term spread rapidly following the murders of multiple Tajara ordered by Vaurca Queen Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra.&lt;br /&gt;
|-&lt;br /&gt;
| Nav&#039;hen || Unathi || A contraction of the phrase &amp;quot;dahal Nav henrhesi&amp;quot;, translating to &amp;quot;dies in the cold&amp;quot;. The phrase began as a tongue-in-cheek way to refer to Unathi mercenaries within the S&#039;rand&#039;marr Coalition by ALA soldiers, before spreading to Little Adhomai where it was shortened to Nav&#039;hen.&lt;br /&gt;
|- &lt;br /&gt;
| Ratajani || Skrell || Originating from the folk tales of small, ugly, stump-tailed, neon colored creatures. Characterized as greedy and the cause of unlucky events in life, Ratajani was quickly applied to Skrell upon first contact. This use of the term as a slur quickly overtook the earlier and less derogatory use as comparison to misbehaving children.&lt;br /&gt;
|- &lt;br /&gt;
| K&#039;strelkii || Mercenary, Corporate Drone || Translating as &amp;quot;money soldier&amp;quot;, the term grew out of the spite among Tajara towards corporate busy-bodies and mercenary groups.&lt;br /&gt;
|- &lt;br /&gt;
| Rafama || Stubborn, Hard-headed, Territorial || Originating from the behavior of Rafamas on Adhomai, the term is a long historic name for any person acting particularly stubborn or stand-offish.&lt;br /&gt;
|- &lt;br /&gt;
| Raskaren || Noble, Enforcer || Based upon the mythological Raskaren, a creature of Raskara that drinks blood and is incapable of surviving sunlight. The term grew to become a slur against nobles and M&#039;sai enforcers. While predominantly used within the [[Free Tajaran Council]], the term has been slowly spreading to Little Adhomai and Adhomai proper. It is banned within the New Kingdom.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Kalta || Royalist, Poor || Forming from a joke regarding the relatively high rates of poverty within the New Kingdom, T&#039;Kalta, translating to &amp;quot;without money&amp;quot;, grew in popularity across the People&#039;s Republic and Democratic People&#039;s Republic.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Ruv || Shameless, Al&#039;mariist || A rare Hadiist term that was applied to Al&#039;mariists for the perceived shamelessness in illegal and underhanded tactics during the Second Revolution. The term has since grown and spread across Tajaran communities.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Zhunii || Hick, Redneck || Translating to &amp;quot;lacking desire people&amp;quot;, the term spread as a catch-all for rural peasantry. The exact origins are believed to be a jab at the lack of time or willpower for rural peasantry to hold greater ambitions.&lt;br /&gt;
|- &lt;br /&gt;
| Vak&#039;a || Idiot, Airhead, Bro || Originating from Little Adhomai, Vak&#039;a spread rapidly as a general way to refer to a friend, equivalent to saying dude or bro.&lt;br /&gt;
|- &lt;br /&gt;
| Vakalnar || Grifter || Meaning &amp;quot;air salesman&amp;quot;, equivalent to calling someone a snake oil salesman.&lt;br /&gt;
|- &lt;br /&gt;
| Azukavo/Azuvo || Love you || Not inherently slang, the use of Azuvo has become desensitized in more progressive communities of Tajara. Rather than being an intimate expression not fit for use in public, it has seen less stigma in use, albeit still associated with loved ones and close friends.&lt;br /&gt;
|- &lt;br /&gt;
| Blinder || Overwhelming, Too Much || Descended from the concept of S’rendarr’s light being the embodiment of energy and life. Having too much of S’rendarr’s light may blind someone, therefore for something to be a Blinder it exudes too much energy, S’rendarr’s light.&lt;br /&gt;
|- &lt;br /&gt;
| Half-Knuckle || Poor, Fraternizer (Royalist) || Originating from a noble snide. Knuckles are the smallest form of currency on Adhomai, therefore to call someone a half-knuckle implies they are so poor as to only have a half-knuckle. Within Royalist society, the term additionally refers to nobles who are seen as fraternizing too much with commoners.&lt;br /&gt;
|- &lt;br /&gt;
| Top Snow || Young, Inexperienced, New || A term referring to the top layer of snow, often fresh light snow. Someone who is Top Snow is fresh, equivalent to the human term &amp;quot;green horn&amp;quot;.&lt;br /&gt;
|- &lt;br /&gt;
| Washoff || Old, Undesirable, Lackluster || Referring to the runoff of melted summer snow, called washoff on Adhomai, the term grew to be used for undesirable items or people, likened at times to the phrase ‘getting long in the tooth’.&lt;br /&gt;
|- &lt;br /&gt;
| Bronzer || Jackboot, Enforcer, Cop || Descended from the bronze emblems used to denote an on-duty enforcer. Used in a derogatory manner against cops, enforcers, and authority figures alike.&lt;br /&gt;
|- &lt;br /&gt;
| Bookie || Bookworm, Royalist, Dork || Stemming from the cultural view of books as symbols of noble oppression, bookie is a term used to insult someone within progressive cultures as a royalist, or someone who tolerates or encourages noble oppression. Can also be an insult equivalent of calling someone a dork, nerd, etc.&lt;br /&gt;
|- &lt;br /&gt;
| Torcher || Friendly, Happy, Positive || Originating from the symbol of Azubarre’s torch, calling someone a torcher implies they embody Azubarre’s torch, and therefore his qualities of positivity, friendliness, and true love. Over time, the connotations associated with Azubarre, namely the more romantic elements, became less emphasized, resulting in the slang becoming a catch all for friendliness and positivity.&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
Because of their anatomy, Tajara express emotions in different ways than Humans. Baring one’s teeth is a strong expression of challenge or mockery. As such, Tajara rarely smile by showing the teeth, instead wrinkling the nose by gently lifting the sides of the muzzle. The folding of ears is a clear sign of fear or worry, while perking the ears forward shows attention or interest. Ears will involuntarily flick when exposed to loud sounds.&lt;br /&gt;
&lt;br /&gt;
The semi-prehensile tail of Tajara allows for a great amount of expression. Enough emphasis has been placed on the tail as a form of expression and language that Tajara afflicted with Hakh’jar are commonly misread or have to vocalize their current emotion. Tajaran tails naturally sway, however a rapid sway or wag is a childish sign of satisfaction. Curving the tail downward and blistering is a clear sign of hostility, whereas tucking the tail down by the feet is a stress response. The flicking of the tail end is a sign of anger or anxiety.&lt;br /&gt;
&lt;br /&gt;
Displays of affection among Tajara are rarely seen in public, and looked down on by traditionally minded Tajara. The common forms of affection are the bumping as muzzles or holding of the wrist. While less common, twining the tail around an ankle or wrist is seen as equivalent to holding the wrist. Intertwining tails, however, is seen as a childish expression of affection. Hugging is not seen romantically. It is seen as a transfer of body heat and thus a common act between friends, comrades, and family alike. Those acclimated to human expression may view hugging as having a romantic component in certain contexts, however this is lost on those with a traditional mindset.&lt;br /&gt;
&lt;br /&gt;
Status was a major aspect of emotional expression during the times of the nobility. When interacting with another of a higher social status, it was required for the lesser of the two to lower their head and pull the ears back. Having direct eye-contact or tilting the head up was seen as a show of defiance. These expectations have since been challenged and are often disregarded if not outright rejected since the fall of the old nobility, however those traditional-minded Tajara and Royalists within the New Kingdom continue to abide by the rules of status.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
====S&#039;rand&#039;marr Worship====&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;Rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;Rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship&lt;br /&gt;
&lt;br /&gt;
There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajara were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals asking Messa to spare them from whatever ill tidings she may bring. The worship of the sun gods is dominated by an organization called the Parivara, meaning, the &amp;quot;Family.&amp;quot; The head of the Parivara is Father Valyan K&#039;rrirran who is based out of Sana Sahira, a holy city on the tallest mountain on Adhomai which roughly translates into the City of the Suns.&lt;br /&gt;
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Sana Sahira&#039;s location in the People&#039;s Republic places the Parivara in the precarious position of having to act favorably to the faction&#039;s government, however, Father Valyan K&#039;rrirran attempts to stay out of politics in order to avoid alienating any worshipers across borders. The Father of the Parivara is chosen by the Brothers of the Suns who serve as the priests and clergy of the faith. Devoted women of the faith can become Suns&#039; Sisters, who take a vow of silence, like the Gods themselves, and live in the temples devoted to the worship, tending to them in any way needed, anything from cleaning to heavy manual labor repairing and replacing glass or furniture, to healing the Brothers, patrons and other Suns&#039; Sisters. To cause harm to a Suns&#039; Sister is said to be one of the most unholy things you can do in a place of worship, as they&#039;re meant to emulate the Gods themselves, silent, but strong and dependable.&lt;br /&gt;
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====Ma&#039;ta&#039;ke==== &lt;br /&gt;
The second-largest religion is the worship of the Mata&#039;ke and his cohort companion gods, which dates back to ancient Tajaran times. A figure of legend, Mata&#039;ke is believed to have been the head of a hardy tribe of mountain dwellers who regularly came to the aid of other tribes constantly plagued by bandits and wild animals. He was revered as a fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul for the records of his dealings with other tribes shows understanding and kindness. He is upheld to be the ultimate Tajara- powerful, wise, and magnanimous. Followers of Mata&#039;ke himself endeavor to emulate his grandeur, while others attempt to emulate the other gods.&lt;br /&gt;
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In Tajaran mythology, the tribe of Mata&#039;ke rose to the status of gods when they slew the King of the Rrak&#039;narrr, who was also the lord and master of all Adhomai. Upon killing him, the various tribesmen all absorbed different aspects of its many powers, each becoming immortal. As the one who dealt the killing blow, and at the will of the dying Rrak&#039;narrr&#039;s final wishes, Mata&#039;ke absorbed the majority of the powers and became lord and master of all Adhomai. The tribe then decided that their former settlement was not befitting of their powers, and instead established themselves in a city of wonders at the &amp;quot;Edge of Adhomai&amp;quot; where they fend off malicious entities and protect all Tajara.&lt;br /&gt;
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====Njarir&#039;Akhran Worship====&lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalists, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajara would never admit to being or attempt to defend, a member of this faith.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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=== Fashion ===&lt;br /&gt;
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Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and standard Tajaran peasantry had little time to choose their uniforms, usually donning overcoats made of rough fabric and patches of animal hide. The fluffier the design was, the wealthier a Tajara was considered.&lt;br /&gt;
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[[File:Tajara dance .png|240px|thumb|right|Two tajara wearing traditional dresses during a musical performance.]]&lt;br /&gt;
Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well-insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver. Underwear usually came in the form of long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the innermost insulating layer. Then, a Tajara would overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks. &lt;br /&gt;
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The feared enforcers of the nobility wore great suits of armor designed to seal the user inside, creating an environment completely isolated from the harsh snows of Adhomai. Build for brute strength rather than comfort, the helmets of these suits made no room for Tajaran ears. These &#039;Enforcer Shells&#039;, as translated from Siik&#039;maas, were usually brown or olive in color, with slit visors masking the wearer&#039;s face, they were also remarkably flammable and largely abandoned during the initial stages of the first revolution.&lt;br /&gt;
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Today, the government officials of the People&#039;s Republic of Adhomai are usually seen dressed in olive military fatigues, occasionally donning a commissar-styled cap. These caps are usually styled with small rosettes to signify authority. When in especially cold weather, officials usually layer on black trench coats and scarves rather than wearing the outfits of the lower class.&lt;br /&gt;
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The lower and middle class of the Tajara are better heated by proxy, and can comfortably wear flat caps and long-sleeved buttoned shirts for warmth when working in their factories rather than excessive garbs. When outside, typical Tajara wear bomber jackets or fur coats with additional fur padding on the interior to better trap heat, paired with traditional slacks. Headwear for these working-class citizens usually comes in the form of full head scarves to keep ears warm when in the wilderness, and standard soft and flat caps within cities.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
[[File:Taj food.png|240px|thumb|right|A common Tajaran meal: hard bread, fish and vegetable soup, and Fatshouter beef.]]&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajara favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor were the usual meal of a working-class Tajara, coupled with some bread and water or ale. Pre-industrial Tajara used to have community meals around bonfires to keep their food from cooling off too much, and almost all of their food source came in the form of porridges and oats. However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better-heated homes than the peasantry, and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
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Traditional stews are made with diced vegetables, such as Nif-Berries, and meat, Snow Strider is commonly used by the rural population, while industrialized Fatshouters&#039; beef is preferred by the city’s inhabitants. Tajaran bread is usually made with Blizzard Ears&#039; and consumed during their morning meals.&lt;br /&gt;
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Adhomian alcoholic beverages are made with fermented grains, fruits, or vegetables. Juices are commonly mixed with sugar or honey. Victory gin is the most widespread alcoholic drink in Adhomai, the result of the fermentation of honey extracted from Messa&#039;s tears, but its production and consumption are slowly declining due to the loss of the People&#039;s Republic&#039;s hegemony over Adhomai. Messa&#039;s mead is also another more traditional alternative; it is made with honey and fermented Earthen-Root juice.&lt;br /&gt;
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Fishing and shellfish have a part in the diet of the population in the coastal areas, even if the ice can be an obstacle to most experienced fishermen. Spicy Ras&#039;val clams, named after the sea, are a famous treat, being appreciated in other systems besides S&#039;rand&#039;marr.&lt;br /&gt;
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====Notable Dishes====&lt;br /&gt;
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*&#039;&#039;&#039;Adhomian Hard bread:&#039;&#039;&#039; a type of Tajaran bread, made from blizzard ears’ flour, water, and spice, basked in the shape of a loaf. It is known for its hard crust, bland taste, and long-lasting nature. The hard bread was usually prepared for long journeys, hard winters, or military campaigns, due to its shelf life. Certain folk stories and jokes claim that such food could also be used as artillery ammunition or thrown at besieging armies during sieges.&lt;br /&gt;
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*&#039;&#039;&#039;Fatshouters Bloodpudding:&#039;&#039;&#039; a mixture of Fatshouters meat, offal, blood, and blizzard ears flour served in the shape of a flattened sausage. This recipe dates from the early Tajaran history, a favorite among the peasantry due to its simplicity and easily obtainable ingredients. It can be eaten during all meals and occasions.&lt;br /&gt;
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*&#039;&#039;&#039;Sugar Tree Candy:&#039;&#039;&#039; a literal translation of the popular Adhomian hard candy, found everywhere on the planet, from crystal plates in Crevus’ casinos to a bowl on a grandmother&#039;s table. Sugar candy is made from the Nm&#039;shaan, and is a cheap, beloved treat for anyone on Adhomai to rot their teeth on. It&#039;s occasionally flavored with fruits or savory liquors.&lt;br /&gt;
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*&#039;&#039;&#039;Avah:&#039;&#039;&#039; used to only mean &amp;quot;sweets&amp;quot; or &amp;quot;sweet thing,&amp;quot; now singularly refers to a particular dessert. The batter is grilled and made into soft, spherical shapes, and then covered with fruit jams, sugar, or sweet cream cheese. These treats are often sold at festivals and celebrations, and foreigners compare them to pancakes.&lt;br /&gt;
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====Notable Beverages====&lt;br /&gt;
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*&#039;&#039;&#039;Messa&#039;s Mead:&#039;&#039;&#039; a fermented alcoholic drink made from earthen-root juice and Messa&#039;s tears leaves. It has a relatively low alcohol content and characteristic honey flavor. Messa&#039;s Mead is one of the most popular alcoholic drinks in Adhomai; it is consumed both during celebrations and daily meals. Any proper Adhomian bar has at least a keg or some bottles of the mead.&lt;br /&gt;
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*&#039;&#039;&#039;Earthen-Root Juice:&#039;&#039;&#039; a juice made from the Earthen-Root. It is known for its blue color and sweetness. Because of its simplicity, Earthen-Root juice is one of Adhomai&#039;s most widely consumed drinks. Carbonated versions were created during the interwar period. However, the soft drink variation is not as popular as the traditional ones.&lt;br /&gt;
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*&#039;&#039;&#039;Nm&#039;shaan Liquor:&#039;&#039;&#039; an alcoholic drink manufactured from the fruit of the Nm&#039;shaan plant. It usually has a high level of alcohol by volume. Nm&#039;shaan liquor was once reserved for the consumption of the nobility; even today it is considered a decadent drink reserved for fancy occasions. It is commonly diluted with ice water before being consumed.&lt;br /&gt;
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===The Arts===&lt;br /&gt;
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Of all arts, music is one of the most highly valued by Tajara. Stemming from the long-standing ban on most literature in their society, song, and dance remained one of the only ways for Tajara to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajara, and in place of books, the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
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Theatre was also equally important in the life of a pre-discovery Tajara. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of the town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Nal&#039;tor was one and a quarter larger than the seat of government prior to human-sanctioned expansions. Dating back to the late Gunpowder Era, it was constructed from high-quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
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However, literature itself - that is to say novels - has never been looked kindly upon by the Tajara public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajara as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajara, given the fact that only the nobility was taught en masse how to read, and that every family had its own private expansive library from which even learned peasants who had to pay out of pocket to access. This led to the widespread destruction of much of historical Tajara texts following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
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Traveling circuses have been present in the Tajaran culture since ancient times. Joining a troupe was one of the few available ways for a Tajara to escape the rigid roles of the caste system. Performances usually include trained animals, acrobatics, storytelling, puppetry, strength displays, magic performance, creep shows, and stores selling all kinds of food and curiosities. Since circus schools only started to appear after the First Revolution, artists frequently transmitted their techniques to their pupils. Due to the previous conflicts and the ongoing cold war, wandering troupes face large barriers than ever before. Some of the biggest circuses have left for the stars in search of a more welcoming audience than Adhomai.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Tajaran music is modally based, with there being eight modes in total. A scale can be constructed from each Mode, which is the arpeggio of the mode. There are a total of four notes in one modal scale. Two are octave, and there are two in between. Microtones between the two notes in between are used frequently, which would sound very odd to human ears. This is done because Tajara perceives music as sadder with the flatter a pitch is, and happier with the sharper a pitch is. Depending on the mood of a song, a Tajara player may tune their instrument lower, to make the song sadder; the opposite is also true. A common tradition is to let the weather decide the tuning of an instrument. Cold weather naturally makes an instrument flatter, ergo colder weather makes songs sadder. And indeed, one may notice that if each note is perceived relative to the notes that come before it, there is always a happy and sad part integral to the song. This is on purpose, as it reflects the duality in sadness/happiness which is also found in S’rendarr and Messa. Some Tajara may also associate Dissonances with Raskara. &lt;br /&gt;
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The eight modes are respectively named: Mrazur, Manur, Rrauor, Surour, Kaoel, Draeol, Aauol, Deor. They are associated with the main Ma’ta’ke deities: Mata’ke, Marryam, Rredouane, Shumaila, Kraszar, Dhrarmela, Azubarre, and The Dead Gods. &lt;br /&gt;
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A side effect of the Tajaran caste system is the possibility for the ethnicities to usually have different possible ranges and timbres on their voice. Zhan-Khazan are commonly a Bass-Baritone voice. Hharar are Tenor-Alto. M’sai and Njarir are almost always Sopranos. The voice is the most universal Tajaran instrument. Due to traditional schooling, many children have at least basic singing skills, though this is fading away in the cities. &lt;br /&gt;
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====Notable Folk Instrument====&lt;br /&gt;
[[File:Prrama.png|200px|thumb|right|The Pr&#039;rrama.]]&lt;br /&gt;
*&#039;&#039;&#039;P&#039;rrama:&#039;&#039;&#039; a plucked string instrument, with eight strings and four holes at its end. The holes on the bottom change the octave of the notes that are played, thus extending the range of the sounds. It is used both solo and with other instruments. Humans can play it, but the octave range is disabled due to a lack of a tail.&lt;br /&gt;
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*&#039;&#039;&#039;Makkra Baq:&#039;&#039;&#039; this instrument hails from the island of Das&#039;nrra, but it has long been a staple of Tajara everywhere. One plucks the strings, creating a meek and Harpsichord-like sound. It is almost always used in a solo or duet setting, as its small voice can easily be overshadowed by other instruments. In spite of this, it maintains quite a folky sound, and it is more common in rural areas than in cities.&lt;br /&gt;
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*&#039;&#039;&#039;Mah Kii:&#039;&#039;&#039; the Mah Kii is an ancient instrument, used by Tajara since the Migration Period. Adapted from a horn used to rally soldiers, it has a strong divine connotation. Many believe that one hears its sound when entering the Holly Village or when joining Messa in the afterlife. Rhazar’Hrujmagh caravans still use this trumpet at the start of raids. Some have even attempted to incorporate it into Electro-Swing bands. However, due to its short-range and its connotation with the divine, it is not used often.&lt;br /&gt;
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===Sports and Games===&lt;br /&gt;
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Recreation time for most Tajara has always been limited. Oppressive work hours and strict caste rules disallowed leeway for what a Tajara could do in their free time. Organized sports were a product of the Njarir class, which would find themselves with more time on their hands. However, as time marched on, Tajara of lower classes found ways to still play. In modern times, any Tajara is usually able to participate in any sport they wish.&lt;br /&gt;
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Tabletop RPGs and wargames are popular for Tajara in urban centers. The Tajaran tradition of storytelling lent itself to these games being easily understood and quickly enjoyed by players who saw them as an evolution of the tales that priests shared in their communities. The tabletop scene sprouted a few years following the First Revolution’s end with Siik’maas translated versions of human and skrell tabletops. These were adapted later into localized versions that then became entirely Tajaran systems. The most well-known of these games is “Global Conquest”, originally made by the PRA and then adapted by DPRA and NKA companies, this board game replicates the conquest of Adhomai by different armies. Another is “Explorators of the Unknown”, a modular game where players play as characters exploring or investigating a world of their design. &lt;br /&gt;
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The notion of video games is unknown to the natives of Adhomai; as computers are usually seen as tools. However, the younger generations living in Little Adhomai have taken interest in electronic games and arcades. Many independent productions have started to appear, with software being shared through the extranet or data storage devices. One popular title is &amp;quot;The Bane of Rashashana&amp;quot;: which follows the tale of an Adhomian folk hero attempting to save her village from a malicious monarch. The player can make narrative choices that affect the story, interspersed with objectives such as running and managing a limited time meter while avoiding obstacles.&lt;br /&gt;
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====Notable Sports====&lt;br /&gt;
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*&#039;&#039;&#039;Farehal:&#039;&#039;&#039; a sport focused on accuracy. It consists of the player throwing a disc through several hoops scattered around a course. The distance and the difficulty of the shoot influence the score. The player with the highest point value wins. Due to the amount of space needed for Farehal, especially for multiple matches on the same course, due to this, it was only practiced by the nobility at first. Large buildings were constructed to host Farehal, where noble competitors played. This game is seen as extremely pretentious, with critics claiming it requires no real strength or skill to win. It has not seen much popularity outside of S&#039;rand&#039;marr, but it is moderately popular on Adhomai,  with players in the PRA and a larger following in the NKA. Al’mari Hadii used to be a famous Farehal player.&lt;br /&gt;
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*&#039;&#039;&#039;Mahmrro:&#039;&#039;&#039; a sport requiring the Tajara to capture a ball and either run it to the opposite side of a field or throw it to a team member located on the other side of the field. This game is very popular among the youth of any Tajara generation, mostly with the lower class. It is very decentralized and has any number of regional rules depending on where you are. Mahmrro came to be associated with the lower classes towards the end of the Steeple Peace. This attitude is visible in the NKA where nobility largely avoid playing the game. Leagues exist in every country for the game with these Mahmrro Clubs gaining much fame. &lt;br /&gt;
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*&#039;&#039;&#039;N&#039;hanzafu Roping:&#039;&#039;&#039; a sport created by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|rock nomads]], commonly used to settle disputes. Two or more riders can participate. Using Zhsram as their mount, they have to capture a N’hanzafu calf with a lasso and complete five rounds around a circular arena with it. Competitors are allowed to knock down each other or steal the other’s rope, but weapons are strictly forbidden.&lt;br /&gt;
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*&#039;&#039;&#039;Baghrar:&#039;&#039;&#039; an ancient martial art from Adhomai primarily used for sport and contests of strength. The fighting style consists of strikes against the opponent from the waist up. The form of the attacks is primarily swiping motions that take advantage of a Tajara&#039;s claws to rake an opponent&#039;s torso or head. Other moves include punching for friendlier matches or stabbing forward with the claws in typical confrontations. Modern Baghrariri, or people who practice the Baghrar style for sport, usually fight with implements that cover and support their nails to avoid serious bodily damage. Modern Baghrar fights are decided upon with a point-scoring system over three 10-minute rounds, but historical victories were secured by knocking opponents onto the ground. Baghrar has been adapted into several different styles used by Adhomaian police and army units.&lt;br /&gt;
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====Notable Games====&lt;br /&gt;
[[File:Suns and moon rules.png|200px|thumb|right|Suns and Moon rules.]]&lt;br /&gt;
*&#039;&#039;&#039;Suns and Moon:&#039;&#039;&#039; a very common dice game. It is played by all, though the lower classes have the tendency to gamble whereas the upper classes play it just for fun. The ease and universality of the rules have garnered it quite the reputation. Die usually has an image of Rredouane fixed upon them. Parks commonly have designated spots for people to play Suns and Moon. Disputes are also solved through this game. &lt;br /&gt;
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*&#039;&#039;&#039;Traiaz:&#039;&#039;&#039; a game mixing intellectual and dexterity play. The board is similar to chess, though it is considerably longer, with a lot of extra space in the middle. All 10 pieces are essentially pawns, though each pair has a catch. Pieces are captured by moving horizontally on the board. Some pieces can only capture when moving diagonally, vertically, or sideways. There are several distinct regional rules influencing what kind of movements are allowed. A match is decided after all pieces have been eliminated.&lt;br /&gt;
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=== Military ===&lt;br /&gt;
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The military hardware of the Tajaran nation is somewhere close to what humankind used in the 1900s, though the transition to energy weapons has already been made. Clumsy overheating handguns and rifles that slowly fire long bolts of concentrated energy are used by high-ranking soldiers or special operatives, but their durability is dubious in comparison to the mass-produced, single-shot or bolt action rifles that the majority of Tajaran soldiers use. In recent years the People&#039;s Republic has largely replaced bolt action rifles with fully automatic Tsarrayut’yan rifles, however, these suffer accuracy issues at longer ranges. Bayonets are heavily relied upon in close-quarters combat rather than Tajaran model submachine guns, which are expensive in the eyes of the People&#039;s Republic and jam easily in the harsh terrain of Adhomai.&lt;br /&gt;
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Heavy infantry weapons like heavy machine guns used to come in the form of heavy, hand-cranked gatling emplacements with a heavy emphasis on frontal gun shielding. These HMG emplacements are extremely deadly in comparison to the slow-firing rifles of foot soldiers and are usually countered by Tajaran artillery or laser weaponry. Most squads of Tajara now carry a mixture of top-loading magazine-fed light machine guns or quicker-firing belt-fed LMGs.&lt;br /&gt;
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Tajaran artillery is where the cunning of the People&#039;s Republic engineering shines, and many mountain ranges of Adhomai have been lined with massive artillery guns. These weapons fire devastating artillery rounds capable of leveling small camps with a single shot, let alone a barrage. Artillery vehicles and mortar teams are almost always deployed in tandem with Tajaran infantry in order to shell enemy entrenchments and positions, and many Tajaran tacticians utilize artillery as their main killing force. These weapons are the pride of the People&#039;s Republic, and their nightmare if lost to enemy hands.&lt;br /&gt;
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&#039;&#039;For more information, see [[Tajaran Military Structures]]&#039;&#039;&lt;br /&gt;
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=== Education ===&lt;br /&gt;
Tajaran institutions for education are woefully behind their counterparts in other species. Historically, Njarir’Akhran were often the only ones who became literate. Historians theorize this is tied to their alleged rise to nobility through their positions in early theological organizations. Officials from each faction agree that religious education has dominated most of Adhomai&#039;s academic history with heavy evidence from religious books which were largely able to survive the mass destruction of books by being sheltered in temples. Disagreements among academics arise when discussing the evolution of primary schools, secondary schools, and universities. Academicians in the New Kingdom of Adhomai assert that these institutions began to raise thousands of years ago during the Gunpowder Era and downplay the role of the nobility&#039;s suppression of educating the masses. However, intellectuals in the People&#039;s Republic of Adhomai and the Democratic People&#039;s Republic assert that these institutions were disingenuous social clubs at best and that schooling and formal education did not begin to arise until five hundred years prior. Hard information on the curriculum of pre-war institutions outside of theological institutions is difficult to find, however, archaeological evidence tends to support arguments that there was a heavy focus on the arts- especially musicals. Some artistic Hharar who lived before the war give accounts on nobles providing large patronage for painters such as in the modern sense with Al-Manq, but also for lavish concerts, operas, and ballets. Sculpting also came into prominence as evidenced by the intricate detail of various statues and gargoyle-like protrusions from an array of buildings in Nal&#039;Tor and especially on the capital building in The People&#039;s Square: the aptly-named Steeple. Regardless of the details of pre-revolution educational institutions, the current face of Tajaran education outside of seminaries is primarily technical schools that focus on preparing young Tajara to work the various labor jobs around Adhomai.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship among the families of most villages, towns, and cities. Regardless of the size of the population, pre-uprising Tajara were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships among families. However, this traditional practice has met with extreme criticism following post-uprising debates. The practice of arranged marriage was not feasible following the first revolution which effectively eliminated a generation of adult Tajara. This created a generation that had to largely create their own marriages, many of which passed on this emerging cultural norm to the next generation. Although the permanent pairing of Tajara is often colloquially referred to as &amp;quot;marriage&amp;quot; due to humanizing influences, there are a handful of different technical terms for it depending on the religion of the Tajara involved. S&#039;rand&#039;marr worshipers are typically brought together in temples by their local Brother of the Sun in a ceremony that symbolizes and glorifies S&#039;rendarr and life. Their equivalent of Marriage is called &amp;quot;&#039;&#039;&#039;S&#039;rendal&#039;Matir&#039;&#039;&#039;&amp;quot; (The life of S&#039;rendarr), named for the idea of continuing the life that the sun god S&#039;rendarr celebrates. Tajara under the worship of Ma&#039;ta&#039;ke have a less celebratory and less ritualistic ceremony, instead, they have a simple meeting between families with a clergyman to proclaim the lovers &amp;quot;&#039;&#039;&#039;Zrrazhil Ekrratul&#039;&#039;&#039;&amp;quot; (Continuation of the families), named for the simple notion of propagating the blood of the families involved. &lt;br /&gt;
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Throughout history, the concept of gender in Tajara society varied over time. Archaeological evidence suggests that before the Incarnate Dominion, multiple identities—often related to religious practices—existed. Like everything else, the nobility&#039;s breeding project also molded the perception of gender in Adhomai. Njarir’Akhran, with their great emphasis on their bloodline, were the ones with the strictest and defined gender roles. While the Zhan-Khazan rarely cared about these definitions, seeing little distinction between them. After the revolution, gender in the Tajara society changed as well, but it did not free itself fully from the shackles of the pre-contact oppression. &lt;br /&gt;
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In history, transgender Tajara were more common among Njarir and Hharar due to their more defined gender roles. Before the revolution, these individuals were often in a nebulous state, as they were still obligated to participate in the eugenics program. While some could still find suitable partners, others had to find other outlets, such as joining religious societies or becoming outcasts. Ma&#039;ta&#039;ke priesthood is open to transgender Tajara who identify as their patron god&#039;s gender. The Church of S&#039;rand&#039;marr rejects these notions and maintains a strong distinction within its organization based on the gender assigned at birth of its members. &lt;br /&gt;
&lt;br /&gt;
Third gender and nonbinary identities have historically been associated with religious and mystical perspectives. Those who could combine and balance both aspects were typically priests or mystics, known to have achieved some form of enlightenment. Only after the revolution are these identities now explored without the trappings of the occult. The older generations are usually confused by younger individuals who identify as such, with more religious Tajara being outraged at them for appropriating something that was once sacred. &lt;br /&gt;
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Sexual orientation was a poorly defined concept for the Tajara until the contact. With the emphasis on the caste system, most individuals were expected to have a partner of the same ethnicity with whom they could reproduce, despite their preferences. The nobility often persecuted any relationship or behavior that threatened the caste project. The nobility strictly forbade any kind of relationship with a Tajara of a different ethnicity. &lt;br /&gt;
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After the civil war, theories and studies about gender and orientation have begun to emerge among revolutionary thinkers. The most radical theorists argued that such concepts were constructions of the old nobility to further their control, calling for forgetting such ideas in favor of new visions. Currently, the Tajara society still upholds gender roles similar to those before the contact, mainly based on one&#039;s heritage. The concept of a defined and clear sexual orientation is still fairly new. Only now free of the oppressive Njarir system, the Tajara are free to think about these matters as they develop further socially, even if frequently tainted by the lingering old prejudices. The other species&#039; vision of these matters is seen as alien; even a traditional Tajara would not care to pass judgment on anything that does not involve their people.&lt;br /&gt;
&lt;br /&gt;
Because of the Tajara&#039;s recent history as a repressive, conservative species, they still carry many prejudices from the period before the revolution. Overt displays of affection, xenophilia, and interracial relationships among Tajara are looked down on and treated as deviancy. The pre-contact nobility purposefully encouraged these sentiments to further preserve the caste system. &lt;br /&gt;
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[[File:Adhomai render 2.png|240px|thumb|right|An Adhomian city.]]&lt;br /&gt;
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===Architecture===&lt;br /&gt;
&lt;br /&gt;
Adhomai&#039;s architecture is marked by the swift historical changes that the planet suffered in the past decades. Pre-contact buildings - ostentatious monuments built by the Njarir&#039;Akhran and wooden hovels inhabited by peasants - stand alongside modern edifices constructed by the early People&#039;s Republic and the modern Tajaran nations. Because of the destruction brought by two global conflicts, the Tajara had plenty of opportunities to experiment during the reconstruction. Most urban landscapes are a mosaic displaying the styles of whoever controlled them at a given time.&lt;br /&gt;
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===Holidays===&lt;br /&gt;
&lt;br /&gt;
Tajaran holidays center around the celebration of their nations, faith, or community. Many of these holidays have existed for centuries if not millennia, with a host of smaller rural holidays which vary from village to village. While priests of the Ma&#039;ta&#039;ke pantheon and the Parivara alike speak out against holding non-Tajaran holidays on Adhomai, such as Nal&#039;tor&#039;s annual [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-104944 Halloween] fundraisers, the vast majority of Tajara are usually indifferent towards celebrating these holidays when in Tau Ceti or other alien systems. Denying an invitation to a celebration for an alien holiday is still considered rude. Only hardliners become angered at the idea of celebrating non-Tajaran holidays off Adhomai. &lt;br /&gt;
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*&#039;&#039;&#039;Armistice Day (November 26th):&#039;&#039;&#039; while the signing of the Armistice had led the nations to declare its date a holiday, the hopes for massive celebrations for the first anniversary were crushed quickly. The Solarian collapse had diverted the attention of the Tajaran governments towards trying to ensure their people in Tau Ceti were safe. Despite this, smaller and personal celebrations of the signed peace were still held on Adhomai. For the Tajaran community in Tau Ceti, Armistice Day became a symbol of unity in the face of the Solarian incursion. Rival gangs and communities set aside their differences and prepared for a possible invasion of Biesel together, a unity that unfortunately did not last after the rogue fleet was pushed out. &lt;br /&gt;
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*&#039;&#039;&#039;Ma&#039;ta’kyr (March 24th to 30th):&#039;&#039;&#039; for an entire week, followers of the Ma’ta’ke pantheon hold celebrations for their gods. The first day is for Azubarre, which is filled with dazzling performances and unsurprisingly marriages. The second day is for Dhrarmela, whose followers present well-made crafts to donate to their community. The third day is Kraszar, whose priests hold elaborate theatre performances to tell stories and share wisdom with the people. The fourth day is Shumalia&#039;s, and is spent repairing the broken homes of the poorest while also ensuring important buildings are maintained. The fifth is Rredouane’s, and a day consisting mostly of war stories and gambling. The sixth day is Marryam’s, where families spend the day connecting with one another and holding personal celebrations. The final day is dedicated to Mata&#039;ke. It is on this day that an enormous fair is held within a community, organized by all Ma’ta’ke pantheon priests, celebrating the splendor of Mata’ke and his fellow gods. Within urban centers these fairs can become massive, sprawling over blocks and streets. D6’s Mata’ke following population celebrates this week fully, with workers taking days off or reduced shifts to enjoy it. &lt;br /&gt;
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*&#039;&#039;&#039;Coming of Dawn (January 9th):&#039;&#039;&#039; a holiday commemorating the founding of the modern Parivara, the Coming of Dawn is when the worshippers of the Suns pay respects to Dirrnavirr&#039;Almalik. Proclaimed as the prophet of the Suns, priests share stories about Dirrnavirr’Almalik’s history from his birth to establishing the Dominion of southern Ras’nrr, the first empire. It is said that it was there that he spread the faith of the suns and the priesthood was established and entrusted to guide the Tajara people. Services include performances from choirs and communal singing led by priests. Idols were once brought out depicting Dirrnavirr’Almalik, a Njarir King. Many of these icons were smashed apart in the First Revolution. What few still exist are artifacts in museums, kept in Sana Sahira, or brought out in Kaltir lands where the practice continues. The echo of the choirs can be heard wherever this is held, and within D6 one could hear the ringing of hymns throughout the entire district. &lt;br /&gt;
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*&#039;&#039;&#039;Dholma Festival (Third Week of October):&#039;&#039;&#039;  a week-long celebration to honor the harvest and prepare for the oncoming winter. During this period, Tajara will participate in large communal feasts, food fairs, and alcohol festivals. Drinking, eating, and spending time with friends and family are the main activities during this period; religious Tajara also visits local temples to offer donations to thank the Gods for the bountiful harvests.&lt;br /&gt;
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&#039;&#039;Al&#039;Mari Hadii picture created by SleepyWolf&#039;&#039;&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=39315</id>
		<title>New Kingdom of Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=39315"/>
		<updated>2026-05-13T16:42:01Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: Technology Rebase&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Header Color = #182d6a&lt;br /&gt;
|Title Color = White&lt;br /&gt;
|Nation = New Kingdom of Adhomai&lt;br /&gt;
|Shortname = NKA&lt;br /&gt;
|Flag = New Kingdom of Adhomai.png&lt;br /&gt;
|Capital City = Kaltir&lt;br /&gt;
|Capital Planet = Adhomai&lt;br /&gt;
|Language = Siik&#039;maas&amp;lt;br&amp;gt;Ya&#039;ssa&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = S&#039;rendarr and Messa (Unofficial)&amp;lt;br&amp;gt;Ma&#039;ta&#039;ke Pantheon (Unofficial)&lt;br /&gt;
|Demonym = Adhomian&amp;lt;br&amp;gt;Royalist&lt;br /&gt;
|Government = Constitutional Monarchy&lt;br /&gt;
|Head of State = Queen Shumaila Azunja&lt;br /&gt;
|Legislature = Parliament&lt;br /&gt;
|Upper House = Chamber of Nobles&lt;br /&gt;
|Lower House = Chamber of Commoners&lt;br /&gt;
|Established = 2449&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== New Kingdom of Adhomai ==&lt;br /&gt;
&lt;br /&gt;
The last major faction is the rebellious New Kingdom of Adhomai, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
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During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
&lt;br /&gt;
[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
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= History =&lt;br /&gt;
&lt;br /&gt;
The history of the New Kingdom of Adhomai has its roots in the Kingdom of Kaltir, the entity that was conquered by the People&#039;s Republic at the end of the first Tajaran civil war. Regardless of the fall of the old order, the population of Northern Harr&#039;masir was still loyal to the past ruling dynasty, the house of Azunja. Rebellious sentiments and plots started to ferment some years after the occupation by the Republican forces, with intellectuals seeking to break the Hadii domination while the common folk wanted the return of their benevolent rulers.&lt;br /&gt;
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In 2449, Vahzirthaamro Azunja, the heir of the previous king, was rescued during the plot that would set in motion the uprising that would create the New Kingdom of Adhomai. With the war being declared officially in 2450, the closest supporters of the returning house were granted their places as the new nobility. Instead of seeking to merely restore the old regime, the Crown tried to learn from the mistakes of the deposed nobility to avoid being a victim of the same situation.&lt;br /&gt;
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The rebellion occupied most of Northern Harr&#039;masir, securing the past territories of the old Kingdom of Kaltir. However, when the PRA’s army was able to organize themselves and mount a counter-attack, the NKA were pushed in a defensive position; they were only able to hold back due to their land defenses and navy. The Dymtris Line, a mighty union of fortresses, trenches, and anti-air defenses, was built to hold the enemy from reconquering the rest of the country.&lt;br /&gt;
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The tides of war turned in favor of the Kingdom in 2458, with the defeat of a Republican offensive that destroyed the Dymtris line. The royal army was able to mount a limited offensive, establishing the Vlrralkhzazhul ﻿Line. In the next year, a terrorist attack hit the Parliament, nearly throwing the nation into a civil war, as the King was forced to become the head of all branches of the government, while countless candidates disputed with each other the succession of the vacant offices.&lt;br /&gt;
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Another royalist offensive happened in 2461, reinforced by forces coming from Amohda and loyal Rock nomads, the New Kingdom was able to recover its original territory, forcing the People’s Republic out of Northern Harr&#039;masir. The Kingdom signed the Armistice of Shastar in the same year, guaranteeing their peace and recognition before the galactic community. King Azunja passed away in 2463. Queen Shumaila Azunja, Vahzirthaamro&#039;s niece, is the current monarch.&lt;br /&gt;
&lt;br /&gt;
The new monarch arrived at a pivotal point in the nation’s history. With the Spur reeling from conflict and phoron shortages, the Kingdom has experienced high economic growth as it taps into the mineral wealth within its borders. However, pressures from within and without the nation have created a worsening social situation, once that threatens to erode the foundation of the fledgling Kingdom. With enemies on all sides, and plays on her power, Queen Shumaila is faced with difficult waters to navigate.&lt;br /&gt;
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= Culture and Society =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai culture is characterized as traditional; instead of trying to change the Tajaran caste system, those divisions are seen as a natural part of the way of life. While the government does not officially enforce the castes, there is a great societal expectation that each Tajara will attempt to stay in their customary roles related to their ethnicity.&lt;br /&gt;
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Society is divided between nobles and commoners. The nobility of the New Kingdom of Adhomai was created from the remnants of old Adhomian houses, descendants of the deposed rulers, and supporters of the currently ruling Njaqrii. Nobles are considered to be the leaders and leading intellectuals of the Kingdom. Most nobility titles are hereditary, with some orders being granted as a reward for one&#039;s effort or service to a certain family. King/Queen is the highest landed title, followed by Grand Duke/Grand Duchess, Duke/Duchess, Marquis/Marchioness, Count/Countess, and Baron/Baroness. Unlanded members of noble families are usually referred to as Princes/Princesses. Petty Lord is the term used for unlanded nobles that are not part of any lineage; this title is usually granted for outstanding service to the Kingdom. If any landed nobles lose their land, they become a Prince and forfeits their political privileges.&lt;br /&gt;
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&#039;&#039;&#039;The highest noble title permitted on ship is Baron, who may only be a [[Consular Officer]]. This is enforceable by moderation staff.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Commoner is the term used for any individual that is not part of a noble family, holds no titles, or is a foreigner. While occupying a social position with less political rights, they have fewer expectations, as they are not bound to repay the Crown for their position through work. Despite the existence of this separation, social mobility is possible, as the most successful Tajaran commoners are able to buy titles of nobility. Citizens of the New Kingdom’s territories usually bear strong patriotic sentiments, seeing the Crown as the protector of their culture and land, while the civilization of the PRA is seen as a threat to their heritage. The People&#039;s Republic was unable to stamp down those sentiments during their occupation, due to the stubbornness of the local population and the distance between northern Harr&#039;masir and Nal’tor. Republican imagery and establishments were soon destroyed or confiscated during the uprising. This patriotism has been deteriorating in many regions, however. Urban Commoners, faced with a stagnating quality of life, and outlying regions with unfulfilled promises, such as the Zarr’jirah mountains, have been steadily losing hope in the Crown’s ability to fulfill its promises to the people. Some have taken to vocalizing their concerns in protests and speeches, however in doing so face discrimination from the nobility, patriots, and Constabulary.&lt;br /&gt;
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Inhabitants of the rural areas have garnered a reputation as rugged frontiersmen, rustic farmers, and dutiful workers. Life is characterized by traditional values and a simple lifestyle, be it due to a lack of goods and services or a love for the frontier lifestyle. Rural Commoners can expect a very simple, low technology, but honest way of life. Farming requires long hours with hand tools, Zshram powered tools, or antiquated tractors. The pay is meager, but the work is consistent. Those in the bustling mining and foresting industries have grueling hours, sometimes as long as twenty hour schedules with just a single day off a week. For this work, employees are paid above average wages. The majority of income in rural life is spent on food, when it is available, and recreation. Seeing the weekly theater production, or joining in on community events is a staple of Commoner life.&lt;br /&gt;
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A notable number of M’sai have taken to swearing off the regimented way of life found in farming or other rural industries. Living off the land, these frontiersmen choose a rough life of living off undeveloped land, hunting for food, and camping in the wilderness. This frontier life is romanticized in much of the Kingdom’s media, however it undercuts the high danger presented by bandits. Most frontiersmen, being experts of the land and sharp with a rifle, offer services to the Raakti Shariim or Constabularies to help track, and sometimes stop, wanted criminals on the run.&lt;br /&gt;
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The rural nobility leads a well-off life. They often live in estates near the land or industries they own, or in the nearby railroad town that connects their business to the wider national economy. Hours, even among those nobles employed by the large national corporations, are accommodating. High wages afford many the luxury of electricity, plumbing, and sometimes a computer. Those in corporate employment, such as managers running NanoTrasen mines, receive the many benefits NanoTrasen is famous for, however they work longer hours for lower wages than their compatriots. Those nobles at the head of agrarian lands typically serve in the officer corps, having the fame for supplying brave army officers and captains.&lt;br /&gt;
 &lt;br /&gt;
Urban commoners make up the bulk of the industrial workers in the Kingdom’s growing industries. Those fortunate to afford pursuits into higher education often find work in education, medicine, and the arts. Life is characterized by steady work. Ten hour work schedules, with at best one day a week off, characterizes the industrial jobs in the Kingdom. Pay may be above average, however the rising cost of goods in urban centers continues to lead to a stagnating quality of life. Those fortunate enough to join the educated population of urban centers are afforded higher wages, being one of few to experience the benefits of the Kingdom’s economic growth. Much of the commoner population in the cities have grown frustrated with the status quo. Demanding better goods, service, pay, and treatment, protests are a growing trend among the working class of cities.&lt;br /&gt;
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The urban nobility live the height of life in the Kingdom. The majority are employed to work in the bureaucracy, politics, and administration of the Kingdom and its businesses. Reasonable hours are afforded so plenty of time may remain to experience the Kingdom’s finest arts or fraternize with fellow nobility. It is a life of appearances and luxury. This has led to a rapidly growing unrest among the urban nobility. Those of lower stations have experienced the worst of the effects brought on by the phoron shortage. The previously expected luxuries reliant on human corporations and galactic trade have gone beyond their reach. Their businesses, often reliant on corporate factories and trade, have seen a downturn. This has culminated in the rare sight of dissent among the lesser nobility, although none would stoop low enough to join those protests made by the commoners.&lt;br /&gt;
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Patriotic citizens will commonly greet each other by saying: &amp;quot;Suns bless the north.&amp;quot;.&lt;br /&gt;
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Because of its focus on lineages, the traditional Tajaran family has an important role in the New Kingdom of Adhomai. Personal prestige and satisfaction are second to the needs of one’s dynasty. Extended families are the norm, most Tajara continue to live with their parents after marriage. Acquiring a partner of respectable pedigree is a common expectation set upon the nobles. Commoners suffer from less pressure, but many seek to marry into nobility to raise their social status.&lt;br /&gt;
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In line with the conservative Tajaran culture, gender roles are very important. While some advances were made by the revolution, the society still upholds the expectations of the old society. The ascension of Queen Shumaila is considered a rare moment where these norms could be subverted. For a marriage to be recognized by the government, it must first be accepted by the religious authorities. Same-sex marriages are not even considered as a concept by the New Kingdom, as they still see a union as an affair related to one&#039;s bloodline, rarely related to affection. However, commoners are under less scrutiny and may choose their partners with far more freedom. Transgender Tajara have to navigate the intricacies of the Royalist society norms, with few being able to handle the expectations and the rudimentary state of the country&#039;s medical care.&lt;br /&gt;
&lt;br /&gt;
Due to social pressure to continue their lineage, some homosexual Tajara, mainly nobles, marry into heterosexual relationships. It is not uncommon for affairs outside of marriages to happen, with some couples being aware of this. While these can turn into scandals, they are often ignored by the wider society if they do not result in bastards or are with someone of a different caste. &lt;br /&gt;
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Relationships between different castes are considered to be highly abhorrent by the New Kingdom&#039;s society. While no laws exist against them, it is common for officials to refuse to recognize these unions and for mixed couples to be discriminated against by the state and population. Those found dating outside of their ethnicity are frequently disinherited by their families. Mixed heritage individuals face a great deal of discrimination. Some reactionary elements have been campaigning to create laws to outlaw miscegenation.&lt;br /&gt;
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== Religion ==&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai possesses no official religion, but the Crown claims the role of protector of the Ma&#039;ta&#039;ke creed and the Worship of S&#039;rand&#039;marr. Most of the population identify themselves as followers of the Ma’ta’ke pantheon, with S&#039;rand&#039;marr Worship being more common in the urban centers and with some noble houses.&lt;br /&gt;
&lt;br /&gt;
Foreign missionaries are permitted in the Kingdom territory, but their activity can be hindered by locals that are considerably more religious than the average Republican citizen.&lt;br /&gt;
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== Language ==&lt;br /&gt;
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Siik’maas and Ya’ssa are recognized as the official language of the New Kingdom of Adhomai, used in all official documents, and taught in schools. Other Tajaran languages are also commonly used, with Delvahhi being spoken by Rock Nomads and Nal’rasan by M’sai Amohdan exiles.&lt;br /&gt;
 &lt;br /&gt;
The language of the nobility, Ya’ssa, is heavily promoted by the house of Azunja; it is currently undergoing a period of revival and renaissance as the official tongue of the NKA.&lt;br /&gt;
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== Cuisine ==&lt;br /&gt;
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Before the first revolution, most of the land was owned by the privileged aristocracy of the Kingdom of Kaltir, which utilized the peasantry to work in the fields. After the revolution and with the capitulation of the Kingdom of Kaltir, most of the ownership of the land was taken away from the hands of the nobles and distributed among peasants and bureaucrats loyal to the new Hadiist government. Under the New Kingdom of Adhomai most of the land was redistributed to supporters of the Azunja dynasty. A large part of the population is still employed in the agricultural field, and traditional agriculture plays an important role. The technology employed in the farms of the New Kingdom is considered rudimentary and outdated. Mechanized farm equipment is a rare sight and shortages of food are still a present menace to the population.&lt;br /&gt;
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The Earth-Root soup is a common sight on the tables, of all social sectors, in Northern Harr&#039;masir. Prepared traditionally with water, Earth-Root, and other plants, such as the Nif-Berries. Other main dishes include stews, commonly prepared using Snow Strider’s meat, hunted by the local M’sai population. Common alcoholic beverages might include fermented Sugar Trees and Earth-Root’s extracts, mixed with honey from Messa’s Tears or from the native apiculture. Victory Gin can also be found in the borders of the New Kingdom of Adhomai, but its production and importation have ceased, due to the drink relation with the enemy regime. &lt;br /&gt;
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=== Notable Dishes ===&lt;br /&gt;
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*&#039;&#039;&#039;Fermented Hma&#039;trra Meat:&#039;&#039;&#039; large pieces of Glacier Worm meat that have been fermented for months. It has a strong taste and smell because of its large concentration of ammonia, usually causing anyone not accustomed to it to vomit. This dish originated as a way to preserve meat during the harsh winters of Northern Harr&#039;masir. It is served alongside alcoholic beverages.&lt;br /&gt;
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*&#039;&#039;&#039;Spicy Ras&#039;val Clams:&#039;&#039;&#039; made from the prized Ras’val Clams served alongside spicy herbs and Adhomian vegetables, this recipe has gained galaxy-wide fame after the First Revolution. It became exceedingly expensive outside of Adhomai during the Second Revolution because of the blockade imposed by the Orbital Fleet; as off-world clam farms were unable to cope with the demand.&lt;br /&gt;
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*&#039;&#039;&#039;Creamice:&#039;&#039;&#039; The traditional dessert of Northern Harr&#039;masir is considered by many as being the mixture of ice, Fatshouters’s milk, sugar, and Nif-Berries’ oil, named Creamice. The popular tales claim it was invented after a famine desolated the land, resulting in the population resorting to eating snow, however, such tale has been classified by most historians as nothing but fiction. Creamice is commonly consumed by the nobility since they are the ones that can afford the luxury of refrigeration.&lt;br /&gt;
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=== Notable Beverages ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tree-Bark Firewater:&#039;&#039;&#039; high-content alcohol distilled from Earthen-Root or Blizzard Ears. Tree bark is commonly added to the drink to give it a distinct flavor. The firewater&#039;s origins can be traced back to the pre-contact times where impoverished peasants would make alcohol out of anything they could find. Homebrewing remains a tradition in the New Kingdom&#039;s rural parts. These traditional spirits are also manufactured by large breweries and sold to the urban population as handcrafted.&lt;br /&gt;
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*&#039;&#039;&#039;Darmadhir Brew:&#039;&#039;&#039; a famous variation of the Nm&#039;shaan Liquor; it is described as one of Adhomai&#039;s finest spirits. It is produced solely by a small family-owned brewery in Miran&#039;mir. Its recipe is a secret passed down through the generations of the Darmadhir household since immemorial times. The only living member of the family, Hazyr Darmadhir, is a 68 years old Tajara. His sole heir and son died in the Second Revolution after being drafted to fight for the royal army. Alcohol collectors stipulate that the brew&#039;s price will skyrocket after Hazyr&#039;s death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mutthir:&#039;&#039;&#039; a beverage made with Fatshouters&#039; yogurt mixed with Nm’shaan&#039;s sugar and sweet herbs. Mutthir is usually consumed during meals by both nobles and commoners. The drink can also be smoked for flavor. Mutthir is believed to have originated from the worldwide appreciated Fatshouters&#039; fermented milk. Rock Nomads living in the Nomadic Host were quick to adopt the drink to their diet.&lt;br /&gt;
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=== Gifting Tradition ===&lt;br /&gt;
&lt;br /&gt;
The conditions at Northern Harr&#039;masir are deemed harsh even for the standards of Adhomai. Due to such, a culture of cooperation and generosity emerged as a response before the hardships supported both by the nobility and the commoners. It is a common tradition when visiting someone else&#039;s household, to gift the host a dish, with the more common choices being Earthen-Root’s soups, stews or desserts. This custom is observed both by nobles and the commoner population, being recognized as a sign of friendship, generosity, and, as some might argue, wealth. It is an act of disrespect to visit someone and not bring them a gift, and it is considered an insult to reject the offering.&lt;br /&gt;
&lt;br /&gt;
=== Military Nutrition ===&lt;br /&gt;
&lt;br /&gt;
The early Alam&#039;ardii forces relied on the landed nobility to provide them food, with the resources being taken from the private properties of their contractors. Their rations were composed mainly of salt-cured Snow Strider&#039;s meat, Blizzard Ears&#039;s flour, and Fatshouters’s milk. The defection of many officers from the Republican navy to the imperial side introduced the concept of canned goods, a luxury at the time, being used as rations. Large shipments of supplements, including food, were smuggled by the officers and their crew during the formation of the Royal Navy.&lt;br /&gt;
&lt;br /&gt;
With the conscription enacted by the parliament and the king, it was necessary to find a better method to store and feed the armed forces. The Mrraka&#039;te&#039;almalik, inspired by the navy, contracted a canning factory, one of the few to provide such service in the city of Kaltir, to supply canned goods for the Imperial Army. While certain issues were solved with the utilization of canning, the Navy was prioritized above the Imperial Army. Food shortages are still common among the land forces, and many officers have to rely on buying supplies from other sources or even enforcing rationing among their ranks.&lt;br /&gt;
&lt;br /&gt;
== Fashion ==&lt;br /&gt;
&lt;br /&gt;
Commoners and nobles usually wear similar clothing in their daily lives; traditional Tajaran garments or working attire. Military uniforms are a popular choice among the rural nobility, with the urban elite dressing in a most modest manner. Peasants prefer wool and fur clothes, made to withstand the bitter cold of the north. The metropolitan population favors comfortable overalls and worn suits.&lt;br /&gt;
&lt;br /&gt;
Jewelry, tail adornments, and veils are in rich abundance, often showing off small and intricate details of individual personalities. More intricate and fancy outfits are reserved for special events, such as parties or parades. Dresses long hidden that have gone from generation to generation, peacoats, and cloaks adorning every modern gentleman, suits tailored to fit. Even if the Kingdom lacks in treasury they always find that extra credit to spend on a new dashing coat.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
The Music in the New Kingdom of Adhomai typically deals with the restoration of the old ways, the idyllic lifestyle of the rural areas, and tales of folk heroes. Folk instruments are widespread, alien equipment can be only found in large urban centers.  Artists are free to perform and publish their work without asking for governmental authorization, but without government help or the patronage of a noble, it is uncommon for any producer to gain notoriety. Censorship is usually uncommon, but pieces that are considered indecent or offensive to the Crown are quickly forbidden by the law.&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai war songs claimed the restoration of the monarchy and the destruction of the Republican enemy during the first years of the Second Civil War. As the Kingdom was pushed into a defensive position, the themes changed to honor the sacrifice of the unyielding defenders and the call to restore the Kingdom of Kaltir’s old borders.&lt;br /&gt;
&lt;br /&gt;
=== National Anthem ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom&#039;s national anthem was originally a war chant sung by monarchist soldiers in the battle against the People&#039;s Republic. It expresses the royalist intentions of returning the monarchy back into control of Adhomai.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:25%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;March of the Loyal Soldier&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
From Olska, the masterful library,&lt;br /&gt;
from Baltor, the great watchmakers of old,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
Were they made rough.&lt;br /&gt;
&lt;br /&gt;
Furious winds,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
furious winds, they were made strong,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
They were made strong.&lt;br /&gt;
&lt;br /&gt;
No exhaustion, no fear!&lt;br /&gt;
They shall stand up for you!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
They&#039;ll send their greetings!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
&lt;br /&gt;
Remember the terror!&lt;br /&gt;
Remember the dark times!&lt;br /&gt;
An ode to old glory,&lt;br /&gt;
An ode to new found glory!&lt;br /&gt;
Suns will defend,&lt;br /&gt;
The prestige of their kind!&lt;br /&gt;
&lt;br /&gt;
The Kingdom is bound to rise!&lt;br /&gt;
Blazed by the suns!&lt;br /&gt;
And this song will be heard,&lt;br /&gt;
To the city of Nal&#039;tor!&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Literature ==&lt;br /&gt;
&lt;br /&gt;
The interest in literature was reignited with the creation of the New Kingdom; as books were once a symbol of status among the old nobility. Pre-contact texts are prized and actively copied in an attempt to safeguard whatever survived the book burnings of the First revolution. Reading for entertainment is associated with the nobility and the urban Tajara, while the rural population has more contact with plays through the theater. The revival of Ya’ssa has also helped strengthen the nobility interested in literature.&lt;br /&gt;
&lt;br /&gt;
While many writers attempt to copy the style of the pre-contact text, the content is largely related to the reality of the Modern Tajara. The romanticization of the Traditional Tajaran life, the retelling of old tales in a modern setting, and tragic stories are the most common themes found in the NKA literature. &lt;br /&gt;
&lt;br /&gt;
=== Notable Books ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The New Kingdom:&#039;&#039;&#039; a political text written by King Vahzirthaamro Azunja during his time in hiding. The book calls for the toppling of the Hadiist regime and the restoration of a constitutional monarchy. The New Kingdom proposes the creation of a new political system to preserve the traditional Tajaran society while avoiding the pitfalls of the previous regime. Copies were illegally published and smuggled all across Northern Harr&#039;masir before the uprising. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When the Clock Strikes:&#039;&#039;&#039; the retelling of a pre-contact family tragedy centered around the town of Bal’tor. While the original setting was situated during the gunpowder age, this version places the characters in the era shortly before the return of King Azunja. The story follows the daily struggle and drama of two feuding families. The text is famous for its bleak outcome and criticism of revenge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zhan Mine:&#039;&#039;&#039; a novel romanticizing the society pre-contact and criticizing the First Rebellion. The book tells the story of a group of Zhan-Khazan miners who rebel against their Njarir overseers, hoping to create an underground community where all Tajara are equal. A power struggle soon ensues between the rebels, resulting in infighting and purges. Ultimately, the rebellion is betrayed when a group of Zhan Tajara opens the shaft&#039;s entrance to a squad of M&#039;sai enforcers.&lt;br /&gt;
&lt;br /&gt;
== Television ==&lt;br /&gt;
&lt;br /&gt;
Due to technological constraints and its association with the People’s Republic, television has been slow to spread within the New Kingdom. It is primarily found in noble homes and among urban families, however lower-class homes have slowly been acquiring early televisions. The influence of the traditional Tajaran theater is still present in the shows; broadcasts are usually theatrical recordings or based on plays. Alien shows once entering the Kingdom’s broadcast waves have ceased airing due to restrictions in access to broadcasters, a result of the increasing costs associated with the phoron scarcity in FTL-communication.&lt;br /&gt;
&lt;br /&gt;
=== Notable Shows ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kaltir Royal Theater Broadcast:&#039;&#039;&#039; a show dedicated to broadcasting plays performed at the Kaltir Royal Theater. The program is popular with the growing urban middle class; as they lack the time and the money to attend fancy plays in person. Oleg Al&#039;Mor&#039;s works are one of the main attractions of the show.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drunken Earthen-root:&#039;&#039;&#039; a low-budget sketch comedy show, created by a group of Kaltir Law Academy dropouts. Known for its black comedy and satire, the show explores the anachronistic nature of the New Kingdom through absurd situations and observational sketches without punchlines. The series gathered a cult following outside of Adhomai thanks to its rather unique humor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Cold Court:&#039;&#039;&#039; a telenovela set during the gunpowder age. The story is focused on the plots and interpersonal dramas of the imperial court of Ras&#039;nrr. Having no set protagonist, the series follows the stories of several courtiers and their attempts to gain the favor of the King of Kings. The show is infamous for killing off its character abruptly despite their popularity with the audience.&lt;br /&gt;
&lt;br /&gt;
== Radio ==&lt;br /&gt;
&lt;br /&gt;
Because of its simple technology, the radio can be found in nearly every home in the New Kingdom. Despite this, entertainment takes a backseat before the necessity of broadcasting news and the Crown announcements. Pubs and other gathering centers will have at least one radio that is left on during the entire day. Amateur radios are widespread in rural areas.&lt;br /&gt;
&lt;br /&gt;
=== Notable Radio Stations ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Crown Herald:&#039;&#039;&#039; the main government news station. Originally a pirate radio created to broadcast the return of King Azunja, the channel was brought by the Crown to be its main means of communication with the population. Parliament decisions and the King’s speeches are broadcasted daily to the subjects of the Kingdom through the Crown Herald.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northern Harr&#039;masir Radio:&#039;&#039;&#039; the largest entertainment radio station in the New Kingdom. Situated in Kaltir, it broadcasts traditional Tajaran music and radionovelas on a daily basis. Actors that are not talented or connected enough to join the Royal Theater will commonly find work in this station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== National Holidays == &lt;br /&gt;
&lt;br /&gt;
With their roots in the history and traditions of Kaltir and her people, the citizens of the New Kingdom struggled with being unable to celebrate their holidays during the brutal war effort to hold against the PRA&#039;s armies. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Day of Rightful Restoration (October 27th):&#039;&#039;&#039; celebrated by the NKA, this holiday marks the day Kaltir declared its independence, both during the era of the Colonial Wars and when King Azunja declared the New Kingdom. It touts the resilience of the Northern Harr’masir people and the stalwart Imperial Army. Pubs and bars fill up as its citizens celebrate their victory in the Second Revolution and the enduring legacy of the Kingdom of Kaltir. Museums and art galleries open fully to the public with no cost for tickets. A parade is always held in the capital, attracting people from across the Kingdom, with a royal procession from the Imperial Palace to the Law Academy. Following the ALA’s assassination attempt of the King and Field Marshal, the parade was halted until the war’s end. In D6, the House of Hamiyeh set up an enormous feast around the Sleeping Cannon Pub for the day, buying out food stocks from farms all around Mendell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ice Waltz:&#039;&#039;&#039; held to celebrate the passing of the year, the Ice Waltz is a festival common across the Northern Harr’masir people. They gather at the shores of the ocean and set up platters for feasts, stages for musicians and plays, and various competitions ranging from wrestlers to gunslinging showmen. Halfway through the day, the waltz itself begins. To symbolize passing into a new year and a newer person, celebrators enter the freezing waters to demonstrate their own hardiness. While most opt to just dunk their feet in, the more daring don swimsuits and enter the sea.  Afterward, as warming pyres are lit, effigies made by families are tossed into the ocean. This is usually to avoid bad luck with the effigies depicting some sort of evil, such as Raskara or Hadii. The waltz is held on different days depending on the city but is always held during the lesser summer. In D6, the NKA community celebrates it on &#039;&#039;&#039;January 15th.&#039;&#039;&#039; Besides it happening on one of the many beaches near Mendell, there’s little to no difference between the holiday there and back on Adhomai.&lt;br /&gt;
&lt;br /&gt;
== Sports == &lt;br /&gt;
&lt;br /&gt;
Despite claims that Kaltir always had a vibrant sports tradition, sports in the New Kingdom would have never developed to what it is today without Republican involvement. The farehal courts are still locked to nobility who enjoy the game as a valued pastime. But it was the Republican influence that led to the proliferation of the mahmrro clubs to all corners of the modern NKA. The sport increased in popularity during the war as a means for youth to distract themselves from the dire situation in Northern Harr’masir. Now, the sport has become one that the peasants cheer for and students play constantly when they’re free from school and home duties. Many children dream of being a professional mahmrro player. Nobility, meanwhile, stays away from the game. Its association with peasantry makes the Kingdom&#039;s noble class view mahmrro as a peasant’s game unfit for bluebloods like themselves. Board games are still seen as an intellectual&#039;s choice and thus enjoy popularity among the nobility to help them appear sophisticated. &lt;br /&gt;
&lt;br /&gt;
Farehal clubs are an expensive business in the New Kingdom. Many of the courts are private enterprises that provide all sorts of services for their exclusive noble clientele. Exquisite food, massages, saunas, and prime alcohol bars are expected of any Farehal club worth its salt. Mahmrro players, meanwhile, enjoy some of the most profitable clubs on Adhomai. Private teams are funded by sponsors, usually private businesses or municipal governments, to train and play in championships and competitions televised to the Kingdom through radio. The stadiums are always filled with fans. Devoted fans make up the ranks of mahmrro hooligans who enjoy attacking other teams’ hooligans in fights during or after the games. The most popular Mahrro clubs are the Minharzzka Maritimers (Funded by the company of the same name), the Nusinsk Oilmen (Funded by local industrialists) and the Kaltir Heralds (Funded by The Crown Herald). Lesser popular teams are the Rock Nomad Mahrro Club fielded entirely by Rock Nomads, the Olska bandits, and the Imperial Armed Forces Mahrro Club (IAFMC).&lt;br /&gt;
&lt;br /&gt;
== Crime == &lt;br /&gt;
&lt;br /&gt;
Crime in the New Kingdom usually takes the form of robberies, hooliganism, family feuds, and phoron smuggling. With the opening of the economy to off-world investment following the armistice, wealth started to pour through the nation’s railways and ports. Gangs specialized in train robbery and cargo theft are rampant. These criminals wait in the prowl for the train to approach, forcing the locomotive to stop by throwing obstacles on the rails or by provoking avalanches. Hooliganism in the cities commonly happens after Farehal or Mahmrro games; fans of competing teams, after spending hours drinking in the pubs, fight each other on the streets over the result of the previous match.&lt;br /&gt;
&lt;br /&gt;
Family feuds are commonplace in the Kingdom because of society’s focus on one’s household. While nobles may prefer to engage in politics and abuse of their governmental positions to provoke and damage their enemies, the rural peasant population is known to participate in bloody vendettas that might span over generations. Many grudges even originate from events that transpired before the First Revolution. The government is eager and fast to intervene when the situation spirals out of control, but little is done to stamp out this mentality.&lt;br /&gt;
&lt;br /&gt;
A growing issue across the Kingdom’s supply lines is the [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-182383 theft of phoron]. Despite the relatively low use of phoron across the Kingdom’s antiquated economy, those few phoron shipments required by corporate factories are at high risk of theft. Bandits and gangs once prioritizing freight trains or passenger cars have begun to focus on phoron trains, notable for their hazardous material placards. With this crime eating into corporate profits, the human corporations have placed increasing pressure on the overburdened law enforcement of the Kingdom to resolve the issue.&lt;br /&gt;
&lt;br /&gt;
Civil unrest is not classified as a crime within the New Kingdom. However, protests and dissent has been on the rise. With the tactics of the Adhomian Democratic Front, many of these activities are broadly categorized as an action by the Front, and put down by the local Constabulary. This approach to the issue has only stoked the flames, fueling the issue, and repeating the cycle.&lt;br /&gt;
&lt;br /&gt;
= Economy =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai uses the Adhomian Knuckle (თ) as its official currency. The Biesel Standard Credit (电/CR) is accepted only in major cities. However, due to the expanding corporate foothold in the country, acceptance of the BSC is growing. Royalist banknotes have national heroes and members of the Azunja Njaqrii stamped on them. &lt;br /&gt;
&lt;br /&gt;
As a result of the Second Revolution, the New Kingdom suffers from overwhelming public and private debt. For the entirety of the Kingdom’s wartime existence, this had resulted in a lethargic economy. Since the Armistice, confidence in the future of the Kingdom’s economy led to unprecedented growth, even in spite of the rising cost of trade due to the phoron shortage. The low cost of labor, cheap resources, and plentiful mineral deposits have resulted in notable trade with the SCC corporations. With this growth, the debt has been slowly declining, allowing for a wave of industrialization to occur. Some economists speculate this growth is only temporary and a result of the Kingdom catching up with the Adhomian average.&lt;br /&gt;
&lt;br /&gt;
Most of the NKA economy is based on agriculture and mining; as Northern Harr&#039;masir has large and rich mineral deposits. This mineral extraction sector has seen unprecedented growth in recent years as the cheap cost and plentiful deposits have overcome the high cost to export them. Most mines in the Kingdom are operated by the nobility, and sell directly to megacorporations or the national corporations, however corporate-owned mining operations do exist, concentrated around larger urban regions in the southern territories.&lt;br /&gt;
&lt;br /&gt;
Industry is only present in the major urban centers, and it is heavily focused on the production of weapons and heavy machinery. The majority of factories continue to be owned and operated by the Kingdom’s national companies. Corporate factories already present in Kaltir and the Harr’nri peninsula continue to operate at reduced capacity, although even with the phoron-caused decline in production these factories far outpace other industries. With the positive outlook on the national economy and a bolstering of the military, industrialization has picked up in cities across the nation.&lt;br /&gt;
&lt;br /&gt;
The agricultural land is divided between large farms held by the nobility and countless small and medium properties controlled by commoners. The technology employed in the farms of the New Kingdom is rudimentary and outdated; such is the result of the years of neglect by the Hadiist administration and the isolation promoted by the global conflict. Basic diesel tractors and early mechanized tools have quickly become the norm since the end of the revolution. Very few rural farms continue to rely on animal-driven equipment and hand tools. Some farms are fortunate to have access to leftover Hadiist models, or even new designs from domestic machinery companies. The dated technologies in use, however, have afforded the agricultural economy safety from the wider phoron shortage alongside most crops being sold within the Kingdom’s markets.&lt;br /&gt;
&lt;br /&gt;
All members of the nobility that own landed titles, except for those who already work on their own private enterprises, have the obligation to serve in the public bureaucracy, civil service, or military. Landless nobles are part of a class that can be drafted as part of the service gentry in times of need, otherwise, it is common for them to take positions in education, administration, as officers in the army, or in the medical field. Commoners are able to conduct enterprises of their own and practice most of the professions in the Kingdom, such as acting as doctors, soldiers, professors, and artists. However, the majority of the businesses are under the control of the nobility, forcing many commoners to work under a noble family in their companies. All nobles answer directly to the Queen and Crown, paying taxes to the government. There are no vassalage ties between nobles, with different titles serving to display how much land and prestige someone has. It is not uncommon for unlanded and petty nobility to seek employment and fortune outside of Adhomai.&lt;br /&gt;
&lt;br /&gt;
The most notable aspect of the Kingdom’s economic situation is the growing wealth disparity. Commoners and lesser nobility alike see little of the rising growth in the Kingdom. Costs of goods and luxuries rise faster than wages, which rarely change year after year, resulting in a slipping standard of living for the majority of the urban population. This has led to a high amount of dissent, but little has been done. Many in the upper nobility refute or ignore the worsening situation. Ironically, with the growth of the Kingdom’s economy and steady expansion of technological access, the lower-commoners have seen a rise in quality of living.&lt;br /&gt;
&lt;br /&gt;
The presence of megacorporations is quickly growing since the New Kingdom has been receptive to the SCC. Unlanded nobles and entrepreneuring commoners are known to leave Adhomai to work for megacorporations, seeking fortune outside of the Kingdom. &lt;br /&gt;
&lt;br /&gt;
== Notable National Companies ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dymtris Construction:&#039;&#039;&#039; a civil construction company based in the city of Dymtris. They are currently owned by the Rukhaylo dynasty, an influential family with contacts in the Parliament. Dymtris Construction specializes in constructing houses and restoring pre-contact buildings. They were responsible for the restoration of the Imperial Palace and are currently working on a large system of fallout bunkers throughout the Kingdom. Dymtris Construction is infamous for paying lower salaries and providing precarious accommodations to its workers, despite this, they enjoy popularity among NKA Tajara as one of the few non-alien construction firms.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Firearms:&#039;&#039;&#039; originally funded by a Kaltir&#039;s gunsmith as a small workshop, the Royal Firearms is a weapons company responsible for supplying the Royalist military, law enforcement, and diplomatic service with small arms. The enterprise also has a strong presence in the civilian markets with its revolvers and hunting shotguns. Royal Firearms is currently working with the government to develop and manufacture an automatic service rifle for the Kingdom&#039;s army, alongside working with [[Zavodskoi Interstellar]] and [[Empire_of_Dominia#Great_House_Corporations|Morozian Imperial Armaments Conglomerate]] to supply the newly created [[#Raaktiye Pretnarii|Raaktiye Pretnarii]]. Royal Firearms made extensive use of POW’s forced labor during the Second Revolution.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minharrzka Maritime Company:&#039;&#039;&#039; situated in Miran&#039;mir, the Minharrzka Maritime Company is the largest maritime engineering business in the New Kingdom. The company is involved in producing and maintaining the Royal Navy&#039;s ships. Minharrzka Maritime Company also builds civilian vessels. The organization is currently controlled by the Rahimkulov family. Because of the supposed friendship between the Rahimkulov dynasty and Grand Admiral Mahtra Dynhaas, the enterprise has access to the best contract possible with the navy. They are the oldest company among the “big three”.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rahimkulov Interstellar:&#039;&#039;&#039; the youngest of the national corporations, Rahimkulov Interstellar is the only Royalist orbital shipyard. [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-165383 Following its creation] by the same family controlling the Minharrzka Maritime Company, it received numerous contracts with the Mercantile Flotilla. It relies heavily on megacorporate workers hired from NanoTrasen and [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183821 formerly] [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#findComment-160966 Hephaestus Industries] in the construction and designing of new vessels. It is currently in an unstable position with many questioning whether it is even turning a profit due to the current phoron scarcity and subsequent crash in the ship building market.&lt;br /&gt;
&lt;br /&gt;
== Tourism ==&lt;br /&gt;
&lt;br /&gt;
Since the end of the Second Revolution, tourism has become a fast-growing sector in the New Kingdom. Deals with megacorporations, [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#findComment-159338 such as Idris Incorporated], have allowed the nation to quickly offer many touristic opportunities. While some big national companies have started to dominate the market, several smaller agencies still exist. Outside of historical attractions, the NKA is home to areas with a well-preserved native culture and natural beauty, such as the Zarr&#039;jirah Mountains and Bar&#039;jar. Resorts on the Peninsula of Harr&#039;nrr are popular with the nobility. However, the ongoing instability in the south may begin to threaten the Royalist tourist industry. Alien visitors are generally welcome in the Kingdom due to the prosperity they bring, however they have become rare with the high cost of travel and the suspicion placed upon them by more conservative elements of the Kingdom.&lt;br /&gt;
&lt;br /&gt;
= Technology =&lt;br /&gt;
&lt;br /&gt;
Much like the Democratic People’s Republic, the New Kingdom inherited a portion of Republican technology when they broke from the once-unified Hadiist government. However, the social strata of the Kingdom is exceedingly different, and their isolated territory in the North did not see that much development prior to the War. The New Kingdom has been forced to grapple with this reality, and, as a result, most advanced technology has been appropriated by the landed nobility unlike the peasants, who are left to return to the older ways. &lt;br /&gt;
&lt;br /&gt;
== Civilian ==&lt;br /&gt;
&lt;br /&gt;
By design, the noble Njarii of the New Kingdom enjoy access to a wide variety of modern inventions. Once again, the nobility has begun to hoard technology for itself, and while different levels of political power and nobility permit access to varying ranges of items. Nobles enjoy devices like human-made televisions, gaming systems, automobiles, computers, advanced kitchen appliances - anything they can afford to buy, import, and upgrade in their own household. Thanks to growing industrialization, and Mahveh Azunja’s policies, these advances have begun to trickle down to the peasantry. Import costs all but prohibit affordable luxuries for all but the upper nobility, and the lack of emphasis on alternatives produced in the Kingdom results in little recourse. However, the second-hand market for goods remains a strong force, even if it technologically lags far behind the rest as it grows only when the nobility have had their fill of a particular item.&lt;br /&gt;
&lt;br /&gt;
Peasant homes are usually constructed with wood and stone. Owing to their far northern homeland, boilers and wood-burning stoves are typical to provide warmth and hot water, although homes closer to denser villages and cities may be afforded centralized municipal heating. While the majority of homes still have an icebox, many have transitioned to early freezers or, for more traditionalist communities, storing food and meat in the frozen ground as Tajara did for thousands of years. Simple, reliable furniture and breathable, sturdy clothing for the workday is favored. The majority of the rural peasantry has basic electricity for lighting or simple appliances, however well-off commoners are increasingly installing fridges, basic second-hand televisions, and washing machines as the Kingdom’s economy grows. Notably, however, many rural utilities are unreliable. Banditry, budgetary restraints, and poor infrastructure lead to questionable access forcing many to utilize traditional methods when the local utilities fail.&lt;br /&gt;
&lt;br /&gt;
Cities in the interior of the Kingdom enjoy easier access to these amenities. While by no means approaching the level of wealth and decadence landed nobility might enjoy, city-dwellers do gain access to utilities like reliable plumbing, heating, and electricity. Widespread illiteracy means that most homes in the city have radios so they can receive news and updates from the Imperial government. The New Kingdom has many of these bustling metropolises, and though they are nowhere near as industrialized as the People’s Republic, a melding of technology with older Tajaran styles and traditions has offered city-living peasants a brighter lease on life.&lt;br /&gt;
&lt;br /&gt;
The New Kingdom’s industry is heavily focused on the mining and agricultural sectors, and as such these tend to receive the most investment and attention from Imperial elements. Miners and farmers have only recently begun seeing the widespread use of newer machines. Powered mine-carts are utilized in most mines, alongside mechanized drills and equipment. Many rural mines still utilize lever-powered mine-carts and steam shovels, however even these operations are seeing heavier investment from local nobility. Farms use a mix of N’hazfu-driven tills and early diesel tractors. A good portion of the populace is devoted to maintaining these two economic powerhouses, favoring the agricultural sector. To escape from the monotony of this work, and in lieu of entertainment like televisions or radios, the performing arts have made a huge comeback in the North. Plays, musicals, poetry nights - anything to help distract the peasantry from the grind of their daily lives. Theaters are especially common in most villages.&lt;br /&gt;
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Personal computers are a rare sight in the New Kingdom’s homes; only the nobility has enough influence to acquire one. Following the Armistice and further deals with megacorporations, terminals have been shipped to most villages and major cities for general use. These machines are found in the houses and offices of the local governors, who are all usually nobles, for them to decide when it is proper for anyone to use the computer. Owing to this practice, most of the population’s access to this technology is held hostage by the plutocracy.&lt;br /&gt;
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Transportation within and across the Kingdom, as with many parts of the monarchy, is heavily divided between nobles and commoners. Many nobles enjoy the ownership of personal vehicles. Old Hadiist models are common, however the newer Pryzark-19 has been on the rise. Roads are rarely paved outside of the cities, however many nobles insist on utilizing their local workforce to keep these stone or dirt paths well maintained. A growing trend is the use of stone-paved roads as a measure of dedication by a noble to their locality, a trend which has helped push the steady growth of the Kingdom’s road network. Commoners have little access to vehicles. Those within cities are forced to rely on local buses or taxis, both of which come at a cost. Many choose to live near their workplace as a result. Those in rural regions often live on the very farms they till, or in company towns built around mines. Transport here is limited to a handful of buses, cars, and trains.&lt;br /&gt;
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Intercity travel is heavily reliant on the dated train network across the New Kingdom. Since the end of the war, the rail network has been expanded to incorporate new agricultural and mining industries, but this has come at the cost of passenger connectivity. Commoner trains, outfitted with the most basic of passenger accommodations, have to wait for freight trains to pass before continuing their journey. Noble trains, featuring luxury accommodations, are given utmost priority on the network. Every train, regardless of origin or destination, is under the ever looming threat of banditry. It is common for obstructions to appear on tracks, then a sudden rush of Zhsram riding bandits to arrive, demanding the money and valuables of all on the train. Noble trains typically have corporate hired protection, however commoner trains must rely upon the overextended Raakti Shariim and Royal Constabulary.&lt;br /&gt;
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=== Notable Civilian Vehicles ===&lt;br /&gt;
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*&#039;&#039;&#039;Pryzark-19:&#039;&#039;&#039; a half-track, brougham style automobile designated to be sold to the nobility. Anyone planning to buy a Pryzark-19 will likely have to acquire a loan. As the Kingdom&#039;s economy grows, these cars have become a status symbol. This has led to a subculture of nobility heavily modifying their Pryzark-19’s to suit their tastes and showboat their wealth. Queen Shumaila is known to be an avid admirer of the Pryzark-19; tabloids speculate she owns at least three.&lt;br /&gt;
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*&#039;&#039;&#039;Ha&#039;rron Sled:&#039;&#039;&#039; used since immemorial times by the Tajara, the Ha&#039;rron Sled is now only commonly seen in the northern territories of the New Kingdom. As much of the technology is concentrated in the hands of the nobility, the population in most isolated regions has to rely on the old ways for transport. Trained since birth, the pulling Ha&#039;rron can traverse hundreds of kilometers of snow and ice in a matter of days. Sleds were used to bring supplies to the army during the winter. The Raaki Shariim also make extensive use of them during rural operations. &lt;br /&gt;
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*&#039;&#039;&#039;Icehover:&#039;&#039;&#039; a boat-shaped, amphibian vehicle capable of traveling over ice, land, and water. The Icehover works by blowing air under the hull that is above the atmosphere&#039;s pressure. The difference in pressure causes drift that allows the vehicle to move. The Icehover is favored by fishers for its versatility; it can be used in warmer seasons and when the sea is frozen because of the winter. The Icehover’s appearance among the river pirates of Southern Harr’masir has led to accusations of the NKA government supplying piracy there.&lt;br /&gt;
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== Medical ==&lt;br /&gt;
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Advanced medical treatment in the New Kingdom is typically reserved for the upper class. The landed nobility get to enjoy the most of new advancements in gene therapy, surgery, or cosmetic operations - far beyond what the average peasant can get, thanks to their political status and the privilege that comes with it. Equally, with the New Kingdom currying favor with NanoTrasen, they have access to medical care even on par with what the average Republican citizen may receive in cities like Nal’tor. The same, however, cannot be said of the lower classes. Peasants are often hospitalized for longer periods of time and tend to have higher mortality rates both from increased stressors and dangers from work and insufficient medical care. Access to sufficient medical care remains a hot topic among the New Kingdom, even as access is steadily expanded as the New Kingdom advances its technologies.&lt;br /&gt;
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Traditional remedies, such as the usage of Messa&#039;s Tears or S&#039;rendarr&#039;s Hands, are popular for cuts and burns. Many peasants still practice old methods of curing ailments, like salt-water gargling for strep throat and even in some rural areas bloodletting to ‘cleanse the body of its unnatural vapors’, albeit the practice is rapidly dying as rural clinics spread. Poor understanding of medicine amongst the rural population complicates wounds sometimes, but medical architecture leftover from the Republicans or built by newer nobility gives the typical peasant the ability to visit a doctor - if they can afford it. Most cannot, however, and village religious leaders or family elders tend to care the most for their injured. Education and understanding of anatomy is not as advanced, and experience varies wildly from village to village.&lt;br /&gt;
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Infant mortality rates in the New Kingdom tend to be high. While the children of nobility tend to have easier access to life-saving care in the event of abnormal births or defects, peasant families are not nearly so fortunate. The typical New Kingdom family will have many children, but there is a high chance a few may die in the first few months or years of their lives. This has diminished with the introduction of vaccinations to larger cities in the New Kingdom, but unlike other powers, medical facilities lack the ability to mass-produce these inoculations and the government relies on NanoTrasen to step in, leading to a rise in the cost of drug prices.&lt;br /&gt;
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== Military ==&lt;br /&gt;
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Unlike the People&#039;s Republic or the Democratic Republic, the infantry of the New Kingdom is not as mechanized. While they do have tank corps and technicians, they still maintain the usage of outdated tactics and units like cavalry or grenadiers. Whereas the other powers focused their power on offensive research, the New Kingdom prepped for and successfully waged a defensive war against the invading Republican army. Most branches of their military are aimed towards defending the northern territory - with their most offensive units being their naval forces. Indeed, out of the three powers, the New Kingdom has invested the most into its navy.&lt;br /&gt;
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Some of the Republic’s most brilliant admirals and veteran ship crews seceded with the New Kingdom, a defeat that the Republican navy has not recovered from. While this benefit does not give them much beyond bombardment for land operations, the massive fleet of formidable ships, aircraft carriers, and anti-submarine detectors has kept both other powers on the ropes when it comes to engagements on the seas. Their enemies are wary of engaging the Imperial Navy unless absolutely required - and as such, this reputation equally carries over with privateers or pirates, who scarcely engage with the Imperial Navy as well. &lt;br /&gt;
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The New Kingdom is widely known for having very reliable equipment; military research is less involved in experimental or expensive designs, and instead industrial capacity is devoted towards tried-and-true and traditional weapons, like bolt-action rifles or bayonets. Lacking the intense industrialization of the other nations, artisans of the New Kingdom focus on producing arms and armor that is less prone to failure and requires less maintenance. It takes longer, but the end result typically is the production of high-quality armaments, giving the average Imperial soldier a leg up on the battlefield.&lt;br /&gt;
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=== Weapons ===&lt;br /&gt;
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Due to its prior isolation and economic situation, the New Kingdom of Adhomai relies on more traditional weaponry. Soldiers are usually armed with simple bolt action rifles and bayonets, while sailors and expeditionary marines are given the few available semi-automatic weapons. Officers have more freedom in their gear, as they are allowed to use any personal weapon on the field. Currently, the New Kingdom fields the [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-170194 select-fire Varnoshyk Automatic Rifle] as its service rifle, although roll-out of the service weapon has been slow.&lt;br /&gt;
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Firearms are more common in rural regions than in the few urban centers, owing to the culture of the agrarian nobility and peasantry. Commoners are able to obtain and carry small semi-automatic weapons, such as hunting shotguns and pistols. Nobles have more freedom in acquiring weapons, having been granted the right to acquire automatic weapons.&lt;br /&gt;
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==== Notable Weapons ====&lt;br /&gt;
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*&#039;&#039;&#039;Hand Cannon:&#039;&#039;&#039; created because of a shortage of weapons that happened in the New Kingdom of Adhomai during the second civil war. Old naval culverins found in museums and forgotten warehouses were adapted into portable weapons, combining modern and ancient Tajaran technology. Usually found in the hands of sailors and marines of the Royal Navy, this fearsome firearm is able to propel small cannonballs with destructive force.&lt;br /&gt;
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*&#039;&#039;&#039;Royal Firearms Service Revolver:&#039;&#039;&#039; a simple and reliable double-action revolver, favored by the nobility, officers, and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom’s markets.&lt;br /&gt;
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*&#039;&#039;&#039;Lawbringer Mk.I:&#039;&#039;&#039; an advanced, rare energy weapon, obtained through a mysterious otherworldly benefactor. The gun has nonlethal, lethal, and explosive firing modes. The presence of the Lawbringer causes awe in the forces of the New Kingdom and their enemies, as the few Imperial Dragoons allowed to wield it are well trained in its use. Due to its highly expensive manufacturing cost, only a few hundred were ever produced.&lt;br /&gt;
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*&#039;&#039;&#039;Frozen Sea Harpoon Gun:&#039;&#039;&#039; adapted from fishing tools, harpoons were found to be useful weapons in the hands of the Royal Navy and Army. Their ammunition can be equipped with all sorts of implements, such as explosives and even grappling hooks. Large guns are usually mounted on warships, serving as a complement to their traditional cannons. Smaller versions are usually carried by sailors and fishermen.&lt;br /&gt;
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==== Notable Experimental Weapons ====&lt;br /&gt;
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*&#039;&#039;&#039;Worm Signal:&#039;&#039;&#039; developed from research made on Hma&#039;trra Zivr&#039;s high-frequency communication, the worm signal is a device capable of luring the aquatic creatures to a certain location to attack ships. Since this weapon requires a radio tower to function, its deployment is limited to the Kingdom&#039;s coastal regions. Because the signal is unable to fully control the Hma&#039;trra, the Royalist navy must vacate any place before it is used to avoid being caught as well.&lt;br /&gt;
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*&#039;&#039;&#039;[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/3/#findComment-156543 Big Alzrun:]&#039;&#039;&#039;  expanding on the already existing railway gun designs, the New Kingdom&#039;s military recently invested in the development of a massive cannon. The Big Alzrun is a fifty meters long and fifteen meters tall artillery piece. Planned primarily as a siege weapon, the gun is able to fire a large round capable of destroying any known fortification over a distance of kilometers. An entire Train, alongside thousands of workers, is used to transport and deploy the weapon. Big Alzrun also has its own anti-aircraft defenses to reduce its vulnerability to airstrikes. Because of its great cost, only one has been built so far.&lt;br /&gt;
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==== Notable Military Vehicles ====&lt;br /&gt;
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*&#039;&#039;&#039;Zhsram II:&#039;&#039;&#039; a prewar light tank commissioned by the military at the start of the Second Revolution. The tank turned out to be rather unreliable and had limited space for its staff. Due to a shortage of experienced crew, technical issues, and a lack of concise doctrine, the Zhsram II saw little use. New tanks continue to be built and provided to the army, but the high command is urgently attempting to find a better replacement for the outdated vehicle.&lt;br /&gt;
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*&#039;&#039;&#039;Railroad Cannon:&#039;&#039;&#039; artillery pieces or naval cannons mounted on train wagons used extensively by the New Kingdom during the Second Revolution. Lacking fast transportation methods, the military made use of the train system to quickly bring artillery to the frontlines. This also allowed them to deploy bigger guns. The railroad cannon was effective when defending and sieging cities, but proved to be vulnerable to airstrikes and rail sabotage.&lt;br /&gt;
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*&#039;&#039;&#039;Armored Aerosled:&#039;&#039;&#039; a propeller-driven sled used for reconnaissance. Introduced throughout the offensive of 2461, the armored aerosled is protected by light metal armor and is usually armed with a machinegun. It is crewed by a driver, which sits closer to the engine, and a gunner at the front. Plans to further develop this vehicle are underway; military officers have proposed arming the aerosled with anti-tank guns and grenade launchers for hit-and-run attacks.&lt;br /&gt;
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*&#039;&#039;&#039;[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#findComment-162320 Wheel Tank:]&#039;&#039;&#039;  single-track-wheeled light reconnaissance vehicle inspired by the Tajaran monowheels. It has room for a single driver who also controls its armament, a pair of machine guns. To help with stability, it has two steerable wheels on its sides. Its sacrifices much of its armor in favor of speed; while it can withstand small arms fire, it is very vulnerable to most anti-materiel weaponry. The Wheel Tank was recently developed as part of the Kingdom&#039;s attempt to modernize its military.&lt;br /&gt;
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*&#039;&#039;&#039;[https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-165777 Experimental Walker Frigates:]&#039;&#039;&#039; Old Royal Navy frigates retrofitted by the Minharrzka Maritime Company with a set of six mechanical legs to allow for walking on coastal land. Slow and clumsy, they are intended to support land invasions as artillery support or as mobile bunkers in terrain cover. The crew compartments are cramped and offer little space due to the size of the mechanism. The frigates’ reliability is currently being tested.&lt;br /&gt;
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== Extranet ==&lt;br /&gt;
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The New Kingdom officially entered the extranet in 2458 after acquiring a contract with frontier providers. Because of this later arrival, most of the websites are government-related or hosted by migrants. The Royalism extranet is atrociously slow due to the outdated and scarce national infrastructure. Censorship is limited to content considered immoral by the general public. &lt;br /&gt;
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=== Notable Websites ===&lt;br /&gt;
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*&#039;&#039;&#039;TheirHeritage:&#039;&#039;&#039; a website destined to cataloging and preserving the history and members of the noble dynasties. Users can create profiles and add themselves to the treelines after confirming their identities through documents and pictures. TheirHeritage is infamous for not allowing non-Njarir and Tajara of mixed background to register.&lt;br /&gt;
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*&#039;&#039;&#039;WorkDay:&#039;&#039;&#039; created to help the growing city business find employees, Workday has grown to become the main Employment website of the New Kingdom. Outside of the popularity with the locals, it has helped the megacorporation in finding willing and skilled labor to ship off the planet. Despite originally being a free service, there is now a premium subscription that allows a user privileged access to megacorporation opportunities.&lt;br /&gt;
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*&#039;&#039;&#039;Miran&#039;mir Archive:&#039;&#039;&#039; the digitalized archive of the Miran’mir Academy of Scientific Pursuits museum. The website was created as part of an initiative to preserve the Tajaran history threatened by the war. The website provides access to digital versions of ancient Adhomian texts, interactive images of artifacts, and academic papers.&lt;br /&gt;
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= Regions =&lt;br /&gt;
[[File:Internaldivisions-nka.png|300px|thumb|A map of the New Kingdom&#039;s regions.]]&lt;br /&gt;
== Old Kaltir ==&lt;br /&gt;
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Stretching from Nusinsk, up the isthmus, and towards the northern borders of the New Kingdom are the lands referred to as Old Kaltir. As the name implies, these lands were ruled by the Azjuna line before the First Revolution and the collapse of the Kingdom of Kaltir. This is the homeland of the most loyal of the NKA. Previously devastated in the First Revolution and once again during the Second Revolution, Old Kaltir is steadily rebuilding itself post-armistice. Construction workers and other laborers work hard to rebuild and industrialize the cities. Life in the villages continues on as always, but the trappings of modern corporate life slowly creep in thanks to increasing megacorporation presence in the New Kingdom. Planners believe that once the reconstruction is complete, the provinces of Old Kaltir will be the greatest in the New Kingdom. &lt;br /&gt;
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== Peninsula of Harr’nrr ==&lt;br /&gt;
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Settled in the very beginning of the Colonization Age and the [[S&#039;rendarr and Messa#The_Suns_War_of_Harr.27masir|Suns Wars]], the Peninsula of Harr’nrr is a venerable section of the continent. Its largest city, Baltor, was the first settlement to be constructed on Harr’masir. The land&#039;s old history is evident in the countless fortresses and sun temples that dot its forests and towns. Many of the temples remain in use, and every Sun Priest will be more than happy to share the great history of them with any traveler. The fortresses were made into museums or art galleries decades ago. Most of the land is covered in woodlands. Lumber exports are a prime industry for this region thanks to them. &lt;br /&gt;
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The Peninsula was under the control of the Ras’nrr Empire pre-Revolution. It was the only colonial holding kept on Harr’masir and ruled by a line of Kings that promoted strict adherence to their ideas of militarism. Much of the population were involved in supporting its heavily bloated army. Despite their claims of being the greatest fighting force on Adhomai however, the army of the Harr’nrr Kingdom was utterly annihilated by the PRA. Harr’nrri soldiers fought to their last in some of the most brutal clashes in the later stages of the First Revolution. Shockingly, the general population of the peninsula accepted Hadiist rule easily. Many came to see the People’s Republic as liberators from an oppressive military regime. To help transition the populace into the new culture espoused by the Republic local administrators began to promote artisanship and trades.&lt;br /&gt;
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During the Second Revolution, the population initially supported the Republic in its war effort. But the introduction of the PRA draft in 2458 led to mass protests in the cities and towns. When those protests were suppressed by the PSIS, support for other factions rose and the NKA and ALA began to compete for influence. While cities turned to the NKA, the towns and villages saw the rise of liberator cells. Ultimately it was the NKA who seized control of Baltor when their 2461 offensives swarmed over the land and their marines took Baltor. While the royalists celebrated the liberators were faced with a hard choice: Abandon their land to join their ideological brothers, or swallow a bitter pill and remain home under the New Kingdom. Most chose to leave for the lands held by the DPRA. &lt;br /&gt;
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Today, Baltor is a cultural centre of the NKA with its traditional artisans, artists, and filmographers gaining immense popularity across the nation. Reconstruction efforts in the region have focused on the expansion of heavy industries, being the focal point of the Kingdom’s heavy machinery sector. To that end, corporate presence was once high around the NanoTrasen factories, but as the phoron shortage shrinks corporate industries so does the presence of these corporations. The Harr’nrri themselves are considered a more pacifistic and arts-inclined people, with a heavy emphasis on respect towards their fathers and faith.&lt;br /&gt;
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== The Borderlands == &lt;br /&gt;
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The borderlands refers to the region that was once the Duchy of S’rendul, now the southwest border of the New Kingdom. It is home to the Southern Harr&#039;masir citizens of the NKA. During the Second Revolution, this area saw fighting between the People’s Army and ALA-Funded bandits. The Imperial Army took the region after the pact between the DPRA and NKA was signed and the People’s Army was defeated at the northern front. Despite the ceasefire, many of the bandit gangs remained in the region. To this day they continue to cause issues for local law enforcement by robbing trains, transports, or businesses while claiming to be fighting for the liberation of the Southern Harr&#039;masir people. Compounding these issues of crime is the festering moonshining and counterfeiting rings appearing in the local settlements. Law enforcement and the Raakti Shariim have their hands full attempting to handle the problems. For every gang taken down another seemingly pops up to take their place. With the appearance of the Adhomai Democratic Front, an argument has erupted in the parliament over how to pacify the crime-riddled provinces. &lt;br /&gt;
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Life for the locals has changed little underneath the rule of the New Kingdom. Their traditions and culture are kept alive with currently no state interest in influencing them. The values of the Southern Harr’masir people continue as they did pre-Revolutions and the image of the noble but humble N’hanzafu rider shines on. Nobility from the old Duchy has returned to the region in the hopes of gaining political clout or business success. They’re generally unsuccessful in these endeavours unless they are one of the few granted power by the government or somehow strike it rich in the marketplace. &lt;br /&gt;
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== Zarr&#039;jirah Mountains == &lt;br /&gt;
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Located along the southern border and characterized by its sharp peaks, lush valleys, and hard-lived locals, the Zarr’jirah mountains are a small but beautiful corner of the NKA. The arid grasslands of the mountain sides are contrasted heavily by the valleys between them. During the summers the snow on these valleys melts to reveal fields of vibrant flowers and waist-high grasses. When the wind blows into the passes, the greenery is turned into a swirling grass sea. Towns and farms here are terraced and built into the mountainsides. Tourism has become a growing industry with the Second Revolution’s end.&lt;br /&gt;
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The mountain range is home to communities of M’sai. These people trace their lineage back to explorers sent across Harr’masir during the colonization age. In exchange for their services, the nobility had granted these M’sai the privilege of establishing their own homeland within the Zarr’jirah mountains. These mountain men honed their survivalist skills by carving out a home in the peaks. Zarr’jiri culture centers heavily around self-sufficiency and survivalism. Children from a young age are raised to be expert mountain climbers, foragers, and hunters. For most of Zarr’jiri history, children were forced to camp by themselves in the wilds to prove their skillset. The PRA ended this practice due to the increase in child mortality rates it caused. Men and women regularly travel into the wilds in the mountains and beyond to better their skills. The families that held the most prestige from their service would be the leaders of their respective town. Nowadays the mayors who preside over the towns are descendants of Zarr’jiri heroes. &lt;br /&gt;
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Zarr’jiri fought on behalf of the Great Duke of S’rendul during the First Revolution. When the nobility was soundly crushed by the PRA, Hadiist rulership came to the Zarr’jirah mountains. They opened up new mines to extract mineral wealth out of the area while employing the locals as labourers. Some of the denizens even came to join the Grand People’s Army. But when rumors of the restoration came to the mountains, the Zarr’jiri leaders listened. An envoy of King Azunja’s conspirators convinced them to assist in the uprising by exploiting royalist sentiments and tales of past glory. When the New Kingdom was declared in 2450 many Zarr’jiri fighters came to fill the ranks of the Alam&#039;ard. Those who remained in the range fought the local army garrison and dynamited the passes to cut off any counterattacks. The situation in the mountains for the next decade was harsh. Food was heavily rationed and constant patrols were needed to warn of the Grand People’s Army attempting to break the rockpiles or if another bombing run came. When the 2461 offensives of the Imperial Army finally reached the mountains the first thing that the returning fighters had done was loot grain stores to redistribute to their people. Despite the relief that followed, the effects of malnutrition have stunted many. The post-war situation has left much of the Zarr’jiri disillusioned. Their victory came at a severe cost to their peoples’ future with little to show for it besides vague promises from the Parliament, toxin-spewing mines, and a weakened population. With the growing dissatisfaction of the region, certain groups have been looking to curtail favor and use its natural protection [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-179070 for their own uses].&lt;br /&gt;
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== Nomadic Host of the Southern Borders ==&lt;br /&gt;
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A semi-autonomous province on the southeast borders of the New Kingdom, it was created after the end of the Tajaran Civil War. The region was gifted to the nomads as a reward for their support during the conflict. It is home to most of Harr&#039;masir [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]], under the leadership of [[Notable Tajara#King of the Mountains Rustam Harmaliik|Rustam Harmaliik]]. Rock nomads are allowed to practice their own customs and are granted a certain degree of autonomy within this place. In exchange for these benefits, they are tasked with defending the frontier and serving as cavalry in the Kingdom’s military. The low population density of the region allows wagons to roam freely; they are commonly followed by a herd of animals Despite the existence of the Host, most Zhan nomads still don’t recognize its borders. Caravans are known to leave the province and wander the rest of the Kingdom or beyond into the Democratic People’s Republic territories; this is a common source of friction between both countries. The nomads are seen as lesser-thans by much of the New Kingdom, even sometimes by the other settled Zhan-Khazan. When they leave their province they often face discrimination or stereotyping. Nomads have taken to wearing trophies and honors they gained as a display of their competency and might to those who look down on them. &lt;br /&gt;
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The province is governed by Rustam Harmaliik and his council of elders. Unlike the Kingdom’s citizens, the nomads only answer to their own leaders, instead of being subject to the Crown authority. Rhazar&#039;Hrujmagh living in the Host are seen as traitors by the rest of the Adhomian rock nomad community, as they decided to follow a leader that was elected without consulting the caravans of Ras’nrr. Non-nomadic inhabitants of the province are farmers and ranchers that lived in the region before the creation of the Host; they have a mixed relationship with the nomads. The conflict between the settlers and the Rhazar&#039;Hrujmagh is common, as they often see each other as unlawful occupants of the land.&lt;br /&gt;
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== Bar&#039;jar Amohda Exiles ==&lt;br /&gt;
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A large community of Amohdan immigrants can be found in Bar&#039;jar, transferred from the [[Democratic People&#039;s Republic of Adhomai#Island of Amohda|Island]] to the New Kingdom after the ceasefire treaty with the Adhomai Liberation Army. Composed mainly of monarchists that followed the Royal Army after their retreat from Amohda, they have settled on the coast of the Northern Harr&#039;masir. They have brought their culture and martial art traditions with them, opening lodges and serving the New Kingdom’s military in their own auxiliary divisions. Most of the Amohdan community has not given up on the hopes of returning to their homeland; as the dream of restoring the monarchy in the isle is still alive among them. The relations between the exiles and the Kingdom’s citizens are [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#findComment-158981 generally positive]. Many nobles seek to acquire Amohdan blades; a sought-after curiosity and sign of wealth. Despite the existence of this alliance, lodge membership and the learning of their swordsmanship remains something exclusive to the members of the Amohdan community.&lt;br /&gt;
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= Major Cities =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kaltir:&#039;&#039;&#039; the capital of the New Kingdom of Adhomai. The largest and most industrialized urban center in the Kingdom, with its industry focusing on heavy machinery and weaponry. Kaltir is known for its cultural attractions: museums, opera houses, art galleries, and traditional pubs are found within the city. The presence of megacorporations and alien elements is the strongest here; as Kaltir has the only functioning shuttle port in the entire country. The Kaltir Imperial Palace, the home of the Azunja dynasty, can be found here. The [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]] is one of its most renowned learning centers.&lt;br /&gt;
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*&#039;&#039;&#039;Bar&#039;jar:&#039;&#039;&#039; a coastal town, home to the majority of Amohda exiles residing in the New Kingdom. Most of its inhabitants are employed in the fishing or clam farming business. The city is famous for its seafood cuisine, Ras&#039;val Clams are considered a staple in the region. The Amohdan population has started to open their lodges and mix their traditions with the local ones, creating their own blend of culture. Bar’jar also had contact with Zhan nomads during the war; as it was the location where they were temporarily settled before the creation of the nomadic host.&lt;br /&gt;
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*&#039;&#039;&#039;Miran&#039;mir:&#039;&#039;&#039; the main harbor of the New Kingdom, where the bulk of the royal navy is situated. Home to the largest shipyard in Adhomai, where several ships dock daily for repair or supplies. Most of the locals are employed in the shipwright industry or in the service sector, although canning and heavy manufacturing are rapidly growing industries in the city to support the naval sectors. The city is visited daily by travelers and sailors from all over the Kingdom. Miran&#039;mir is the home of the [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Miran&#039;mir Academy of Scientific Pursuits]] and its museum.&lt;br /&gt;
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*&#039;&#039;&#039;Dymtris:&#039;&#039;&#039; the site of the now-defunct Dymtris Line, which protected the New Kingdom for nearly a decade before being destroyed by the major People&#039;s Republic offensive in 2458. The city has an important cultural significance; it is the bastion that protected Kaltir from the Republican Army for years. Dymtris was changed deeply by the constant battles close to it; many memorials and monuments dedicated to the ones that fell in its defenses can be found in the streets and parks. [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]] can be found in this city. Marryam is the patron god of Dymtris.&lt;br /&gt;
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*&#039;&#039;&#039;Baltor:&#039;&#039;&#039; a fortress founded during the Gunpowder Age; it was the landing site of the royal armies during the Suns’ wars. Baltor played a strategic role in controlling the Ras&#039;val sea during the Second Revolution. A town emerged around the fort over time, attracted by the safety provided by the military presence. Since the end of the Second Revolution, Baltor has become a major industrial power within the Kingdom, being the focus of most newer corporate factories. The city is known for its skilled watchmaker artisans, a trade that has been passed down through generations. The Mez&#039;gin clock tower, located at the town square, is one of its points of interest.&lt;br /&gt;
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*&#039;&#039;&#039;Olska:&#039;&#039;&#039; a mining town close to the Zarragh Lake. The city was one of the last Republican bastions in Harr’masir during the final chapters of the Second Civil War. However, it avoided any substantial damage due to the surrender of the garrison during its siege. The Kraszar Library is the main attraction in Oslka; an extensive deposit of knowledge preserved by its priesthood. The city attracts many scholars and Kraszarrumalkarii, with some of them taking up residence on it. Its parks have reserved spots for storytelling. Kraszar is the patron god of Olska.&lt;br /&gt;
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*&#039;&#039;&#039;Tunguska:&#039;&#039;&#039; once a secretive People&#039;s Republic military base in the northern wastelands of Harr’masir. The compound was attacked by the Royal Navy in 2459. For unknown reasons, the New Kingdom abandoned Tunguska shortly after its capture. Its underground installations were sealed and all the military hardware was left behind; it is a collection of buildings, tanks, and autogyros that remain left to rust on the cold winds. The compound has turned into an eccentric tourist attraction, with Tajara and alien visitors paying local guides to take them to the area. Many return with stories of unexplained events happening at Tunguska, ranging from disembodied voices to the entire place changing shape and size overnight.&lt;br /&gt;
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*&#039;&#039;&#039;Nusinsk:&#039;&#039;&#039; a city built around the extraction and processing of Nas’kin Ocean’s oil reserves. Once a small fishing village before the discovery of oil close to its shore, Nuskink was quickly transformed by Al’mari’s administration into a major refinery center. However, any wealth was drained away to the more central places of the People&#039;s Republic; the locals did not benefit from the discovery. Most refineries and platforms were moved or destroyed during the Second Revolution. After the Armistice, the New Kingdom is slowly rebuilding the city’s industry to help fuel their fleet and growing industrialization. Growing air and water [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-170449 pollution] are now one of the city’s major concerns.&lt;br /&gt;
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= Architecture =&lt;br /&gt;
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The dominant architectural school in the New Kingdom is known as Adhomian Neoclassical. This style seeks inspiration from Pre-War buildings. Its main characteristics are complex structures, colorful exteriors, intricate ornamentation, and asymmetrical designs. While Royalist architects were mostly focused on restoring old buildings to their former glory, the wealth brought by the Armistice has created opportunities for the nobility to commission new extravagant monuments. Even when struggling with their previous debts, the New Kingdom&#039;s nobles still seek to build a fancy summer house. While Commoners&#039; houses are more practical and do not stray from cheap materials, they are still adorned with traditional pieces of art and vibrant colors.&lt;br /&gt;
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== Major Monuments ==&lt;br /&gt;
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*&#039;&#039;&#039;Kaltir Imperial Palace:&#039;&#039;&#039; the ancestral home of the Azunja dynasty, the Kaltir Imperial Palace once served as the Kingdom&#039;s seat of government. Today, its function is to house the royal family and host events. Much of its previous decoration and furniture was lost during the Hadiist invasion of the Kingdom; the building was transformed into an administrative office by the People&#039;s Republic. With the help of Miran&#039;mir Academy&#039;s Restorers, the Palace is slowly recovering its missing objects.&lt;br /&gt;
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*&#039;&#039;&#039;Vlrralkhzazhul Line:&#039;&#039;&#039; built after the offensive of 2459, the Vlrralkhzazhul Line is a long system of bunkers, pillboxes, trenches, and air defenses meant to protect the northern regions of the Kingdom. Unlike the defunct Dymtris Line, it survived until the end of the war. Despite its distance from the frontier, Vlrralkhzazhul continues to be expanded; its mighty halls and wide complexes are unmatched by any other fortification system in Adhomai. Many suspect that this expansion is nothing but a plot by the military to embezzle funds.&lt;br /&gt;
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*&#039;&#039;&#039;Mez&#039;gin clock tower:&#039;&#039;&#039; situated in Baltor&#039;s main square, the Mez&#039;gin Clock Tower is a Gunpowder Age era astronomical clock. Commissioned by the Rasn&#039;rr Empire, the tower is the oldest Adhomian clock still in function. The monument is adorned with statues of mythological figures, ancient Kings, and deities. The clock is famous for its accuracy and extremely complex mechanism for its time. Legends claim that the clockmaker who designed Mez&#039;gin was blinded on the order of the emperor so he could not replicate his work.&lt;br /&gt;
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= Government and Ideology =&lt;br /&gt;
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The New Kingdom of Adhomai is a constitutional monarchy, with the King acting as the head of the judicial and executive system. The Parliament is divided into a chamber of Nobles and a chamber of Commoners. The Chamber of Nobles is constituted by hereditary positions held by the nobility. The representatives in the Chamber of Commoners are elected through elections. The Crown Heir is selected through the appointment of the King, with the approval of the parliamentarians.&lt;br /&gt;
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Because of the intrinsic relationship between the nobility and the public offices in the Kingdom, rivalities between the existing dynasties are common. Many of the positions are used to gain more prestige for one&#039;s family or sabotage a rival&#039;s attempt to secure a post of importance. &lt;br /&gt;
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== Royalism ==&lt;br /&gt;
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Royalism is an ideology characterized by monarchism, a constitution limiting the power of the monarch, the existence of a noble class, and the acceptance of the traditional Tajaran caste system. Its origins can be traced back to the end of the interwar period, where growing discontent with the People’s Republic allowed the return of an old dynasty bearing promises of change. Royalism attempts to reinstate the rule of the nobility over Adhomai while correcting the supposed flaws that caused the First Revolution. Despite not being adverse to progress, this ideology avoids any kind of fast change.&lt;br /&gt;
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The caste system is believed to be an essential and unavoidable element of the Taraja species. However, the active enforcement of those differences is considered detrimental; society will naturally enforce and drift towards them without any kind of interference. Instead of trying to make every Tajara equal, Royalism claims that every ethnicity has its own separated but indispensable function. But ultimately, the Njarir’Akhran are the indisputable masters.&lt;br /&gt;
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Royalism is open to diplomacy with alien powers and is generally welcoming of megacorporations. However, this stance is primarily tolerated due to the necessity of support in the conflict against the other Adhomian powers. &lt;br /&gt;
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=== Schools of Thought ===&lt;br /&gt;
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*&#039;&#039;&#039;Conservative Royalism:&#039;&#039;&#039; supported by the land-owning nobility, Conservative Royalism aims to maintain the political and social status quo while bringing economic prosperity to the Kingdom. A Monarch restricted by a parliament, composed of hereditary titles, and a constitution is seen as the perfect system to guide the Tajara people. Decision-making should remain in the hands of the nobility, while commoners should have their survival and basic rights guaranteed by the state. Megacorporations are welcomed with open arms by Conservative Royalists; they are an opportunity to attract foreign investments and modernize the nation. [[Notable Tajara#Grand Duke Akym Yudenikh|Grand Duke Akym Yudenikh]] is the main proponent of this ideology&lt;br /&gt;
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*&#039;&#039;&#039;Absolute Royalism:&#039;&#039;&#039; supported by the military and the rural population, Absolute Royalism believes that the power should be concentrated in the hands of the Monarch. The parliament and the constitution are obstacles to the progress of the nation. An absolute monarchy backed up by a strong army and navy is deemed as the best alternative to secure the Kingdom against any threats. Due to their might, the Majesty has the right to dictate what is the most adequate alternative to any situation. Absolute Royalists are opposed to diplomacy with alien governments and the presence of megacorporations, for they believe that the nation should not rely on foreigners to stand on its own. [[Notable Tajara#Grand Admiral Mahtra Dynhaas|Grand Admiral Mahtra Dynhaas]] is the main proponent of this ideology&lt;br /&gt;
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*&#039;&#039;&#039;Populist Royalism:&#039;&#039;&#039; supported by intellectuals and the urban working class, Populist Royalism plans to further democratize the New Kingdom. While the banishment of the monarchy is unthinkable, it should instead be delegated to a symbolic role. All of the power should be in the hands of democratically elected officials. The people should take an active part in the politics and their well-being is the main priority to the Kingdom. Nobility should remain a mere cultural formality to preserve the families&#039; heritage. Populist Royalists are not opposed to megacorporations, but their activities should be tightly regulated to prevent abuses and a takeover of the nation. [[Notable Tajara#Prince Serhiy Oliinyk|Prince Serhiy Oliinyk]] is the main proponent of this ideology&lt;br /&gt;
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*&#039;&#039;&#039;Revival Royalism:&#039;&#039;&#039; also called Njarir&#039;Akhran Supremacism by its opponents, this school of thought was formulated by Absolute Royalist extremists. While Revival Royalism shares its parent ideology&#039;s authoritarianism, its main difference lies in its reactionary vision of the Tajaran caste system. Revival Royalism believes that enforcing the traditional roles through the law is necessary; society would soon fall into chaos without the ever guiding hand of the Njarir&#039;Akhran. No Tajara ethnicity is superior, only built for different purposes. Revival Royalism considers individuals of mixed heritage to be an abomination - products of a degeneracy that must be dealt with harshly. The alien and its machinations are seen to be incompatible with the Tajara; ignoring them completely is the best course of action. Its adherents are known for their interest in [[Tajaran Minor Religions#Ancient Tajara Theory|esoteric ideas]]. [[Notable Tajara#Count Tscherim Sanguszkho|Count Tscherim Sanguszkho]] is the main proponent of this ideology&lt;br /&gt;
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== Political Parties ==&lt;br /&gt;
&lt;br /&gt;
The Parliament is divided into four parties;&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Royal Party:&#039;&#039;&#039; this party encompasses most of the agrarian landowners and high nobility, known to be loyalists to the ruling dynasty. Their main interest lies in protecting the rights of the nobility and strengthening the civil government. Nobles and monarchists usually support this party, as they see it as the one that is fully aligned with the interests of the house of Azunja and the Kingdom. They do not oppose the presence of megacorporations and diplomacy with other galactic states.&lt;br /&gt;
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*&#039;&#039;&#039;Officers Party:&#039;&#039;&#039; this party is composed mostly of army officers, navy captains, and fervorous patriots. They seek to strengthen the importance of the military in the politics and daily life of the Kingdom, usually clashing with the other two parties. Their main platforms include increasing the spending and modernization of the armed forces. Soldiers and sailors usually support this party, as it is one of the few ways they can improve their condition and participate in politics through their superiors. They are staunchly against the presence of megacorporations and have an isolationist instance in regard to galactic diplomacy.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Commoners Party:&#039;&#039;&#039; despite its name, this party is made up of lower-ranking and landless nobles. They aim to increase the rights of the commoners and move the government to a more democratic orientation, reducing the King’s powers and the reliance on the army. Members of this organization are known to hold meetings with the population to gather and understand their concerns, making use of those problems to create their own political agenda. Factory workers, learned professionals, and urban inhabitants usually support this party, as this organization is one of the few ways that their voice can reach the Parliament. While not opposed to the presence of megacorporations, the Commoners Party is against them being allowed into the Kingdom without strict laws to control their expansion. They have an open but cautious approach in regard to diplomacy with other states.&lt;br /&gt;
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*&#039;&#039;&#039;Njarir&#039;Akhran Renewal Fraternity:&#039;&#039;&#039; once a private club exclusive to the nobility, the Njarir&#039;Akhran Renewal Fraternity became the main proponent of the Revival Royalism. Thanks to the support of the most authoritarian elements in the Parliament, it was given official party status in 2463. While the Fraternity is still a minority in the government, they are eager to support the Officers and Royal parties to acquire more influence. Supported by the most radical royalists, the Njarir&#039;Akhran Renewal Fraternity pushes for an even more authoritarian government, alongside spouting a very reactionary view on the Tajaran caste system.&lt;br /&gt;
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== Royal Ministry of Intelligence ==&lt;br /&gt;
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Formed during the early stages of the second revolution, the Royal Ministry of Intelligence, also known as the Office of Ungentlemanly Affairs, can trace its origins to royalist circles that organized their meetings in cellars of Kaltir’s pubs. First serving as the force used to free King Azunja from his prison, the RMI has evolved into an agency tasked with dealing with all kinds of foreign intelligence and threats. Internal matters are handled by the Ministry of Interior and its subordinated departments.&lt;br /&gt;
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Agents of the Royal Ministry of Intelligence are adept in espionage, reconnaissance, interrogation, and surveillance. Information gathering and counterintelligence are the main tasks of the RMI, as they prefer to work closely with the military in their operations. Several diplomats and consular officials are members of the agency, as their positions allow them more contact with the affairs of other nations. They have added Biesel to their theaters of operations after the armistice.&lt;br /&gt;
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== Law ==&lt;br /&gt;
&lt;br /&gt;
The law in the New Kingdom possesses a written code but most of its decisions rely on precedents and local customs. Judges are directly appointed by the Crown to their position. There is no jury in the Kingdom’s courts. Citizens have the right to hire any lawyer they see fit, but the government still offers public defenders for those who can not afford to pay for one. In spite of this provision, there is a distinct shortage of public attorneys. The justice system is biased towards the nobility, offering them greater protection and rights than the ones afforded to the commoners.&lt;br /&gt;
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Law enforcement in the New Kingdom is the responsibility of the Royal Constabulary, an agency under the direct control of each province. The police in urban centers are known to be well equipped and trained. However they are understaffed for the present issues in the Kingdom. Mounted constables are still extensively used in rural areas. To bolster the Constabulary’s presence and capabilities, corporate contractors have been hired to fill in gaps, both in the [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/4/#findComment-158838 borderlands] and in the interior.&lt;br /&gt;
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===Raakti Shariim===&lt;br /&gt;
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Formed shortly after the New Kingdom declared its existence, the Raakti Shariim (Royal Peacekeepers in Tau Ceti Basic) are a specialized policing force for the Kingdom. As the Royal Constabulary was formed to manage individual provinces, the Peacekeepers exist as a Kingdom-wide force focusing on higher-profile targets such as spies, terrorists, domestic enemies of the Kingdom, and persons of interest. Their origins lie in the old orders of M&#039;sai enforcers who would track criminals roaming from fief to fief or over the borders of Kaltir. While the Peacekeepers remain mostly M&#039;sai, other races of the Tajara can be found in its ranks. &lt;br /&gt;
&lt;br /&gt;
The limits of the Peacekeeper’s manpower and supply have been tested as the Cold War goes on. Rural banditry has become the main issue occupying the officers of the Peacekeepers, and continues to be on the rise. With forces stretched thin, the Peacekeepers have resulted in working with rural frontierspeople to track bandit gangs, individual criminals, and terrorists. While the official policy is for these frontierspeople to not engage, many do so regardless.&lt;br /&gt;
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Officers of the Peacekeepers are specialized in handling not just investigations and arrests, but also surviving the harsh conditions they may come across while tracking criminals. Rock-climbing, foraging, medical aid, and other skills ensure the Peacekeepers will be able to handle anything the wilderness can throw at them. Armored cars are the typical mode of transportation for Peacekeepers in urban areas, but they retain bred Ha&#039;rron steeds for rural operations.&lt;br /&gt;
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== Adhomai Democratic Front ==&lt;br /&gt;
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As unfulfilled promises pile up, income inequality grows, and megacorporation influence expands, some Tajara within the New Kingdom have become disillusioned with Royalism. Founded by radicals from the Commoners Party, the Adhomai Democratic Front is an underground movement that aims to abolish the monarchy and establish a democracy. Unlike the moderates in the parliament, the Front has no interest in taking part in the government and prefers a more partisan approach. Organizing strikes, protesting, and civil disobedience are their main tools. The Crown considers the Democratic Front to be a terrorist organization; its members are actively persecuted by the Royal Peacekeepers. The ongoing repression is quickly radicalizing the group; armed action becoming increasingly common in the [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-168002 southern regions]. The group has experienced a growth in numbers, with some lesser nobility beginning to join their numbers, as a result of the worsening economic disparity in the Kingdom.&lt;br /&gt;
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Because of the distance from the capital and large working population, the Adhomai Democratic Front found most of its support in the region around Olska. Supporters from the former lands of Kaltir, which stretched from Nusinsk and northwards, are very rare. While the New Kingdom accuses the group of being an Al&#039;mariist and Hadiist puppet, there is no real evidence of this. Its leadership and internal structure are currently unknown to the public.&lt;br /&gt;
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== International Relations ==&lt;br /&gt;
The Royal Diplomatic Service handles the foreign relations of the New Kingdom of Adhomai. The consulars of the service are picked among the population for &#039;model citizenry&#039; regardless of nobility status of economic position. In theory, the wide selection pool permits the Kingdom to pick from loyal supporters of the Kingdom, further legitimizing the nobility and providing a strong presence during diplomatic missions. Common diplomatic missions seek out economic opportunities for the growing economy of the Kingdom, or advocate for the Kingdom&#039;s citizenry abroad. Protection for the diplomats of the New Kingdom is provided by a specialized Alam&#039;ard of the Imperial Army. Troopers protecting Consulars are typically of the ranks Nalket or Rhazket. Important and high-value diplomatic missions may receive protection from the Raaktiye Pretnarii.&lt;br /&gt;
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*&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039; the New Kingdom of Adhomai was recognized in 2461 as a legitimate state by the Republic of Biesel as part of the Armistice of Shastar. The relationship between both nations remains cordial but distant. The Kingdom is attempting to approach the Republic through the further integration of megacorporations in its economy. As part of these attempts, artifacts from the Museum of Miran’mir were borrowed for an exhibition at Mendell’s Museum of Immigration in 2462. Royalist agents operating in Biesel must take extra precautions to remain undetected; the local authorities are not willing to tolerate their activities.&lt;br /&gt;
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*&#039;&#039;&#039;[[Empire of Dominia]]:&#039;&#039;&#039; the first state to recognize the New Kingdom was the Empire of Dominia in 2461. The recognition came at a time when the Kingdom was desperately looking for allies. However, this support was received with suspicion by the royalist military faction. The relationship between both nations is mainly focused on trade and political support, with recent developments involving the [[Empire_of_Dominia#Great_House_Corporations|Morozian Imperial Armaments Conglomerate]] within the newly formed [[#Raaktiye Pretnarii|Raaktiye Pretnarii]] furthering this relationship. Dominia’s plan is to incorporate the Kingdom into its sphere of influence. The Empire of Dominia does not recognize the other two Adhomian powers.&lt;br /&gt;
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*&#039;&#039;&#039;[[Karszekani Moghes]]:&#039;&#039;&#039; The Kingdom had, since the liberation of Gakal’zaal, [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/5/#findComment-165086 normalized relations]. These neutral relations were disrupted with the announcement by Karszekan Not’zar that, while not technically bringing the Hegemony to a democracy, was regarded as an [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183244 affront by the Kingdom]. Relations have been cut since.&lt;br /&gt;
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== Flag ==&lt;br /&gt;
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Inspired by the Kingdom of Kaltir&#039;s standard, the New Kingdom of Adhomai flag was created shortly after the rebellion by the Royalist clique who freed King Vahzirthaamro. The flag&#039;s blue color is the one traditionally associated with the nobility, the tree is the symbol of the Azunja&#039;s dynasty, and the Twin Suns Icon represents the New Kingdom&#039;s ambitions of conquering all of Adhomai.&lt;br /&gt;
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= Military Forces =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai is composed of the [[Tajaran Military Structures#Imperial Adhomian Army (New Kingdom of Adhomai)|Imperial Adhomian Army]], the [[Tajaran Military Structures#Royal Flying Corps (New Kingdom of Adhomai)|Royal Flying Corps]] and the [[Tajaran Military Structures#The Royal Navy (New Kingdom of Adhomai)|Royal Navy]]. The Imperial Adhomian is the ground army of the NKA, made up mainly of infantry divisions, supported by artillery, cavalry, and the few armored vehicles that the Kingdom is able to bring in service. Despite being poorly equipped by Tajaran standards, they are able to deploy efficient defensive tactics. Each commoner family in the New Kingdom of Adhomai has the duty of offering a single member of their household to serve in the military, while the nobility usually serves in positions of command in the officer corps.&lt;br /&gt;
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During the Second Revolution, the Imperial Adhomian Army was infamous for its mistreatment of war prisoners. The conditions in the prison camps were precarious and food shortages were widespread. Captured soldiers were commonly used as forced laborers in the Kingdom&#039;s mines, plantations, and construction projects. Prisoners were borrowed by the military to work on the properties and companies of the nobility. Roads and military works were also built by the inmates. Prisoners were subject to the most dangerous and unwanted jobs, such as clearing minefields. During her time in the army, Queen Shumaila Azunja was known for being a major proponent of using forced labor. It is estimated that at least 65% of the soldiers captured by the New Kingdom perished while in captivity due to a combination of starvation, overworking, sickness, and mistreatment.&lt;br /&gt;
 &lt;br /&gt;
The Royal Navy is the powerhouse of the Kingdom military, nearly securing supremacy on the seas. Created through the defection of most officers, alongside their ships and supplies, during the uprising. The New Kingdom’s naval force was able to secure the shores of Northern Harr&#039;masir, but was proven to be less useful in the overall land conflict.&lt;br /&gt;
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With the rise in national income, the military budget has been increasing steadily. Most of these additional funds are funneled into modernization across the branches. The remaining budget is fiercely fought over between the navy and army, both vying for attention by the Crown Government. The army has been the focus in recent times thanks to the elevation of Field-Marshal Vyakelas Klyuchevsky, albeit not without complaints from the admiralty.&lt;br /&gt;
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== Raaktiye Pretnarii ==&lt;br /&gt;
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&#039;&#039;&#039;Due to the recent creation of the Royal Guardians, no characters on-board the Horizon may be current or former Guardians.&#039;&#039;&#039;&lt;br /&gt;
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The &#039;&#039;&#039;Raaktiye Pretnarii&#039;&#039;&#039;, or Royal Guardians in Tau Ceti Basic, is a royal protection agency directly controlled by, and loyal to, the Njrarii Azunja. Formed in [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183699 2468] following a series of [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183287 feasibility studies] and a [https://forums.aurorastation.org/topic/6675-the-royal-telegraph/page/6/#findComment-183449 review process], the Raaktiye Pretnarii are drawn from the Crown Government and Imperial military, then placed through a grueling 4 day trial process, during which candidates are tested on marksmanship, physical fitness, survival skills, mental aptitude, and public relations capabilities. Following this, further training is provided to the selected candidates to better prepare them for the needs of the Guardians. Currently, deployments of the Raaktiye Pretnarii are limited to upper officials within the New Kingdom and highly valued ambassadors and consulars.&lt;br /&gt;
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As part of the trial process, [[Zavodskoi Interstellar]] and their partner company the [[Empire_of_Dominia#Great_House_Corporations|Morozian Imperial Armaments Conglomerate]] have taken on equipment production for the Raaktiye Pretnarri. Royal Firearms is providing partnership and assistance in this, primarily in the modifications to existing Zavodskoi products to fit the Tajaran market. As a result, however, Raaktiye Pretnarii tactics cater to this equipment, favoring lighter armor for a more mobility-focused set of tactics. All Raaktiye Pretnarii equipment is set in Njarii Azunja colors of blue and white, with gold or silver adornments.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Stellar_Corporate_Conglomerate_Occupation_Qualifications&amp;diff=39314</id>
		<title>Stellar Corporate Conglomerate Occupation Qualifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Stellar_Corporate_Conglomerate_Occupation_Qualifications&amp;diff=39314"/>
		<updated>2026-05-12T01:57:18Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Corporate Hiring Restrictions */&lt;/p&gt;
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&lt;div&gt;{{Reference}}&lt;br /&gt;
&lt;br /&gt;
The Stellar Corporate Conglomerate looks to hire the best and brightest in a wide range of fields. Given the vast breadth of known inhabited space and the variety of university, doctorate programs, and general experiences potential employees can be subject to, SCC HR has come up with these explicit requirements applicants must meet before being hired or allowed to work as a contractor.&lt;br /&gt;
&lt;br /&gt;
==IMPORTANT: Applicability==&lt;br /&gt;
The following requirements and recommendations are applicable all Horizon crewmembers working for the SCC directly, or as a contractor employed by an SCC affiliate company. More on the SCC and it&#039;s affiliates can be found [[Stellar_Corporate_Conglomerate | here.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Requirements==&lt;br /&gt;
&lt;br /&gt;
All potential employees must be able to meet all of the following criteria to be considered for employment either directly or via contract by the SCC:&lt;br /&gt;
&lt;br /&gt;
* Must be a citizen or possess a work visa from all applicable governments&lt;br /&gt;
* Must be at least 18 years old&lt;br /&gt;
* Must be of sound-mind&lt;br /&gt;
** Those with psychological disorders are subject to additional levels of psychological screening&lt;br /&gt;
* Must understand Tau Ceti Basic without a translator&lt;br /&gt;
** Must be fluent in speaking Basic or using Sign Language&lt;br /&gt;
* Must have no outstanding warrants or bounties in the [[Republic of Biesel]]&lt;br /&gt;
&lt;br /&gt;
==Standard Procedure==&lt;br /&gt;
&lt;br /&gt;
All potential employees are subject to the following pre-employment procedures, regardless of species, race, age, nationality and socioeconomic status before any scheduled work is begun.&lt;br /&gt;
&lt;br /&gt;
The following are done in the order listed:&lt;br /&gt;
&lt;br /&gt;
* Two-tier background check&lt;br /&gt;
** Employment and Educational History&lt;br /&gt;
** Criminal Record &lt;br /&gt;
* Routine Level-1 Psychological Evaluation&lt;br /&gt;
** Performed by employing corporation&lt;br /&gt;
* Routine Level-1 Physical Examination&lt;br /&gt;
** Performed by employing corporation&lt;br /&gt;
* Interview(s) with HR and department head(s)&lt;br /&gt;
* Sign binding non-disclosure agreement&lt;br /&gt;
&lt;br /&gt;
==Occupation Specific Requirements==&lt;br /&gt;
&lt;br /&gt;
For qualification and educational requirements for specific jobs, look at the job qualification section on specific job guides.&lt;br /&gt;
&lt;br /&gt;
The physical requirements of each job are listed below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
==Job Accessibility Requirements==&lt;br /&gt;
&amp;lt;small&amp;gt;The Biesel Government alongside its companies has earned a reputation for inclusiveness, this applies not only their policy on aliens but also those differently-abled. Nonetheless, certain disabilities regrettably disallow the affected person to perform certain duties, which could lead to possible hazards, injuries in the workplace, or, in the worst case, loss of profit.&lt;br /&gt;
&lt;br /&gt;
Note, this refers to the state of your character at the beginning of the round. Your character will not get fired because they lost their hand as an engineer in the middle of the round. However, your character should try to find corrective means within possibility as soon as possible. Like a Mechanical Limb.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Criteria===&lt;br /&gt;
The following are classifications of disability levels that scale up according to the severity in regards to affecting the production of the crewmember. These classifications are not meant to imply that certain conditions are less severe or that individuals that have them are less important. It is simply meant as a simple way for players and admins to classify characters into job roles that are left purposefully vague.&lt;br /&gt;
&lt;br /&gt;
Note, a job that allows characters with high severity disabilities likewise permits lower severity disabilities. Thus a job that allows muteness also allows every other &amp;quot;lower&amp;quot; speech impediment.&lt;br /&gt;
&lt;br /&gt;
====Mobility:====&lt;br /&gt;
*&#039;&#039;&#039;Unimpaired:&#039;&#039;&#039; The job will require the character to move quickly, navigate obstacles and perform complex and exhausting maneuvers in high-stress environments. Characters with prosthetics that are just as effective as healthy limbs also belong to this category.&lt;br /&gt;
*&#039;&#039;&#039;Movement Impaired:&#039;&#039;&#039; The job will require a character to be able to move and navigate the ship and main departments without issue. Characters with joint pain, Vestibular issues, and other disabilities that might require a cane belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Heavily Movement Impaired&#039;&#039;&#039;: The job will require the character to be able to move in the main hallways and departments. Characters with missing legs, severe arthritis, and other disabilities that might require a wheelchair belong in this category.&lt;br /&gt;
&lt;br /&gt;
====Eyesight:====&lt;br /&gt;
*&#039;&#039;&#039;Perfect:&#039;&#039;&#039; The job will require the character to be able to easily discern details, and have perfect depth of vision. Characters with nearsightedness, or other disabilities that may affect the eyes to a minor extent belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Flawed:&#039;&#039;&#039; This job will require the character to be able to see most of the light spectrum, and have adequate depth of vision. Characters with colorblindness or nearsightedness also belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Blind:&#039;&#039;&#039; This job will not directly require the character to see in any form. Characters that are blind, or otherwise unable to see belong to this category.&lt;br /&gt;
&lt;br /&gt;
====Communication:====&lt;br /&gt;
=====Speech=====&lt;br /&gt;
*&#039;&#039;&#039;Minimal Speech Impediment:&#039;&#039;&#039; The job will require the character to enunciate quickly, clearly, and properly, lives will depend on their ability to speak. Characters with a minor, single-syllable stutter, or a light, and understandable accent belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Speech Impediment:&#039;&#039;&#039; The job will require the character to be able to speak quickly and properly, these characters might find themselves in emergencies where proper speech might save a life. Characters with the nervousness disability, a stutter, a lisp, or a heavy accent belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Speech Impediment:&#039;&#039;&#039; The job will require the character to be able to communicate with their co-workers. Characters with a limited ability to speak Tau Ceti basic, heavy stutter, and other disabilities that severely limit speech belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Mute:&#039;&#039;&#039; The job will require the character to communicate with their co-workers via text, sign language, or other means besides speech. Characters who are unable to talk at all, belong in this category.&lt;br /&gt;
&lt;br /&gt;
=====Hearing=====&lt;br /&gt;
*&#039;&#039;&#039;Healthy Hearing:&#039;&#039;&#039; The job will require the character to receive and understand commands clearly and quickly. Characters with a hearing aid also belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Impaired Hearing:&#039;&#039;&#039; The job does not require the character to receive or understand commands clearly and immediately. Characters with a popped ear-drum, severe tinnitus, or impaired with deafness belong in this category.&lt;br /&gt;
&lt;br /&gt;
====Limbs:====&lt;br /&gt;
*&#039;&#039;&#039;Unimpaired:&#039;&#039;&#039; The job will require the character to use both their limbs with precision and speed. Robotic limbs belong in this category.&lt;br /&gt;
*&#039;&#039;&#039;Impaired:&#039;&#039;&#039; The job will require the character to use their limb. Characters with a missing hand, a missing arm, or tremors belong in this category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:60%; font-size:100%; border:2px solid #ccc; background:#ffc1b5; margin:0; padding:.1em; text-align:center;color:#000;&amp;quot;&amp;gt;!A CREWMEMBER SHOULD NEVER BE MISSING BOTH OF HIS ARMS OR HANDS!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Permission===&lt;br /&gt;
Here is a comprehensive list of which types of disability your character is permitted to have, per their job.&lt;br /&gt;
&lt;br /&gt;
====Command====&lt;br /&gt;
Command is expected to lead during situations and emergencies. However, due to the amount of experience required to attain such a role and the variety, each role has different expectations associated with it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#FFDF00;&amp;quot;| &#039;&#039;&#039;Command&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Captain:|| Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Head of Security:|| Unimpaired  || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Executive Officer:|| Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Chief Engineer:|| Unimpaired || Perfect ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Research Director:|| Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Chief Medical Officer:|| Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Operations Manager:|| Movement Impaired || Flawed || Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Command Support====&lt;br /&gt;
Command Support has a variety of requirements due to the varied nature of the few positions in it&#039;s umbrella. Consulars and Liaisons are given more leeway with their requirements, whereas Bridge Crew have much stricter requirements due to the potential needs of the role.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#166294;&amp;quot;| &#039;&#039;&#039;Command Support&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Bridge Crew:|| Unimpaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Consular:|| Heavily Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Liaison:|| Heavily Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Security====&lt;br /&gt;
Security is one of the most physically demanding departments. Chasing assistants, wrestling with a drunk Unathi, or hunting space carp all belong on the work-list of security. With the exception of cadets, all members of the department are expected to be capable of EVA activity if required.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#05A3A4;&amp;quot;| &#039;&#039;&#039;Security&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Security Officer:|| Unimpaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Security Cadet:|| Unimpaired  || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Warden:|| Unimpaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Investigator:|| Unimpaired || Perfect ||  Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Science====&lt;br /&gt;
While scientists are widely considered lazy and weak, this doesn&#039;t mean just anyone can join. Many roles require the crewmember to perform heavy duty work, complicated EVA maneuvers, or delicate movements. Much more leeway is afforded, however, to the basic scientist role as this role can vary wildly in its specialization.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#e0b0ff;&amp;quot;| &#039;&#039;&#039;Science&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Scientist:|| Movement Impaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Phoron Researcher:|| Unimpaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Xenoarcheologist:|| Unimpaired || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Anomalist:|| Unimpaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Xenobiologist:|| Movement Impaired || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Lab Assistant:|| Specialization Dependent* || Flawed ||  Specialization Dependent* || Specialization Dependent* || Specialization Dependent*&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; Choose based on the science role your Lab Assistant is specializing for.&lt;br /&gt;
&lt;br /&gt;
====Medical====&lt;br /&gt;
The medicinal field is much more permissive towards the disposition of the doctors. More frequently they&#039;ll be expected to stand around for long hours rather than running to any patients, with the exception of paramedics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#BBF1F1;&amp;quot;| &#039;&#039;&#039;Medical&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Physician:|| Movement Impaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon:|| Movement Impaired  || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Pharmacist:|| Movement Impaired || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Paramedic:|| Unimpaired  || Flawed || Minimal Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Psychiatrist:|| Heavily Movement Impaired || Flawed ||  Minimal Speech Impediment || Healthy Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Medical Intern:|| Specialization Dependent* || Flawed || Specialization Dependent* || Specialization Dependent* || Specialization Dependent*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; Choose based on the medical role your Medical Intern is specializing for.&lt;br /&gt;
&lt;br /&gt;
====Engineering====&lt;br /&gt;
Engineers are expected to deal with ship emergencies and physical work is their daily bread and butter. As far as speech impediments are concerned they aren&#039;t as strict.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#E8891D;&amp;quot;| &#039;&#039;&#039;Engineering&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Station Engineer:|| Unimpaired || Perfect ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Atmospheric Technician:|| Unimpaired || Perfect ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Engineering Apprentice:|| Unimpaired || Perfect ||  Speech Impediment || Healthy Hearing  || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Service:====&lt;br /&gt;
The Service department features many jobs and many people. Thus, it is the most permissive department in regards to disabilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#BBC2CC;&amp;quot;| &#039;&#039;&#039;Service&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Chaplain:|| Heavily Movement Impaired || Blind ||  Mute || Impaired Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Librarian:|| Heavily Movement Impaired || Flawed ||  Mute || Impaired Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Reporter:|| Heavily Movement Impaired || Flawed ||  Speech Impediment|| Healthy Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Janitor:|| Unimpaired || Flawed ||  Mute || Impaired Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Bartender:|| Heavily Movement Impaired || Flawed ||  Mute || Impaired Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Chef:|| Heavily Movement Impaired || Flawed ||  Mute || Impaired Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponicist: || Heavily Movement Impaired || Flawed ||  Mute || Impaired Hearing || Impaired&lt;br /&gt;
|-&lt;br /&gt;
| Assistant:|| Specialization Dependent* || Specialization Dependent* || Specialization Dependent* || Specialization Dependent* || Specialization Dependent*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; Assistants can assist in a variety of roles, refer to the above tables when deciding into which role they should be permitted.&lt;br /&gt;
&lt;br /&gt;
====Operations:====&lt;br /&gt;
Operations is, likewise, relatively permissive. However, it is much more specific to each individual role as a Shaft Miner will be required to do much more physically than a Hangar Technician or a Operations Manager.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#c19a6b;&amp;quot;| &#039;&#039;&#039;Operations&#039;&#039;&#039; !! &#039;&#039;&#039;Mobility&#039;&#039;&#039; !! &#039;&#039;&#039;Eyesight&#039;&#039;&#039; !! &#039;&#039;&#039;Speech&#039;&#039;&#039; !! &#039;&#039;&#039;Hearing&#039;&#039;&#039; !! &#039;&#039;&#039;Limbs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Hangar Technician:|| Unimpaired || Flawed || Mute || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Shaft Miner:|| Unimpaired || Flawed || Heavy Speech Impediment || Healthy Hearing  || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
| Machinist:|| Movement Impaired || Flawed ||  Speech Impediment || Healthy Hearing || Unimpaired&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Hiring Restrictions ==&lt;br /&gt;
&lt;br /&gt;
Though the megacorporations of the Orion Spur hire quite freely, certain origins are restricted from being hired by certain megacorporations for various reasons. These regulations are enforceable by moderator action.&lt;br /&gt;
&lt;br /&gt;
* Those originating from the &#039;&#039;&#039;[[Himeo|United Syndicates of Himeo]]&#039;&#039;&#039; possessing syndicate membership are barred from working with [[Hephaestus Industries]], [[Idris Incorporated]], any [[PMCG|Eridani Private Military Contractor]], or the [[Stellar Corporate Conglomerate]] unless they renounce said membership.&lt;br /&gt;
* &#039;&#039;&#039;[[Eridani I|Eridanian]] dregs&#039;&#039;&#039; will not be hired by Idris Incorporated, [[Zeng-Hu Pharmaceuticals]], or the Stellar Corporate Conglomerate unless they undergo the process of reinstatement.&lt;br /&gt;
* Members of the Communist Party of &#039;&#039;&#039;[[Pluto]]&#039;&#039;&#039; may not hold command positions on SCC vessels or facilities.&lt;br /&gt;
* &#039;&#039;&#039;[[Unathi]]&#039;&#039;&#039; will not be hired by Idris Incorporated or Zeng-Hu Pharmaceuticals. &#039;&#039;&#039;Guwan&#039;&#039;&#039; or &#039;&#039;&#039;[[Aut&#039;akh]]&#039;&#039;&#039; Unathi may not hold command positions on SCC vessels or facilities.&lt;br /&gt;
* &#039;&#039;&#039;[[Tajara]]&#039;&#039;&#039; will not be hired by Zeng-Hu Pharmaceuticals. [[People&#039;s Republic of Adhomai]] and [[Democratic People&#039;s Republic of Adhomai]] citizens will not be hired by [[Zavodskoi Interstellar]]. [[New Kingdom of Adhomai]] and [[Free Tajaran Council]] citizens will not be hired by Hephaestus Industries.&lt;br /&gt;
* &#039;&#039;&#039;[[Vaurca]]&#039;&#039;&#039; have their own hiring restrictions by Hive:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Vaurca Hives&#039; Relationships&lt;br /&gt;
|-&lt;br /&gt;
! Corporations&lt;br /&gt;
! Zo&#039;ra&lt;br /&gt;
! K&#039;lax&lt;br /&gt;
! C&#039;thur&lt;br /&gt;
|-&lt;br /&gt;
! [[Nanotrasen Corporation|NT]]&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Hephaestus Industries|Heph]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Zavodskoi Interstellar|Zavod]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Zeng-Hu Pharmaceuticals|ZH]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|-&lt;br /&gt;
! [[Idris Incorporated|Idris]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Private Military Contracting Group|PMCG]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/DPF&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/Eridani&lt;br /&gt;
|- &lt;br /&gt;
! [[Orion Express|Orion]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|- &lt;br /&gt;
! [[Einstein Engines|Einstein]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Pages]] &lt;br /&gt;
[[Category:Guides]] &lt;br /&gt;
[[Category:Corporations]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Little_Adhomai&amp;diff=39234</id>
		<title>Little Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Little_Adhomai&amp;diff=39234"/>
		<updated>2026-05-08T15:44:20Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: Little Adhomai Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Little Adhomai&#039;&#039;&#039;, also known as the Imperial Plaza or District 6, is the home to most of Mendell City’s Tajaran population. A vibrant but shady district of various dives, bars, clubs, restaurants, and makeshift amenities. While somewhat clean on the surface, organized crime, shady activities, and para-legal operations are as common as the famous street food vendors. What infrastructure that was present in the district has been since gutted for phoron by black market salvagers, only haphazardly replaced with lackluster stand-ins either by residents or Adhomian governments. While, by most definitions, a slum, its location, presence, and cultural presence sees a variety of traffic.&lt;br /&gt;
&lt;br /&gt;
The local population has divided the district along political lines, a matter fueled by the Adhomian nations who maintain a presence in each neighborhood. Clashes between supporters and cronies of the Adhomian factions are not uncommon. Some conflicts have given rise to riots or further violence, only quelled by the MCPD or the Adhomian nations when they go too far for too long. Little Adhomai has become an increasingly important proxy theater for the Cold War, seeing investment and supply from Adhomai as each nation vies for control over the large off-world community, taking advantage to win favor and build up the district where the Republic of Biesel neglects the majority of its Tajaran population.&lt;br /&gt;
&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
Before the migration of Tajara to Tau Ceti, the Imperial Plaza was a sparsely populated residential district. Biesellite administration and investors paid little attention to the location. With the end of the [[Tajaran History#The Uprisings|First Tajaran Civil war]] and the opening of the [[Adhomai]], the first wave of Adhomian migrants reached [[Mendell City]]. The low prices of District Six were attractive to Tajaran migrants, and as such the first communities of immigrants were created in that area of the city. Despite its growing population, the government neglected much of the district’s urban development. Crime and gang activity soon became serious problems in Little Adhomai.&lt;br /&gt;
&lt;br /&gt;
The lack of urban planning has transformed the Imperial Plaza into a maze. Apartments, shops, restaurants, and clubs pile upon each other. Many housing units are constructed in traditional PRA fashion: large square buildings hosting several families and built using cheap construction materials. Tunnels, hiding places, and bunkers can also be found in the underground of LIttle Adhomai.&lt;br /&gt;
&lt;br /&gt;
The [[Tajaran History#The Second Revolution|Second Tajaran Civil War]] caused a wave of factionalism between the inhabitants of the Imperial Plaza. Little Adhomai was divided into sectors supporting the different warring Adhomian nations. Organizations were recruited and supplied by the People’s Republic and the Liberation Army; these groups were used to further expand their influence in Mendell City. Riots became more common, with violence spilling into other districts. Biesellite police had little success in solving the delinquency problem in District Six, forcing the locals to create their own neighborhood watch squads. In recent events, District Six was the stage of heavy fighting between its warring factions in [[Tajaran Cold War Arc|2462]].&lt;br /&gt;
&lt;br /&gt;
With the end of the Second Revolution and the galactic phoron shortage, the turmoil in Little Adhomai has only shifted. The district’s infrastructure has fallen apart, the Republic of Biesel and Mendell City indifferent to the treatment of Tajara. Constant outages, massive black markets, and other civil unrest is common across the district. However, where the local Mendellian government has chosen to avoid the costs of regaining control of the district, the Adhomian nations have seen extensions of their control. Overbearing neighborhood organizations act as proxies of the Adhomian nations, merely extensions of their governments in all but name, attempting to wrangle the district for their own means. However, it remains to be seen if the proxy theater is yet another region destined to collapse under its own divisions, or if it can rebuild as a microcosm of Adhomai.&lt;br /&gt;
&lt;br /&gt;
= Demographics =&lt;br /&gt;
&lt;br /&gt;
Most inhabitants of District Six are Tajara. The [[People&#039;s Republic of Adhomai]] citizens are the majority. Since the end of the Tajaran Civil War, the presence of [[Democratic People&#039;s Republic of Adhomai]] and [[New Kingdom of Adhomai]] members has increased steadily. Many of the original humans that had populated the district prior to the beginning of Tajaran immigration left for the Xinghua Prefecture or District Eleven. Non-Tajara are not as common anymore, however some continue to find a home in the district. Whether it be due to the pricing of Little Adhomian housing, an interest in the culture of the District, or simply being a temporary thrill-seeker, a sizeable minority continue to find a place in the community. Xenophobia from the local Tajaran population is highly dependent on location in the district, with many of the core sections of gang territories being particularly hostile and harassing non-Tajara out of fear the xeno-residents will eat away at their respective nation&#039;s influence. However, the Social Harmony Committee and buildings on the fringes of gang territories can be neutral if not accepting of outside demographics, so long as the non-Tajara attempt to co-exist and assimilate rather than thrill-seek and vlog life in the Tajaran district.&lt;br /&gt;
&lt;br /&gt;
= Culture and Society =&lt;br /&gt;
&lt;br /&gt;
Because of its relatively short existence, discrimination, and other barriers present in Tau Ceti, most Tajara of Little Adhomai still cling to their native culture. The first wave of migrants and their descendants had an easier time adapting their values to Biesel&#039;s culture. However, since the dawn of the Second Revolution and the Armistice, they have become a minority in Little Adhomai. Despite the lack of efforts towards integration, alongside the growing presence of Adhomian-funded organizations, the overall morals of Little Adhomai are varied and fractal. Many cling onto the morals of their homeworld, while others, often young, jaded, and rebellious, cast these aside for whatever appeases them at their stage in life. Those most jaded even dare to venture off, casting Little Adhomai off for [[New_Gibson#Tajara_on_New_Gibson|new communities.]]&lt;br /&gt;
&lt;br /&gt;
Tajara not employed by megacorporations will usually be engaged in Little Adhomai&#039;s informal economy. Due to the hands-off approach of the MCPD, illegal shops can operate with impunity. While some Tajara consider the opportunity to work for the corporations a blessing, others see Little Adhomai&#039;s situation as being directly caused by the corporate entities. This informal economy is where the heart of the Little Adhomian experience lies. Goods from Adhomai, cheap eats for the returning worker, and the little comforts to ease a homesick heart can be readily bought. Visitors enter the district for all manner of shops not found anywhere else, or to experience the nightlife that defines so much of the district’s culture to those not living in it. So long as a visitor isn’t a corporate executive, specieist, or others that so many in Little Adhomai blame their woes upon.&lt;br /&gt;
&lt;br /&gt;
Little Adhomai has an active nightlife. Bars and clubs stay open late, bustling with activity. Most restaurants specialize in serving Adhomian food, while other establishments have started to experiment with Tau Ceti’s cuisine, creating a unique blend of Biesellite and Tajaran flavors. The streets of the district are famous for their many street vendors and sidewalk displays. &lt;br /&gt;
&lt;br /&gt;
Each neighborhood often has a strong communicable unity. Control by the [[#Gangs and organizations of Little Adhomai|Big 3]] organizations within Little Adhomai has seen these neighborhoods develop into miniature states in of themselves. Each operates in their own way, with the rules and benefits promised by each organization leading to a variety of experiences within the district. However, transcending these divisions is a strong sense of Tajaran identity. The collective experience of the Tajaran condition in Mendell has led to neighbors helping each other, sometimes even where political divisions may exist. Neighborhoods are constantly transformed, building facades and murals reflecting the community present to build a stronger sense of home among residents. &lt;br /&gt;
&lt;br /&gt;
Life within the Imperial Plaza depends highly upon where one lives within the district. Those within the neutral territories, areas without a major organization in control, experience life much like how it used to be within the district. Relative lawlessness. Building maintenance is highly dependent on the efforts of residents to maintain it. Communal unity remains the only reliable safety net when one falls on hard times. Crime is rampant, be it break ins or gang violence. Gun ownership is high, seen as a prerequisite for safety. Businesses operate without concern, Biesellite standards not restraining how any business may operate. The rampant anti-corporate sentiment ensures no corporate venture survives long, being pushed out when costs become too high. The sole exceptions, Orion Express and NanoTrasen who maintain small businesses and clinics operated by locals and too vital to local needs to be run out of town.&lt;br /&gt;
&lt;br /&gt;
This anarchy is contrasted by the stability and structure of the Social Harmony Committee and House of Hamiyeh territories. Here, life is closer to that on Adhomai. Crime is controlled by the local organization, violence only being permitted by the local gang. Buildings are well maintained with building codes and business standards being enforced by gang enforcers. In many ways, life within these territories is relatively normal, existence under a parallel government that, despite being illegal in nature, allows for a civilized life. The exception to this remains the Liberators who run their territory much like neutral lands. Lassaiz-faire attitudes and control, with enforcers only stepping in to protect Liberators interests and ensure the monopoly on violence remains in their hands. However, unlike neutral lands, vast amounts of community support for the downtrodden exist. Soup kitchens, community clinics, and all other charitable activities make the backbone of Little Adhomian welfare. Life in Liberators territory is not as free as in neutral lands, however for many it is a worthy trade-off for easier access to charity, and slightly better protection.&lt;br /&gt;
&lt;br /&gt;
The Imperial Plaza is the birthplace of the subculture known as the “Greasers”. Formed by young Tajara disillusioned with life in Tau Ceti, they are characterized by a rebellious attitude, leather jackets, and an interest in Adhomian monowheels. They are often associated with delinquency, with some of them forming their own gangs or joining existing ones.&lt;br /&gt;
&lt;br /&gt;
The art of Little Adhomai revolves around the Tajaran condition and culture in Tau Ceti. The challenges of living in an alien world, the effects of the Tajaran civil wars, discrimination, and employment under megacorporations are common themes in District Six’s cultural productions. Local artists are commonly sponsored by the Tajaran governments. Adhomian media is also frequently imported and consumed by the population of Little Adhomai.&lt;br /&gt;
&lt;br /&gt;
Little Adhomai is home to a notable concentration of homosexual and transgender Tajara. These Tajara left Adhomai in the hopes of finding more tolerable communities elsewhere. However, much like the rest of the district, one’s experience depends on where within the community they choose to live. Many find safety in the neutral territories where some apartment blocks have transformed into safe communities, where the majority within the block are non-conforming. Collective security and, at times, paying off local gangs for protection offer an insulation from traditionalist attitudes elsewhere. It is here that the [[#Little Adhomai Horticultural Society|Horticulture Society]] often organizes. Those within the [[#Gangs and organizations of Little Adhomai|Big 3]] territories are subject to the views of local enforcers. House of Hamiyeh lands are rarely accepting beyond the few Biesel Nobles who hold more progressive views, while Harmony Committee blocks have some level of security albeit with stronger scrutiny. In spite of the challenges, Little Adhomai continues to foster a strong and vibrant community, being the centerpoint of the cultural creations pushing for a change among Tajara society.&lt;br /&gt;
&lt;br /&gt;
== Cuisine ==&lt;br /&gt;
&lt;br /&gt;
Thanks to Biesel&#039;s climate, much of the traditional Tajaran food consumed in Mendell City is exported from Adhomai; however, small hydroponics farms allow the population to grow some Adhomian crops. This scarcity of homely flavors led the Tajara to adopt and adapt the local food into their meals. Chefs replace Adhomian ingredients with native substitutes, while others prepare human dishes using Tajaran alternatives. &lt;br /&gt;
&lt;br /&gt;
=== Notable Dishes ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adhomian Pizza:&#039;&#039;&#039; while regular pizza flavors are already deeply appreciated by the Tajara, mainly due to their contact with the recipe in NanoTrasen&#039;s stations, some restaurants have tried to innovate the dish with Adhomian ingredients. Some combinations, such as the Zkah&#039;nkowa and Sarmikhir toppings, are considered a success. The existence of earthen-root pizza is a contentious subject.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Little Adhomai Avah:&#039;&#039;&#039; loosely inspired by the eponymous dish, the Little Adhomai Avah is N&#039;fri-hi batter fried into the shape of a sphere. The dish is then filled with human ingredients; chocolate, cow beef, and sugar are the most common options. Getmore products are usually used to prepare the filling. Little Adhomai Avah is sold by street merchants operating inside and outside of District Six.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biesellite Lunch:&#039;&#039;&#039; a cold dish composed of Adhomian Hardbread, earthen vegetables, and fruits generally served alongside jam or fat. The meal was created by the first wave of immigrants who needed a packed lunch. Since the only Tajaran food available at the time was the hardtack, they complimented the bread with locally made products. Despite the increase in importations and homegrown Adhomian foodstuff, the Biesellite Lunch is still a staple dish in Little Adhomai.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
[[File:Little Adhomai Stars.png|thumb|Two Little Tajaran Electro Swing stars posing for a Spurley magazine. Notorious for pushing the limits of Little Adhomian fashion trends, the vibrant colors and flashy accessories have come to define the Electro Swing scene in Little Adhomai.]]&lt;br /&gt;
&lt;br /&gt;
The District is the birthplace of &amp;quot;Little Tajaran Electro swing&amp;quot;, a Biesel-based variant of the classic Tajaran Electro swing known for its stronger focus on electronic dance music and Tau Ceti Basic lyrics. Traditional Tajaran music is still popular among the older Tajara and newer migrants to Biesel. Pirate radio stations, many of them working at the behest of whatever government they pledge allegiance to, operate in Imperial Plaza, bringing propaganda, music, and news to the population. Bloodstorm took residence in Little Adhomai after their ban from Adhomai. The presence of the band renewed the District&#039;s interest in Tajaran heavy metal.&lt;br /&gt;
&lt;br /&gt;
Because of the corporate control in Tau Ceti, most of the radio stations operating in Little Adhomai are unlicensed. Since they rely on outdated equipment, their broadcasting is limited to Mendell City. Stations in faction-controlled territories are subject to censorship, while ones in neutral gang areas are far freer to dictate their own broadcasts.&lt;br /&gt;
&lt;br /&gt;
=== Notable Radio Stations ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adhomai-Ceti Connection:&#039;&#039;&#039; a radio station focused on news and general utilities. Created by Second Revolution migrants as a way to receive reliable information on the conflict, the Connection attempts to remain neutral and transmit all from all sides of the story. This attempt at neutrality is currently being challenged as factionalism ripples across Little Adhomai. Many staff members have already left to create their own faction-funded radio stations to transmit their &amp;quot;truths&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voice of Little Adhomai:&#039;&#039;&#039; the largest music-based radio station in Little Adhomai; it transmits both traditional music and Little Tajaran Electro Swing. The Voice of Little Adhomai is famous for broadcasting Adhomian war songs; to please all sides, one song from each faction is played at least once a day. The station also has a segment dedicated to local amateur musicians.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;D6 Citizen Radio:&#039;&#039;&#039; a pirate radio station in Little Adhomai. Its broadcast content is a mixture of anti-corporate propaganda, political commentary, and public utilities. Its main show, Mendell&#039;s Truth, is infamous for its Natediist tendencies; it urges the Tajara living in Tau Ceti to engage in sabotage against corporations. Despite the controversy, Citizen Radio is frequently used by the district&#039;s inhabitants because of its live reports on ongoing shootouts and police raids.&lt;br /&gt;
&lt;br /&gt;
== Literature ==&lt;br /&gt;
&lt;br /&gt;
The literature in Little Adhomai is mostly focused on exploring the dilemmas and difficulties found in the life of Tajaran migrants. Longing for home, exploitation, discrimination, crime, and disillusion with the promises of wealth are the most common themes. Thanks to its anti-corporate motifs, District Six&#039;s literature never made it into mainstream media. However, Little Adhomai is home to printing shops adept in producing propaganda pieces and works of literature alike.&lt;br /&gt;
&lt;br /&gt;
Influenced by recent events and the growing interest in urban legends, Little Adhomai became the birthplace of Tajaran Otherworldly Literature. This literary genre combines aspects of fantasy, horror, and speculative fiction alongside Adhomian paranormal elements, frequently reimagining mythological creatures and events. Tajaran Otherworldly texts are usually published in magazines or on extranet sites.&lt;br /&gt;
&lt;br /&gt;
=== Notable Books ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unto an Alien Land:&#039;&#039;&#039; a novel describing the story of a Tajaran migrant family, told from the perspective of the youngest daughter Agashka. The Rhikaslav household migrated to Tau Ceti because of the Second Revolution; they settled in Little Adhomai under the promise of finding work with NanoTrasen. The book describes the poverty and discrimination that most of District Six&#039;s inhabitants face. The novel ends with the family disintegrating after the death of the father and two sons during a riot. A sequel is currently under production.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A Neverending Night:&#039;&#039;&#039; a book about a fictional Tajaran heist crew operating in Tau Ceti. The novel starts by describing the lives, motivations, and crimes perpetrated by the characters during their career. The narrative takes a different turn when the criminals involve themselves in a deep political conspiracy after they are hired to steal a Phoron shipment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outlandish Tales:&#039;&#039;&#039; a magazine specialized in publishing Tajaran Otherworldly Literature stories. The periodical features texts submitted by amateur and established writers alike. Since it is printed using cheap, recycled paper, Outlandish Tales is sold for a couple of credits on the streets of Little Adhomai. The magazine also has a section dedicated to exploring the urban legends and mysteries of Mendell City.&lt;br /&gt;
&lt;br /&gt;
== Television ==&lt;br /&gt;
&lt;br /&gt;
Cinema and holovideos are a thriving industry in Little Adhomai. Both professional and amateur studios are involved in the production of films. Popular genres include military dramas, period pieces, and crime thrillers. Arzjun Haurjuhrl is one of the most famous film-makers of District Six; he is notorious for the blockbuster “When Summer Came to Nazira”. Tajaran telenovelas are also widely popular, with an audience beyond District Six’s population, including the rest of Mendell City. Aired during the afternoon, they generally deal with daily life melodramas and historical romances.&lt;br /&gt;
&lt;br /&gt;
=== Notable Shows ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Astray Spirits:&#039;&#039;&#039; a telenovela produced in Little Adhomai. It attempts to mimic the Adhomian format but uses Tau Ceti as its setting. The show follows the life of a migrant family and their attempts to succeed in Biesel. Astray Spirit is currently available via the extranet; the producers have been rejected by all major media outlets in the republic. Despite this, it became a hit with the Tajaran population.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Adventures of Captain Azzam:&#039;&#039;&#039; a low-budget comedy movie set during Nated&#039;s coup. The pictures tell the story of a dim-witted PRA army officer who thanks to his own confusion and a series of unfortunate events, ends up switching sides multiple times during the conflict; Captain Azzam ends up fighting for the Hadiist, Al&#039;mariist, and Royalist causing by accident in a span of a few days. Azzam then flees to Little Adhomai to avoid being purged by President Hadii for his disloyalty. The film ends with the protagonist accidentally saving Miranda Trasen from an assassination attempt.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloody Moon:&#039;&#039;&#039; a police thriller movie about an MCPD Tajara detective, Harun Dziri, involved in the investigation of Raskariim activities in Little Adhomai. Harun ends up uncovering a scheme involving the authorities and is forced to retire; the protagonist continues the investigation on his own. The picture was criticized for its cheap special effects and jump scares. However, Bloody Moon was praised for its commentary on police corruption and extremism within the Tajaran society.&lt;br /&gt;
&lt;br /&gt;
== Sports and Games ==&lt;br /&gt;
 &lt;br /&gt;
Because of District Six&#039;s urban nature, traditional Adhomian sports are limited by the few existing sporting avenues. However, the Tajara have created their own ways to entertain themselves in Tau Ceti. Besides street sports, Little Adhomai has an expressive video-game scene. Many arcades operate in the District. Due to hardware and monetary constraints, the Tajaran youth prefer older games over new ones. Independent titles have been created by D6 developers for both arcades and tabletop games. &lt;br /&gt;
 &lt;br /&gt;
=== Notable Games and Sports ===&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Rham&#039;nirr:&#039;&#039;&#039; a bat-and-ball game played on the streets. In Rham&#039;nirr, two pairs take opposite sides on the field, where they will take turns throwing and batting a ball. Behind each team, there is an item, usually a bottle or can, that the thrower can knock down for points. In case the batter manages to hit the ball, they can run between the wickets to score. The game ends when one of the teams has thirty points.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Baghrar&#039;zhir:&#039;&#039;&#039; developed by the first wave migrants, when guns were not common due to widespread smuggling, Baghrar&#039;zhir is an adaptation of the Adhomian martial art to the realities of District Six. Unlike the Adhomian versions, it allows hits below the waist and encourages the use of the claws for eye-gouging. Improvised weapons, such as chains and wrenches, have also been incorporated into the style.&lt;br /&gt;
&lt;br /&gt;
====Winter Quest====&lt;br /&gt;
Winter Quest is the first pen-and-paper role-playing game created by a Tajara. Its rules are known to favor interpretation over dice rolls. Combat encounters are notoriously deadly and short. Since character death is common, the tabletop has a fast character creation system. Winter Quest usually uses a fantasy world inspired by Adhomian mythology; however, other settings have been published using its rule set.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters are one of the most important parts to a Winter Quest game. The process of creating a character is fast as a result of the punishing combat.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Choose an Ethnicity&#039;&#039;&#039;&lt;br /&gt;
#*M&#039;sai, Zhan-Khazan, Hharar, or Njarir&#039;akhran&lt;br /&gt;
#&#039;&#039;&#039;Choose a Name&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Choose an Archetype&#039;&#039;&#039;&lt;br /&gt;
#*Hunter, Mystic, Warrior, Scholar, Outlaw, Noble, Priest, Laborer, Frontiersman, etc.&lt;br /&gt;
#&#039;&#039;&#039;Define Three Traits&#039;&#039;&#039;&lt;br /&gt;
#*Examples: Strong, Clever, Loyal or Silent, Quick, Cunning.&lt;br /&gt;
#&#039;&#039;&#039;Define One Flaw&#039;&#039;&#039;&lt;br /&gt;
#*Examples: Impulsive, Cowardly, Distrusted.&lt;br /&gt;
#&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
#*Each character begins with one weapon, one tool, and one personal item.&lt;br /&gt;
#&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
#*A one or two-sentence origin story.&lt;br /&gt;
#*Example: Raska, a silent M’sai hunter, is strong, patient, and loyal, but distrusted by the village. She carries a bow, a hunting knife, and her father’s Ma’ta’ke talisman.&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;
&#039;&#039;&#039;Challenges&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughout the quest, the Story Master will provide challenges to the progress of the questers. These challenges must be resolved through &#039;&#039;&#039;resolutions&#039;&#039;&#039;. These resolutions are short answers as to how the equipment, archetype, and traits of your character are capable of conquering the challenge. The other players alongside the Story Master then examine this resolution to determine whether it solves the challenge, or is incapable of besting the test.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Story Master’s Question:&#039;&#039;&#039; The Story Master will present a challenge, then ask “How would your character conquer this challenge?”&lt;br /&gt;
*&#039;&#039;&#039;Player’s Answer:&#039;&#039;&#039; The player answers the Story Master with how their character’s traits, equipment, and archetype would solve the challenge.&lt;br /&gt;
**Other characters may assist if permitted by the Story Master.&lt;br /&gt;
*&#039;&#039;&#039;Judgement:&#039;&#039;&#039; The other players and Story Master determine if the answer is convincing. They may ask questions to clarify.&lt;br /&gt;
**Convincing: Success&lt;br /&gt;
**Weak/Contradictory: Failure&lt;br /&gt;
*&#039;&#039;&#039;Flaws matter:&#039;&#039;&#039; If a character flaw is relevant to a challenge, it may override the traits of a character and automatically fail the challenge.&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;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combat utilizes the same resolution system as normal [[Little Adhomai#Challenges|challenges]]. The order of combat is determined narratively. The first character or creature to attack goes first, followed by the defender, then other characters and creatures as determined by their traits. One of three outcomes may result from combat: Deathly blow, wounding blow, or shielded blow.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;First Strike:&#039;&#039;&#039; The initiator of combat narrates their attack, and how their traits and weapons support their action.&lt;br /&gt;
*&#039;&#039;&#039;Defender’s Retaliation:&#039;&#039;&#039; The defender uses their traits, equipment, and environment to explain how they survive the attack.&lt;br /&gt;
*&#039;&#039;&#039;Judgement:&#039;&#039;&#039; The other players and Story Master determine who has the advantage, and to what degree.&lt;br /&gt;
*&#039;&#039;&#039;The Verdict:&#039;&#039;&#039; One of three results may occur based on how high the advantage is for one side over the other.&lt;br /&gt;
**&#039;&#039;&#039;Fatal Blow:&#039;&#039;&#039; The defender dies.&lt;br /&gt;
**&#039;&#039;&#039;Wounding Blow:&#039;&#039;&#039; The defender survives, but is left with a new scar or permanent injury (new flaw).&lt;br /&gt;
**&#039;&#039;&#039;Shielded Blow:&#039;&#039;&#039; The defender survives successfully.&lt;br /&gt;
*&#039;&#039;&#039;Riposte:&#039;&#039;&#039; The defender may choose to either escape or counter attack.&lt;br /&gt;
**&#039;&#039;&#039;Escape:&#039;&#039;&#039; The defender runs from the confrontation. This may lead to a negative effect depending on context.&lt;br /&gt;
**&#039;&#039;&#039;Counter Attack:&#039;&#039;&#039; The defender becomes the attacker. The combat sequence resets.&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;
&#039;&#039;&#039;Progress&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Progress on a quest comes in many forms. Knuckles, items, and maybe even reputation. However, each character progresses in their own way on a quest. Following key events along one’s own winter quest, certain changes in a character may occur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Survival:&#039;&#039;&#039; Surviving strenuous events, and possible combat, can result in a new flaw.&lt;br /&gt;
*&#039;&#039;&#039;Success:&#039;&#039;&#039; Completing a quest or major event can result in a new trait.&lt;br /&gt;
*&#039;&#039;&#039;Change:&#039;&#039;&#039; Some story events may change a character. Replace a trait with a flaw.&lt;br /&gt;
&lt;br /&gt;
Remember, flaws are not a bad thing. Stories are best when a character overcomes their flaws to achieve great feats. Each character is defined by their traits and flaws that show their history, their battles, and their successes or failures. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supplementals&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rredouane Mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In lieu of the narrative conflict system, the use of Suns and Moon dice can be included into standard Winter Quest play for an additional level of tension, conflict, and a little luck. All challenges and conflicts are no longer decided by table judgement, but rather the results of the dice.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
#The Story Master presents a challenge or conflict.&lt;br /&gt;
#*Difficulty dictates the number of dice. Easy challenges have one die, but range up to 6 dice for the most difficult tasks.&lt;br /&gt;
#The Player is granted one to six dice based on their answer.&lt;br /&gt;
#*Much like a traditional challenge or conflict, the Player may use their character’s traits, equipment, and archetype to justify a higher dice count.&lt;br /&gt;
#The Story Master and Player roll their dice.&lt;br /&gt;
#*Any die with a number four or above is counted as a success.&lt;br /&gt;
#If the Player has more successes, the character succeeds. If the Story Master has more successes, the character loses.&lt;br /&gt;
*In conflicts, if the defender wins by one or two successes over the attacker, they receive a &#039;&#039;&#039;wounding blow&#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;Discipline&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Discipline is a point that is awarded by the Story Master which may be used to change the outcome of a challenge or conflict. It is recommended to keep Discipline a rare resource handed out for especially daunting, heroic, or legendary actions.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Story Masters may hand out Discipline to a character.&lt;br /&gt;
**Recommended reasons are for heroic acts, cunning or creative answers, or completing major quests.&lt;br /&gt;
*Players may use Discipline to alter the outcome of a challenge or conflict.&lt;br /&gt;
**During a challenge, the outocme flips.&lt;br /&gt;
***I.E. A success becomes a failure, or a failure becomes a success.&lt;br /&gt;
**During conflict, the outcome improves by 1 level.&lt;br /&gt;
***I.E. A wounding blow imrpoves to shielded blow when a discpline point is used.&lt;br /&gt;
*In Rredouane Mode, Discipline adds one die to a player&#039;s dice pool.&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;Character Sheet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While not strictly necessary to play Winter Quest, a character sheet may be preferred to keep track of traits, flaws, and items. An example sheet is provided below.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;[table][cell][center][b]Winter Quest[/b]&lt;br /&gt;
[i]Character sheet[/i][/center][hr][b]Player:[/b] [field]&lt;br /&gt;
[b]Character:[/b] [field]&lt;br /&gt;
[b]Quest:[/b] [field]&lt;br /&gt;
[hr][b]Ethnicity:[/b] [field]&lt;br /&gt;
[b]Archetype:[/b] [field]&lt;br /&gt;
[b]Traits:[/b][list][field]&lt;br /&gt;
[/list][b]Flaws:[/b][list][field]&lt;br /&gt;
[/list][b]Equipment:[/b][list][field]&lt;br /&gt;
[/list][b]Background:[/b] [list][field][/list][/table]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Crime ==&lt;br /&gt;
&lt;br /&gt;
Due to poverty, segregation, political tensions, and governmental neglect, crime is a notable facet to Little Adhomai. Once rife with individual crime and violence, the strong drives from the district organizations and gangs have seen a sharp shift in the criminal activities in the district. Violent clashes, homicide, and violence are no longer individual efforts, rather a sanctioned practice performed by the gangs. Skirmishes between gangs are not uncommon, with gunfire being a familiar noise to long-time residents of the district. However, it is no longer the rampant occurrence it once was. Now, clashes are planned between the large controlling organizations. Small-time gangs clash in neutral territories, unless they seek the wrath of the larger gangs. Planned assassinations, kidnappings, and other such occur with careful consideration to keep the acts clean and untraceable. Riots and unrest are common in neutral lands, sometimes spilling into gang territories when particularly potent or when directed at Biesel and the corporations. The black market in Little Adhomai is massive, goods flowing in and out with impunity. The Mendell City Police rarely enter the district anymore, the city disinterested in the costs to retake the district. Rather, only stepping in when unrest or activities spill out into adjacent districts. Raids by the BSSB are not uncommon, the federal organization utilizing their home-field advantage and funding to operate with little concern, however even these raids often end with casualties on both sides. Due to the efforts by each of the major organizations in Little Adhomai, individual and unorganized crime is kept low. The Mendell City Police use this to claim that violence and crime in the district is low, therefore not requiring further investigation.&lt;br /&gt;
&lt;br /&gt;
Small-time gangs, whether affiliated with the [[#Gangs and organizations of Little Adhomai|Big 3]] or independent, are still noticeable. Petty crimes and rackets are common practices when not skirmishing with each other or running drugs and goods for the district black market. Many are used as disposable workforces by the Big 3 until such gangs are useful enough to be annexed entirely. Many of these smaller gangs last for a handful of months, ending in death, annexation by the Big 3, or disbanding peacefully. Many members are young Tajara without strong access to institutional education or meaningful employment, both issues being steadily eradicated by the strengthening of the informal institutional power of the Big 3. As a result, small gangs are becoming increasingly uncommon in Little Adhomai. The relatively few that remain exist in the neutral territories.&lt;br /&gt;
&lt;br /&gt;
One matter rarely left alone, however, is the rampant phoron theft and scavenging performed across the district. Much of the phoronic infrastructure built into the district has since been ripped out and scavenged with lackluster stop-gaps placed in by the local populace. As much of this equipment was corporate in origin, and has an effect on the overall Mendell city grid, it is not uncommon to see larger police operations performed against suspected phoron-possessing gangs. These confrontations are intense and result in multiple deaths on average, typically those of the scarcely armored Tajara than the well-equipped police.&lt;br /&gt;
&lt;br /&gt;
The crime in D6 is further complicated by criminals in the neighboring districts of Vega De Rosa and Eleven using Little Adhomai for their own purposes. It is not rare to see humans working with Tajaran crime groups when it benefits them. The district’s proximity to Flagsdale also brings its own issues. Anti-Vaurca sentiment in Little Adhomai runs deep, and skirmishes and reprisals between the Tajara here and their Vaurca neighbors are a monthly occurrence. These tensions reached their peak in 2460 when Vaurca Queen [[Zoleth, The Herald of Scars|Ta&#039;Akaix&#039;Zoleth’akeh Zo&#039;ra]] ordered the killings of several Tajara associated with criminal leadership after it was discovered that the bodies of Vaurca slain by Tajara were being smuggled away from the hive. &lt;br /&gt;
&lt;br /&gt;
=== Notable Criminals ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Little Adhomai Skinner:&#039;&#039;&#039; a semi-legendary serial killer known for skinning its victims. The first death attributed to Little Adhomai Skinner occurred in 2457 in Little Adhomai; later cases would be registered in 2459 and 2461. Despite having a low body count, the Skinner became infamous for its method: strangulation followed by masterfully removing the entire fur pelt from the body. Some speculate that the murderer collects the skins to manufacture Tajaran coats for eccentric billionaires buyers. The identity of the Little Adhomai Skinner is still a mystery.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Klyuch and Yana:&#039;&#039;&#039; a Hharar criminal couple who were active with their gang in the 2450s. They were famous for their heisters around Mendell City and its outskirts; the criminals preferred assaulting banks and corporate-owned stores. Klyuch was the team driver and planner, while his wife, Yana, was a skilled gunslinger. The couple was killed in a police operation in 2456. Their life history remains popular with the Tajara in Little Adhomai; works of fiction romanticizing their actions have become a hit with the younger generations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuray Triha&#039;dar:&#039;&#039;&#039; a robber notorious for taking part in one of the largest heists in Tau Ceti&#039;s history. Nuray and his gang ambushed a shuttle transporting phoron as it landed in Mendell City&#039;s spaceport in 2455. Overpowering the security team and its defenses through the use of pre-planted explosives, the criminals managed to hijack the ship and steal millions of credits worth of goods. Triha&#039;dar was the only gang member who avoided capture in the following years; he escaped to Adhomai in 2457. He now lives peacefully in Sren&#039;dul. Despite several requests by the Republic of Biesel, the Democratic People&#039;s Republic of Adhomai refuses to extradite him.&lt;br /&gt;
&lt;br /&gt;
=== Drug Trade ===&lt;br /&gt;
&lt;br /&gt;
Little Adhomai is one of the main targets of the Adhomian drug trade. Tajaran-made substances reach the district thanks to the efforts of the smugglers. Despite these imports, D6 also has its own local production; synthetic drugs are the specialty of Biesellite chemists. While all factions are involved with the trafficking to some degree, the Little Adhomai Liberators control most of the trade. Besides the typical drug houses, District Six has some establishments where users can consume drugs under the tutelage of the local gangs. Since the end of the Second Revolution, Vorothy has become one of the most sought-after substances.&lt;br /&gt;
&lt;br /&gt;
The Church of S&#039;rand&#039;marr and the local community work together to aid the victims of substance abuse. In public clinics, Tajaran doctors work alongside the Parivara to help recover the addicts. These hospitals run solely on donations and the clerical budget. Since the church is involved, the gangs do not interfere with these efforts&lt;br /&gt;
&lt;br /&gt;
==== Notable Drugs ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raskara Dust:&#039;&#039;&#039; a synthetic drug created by Little Adhomai&#039;s chemists. When inhaled or injected, it causes a relaxing trance. It is infamous for being cheap and very addictive. However, it has highly corrosive properties. The flesh of the user&#039;s muzzle and face will begin to slowly disintegrate over time, leaving nothing but a gaping maw behind. While richer addicts will usually pay for treatment, poorer ones rely on masks or simple veils to hide this deformity. When injected, Raskara Dust is far more potent, but will slowly cause fatal damage to the heart. Rumors claim it is used by Raskariim during rituals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bistry:&#039;&#039;&#039; a substance made from modern medicine and traditional Adhomian herbs. When ingested, it induces a feeling of euphoria and provides a boost of energy for up to two days. After its effects fade, it causes lethargy and drowsiness. Bistry is frequently used by overworked corporation employees or gang members during prolonged periods of warfare.  It is commonly distributed in pill form for easier storage and consumption.&lt;br /&gt;
&lt;br /&gt;
== Extranet ==&lt;br /&gt;
&lt;br /&gt;
Thanks to Mendell&#039;s highly developed infrastructure, the Extranet is easily accessible to the inhabitants of Little Adhomai. Personal computers and PDAs are ubiquitous, even if most can be some generations behind the newest models. The D6&#039;s online presence matches the Adhomian one in content and infighting between its factions. It is not uncommon for the Tajaran nations to outsource some of their website development to Little Adhomai&#039;s developers. Tajara living here have also been useful in providing electronics for the Tajaran smuggler vessels to bring to Adhomai’s markets.&lt;br /&gt;
&lt;br /&gt;
=== Notable Websites ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;D6Guide:&#039;&#039;&#039; a website that lists all of the current and future cultural events of Little Adhomai. Its schedule is updated on a weekly basis. Besides having the location and description of the festivals, it provides information regarding any possible ongoing violent conflict in the area.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;OutwordlyTruth:&#039;&#039;&#039; a forum focused on esoterism, occultism, mysteries, conspiracy theories, and urban legends related to Adhomai and District Six. The website is infamous for having little to no moderation regarding its contents. Some rumors claim that OutworldlyTruth is used as a recruiting ground by Raskariim cultists in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CetianGarage:&#039;&#039;&#039; created by Adhomian migrants to bypass some of the economic restrictions present in Tau Ceti, this website serves as a platform to announce sales and trades of used goods. Since the CetianGarage makes no profit from the transactions - the method of payment and delivery is the responsibility of the parts involved in the deal - it is not technically considered a commercial site by the Bieselite law. The domain remains active thanks to donations.&lt;br /&gt;
&lt;br /&gt;
== Festivals ==&lt;br /&gt;
&lt;br /&gt;
Despite its shady reputation, Little Adhomai is home to many cultural events. As a way to remain in touch with their native culture, the Tajara in D6 have organized their own festivals to celebrate their roots. These fairs are one of the rare moments when the district receives a considerable flux of outsiders visiting. While security is still a concern during these times, the gangs usually take up the duties of keeping the party-goers safe; it is not uncommon for two feuding organizations to call a truce for a day or two to also celebrate.&lt;br /&gt;
&lt;br /&gt;
=== Notable Festivals ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;D6 Gastronomy Fair:&#039;&#039;&#039; held once every month, the D6 Gastronomy Fair brings together many restaurants, food street vendors, and amateur chefs to offer Tajaran dishes at an affordable price. The festival also hosts a drinking and eating competition; the winner is awarded a Zhan-sized tankard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dholmatyr:&#039;&#039;&#039; celebrated one week after the Dholma Festival, Dholmatyr is a mixture of Tajaran folklore and Halloween. On this day, Tajara carve Earthen-Roots with haunting and funny faces to place on their doorsteps; these charms supposedly help ghosts find their way to Messa due to their blue color. Younger Tajara will also dress in costumes and receive bottles of mead or soft drinks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Little Adhomai Spring:&#039;&#039;&#039; organized every two months, the Little Adhomai Spring is a music festival held in the Long Eclipse Club. The event allows professional and amateur musicians to play for the community and make connections. Corporate liaisons and Crevan moguls are also present in search of new talents.&lt;br /&gt;
&lt;br /&gt;
= Gangs and organizations of Little Adhomai =&lt;br /&gt;
[[File:Littleadhomai - urban update - landmarks.png|400px|thumb|A map of Little Adhomai]]&lt;br /&gt;
With the abandonment by the Mendell and Biesel governments, Little Adhomai has been forced to organize itself. For much of its history, this was done through gangs, neighborhood watches, and other anarchic systems. However, as the Cold War has gone on, the Adhomian nations have seen an opportunity to expand their influence. Where the Biesellite governments failed, the Adhomian governments stepped in, operating through proxy organizations commonly referred to as the “Big 3”. The Social Harmony Committee, Little Adhomai Liberators, and House of Hamiyeh while technically illegal organizations provide enough benefit to the district for the MCPD and BSSB to let them operate without major issues. As a result, the Big 3 have developed into parallel states to Mendell and Biesel, operating their territories like independent states.&lt;br /&gt;
&lt;br /&gt;
On the other side, apolitical organizations are common. Be these extensions of the Raskariim cult, mercenary groups utilizing the immense wealth of martial experience among the Tajaran population, or other criminal organizations in the Republic seeking to use the lack of police attention to their own ends. Many of these organizations face an ease of operating on Biesel, with the protection of Little Adhomai from intrusive Biesellite authorities. Others face discrimination from the controlling organizations. Others simply use the district as a base of operation, preferring to remain out of its affairs. &lt;br /&gt;
&lt;br /&gt;
== Social Harmony Committee ==&lt;br /&gt;
&lt;br /&gt;
The largest and most powerful organization is the &#039;&#039;&#039;Social Harmony Committee&#039;&#039;&#039;. Funded and subservient to the [[People&#039;s Republic of Adhomai]], the organization has a focus on the improvement and stability of the territories it controls. Hadiist funding, alongside mandatory dues and taxes, fuels the construction, renovation, and revitalization projects that are common across its territories. Every building, business, and operation within Harmony Committee territory must meet the Committee’s standards, or else it faces being demolished and replaced. Committee enforcers keep the peace, following the neighborhood codes that are not unlike their Adhomian counterparts, albeit less strict. As a result, crime is low, at the expense of higher costs and scrutiny living within the Committee’s territory.&lt;br /&gt;
&lt;br /&gt;
The Harmony Committee maintains itself primarily off the dues, taxes, and Adhomian funding. The flow of credits appears on the surface as a net loss, the cost of the many construction projects and community support taking a large chunk of the budget. However, beneath the surface, the Committee has a criminal element. Black market trade, covert operations, information brokering, and all manner of subversive activities to gain an advantage to the People’s Republic, disadvantage their enemies, or bring in a stream of credits to alleviate the costs of their community operations. Clashes with the BSSB are not uncommon when these activities inevitably cross district lines, especially when such activities further the PRA’s PSIS operations in Biesel. However, the Committee&#039;s dedication to Little Adhomai, a PRA-funded PR image, and the well armed nature of its enforcers have made contending with the Committee enough of a headache that local MCPD and BSSB agents have avoided too much conflict.&lt;br /&gt;
&lt;br /&gt;
One notable aspect to the Harmony Committee is the presence of corporate influence. Harmony Committee territory is one of two areas corporations maintain a permanent presence, the other being the House of Hamiyeh. However, unlike the Idris-affiliated House, the Harmony Committee sees the presence of Idris, NanoTrasen, Hephaestus, and Orion Express. Corporate presence is curtailed, much to the chagrin of the corporations. The Committee offers assistance in operations only within designated community spaces. Outside of these areas, the Committee drops support, often leading to sanctioned arson and violence leading towards corporations retreating their presence. &lt;br /&gt;
&lt;br /&gt;
Residents living within Harmony Committee territory find the cleanest streets and best-maintained buildings. Costs are low thanks to the dense brutalist constructions. However, the cost is in committee dues and stricter laws. Violence is quickly stamped out if not Committee approved. Particularly outspoken critics of the PRA vanish overnight. Hadiist citizens may face extradition or worse should they dare go against the Party. Non-Hadiists may live within Committee territory, however they must have a Hadiist sponsor. Those facing tough times can find welfare in the committee, should they be a loyal Hadiist. However, stronger scrutiny and demands are levied to ensure only those aligned with the Party receive assistance, and further to prevent dragging and living off the Party’s benevolence.&lt;br /&gt;
&lt;br /&gt;
Members of the Harmony Committee must be dedicated Hadiists. Mandatory classes, communal meetings, and quotas are common for members. Treated as extensions of the Party and its ministries, for all intents and purposes, Committee members are the PRA itself on Biesel. Most lower-members can expect to be simple social workers, enforcers, or construction workers. However, rising the ranks leads to better benefits. Better apartments, amenities, and more protection. All associates, however, receive baseline benefits. Free-housing, honorary Party membership, and guaranteed food. The head of the Committee is the chairman, a full-time Party member who is appointed quadrennially. The current chairman is &#039;&#039;&#039;Tryahazkul Rhazikul&#039;&#039;&#039;, who also founded the organization. The chain of command from here is strict. A system of sub-committees covers all aspects of governance over Committee territory, operating and appearing much like a government rather than a neighborhood organization or gang.&lt;br /&gt;
&lt;br /&gt;
== Little Adhomai Liberators ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Little Adhomai Liberators&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Liberators&#039;&#039;&#039;, is the second most powerful organization in District Six. The gang is a proxy of the [[Democratic People&#039;s Republic of Adhomai]], although within its own structure, elements loyal to Nated and the Adhomian Liberation Army exist. The organization initially formed from separate gangs that were generally aligned to the DPRA, united together following the expansion of the Social Harmony Committee. The core purpose of the Liberators is increasing Tajaran autonomy, combating corporate exploitation, and expanding the influence of the Al’mariist ideology. To achieve these means, the Liberators use a system of semi-independent cells and groups that answer to a central, government-affiliated command.&lt;br /&gt;
&lt;br /&gt;
The territory of the Liberators is one of the most loosely controlled parts of Little Adhomai, second only to neutral territory. Buildings are given little support for construction or upkeep unless they are in a truly dire state. The laws of the Liberators are particularly short, quelling only unsanctioned violence. However, within Liberator territory, community support is strong for the less than fortunate Tajara. Soup kitchens and community clinics are highly concentrated in these areas, drawing in the needy from across Little Adhomai. Support for unemployed Tajara and protection is a frequent offer. The support is offered alongside propaganda in attempts to draw residents to the side of the DPRA.&lt;br /&gt;
&lt;br /&gt;
The underside of the Liberators, however, is the vast black market that underpins the Little Adhomian economy. The vast majority of the Liberator’s wealth flows through the black market, which is ostensibly controlled by them. Additionally, the Liberators frequently raid other organizations. Whether it’s stealing building supplies from the Harmony Committee, goods from the megacorporations, or credits from the House of Hamiyeh. Of the organizations in Little Adhomai, the Liberators are the most violent, further fueled by the presence of Liberation Army advisors and easy access to arms. The cells of the gang often have to be wrangled by other cells to maintain order, and to avoid the frequent clashes with Biesellite authorities. Unlike the Harmony Committee, the BSSB has little caution in handling the Liberators. Most BSSB ventures into Little Adhomai are to deal with the Liberators due to their heavy involvement in the phoronic black market and drug trade.&lt;br /&gt;
&lt;br /&gt;
Liberators territory has a strong diversity of political affiliation. The relaxed presence of the gang has led to the territory being second only to neutral lands in cultural and political mixing. However, those not aligned with the DPRA or ALA are often forced to remain quiet, less they receive harassment or worse from Liberator enforcers or particularly loyal Al’mariists. Regardless, local buildings are highly customized. Many solutions to the district’s infrastructural woes find innovative and improvised solutions here. Rent is cheapest here, thanks to lackluster building standards, however in turn maintaining oneself within Liberator territory is essential. Gun ownership is near mandatory, and having the skills to fix one’s own apartment is quickly learned. For those wanting the safety net of the Liberator community support, but the freedom from hierarchical rules, Liberator territory is the place to be.&lt;br /&gt;
&lt;br /&gt;
Most members of the Liberators are devout Al’mariists or Natedists. Commonly former gang members and Liberation Army veterans, the Liberators are some of the most skilled enforcers of the Little Adhomian organizations, second only to the Kazarrhaldiye Operations Group. Membership entails requirements to participate in community support. Enforcers are frequently seen either protecting or running the clinics, kitchens, and other support activities across their territory. With a loose hierarchy, rising the ranks of the Liberators is as much a test of survival and connections as it is performance. &lt;br /&gt;
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== House of Hamiyeh ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;House of Hamiyeh&#039;&#039;&#039;, called &#039;&#039;&#039;“The House”&#039;&#039;&#039; by its members, is a [[New Kingdom of Adhomai]] proxy organization operating in Little Adhomai. It was established by a landless noble family, the Njaqrii Hamiyeh, residing in District Six. Seeing the lack of support and hierarchy for Royalist citizens in the Imperial Plaza, the Njaqrii built up a neo-feudalistic system of “Biesel Nobles”, set upon a foundation of tithes, protection rackets, and debt handling. However, for those willing to weather the hierarchy, Hamiyeh territory is one of the most stable, prettiest, and structured territories within the district.&lt;br /&gt;
&lt;br /&gt;
The core operations of the House are reliant on a system of nobles. While not officially titled nobles within the Kingdom, these “Biesel Nobles” are individuals given authority and control by the central Njaqrii Hamiyeh elite. Each noble controls a section of territory granted to them by their liege. This rises from singular buildings, to entire blocks, until reaching the head of the Njaqrii Hamiyeh. Every noble pledges fealty to the noble above them, their lot provided by their liege as with any feudal system. The principle lot most within House territory interact with is the building. Residents and businesses within a given building are expected to pay dues to their liege, who often uses their power to achieve the House’s desires within the district. These dues are utilized to maintain buildings, construct gaudy facades, and line the pockets of the House. Each resident of Hamiyeh territory is promised work. Whether within the territories or within a corporation. Those finding work through the House are therefore tied to the noble who found their job, paying fealty and loyalty to the noble. Going against a patron noble is a cardinal sin within Hamiyeh territory, frequently leading to visits from Hamiyeh enforcers, or death if one doesn’t back down and bend the knee. &lt;br /&gt;
&lt;br /&gt;
Reflecting the outward organization of the House is the darker crimes underneath. Protection rackets, illegal trades, and extortionate loans are the backbone of the House’s illegal affairs. The heavy emphasis on loan and debt trading has earned the Njaqrii the nickname of “Little Idris”, in no small part helped by the ties to Idris that allow for corporate IRUs and Idris-run businesses to operate within Hamiyeh territory, one of the few areas where corporate influence is even present. Additionally, the drug trade among Little Adhomai sees a high amount of its supply originating from Hamiyeh territory, rivaling the Liberators and neutral regions in output with active investment from some Hamiyeh nobles. This drug trade has led to an awkward relationship with Biesellite authorities. The House as a whole is highly cooperative, however on the other side, many drug operations face deadly raids from the BSSB. These drug nobles are disowned by the House after their profits are pocketed, and left out to dry as the next up-start noble takes their place. The booms and busts of drug nobles within the House is a simple fact of the business. Produce the product, steadily increasing volume until the BSSB catches on and shuts it down. Rinse, repeat.&lt;br /&gt;
&lt;br /&gt;
Living within Hamiyeh territory is highly structured. Every resident knows their noble, pays dues, and minds the laws of the land. Reminiscent of the order in Committee territory, ironically, these neighborhoods are relatively safe, so long as one is not an enforcer. Due to the feuding of nobles, the relaxed policy on who may enter the territory, and corporate incursions, clashes between organization enforcers keeps blood on the streets. Residents find stability in work, housing, and food. However, this comes at the price of fealty. One cannot leave their current lot in life without permission from their noble, or else they face being treated like a fugitive. Escapees must flee off Biesel, should they have the funds, or find respite in an opposing organization’s territory. Neutral lands are rarely safe, let alone Hamiyeh territory, where escapees, “T’Kraiye”, are bagged. Disloyalty only comes with one chance to make amends. Those “escaping” the House through sanctioned means often go off-world with the megacorporations, namely Idris. However, a small due is still expected, less they have a target painted on their back for betraying the House.&lt;br /&gt;
&lt;br /&gt;
Members of the House of Hamiyeh are loyal Royalists, typically impoverished Adhomian nobility or ambitious commoners. The House does support elevation and assistance in ennoblements, however to achieve this requires immense loyalty and dedicated work. Most commoners of the House see themselves performing enforcement duties. Check-ins, moving messages, protection duties, all dirty work needed to ensure the House operates and its residents can live the promise made by Hamiyeh. Those Njarir and impoverished nobles of the House find work as the clerks, managers, and ‘Biesel Nobles’. While not every Njarir is promised land within Little Adhomai, they are promised clean work within the administrative apparatus of the House.  &#039;&#039;&#039;Midhat Hamiyeh&#039;&#039;&#039; is the current head of the organization, inheriting his position after the violent demise of his father. Traditional Harr&#039;masir clothing is demanded of its members to maintain a professional image.&lt;br /&gt;
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== Society of the Hidden Dusk ==&lt;br /&gt;
[[File:Hiddendusksymbol.png|100px|thumb|right|The [[Tajaran Minor Religions#Notable Symbols|symbol]] of the Society of the Hidden Dusk.]]&lt;br /&gt;
The &#039;&#039;&#039;Society of the Hidden Dusk&#039;&#039;&#039;, originally the Organization for the Study of Tajaran Past, is a secret society operating within Tau Ceti. Funded by Tajaran intellectuals and nobles after the first contact with humanity was made, it had the mission of exploring Adhomian history in search of ways to combat the alien threat. Despite realizing expeditions across all Adhomai, the organization obtained no success. The Society fell into irrelevance after the end of the First Revolution. The remaining scientific interest was replaced by occultism and [[Tajaran Minor Religions#Ancient Tajara Theory|discredited theories]]; the outlandish belief that the Tajaran antiquity still held a mystic key to great power and fortune. Its members used the Nal’tor Museum of Mystery for their meetings, pretending to be a harmless circle of friends to avoid raising suspicions. Relying on the black market of relics and what little influence they had left, they continued their mission.&lt;br /&gt;
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The ascension of President Njadrasanukii Hadii spelled doom for the Society. Branded as a subversive element, many of its members were arrested. Those who escaped fled to Tau Ceti. The organization established itself in Little Adhomai. Their ambitions are not limited to Adhomian artifacts this time; they seek to collect any object or occult knowledge available.  Working alongside smugglers introduced the Society of the Hidden Dusk into the crime scene of Mendell. Theft and forgery are among their most common illegal activities. The organization also hires non-Tajara to act as their agents outside of District Six.&lt;br /&gt;
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With the end of the Second Civil War, the Society has begun to slowly return to Adhomai; its current ties with Olokun Curios give them some influence in the city of [[Crevus]]. Besides buying stolen artifacts, it is unknown what else they plan to do with their new foothold.&lt;br /&gt;
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== Raging Ha&#039;rron Club ==&lt;br /&gt;
&lt;br /&gt;
Posing as a monowheel club, the &#039;&#039;&#039;Raging Ha’rron Club&#039;&#039;&#039; is the last non-aligned gang that holds any considerable power in Little Adhomai. Formed exclusively by Greasers, they embody the subculture&#039;s rebellious ethos by maintaining their independence from the Adhomian factions. One of their main characteristics is their fascination with monowheels; all members must own at least one before joining. Illegal street races are commonly held by the club as one of their main activities. Due to its emphasis on freedom, the leadership is heavily decentralized and decisions are usually made through a general consensus.&lt;br /&gt;
&lt;br /&gt;
Regardless of the Club&#039;s attempts to resist the outside influence, their power is rapidly diminishing. Unable to compete with the gangs backed up by the Adhomian powers, they frequently lose members and territory to better-equipped and prepared gangs. The Club’s future is bleak; their neutrality has doomed them in the ever-polarizing atmosphere of the Tajaran Cold War.&lt;br /&gt;
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== Kazarrhaldiye Operations Group ==&lt;br /&gt;
&lt;br /&gt;
The end of the Second Revolution brought about a wave of de-militarization for Tajaran society. Most fighters who left the armies returned to live as civilians. Some sought to use their new skills to earn fast credits. A group of now-unemployed veterans came together in Little Adhomai to form Kazarrhaldiye Solutions. This was an illegal mercenary group that would be hired by [[Valkyrie#Crime|unsavory elements]] in Tau Ceti for various jobs. Smash and grabs, arson and sabotage, assassination and targeted bombings were available for the right buyer with the right credits. Kazarrhaldiye Solutions was disinterested in the gang warfare and refused to operate within Little Adhomai, even going as far as to separate the mercenary groups by citizenship. &lt;br /&gt;
&lt;br /&gt;
While Kazarrhaldiye began its operations, the Tajara under the EPMC had established themselves as accomplished fighters in their own right. However, there existed issues that caused these Tajara to become dissatisfied with their employers. Discrimination, low pay, and conflicts with humans created a growing split among some Tajara and their co-workers. A trio of EPMC veterans who held sway among their fellows took note of this. When the [[PMCG]] had formed, they reached out to Kazarrhaldiye with a proposition: To legitimize the group as a PMCG company. Thus, Kazarrhaldiye Solutions became &#039;&#039;&#039;Kazarrhaldiye Operations Group&#039;&#039;&#039;. This trio would go on to become its leaders. &lt;br /&gt;
&lt;br /&gt;
KOG-G-P (Motorheads) is the PRA division, KOG-G-D (Last Chancers) is the DPRA’s division, and KOG-G-N (Starry Knights) recruits from the NKA. KOG-G-P’s specialization lies in motorized warfare, utilizing armored vehicles to provide rapid response over vast distances. KOG-G-D focuses on sabotage and explosives, blasting apart the enemy after infiltrating in the dead of night. KOG-G-N focuses on fortifying areas against various sorts of enemies with extensive datasets on various armed organizations around the spur. It is believed this dataset was stolen from Eagle Corp after its leader had left, which is vehemently denied by the KOG. The divisions are made to avoid conflicts due to differing loyalties among the Tajara. KOG-G-M (Messa’s Men) is the KOG’s medical corps. Separate from the field medics the other groups have, the KOG-G-M was made to capitalize on the number of doctors the Second Revolution produced and lucrative medical contracts.&lt;br /&gt;
&lt;br /&gt;
KOG members typically refer to themselves as “kogs”, an inside joke that refers to them as cogs in the warmachine. The KOG retains some presence in D6 to recruit from the Tajara in the district. Their neutrality is maintained with their singular planetary office being located on neutral grounds in Little Adhomai. The KOG’s station is the KOGSS Saba Yarra, formerly a NanoTrasen industrial station, modified with defensive weaponry and plates of armouring. The station can be moved through the attachment of the KOG’s fleet which consists of a handful of old destroyers. Saba Yarra is considered generally unpleasant to be on thanks to its cramped interior and faulty air conditioning. The destroyers are kept in pristine condition despite their age. They are designed to move KOG troops quickly and rapidly, and are built for speed and stealth. &lt;br /&gt;
&lt;br /&gt;
The Three Generals of the KOG are referred to as the Triples by its workers. The triumvirate structure prevents one political side from overriding the other, ensuring stability in leadership and preventing a schism. The wizened Bokrum Koril leads KOG-G-P and is the most senior Triple, having fought on both sides of the First Revolution as a mercenary. He has received extensive augmentation to continue leading his battalion. Sani’ka Mirjoka is KOG-G-D’s vicious leader and received her first taste of war as a liberator under Rrhaza-Akhran Alexeii K’marr. Firahir Dis’merrut is KOG-G-N’s hot headed leader, a former cavalry officer who only fought a single year in the Second Revolution before leaving for Eagle Corp.&lt;br /&gt;
&lt;br /&gt;
== Little Adhomai Horticultural Society ==&lt;br /&gt;
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Originally a front for homosexual and transgender Tajara to organize in society, the Horticultural Society is becoming a force for gradual change in Little Adhomai. The group is built around mutual benefit and trying to assist Tajara in navigating their non-heteronormative life as peacefully as possible. The society meets often in dive bars, backrooms, closed-off urban gardens, and select apartment blocks in neutral territories. It is an open secret now as to the Horticultural Society&#039;s true purpose as they gradually build to becoming a force for social change in Little Adhomai and beyond. For now, their efforts of increasing awareness of their identities have had low success.&lt;br /&gt;
&lt;br /&gt;
= Places of Interest =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;President Hadii Living Complex:&#039;&#039;&#039; the tallest building in all of Little Adhomai, a large concrete square in the center of the neighborhood. Built in the Hadiist architectural style, the President Hadii Living Complex has more than two thousand apartments. Most of the construction was financed by the People’s Republic. It is home to countless families and businesses, both legal and illegal. Higher flats have better accommodations; those are usually reserved for Party members and individuals with the right connections. The complex is controlled by the Social Harmony Committee; it also serves as their headquarters and main recruiting grounds. It is [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-183522 currently being expanded] into a sprawling mega-complex designed to bolster the People’s Republic’s influence in the district.&lt;br /&gt;
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*&#039;&#039;&#039;Great Plaza Warehouse:&#039;&#039;&#039; a warehouse constructed before the migration of Tajara into district six, it was abandoned shortly after the rate of crimes started to rise. The deposit was shortly turned into a market by the locals, hosting many shops and street vendors. Alien, Adhomian, legal and illegal goods can be found in this location. The bazaar is under the control of the Little Adhomai Liberators; the place is commonly used for meetings and selling smuggled cargo. Other gangs, as long as they do not bring weapons, are allowed to browse in the warehouse.&lt;br /&gt;
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*&#039;&#039;&#039;The Sleeping Cannon Pub:&#039;&#039;&#039; a renowned pub in the New Kingdom-aligned area, serving as a community gathering center. The bar is named after an old Adhomian naval cannon displayed in the lounge of the building. The owners claim that the gun is just a display piece, as it is supposedly unable to fire. Mead and traditional Tajaran cuisine are served daily. This public house is under the control of the House of Hamiyeh; it is used for congregations and initiations rituals of the mafia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Eclipse Club:&#039;&#039;&#039; a nightclub that operates in the typical Tau Ceti fashion; it is open all night. Adhomian and Biesellite drinks are available. Little Tajaran Electro swing is usually played by its DJs. The club resides in an area controlled by a non-aligned gang, sometimes serving as a neutral zone for the three major groups fighting over Little Adhomai. Rumors claim that the Raskariim uses the Long Eclipse as a meeting point.&lt;br /&gt;
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*&#039;&#039;&#039;Bochonok Brewery:&#039;&#039;&#039; the leading producer and distributor of alcoholic beverages in District Six. Outside of manufacturing its own drinks, they also export Adhomian products to Tau Ceti. Established by the first wave of Tajaran immigrants, they are one of the most respected industries in Little Adhomai. The Brewery lies in a Republican-aligned area.&lt;br /&gt;
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*&#039;&#039;&#039;Wild Rafama Garage:&#039;&#039;&#039; an automobile workshop specialized in repairing and modifying Adhomai vehicles. It is a popular gathering point for Greasers; a place where they can tune and fix their monowheels. It serves clients of any faction, as the administration attempts to stay uninvolved during gang conflicts. This building lies in a neutral area controlled by unaligned gangs.&lt;br /&gt;
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*&#039;&#039;&#039;Blessed Suns Temple:&#039;&#039;&#039; one of the first S&#039;rendarr and Messa temples outside of Adhomai. It was founded by the first Tajaran migrants moving to Tau Ceti. Found at the historical center of the District, the temple is regarded as neutral grounds for the members of the warring factions. Fighting in the vicinity of the building is taboo and doing so might is certain to draw the wrath of the gangs. Rumors claim that the Temple&#039;s basement is used as a meeting point for members of the Kin of S&#039;rendarr.&lt;br /&gt;
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*&#039;&#039;&#039;Little Adhomai Crime Museum:&#039;&#039;&#039; a privately-owned museum dedicated to the history of crime in District Six and Adhomai. It started as a private collection until the owner acquired its current location, a house that was supposedly used by the Odin Killer. Several items and stories are on display for a small entry fee. The museum is considered rather controversial due to its dedication to cataloging the life and crimes of Drea Mirmtar, the Odin Killer.&lt;br /&gt;
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= Urban Legends =&lt;br /&gt;
&lt;br /&gt;
Owing to the Tajaran rich folklore and mythology, Little Adhomai has given birth to multiple urban legends. These tales mix Adhomian figures with the realities of Tau Ceti; the shadows of Adhomai serve as the dressing for the new fears found in Mendell. These stories are the subject of books, movies, songs, and all kinds of cultural manifestations. Gangs are also known to make use of these legends to sow fear among the district&#039;s inhabitants.&lt;br /&gt;
&lt;br /&gt;
== Notable  Urban Legends ==&lt;br /&gt;
*&#039;&#039;&#039;Sewer Geist:&#039;&#039;&#039; rumors talk of a Cavern Geist that dwells in the deepest sewer and tunnels of District Six; brought to Mendell as a pup by the Raskariim, smugglers, or some eccentric collector. It later escaped captivity or was released into the depths of the district. The creature supposedly feeds upon anyone wandering the underground.&lt;br /&gt;
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*&#039;&#039;&#039;Night Cars:&#039;&#039;&#039; an urban legend that refers to unmarked black trucks or Adhomian cars that are allegedly used to kidnap Tajara during the night. According to different sources, the cars are driven by the PSIS, Raskaren, ALA terrorists, or even a manifestation of Raskara. But all versions agree that anyone who is taken away by them will never be seen again. While used to scare children, this story has its ounce of truth based on the actions of the Hadiist secret police in Adhomai.&lt;br /&gt;
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*&#039;&#039;&#039;Phantom Radio:&#039;&#039;&#039; among all radio stations of Little Adhomai, one known as the Phantom Radio has become the subject of much speculation and interest. It broadcasts a non-stop buzzing sound; these transmissions are commonly interrupted by random words spoken in Siik’maas. Despite several attempts, the location and purpose of the station are currently unknown. Theories about the Phantom Radio speculate that the frequency is used by smugglers, spies, undercover police agents, or even NanoTrasen for a myriad of purposes. &lt;br /&gt;
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*&#039;&#039;&#039;Cursed Mirror:&#039;&#039;&#039; a story about a wall mirror that mysteriously appears inside one’s home, usually caused by ignoring a chain message sent via the PDA or extranet. The appearance of the object heralds a series of tragedies for the occupants of the house, including their own death. The curse can be avoided by covering the mirror or giving it away as a gift. Other variants of the legend imply that the mirror is used as a gateway for Raskariim and other Moon creatures to invade someone’s residence.&lt;br /&gt;
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*&#039;&#039;&#039;Bayonet Hand:&#039;&#039;&#039; a tale about a Tajara serial killer with a bayonet for a hand that stalks District Six. Born after a streak of unsolved murders in 2457, the legend says that the murderer kills his victims by slashing their throats with his deadly prosthesis. While the most common versions depict the Bayonet Hand as nothing but a crafty assassin - others claim that he is a vengeful ghost who hunts down those who left Adhomai to escape the law. The legend exploded in popularity after a [[Ghosts of War Arc|series of crimes in 2463]], and his eventual death at the hands of Biesellite police with assistance from NanoTrasen employees.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Gibson&amp;diff=39221</id>
		<title>New Gibson</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Gibson&amp;diff=39221"/>
		<updated>2026-05-06T19:19:22Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Tajara on New Gibson */ Makes the statements on politics relative to not allow for a Gibsonite taj to neglect Adhomian politics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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&#039;&#039;&#039;New Gibson&#039;&#039;&#039; was the first satellite of the [[Reade]] subsystem to be formally colonised in 2167 after [[Biesel]]’s colonisation bore its early fruits, and now lies forever in the planet’s economic and cultural shadow. It is known as the Industrial Heart of the [[Tau Ceti]] system, owed to its rich and geologically young mineral and naturally occurring radioactive materials deposits, as well as subsurface [[phoron]] deposits contributing to novel phorogeological activity. New Gibsonites are renowned around the [[Orion Spur|Spur]] for their unparalleled expertise in phoron mining and fabrication, with many employed aboard specialists in their fields.&lt;br /&gt;
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{{TOC Hidden}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = New Gibson&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = newgibson_flag.png&lt;br /&gt;
|Sector = Tau Ceti&lt;br /&gt;
|Capital = [[New_Gibson#Respite|Respite]]&lt;br /&gt;
|Species = Human, [[Skrell]], [[IPC]], [[Vaurca]]&lt;br /&gt;
|Languages = Tau Ceti Basic&lt;br /&gt;
|Demonyms = New Gibsonite, Gibsonite&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
== Environment ==&lt;br /&gt;
=== Planetary and Orbital Characteristics ===&lt;br /&gt;
New Gibson is the largest, irregular moon of [[Reade]], orbiting retrograde at a considerable distance and with some eccentricity. As such, it is believed to be a captured moon. It is, as a result of its irregular orbit, spared from the tidal-locking that befalls most regular satellites. The moon has a natural gravity of 0.4Gs, necessitating forms of artificial gravity for its colonies — this is typically done with [[New_Gibson#Construction_and_Architecture|spinning ring-like colony construction]].&lt;br /&gt;
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=== Atmosphere and Surface ===&lt;br /&gt;
&lt;br /&gt;
New Gibson is the largest (albeit still small) moon of [[Reade]] and is characterised by its extreme snowy environment and mineral rich rocky underlayers. The exomoon has a thin atmosphere primarily composed of water vapour, heated and ejected by cryovolcanoes where it freezes in temperatures as low as -182°C and falls as snow. Other trace gases ejected from cryovolcanoes include methane, hydrogen, oxygen, and minute amounts of [[phoron]]. EVA equipment is necessary for surface excursions.&lt;br /&gt;
&lt;br /&gt;
[[File:NewGibson_weather.png|A photograph of New Gibson’s reflective and streaky surface. The exomoon is one of the brightest objects in the Tau Ceti system — after the star of course.|thumb]]&lt;br /&gt;
On the ground, the moon’s snow can collect into layers hundreds of metres thick, creating frigid, blinding-white dunes as far as once can see which obscure the moon’s cratered surface. Avalanches and pitfalls are all routine occurrences which inhibit surface activity. Where the snow is thin or geothermal activity creates warm pockets, the rocky underlayer is revealed, giving way to steep craters and their cliffs.&lt;br /&gt;
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Due to the low atmospheric pressure, wind and weather patterns that develop as a result (eg. blizzards) aren’t too common. Instead, eerie, whistling winds gently sweep across the landscape. These winds reshape the snowy surface into the moon’s elongated dunes. However, when blizzards do occur — usually a monthly occurrence — these dunes are completely reshaped; a pain for navigation, if one had even learned to tell apart the samey features of the snowy landscape.&lt;br /&gt;
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Being the largest of Reade’s moons, and with Reade catching the majority of asteroids on a trajectory through the [[Tau Ceti]] system, New Gibson attracts a lot of meteors. The exomoon’s thin atmosphere means these meteors rarely vaporise entirely. Defence systems are in place to prevent collisions with colonies, and those that batter the wilderness slowly but surely replenish the exomoon’s mineral deposits. Nonetheless, they are yet another hazard when traversing the surface.&lt;br /&gt;
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=== Subsurface ===&lt;br /&gt;
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It is below ground where New Gibson distinguishes itself from other exomoons. Situated around [[Reade]], a gas giant whose gravity acts as a ‘net’ for meteors entering the [[Tau Ceti]] system from the [[Tau_Ceti#The_Romanovich_Cloud|Romanovich Cloud]], New Gibson was formed with and therefore contains [[phoron]] deposits (occurring in various forms) deep within its rocky layers. The ignition of these subsurface pockets, typically by tidal heating from Reade or radioactive mineral decay, results in intense but sparse geological and cryovolcanic activity, where the moon otherwise may have lacked it, and warmer pockets where habitation is possible (and where most permanent colonies are established).&lt;br /&gt;
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After seventy years of [[NanoTrasen Corporation]]’s vigorous mining of these deposits — even those around phorovolcanic chambers heating New Gibson’s colonies — many of these phorovolcanic chambers have begun to or already cooled significantly. [[New_Gibson#Virklund|Virklund]] has been the most affected by this, with its volcanic chamber burning the last of its phoron to provide only meagre heat to the colony.&lt;br /&gt;
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Besides phoron, the moon is also host to rich, geologically young mineral deposits, particularly naturally occurring radioactive materials as heavy metals. Being young deposits, minerals such as uranium are ‘pre-enriched’, having not sat decaying for so long.&lt;br /&gt;
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=== Biosphere ===&lt;br /&gt;
&lt;br /&gt;
Despite all of these conditions, life on New Gibson prevails. Native life on the moon is characterised by organoboron chemistry and internal nuclear processes. Creatures internally generate heat via the decay of typically uranium, moderated by boron-rich carapaces; such creatures are no larger than small beetles, save for those with phoron which can grow to fill a human hand. As such, they are warm (and sometimes mildly radioactive or poisonous) to touch, especially when you have been exposed to the moon’s cold temperatures for so long.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Biesel]] which [[Biesel#Flora_and_Fauna|dramatically altered its biosphere]], New Gibson has preserved the exomoon’s native life. Strict regulations are upheld about introducing non-native life into New Gibson’s wild. However, [[NanoTrasen Corporation]]’s unregulated mining and depletion of subsurface phoron deposits have begun to severely impact the few nuclear organisms reliant on phoron for their heat.&lt;br /&gt;
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Furthermore, [[Greimorians]] have also made themselves home beneath New Gibson’s surface as an invasive species. The hives tend to grow unnoticed and avoid spots of high human activity, however the vibrations of mining teams are known to attract greimorians. Hives which do grow large enough do eventually gather the numbers to burrow into larger colonies, posing a threat to colonies. &lt;br /&gt;
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==== Examples of Life ====&lt;br /&gt;
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* The &#039;&#039;&#039;Purple Spotted Bille&#039;&#039;&#039; is a beetle-resembling extremophile found on the cusp of New Gibson’s phorovolcanic chambers, and the largest native lifeform on the exomoon despite being only hand-sized. They are identified by their black shells with purple spots. Their lifecycle begins almost inside of these chambers, their maturation being reliant on their acquisition of a small phoron pellet which they house within their bodies and allows them to leave the phorovolcanic chamber. Outside of these chambers, the phoron pellet is allowed to decay, which generates thermal and ionising radiation that is moderated by a boron-rich shell. They live solitary lives, hopping from chamber-to-chamber until their phoron pellet finally decays, where they re-enter the depths of a chamber to have offspring. Other species of Billes exist, including those which rely on uranium for decay heat and do not enter phorovolcanic chambers, however they cannot grow larger than a Haricot bean. Removing a Purple Spotted Bille from the wild is a criminal offence on New Gibson, however wealthier Biesellites and [[NanoTrasen Corporation]] executives have been known to get away with it.&lt;br /&gt;
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* The &#039;&#039;&#039;Reactor Bug&#039;&#039;&#039; is a tiny, social radioresistant lifeform that creates subsurface hives. Their hives are centred around rich uranium deposits and they spend their lives essentially engineering natural nuclear reactors. Reactor bugs go on small excursions away from their hive’s uranium deposit to channel melted snow from the surface to the uranium deposit, which acts as a natural moderator, and rich uranium is relocated to one central spot, until eventually a critical mass is obtained. These excursions are very short for they do not live long away from the heat and radiation of their deposit, however reactor bugs have been seen cuddling a uranium source to their chest when expecting to be away from the hive for long durations. To remove or handle them without supplying a low heat and radiation source will kill them — not a concern for radioactive mineral collectors.&lt;br /&gt;
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* &#039;&#039;&#039;Red Snow&#039;&#039;&#039; is a microscopic, algae-resembling cryophile that resides in the snowy surface of New Gibson. Where they grow in numbers, the snow becomes visibly red or orange, but also nutrient-rich for more conventional extremophile microorganisms, creating small, thriving ecosystems in the snow. They are dispersed by the rare, strong gusts of wind. Red Snow is considered a bad omen to encounter, and it is greater bad luck to touch Red Snow (which, in doing so, kills it with your bodily heat and turns it black). There have been tales, largely dismissed, that tell of particularly large colonies of Red Snow, with mycellium-like tendrils that expand deep into the snow and extend for hundreds of meters, however colonies this large have never been properly identified. They are reported to be tasteless and cause mild-to-fatal digestive symptoms when eaten — because someone had to try. Nonetheless, they are valuable for research into [[Technology#Cryonics|cryonics]] and the biomedical discoveries thereof.&lt;br /&gt;
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== History ==&lt;br /&gt;
=== Pre-Colonisation ===&lt;br /&gt;
The first human activity on New Gibson were small mining excursions by contractors and spacefarers originating from [[Biesel]] or [[Valkyrie]]. No permanent installations were established, however small space stations — many of which owned or sponsored by [[Hephaestus Industries]] — in low orbit cropped up, serving as the bases for early mining operations.&lt;br /&gt;
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=== Early Colonisation (2164—2170) ===&lt;br /&gt;
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With a foothold in the [[Tau Ceti]] system established on and around [[Biesel]] and [[Earth]]’s [[Timeline_of_Humanity#The_Crisis_of_2127|climate catastrophe]] still ongoing and [[Hephaestus Industries]] identifying New Gibson as an opportune place for mining, a colonisation bid for New Gibson began. The European Union won this bid and, with Hephaestus granted the shipbuilding contract, a small fleet of colonisation vessels was assembled: the &#039;&#039;&#039;Aurvandill&#039;&#039;&#039;, the largest of the vessels and hosting colonists primarily from the Nordic countries; the &#039;&#039;&#039;Above and Beyond&#039;&#039;&#039;, a smaller vessel hosting specialists from across the EU and from Hephaestus Industries; and the &#039;&#039;&#039;Jasmund IV&#039;&#039;&#039;. &lt;br /&gt;
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These vessels would arrive and rendezvous with survey and logistical vessels from Biesel in late 2166. In the meantime and beginning in 2164, Hephaestus Industries would begin boring two ringed tunnel systems around selected phoronic, cryovolcanic chambers for housing the first two colonies.&lt;br /&gt;
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The landing of these vessels on the  &#039;&#039;&#039;7th of February, 2167&#039;&#039;&#039; would result in a disaster — the first interstellar colonial disaster at the time. While the Aurvandill successfully landed at what is now [[New Gibson#Virklund|Virklund]] and the Above and Beyond beside it, the Jasmund IV would lose radio contact during deorbit and never be identified again. Presumably, the vessel failed to navigate to its intended colony site and either met its end to a collision or one of New Gibson’s environmental hazards. This failure, early into the Alliance’s interstellar colonisation drive, alongside the moon being eclipsed by Biesel and only slated for industrial work, saw the moon’s colonisation receive little praise and positive media coverage, and deterred additional waves of colonists to New Gibson.&lt;br /&gt;
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The first years on New Gibson were not without challenges. Colonists had the gruelling job of assembling the first, ringed station in the bored tunnel around a phorovolcanic chamber, which went on to become the capital, [[New_Gibson#Virklund|Virklund]].&lt;br /&gt;
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=== Late Colonisation (2170—2200) ===&lt;br /&gt;
Following the assembly of [[New_Gibson#Virklund|Virklund]], New Gibson’s mining, refinery, and fabrication industries quickly kicked into gear and expanded exponentially as more of Virklund’s tunnels and rings were built. The development of Biesel, supported by New Gibson’s surging industrial industry, soared. [[Hephaestus Industries]] continued to invest in the moon and many high-paying jobs for industrial workers in the [[Sol Alliance]] were born, attracting new residents. However, due to the unattractive habitability, the population would never soar. &lt;br /&gt;
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In the 2180s, other subsurface colonies like Virklund were constructed in the same manner — ringed or branching habitats constructed deep and around the volcanic chambers created by the ignition of subsurface phoron deposits. Of course, at the time, geologists were unaware of the exact mechanism of this geological activity, postulating more conventional reasons or over-estimating [[Reade]]’s tidal heating. &lt;br /&gt;
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By the 2200s, New Gibson had come to be referred to as the &#039;&#039;&#039;Industrial Heart of Tau Ceti&#039;&#039;&#039;.&lt;br /&gt;
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=== Second Great Depression, the Interstellar War, and the Crisis of 2294 (2200s) ===&lt;br /&gt;
During the 2200s, the [[Solarian Alliance]] started to centre their military presence in Tau Ceti as a waypoint between the frontier and civilised space. New Gibson’s manufacturing facilities were pushed to their limit — more ships, guns, more military equipment — and the gas giant and its moon became key, strategic areas.&lt;br /&gt;
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The moon’s already overworked populace was unable to meet demand, seeing the Alliance whip the moon into shape through various measures. Political tension among New Gibson’s population grew and reached a boiling point and, with the [[Timeline_of_Humanity#The_Great_Interstellar_War|Interstellar War]], protests and strikes turned into riots. Many of the [[Tau Ceti]]’s early secessionist movements and visions for an independent system were born out of New Gibson, where they slowly gained traction elsewhere in the system. As a result of growing dissent, the [[Solarian_Armed_Forces|Solarian Navy]] began discreetly moving its military shipbuilding capabilities to [[Reade]].&lt;br /&gt;
 &lt;br /&gt;
Come the end of the war, little improved. Unemployment, overcrowding, brain drain, and stolen bailouts all contributed to the &#039;&#039;&#039;Crisis of 2294&#039;&#039;&#039;, which saw deprivation and famine sweep over New Gibson’s various colonies. Hundreds-of-thousands died during the crisis, be it from poor access to supplies or from the ensuing unrest and rioting. It would be a month until some relief arrived from [[Biesel]] and [[Valkyrie]], however it was not enough. The moon was teetering on anarchy. The dominoes would continue to fall, with [[New_Gibson#Fallanland|Fallanland]] getting system-wide attention when it collapsed in on itself, sparking yet another moon-wide emergency.&lt;br /&gt;
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Eventually, the Alliance would relent and let New Gibson lose as an autonomous region (alongside the rest of [[Tau Ceti]). The moon would establish its own unified government, the &#039;&#039;&#039;Autonomous Solarian Parliamentary Republic of New Gibson&#039;&#039;&#039;, as a sister government to the Autonomous Solarian Republic of Biesel which also formed at the same time as a result of its own independence movement. With this, funding from the Alliance would diminish, and the problems only got worse. However, it would allow independence movements and the megacorporations to begin their plans away from the scrutiny of the Alliance&#039;s government.&lt;br /&gt;
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=== Contact with Skrell and the Founding of Xoikko (2332—2341) ===&lt;br /&gt;
It would be following the first contact with [[skrell]] that the effects of the [[New Gibson#Second_Great_Depression,_the_Interstellar_War,_and_the_Crisis_of_2294_(2200s)|Crisis]] would finally be permanently resolved. An agreement between the [[Nralakk Federation]] and [[Solarian Alliance]] saw a variety of technologies and engineering designs introduced to New Gibson; [[Aliose]], a coreworld of the Federation, had a [[Aliose#Environment|similar environment]] to New Gibson, and so the skrell state was best primed to assist it.&lt;br /&gt;
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Heat retentive design improvements, skrell insulation materials, and other tidbits seen in the subsurface halves of Aliosen arcologies would become the most ubiquitous of these technologies and engineering designs shared, with all of New Gibson’s colonies implementing at least a couple of the skrell features.&lt;br /&gt;
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Bioaugmentations would also be offered some years later via [[Zeng-Hu Pharmaceuticals]]. An at-first monthly treatment, but now yearly treatment thanks to phoronic pharmaceutical improvements, would be rolled out to those willing to increase skin thickness, and with it cold tolerance. This treatment is still offered today, however the phoron scarcity has seen the once-a-year treatment become more unaffordable.&lt;br /&gt;
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New Gibson would also become a desirable spot for [[Aliose|Aliosen skrell]] to migrate to. At first, scientists, engineers and their families, then — as New Gibson implemented the new technologies and flourished a second time — other skrell from across the Federation. &lt;br /&gt;
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All of these would, at first, be seen as an alien invasion into New Gibsonite life, however it would be the foundation for a friendly relationship between New Gibson and the Nralakk Federation. New Gibson would go on to host one of the largest skrell populations outside of the Federation, with no regrets.&lt;br /&gt;
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In 2341, a New Gibson and the Federation would once again cooperate with the founding and construction of [[New_Gibson#Xoikko|Xoikko]].&lt;br /&gt;
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=== Construction of the New Gibson Maglev System (2344—2359) and Discovery of Phoron (2352) ===&lt;br /&gt;
As the first major undertaking by New Gibson’s government, since recovered from the [[New Gibson#Second_Great_Depression,_the_Interstellar_War,_and_the_Crisis_of_2294_(2200s)|Crisis]], construction of the ‘’’New Gibson Maglev System’’’ was started in 2344, having been in the planning for several years.&lt;br /&gt;
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Up until then, New Gibson’s colonies were largely disconnected from one another, requiring either a suborbital spaceflight or a hazardous journey via snowmobile across the surface to reach a neighbouring colony. The Maglev System sought to ease travel between colonies — be it for general travel, recreation/tourism, or the transport of mineral/fabricated products — and, by 2350, was considered a success.&lt;br /&gt;
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Following the |discovery of [[phoron]], including the subsurface phoron deposits now recognised as phoron, [[NanoTrasen Corporation]] was quick to establish today’s phoronics industry on the exomoon. Much like the Biesel, New Gibson had a sudden and overwhelming influx of investment from the phoron giant, which saw rapid development.&lt;br /&gt;
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Seeking to make an impression, it would be alongside NanoTrasen Corporation and with their investment that [[New_Gibson#Respite|Respite]] would be constructed, outfitted from the beginning with the latest phoronic infrastructure and seamlessly integrated into the Maglev System.&lt;br /&gt;
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The greatest benefits of phoron on New Gibson would also be seen in the New Gibson Maglev System, where the cryogenic-reliant superconductors could be refitted with phoron as a [https://en.wikipedia.org/wiki/Room-temperature_superconductor| room temperature superconductor]. Ground-penetrating mineral scanners also advanced greatly, allowing the detection of further mineral deposits yet untapped. As phoron [[Phoron#Properties_and_Applications|made its way into daily infrastructure]], New Gibson’s economic output doubled — more minerals, quicker transport, better heat and energy efficiency, etc.&lt;br /&gt;
=== Virklund Concerns and Independence from the Solarian Alliance (Early-Mid 2400s)  ===&lt;br /&gt;
In the 2420s, after seventy years of vigorous subsurface phoron mining, [[New_Gibson#Virklund|Virklund]] would make a worrying discovery that threatened New Gibson’s subsurface colonies. The depletion of subsurface phoron feeding the phorovolcanic chambers was cooling the colonies. This would be covered up, then minimised, then ignored by [[NanoTrasen Corporation]], who continued only dialling up their mining of phoron deposits. Each time Virklund’s administration brought up the issue, they would be threatened with financial retribution — the cutting of corporate investment — and so even Virklund ended up minimising and ignoring the issue. Discreetly, NanoTrasen Corporation would begin diverting its investments towards [[New_Gibson#Respite|Respite]], which had become something of a pet project of the phoron company and a monument to their influence over Tau Ceti, but even this colony was neglected in favour for [[Biesel]] and [[Mendell City]], where the megacorporations sought to establish their central throne.&lt;br /&gt;
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In 2452, New Gibson would join Biesel in [[Tau_Ceti_History#NanoTrasen’s_Monopoly_and_Independence_(2410_-_2452)|seceding from the Solarian Alliance]]. This came as a great relief to many New Gibsonites who had a far greater stake in independence compared to Biesel. Unfortunately for New Gibson, fate had Biesel be the dominant force at the negotiating table alongside [[NanoTrasen Corporation]]. The opportunity to deliberate upon a more inclusive name was not given, and so New Gibson found itself under the [[Republic of Biesel]]. To this day, a level of resentment is harboured over the Republic’s name, with the occasional movement to rename the Republic swatted down.&lt;br /&gt;
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It would also come as no surprise that, in 2453, New Gibson’s local government would relocate the capital and seat of government to [[New_Gibson#Respite|Respite]], now significantly developed and standing out ahead of other subsurface colonies. [[New_Gibson#Virklund|Virklund]] would be left to fall behind, still failing to identify long-term solutions to the colony’s cooling — a fate that will soon come knocking to other colonies in the coming decades.&lt;br /&gt;
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=== Recent History, the Phoron Scarcity, the Peacekeeper Mandate (2460s) ===&lt;br /&gt;
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In August of 2460, [[New_Gibson#Respite|Respite]] would be raided by the [[Lii&#039;dra|Lii’dra Hive]] and would mark both the first known deployment of [[The_Lii%27dra#Black_K&#039;ois|black k’ois]] and Lii’dra warforms, alongside conventional explosives responsible for a bombing. A dozen would die in the initial blast and incidents of black k’ois mycosis hospitalised or killed hundreds. The exomoon was placed on quarantine lockdown until mid-September. [https://forums.aurorastation.org/topic/16716-mendell-city-bugle/page/6/#findComment-101167|The incident was covered in the Mendell City Bugle].&lt;br /&gt;
&lt;br /&gt;
In the 2460s, the [[Phoron#The_Phoron_Scarcity|Phoron Scarcity]] would see much of the [[Phoron#Properties_and_Applications|benefits of the discovery of phoron]] begin to diminish. Today, the New Gibson Maglev System has begun to shut down routes to more remote colonies, hurting economic participation and general travel. Many phoronic mineral scanners have also been recalled for the salvage and repurposing of contained phoron, seeing many mineral deposits go unnoticed or not entirely tapped. Energy costs are also expected to increase, as phoronic superconductive wiring is removed and less power efficient magnets are adopted to spin the rings of colonies.&lt;br /&gt;
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The [[Tau_Ceti_History#Second_Solarian_Invasion|Second Solarian Invasion]] in 2462 would see a number of New Gibson’s colonies orbitally bombarded. While much of the deep rings went unscathed, the upper rings and any surface features — typically reserved for logistics, spaceports, and glacier brick docks — were wrecked and rendered inoperable for between months and years, requiring extensive repairs. &lt;br /&gt;
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The [[Tau_Ceti_History#The_Peacekeeper_Mandate_(2463)|Peacekeeper Mandate]] of 2463 frustrated many New Gibsonites, who felt they had little say in the war yet had to contribute to it with their industries nonetheless. Radiating outwards from [[New_Gibson#Virklund|Virklund]], anti-war sentiments, protests and acts of civil disobedience have been on-the-rise, criticising the [[Republic of Biesel]]’s role in the [[Corporate Reconstruction Zone]]. However, at the same and with job insecurity and deprivation surging with the [[Phoron#The_Phoron_Scarcity|Phoron Scarcity]], many New Gibsonites found themselves enlisting in the [[Tau Ceti Armed Forces]] nonetheless — be they escaping more deprived colonies, such as [[New_Gibson#Virklund|Virklund]], or less affluent and colder residential sectors across colonies, or from [[New_Gibson#Respite|Respite]] where more positive views towards the [[Republic of Biesel]] are held. This time bomb would be defused when [[Notable_Humans#Former_President_Joseph_Dorn|Joseph Dorn]] lost his bid for a continued presidency, and [[Notable_Humans#President_Åke_Torvald|Ake Torvald]] — the former Presiding Speaker of New Gibson — would be elected President of the [[Republic of Biesel]]. However, the tensions remain, now directed more to [[NanoTrasen Corporation]] tugging the government’s strings.&lt;br /&gt;
 &lt;br /&gt;
== Government and State ==&lt;br /&gt;
[[File:newgibson_flag.png|Planetary flag of New Gibson.|thumb]]&lt;br /&gt;
Formed after the [[New Gibson#Second_Great_Depression,_the_Interstellar_War,_and_the_Crisis_of_2294_(2200s)|Crisis of 2294]] as the Autonomous Solarian Republic of New Gibson, then growing into the Parliamentary Republic of New Gibson following the formation of the [[Republic of Biesel]]. For much of New Gibson’s time, the seat of government was found in [[New_Gibson#Virklund|Virklund]], however it has recently moved to [[New_Gibson#Respite|Respite]] in 2453.&lt;br /&gt;
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The Parliamentary Republic of New Gibson is a representative democracy, relying on population statistics to award influence within its highest chamber of authority. Parliament members are elected by inhabitants of the respective colonies, who in turn elect an individual among themselves to represent the entirety of New Gibson; the Presiding Speaker. The former presiding speaker was [[Notable Humans|President Åke Torvald]] who stepped down after winning the presidential bid for the Republic of Biesel; the current presiding speaker is &#039;&#039;&#039;Theresa Lindqvist&#039;&#039;&#039;, elected thereafter.&lt;br /&gt;
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New Gibson’s politics have generally been defined by [[Republic_of_Biesel#Political_Ideologies|New Gibsonite Social Democracy]], emphasising a balance between free market and a functioning welfare state. Influenced by [[New Gibson#Skrell_on_New_Gibson|skrell]], anti-synthetic views are often tabled but often split parties two-ways, proposing regulation on the construction and lawing of artificial intelligences, as well as ensuring IPC rights progress no further than they already have in the [[Republic of Biesel]]. The Cetian Social Democratic Front is a New Gibson-born, Tau Ceti political party that campaigns for these ideas to be implemented at a system-level, and last received 33% of Tau Ceti’s votes in the most recent presidential election.&lt;br /&gt;
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New Gibson’s welfare system has been under some strain as of late due to the high influx of immigrants and refugee groups from around the Spur, which has seen more conservative politics begin bubbling in the more [[New Gibson#Virklund|left behind sectors and rings of the moon’s colonies]].&lt;br /&gt;
=== Military and Law Enforcement ===&lt;br /&gt;
New Gibson does not possess a planetary defence force (or rather moon defence force), relying on the [[Tau Ceti Armed Forces]] for its defence.&lt;br /&gt;
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Day-to-day law enforcement is handled by the &#039;&#039;&#039;New Gibson Police Service (NGPS)&#039;&#039;&#039;, with per-colony divisions. The NGPS emphasises community policing, high professional standards, and deescalatory use-of-force, ensuring close ties with their respective colony’s inhabitants to increase cooperation. This puts it at odds with its Biesellite counterparts, especially those in [[Mendell City]]. However, this is a double-edged sword, and the NGPS is often criticised for being lazy and ineffective. The NGPS is also not immune to having its strings pulled by the local megacorporations, and frequently stumbles for excuses and justifications to not prosecute the megacorporations or executives and representatives thereof.&lt;br /&gt;
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A more admirable branch of the NGPS is the &#039;&#039;&#039;Environmental and Nuclear Crime and Protection Branch (ENCPB)&#039;&#039;&#039;, or just the &#039;&#039;Environmental and Nuclear Branch&#039;&#039;, which works alongside other state services and independent environmental groups. The Environmental and Nuclear Branch polices everything from malicious acquisition, shipping or usage of naturally occurring radioactive materials (NORMs) found on New Gibson (of which a large smuggling ring of NORMs exist), to needless destruction of ecosystems, to the negligent or deliberate seeding of non-native life into the natural environment. Where they get attention though is their &#039;&#039;&#039;Specialist Greimorians Unit (SGU)&#039;&#039;&#039;, which responds to instances of greimorian infestations — on freight vessels in New Gibson’s orbit or where they have been exposed by drill mining. They often appear in Chirper posts donning plasteel chainmail under conventional riot armour and with phoronic energy melee weaponry and shields. As such and always in jest, they are sometimes referred to as &#039;&#039;Gibsonite jomsvikings&#039;&#039;.&lt;br /&gt;
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Where the [[Republic of Biesel]]’s federal laws are infringed upon, the NGPS cooperates with federal security services, such as the [[Biesellite_Security_and_Law#Biesel_Security_Services_Bureau|Biesel Security Services Bureau]].&lt;br /&gt;
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== Industries, Economy and the Megacorporations ==&lt;br /&gt;
As the Industrial Heart of Tau Ceti, New Gibson supplies the vast majority of mineral resources, refined materials, fabricated components, and industrial machinery required for the system. Following the 2465 Census conducted by the moon’s local government, it was found that 78% of New Gibsonites work in one of these industries. Originally, these industries were dominated by [[Hephaestus Industries]], which always had a large role on the moon, however as Hephaestus Industries pivoted towards developing [[Burzsia]] and [[Moghes]], it gave way to [[Einstein Engines]].&lt;br /&gt;
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Following the [[phoron|discovery of phoron]], New Gibson’s industry would extend to include [[Phoron#Properties_and_Applications|phoronic materials, components and equipment]]. [[NanoTrasen Corporation]] operates all phoronic-related industries on New Gibson, be it the haphazard mining of safe-to-access subsurface phoron deposits or the fabrication of phoronic components used around the [[Orion Spur]]. Most of the components in a [[Interstellar_Travel#Bluespace_Travel|Bluespace Drive]] or [[Interstellar_Travel#Bluespace_Rings|Bluespace Ring]] were manufactured on New Gibson — a source of pride among the older generations. The [[Phoron#The_Phoron_Scarcity|Phoron Scarcity]] threatens this sector, with both fabrication and mining jobs on the decline, and NanoTrasen’s investment into New Gibson has almost entirely dissipated, leading to surges in unemployment and reducing public spending. The few substantial phoron deposits that remain are those ignited by or immediately adjacent to volcanic chambers, and as such the mining of them is a death wish — for the miners and any colony constructed around the chamber for warmth. Where NanoTrasen Corporation has shuttered its facilities, [[Einstein Engines]] has swooped in to establish its own non-phoronic industries in their stead.&lt;br /&gt;
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A smaller science sector also exists with a large [[Zeng-Hu Pharmaceuticals]] and [[NanoTrasen Corporation]] presence. Research on New Gibson largely pertains to [[New_Gibson#Biosphere|organoboronic and nuclear life]], as well as the phoron-influenced geological activity. After the [[Nralakk Federation]] took interest in New Gibson, investment from [[Nralakk_Federation#State-Owned_Enterprises|Nralakk state-owned enterprises]] has slowly but consistently trickled in.&lt;br /&gt;
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Historically, New Gibson’s colonies were connected via spaceports by suborbital flights. However, the moonwide effort in the early 2300s to install the &#039;&#039;&#039;New Gibson Maglev System&#039;&#039;&#039; now sees most colonies connected by maglev rail, now reliant on phoron superconductors for efficiency and lower cost. Naturally, with the [[Phoron#The_Phoron_Scarcity|Phoron Scarcity]] ongoing, this system is threatened by refits which may isolate less important colonies. Where the Maglev System does not reach, colonies are reliant on space freighting or — cheaper but more dangerous — surface transit via snowmobile.&lt;br /&gt;
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Finally, and not quite a planetary industry, a large mining industry exists in space around New Gibson and [[Reade]]. [[Hephaestus Industries]] and [[Orion Express]] can both be found fielding miners into Reade’s ice rings or to uncolonised satellites around the planet. Many in Tau Ceti, particularly [[Offworlder Humans]] unable to acclimate to the gravity-possessing bodies of the system, find themselves in this industry, either under a megacorporation or completing bounties posted by them. Many of New Gibson’s inhabitants also find themselves in this industry.&lt;br /&gt;
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== Culture and Society ==&lt;br /&gt;
=== Construction and Architecture ===&lt;br /&gt;
==== Subsurface Colonies ====&lt;br /&gt;
All of New Gibson’s major population centres are constructed underground and adjacent to the phorovolcanic chambers. Taking after [[New_Gibson#Virklund|Virklund]]’s construction, the most common design is a series of rings in a spinning top-like formation, though some other colonies are more root-like in nature, branching out from the volcanic chamber. The ringed colonies are constructed with uninterrupted high streets running through them, with electric tram systems instead of roads bearing motor vehicles for internal colony transit, and are able to spin to provide a semblance of gravity — typically between 0.6 and 0.8Gs.&lt;br /&gt;
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Logistical centres, fabrication industries and spaceports tend to be towards the surface for convenient access and, as a result, can be quite frigid to work in. Engineering and maintenance facilities have the luxury (and danger) of being located flush against the volcanic chamber, as the majority of colonies generate power through geothermal means, augmented with surface solar arrays or nuclear fission reactors. Residences are almost always stratified, with more affordable accommodation being more distal to the natural heat provided by the volcanic chamber and those more proximal being expensive or reserved for specialists, colony officials, or part of megacorporate benefit packages. Unfortunately, since the discovery of phoron and [[NanoTrasen Corporation]]’s mining of the subsurface phoron contributing to these chambers, these colonies are threatened by cooling in the coming decades or century.&lt;br /&gt;
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Since the phoron boom in the 2300s, New Gibson’s colonies have had noticeable, purple accenting and features where phoronic applications were to be found. This is most apparent in [[New_Gibson#Respite|Respite]], which totally adopted phoronic infrastructure during its construction. In light of the [[Phoron Scarcity]], many colonies have begun the slow and destructive retrofitting of phoronic infrastructure with the help of [[Einstein Engines]], however Respite continues to benefit from its close relationship with [[NanoTrasen Corporation]] and continues to be allocated ample phoron — for now, at least.&lt;br /&gt;
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Due to the concentration of uranium in New Gibson’s crust and these habitats being constructed subsurface,radon gas is a significant engineering concern. Most colonies have adequate scrubbing systems, filters, and alarms to counter this threat, however the rare gas accumulation is known to elevate cancer risks in less affluent areas and mining tunnels of colonies.&lt;br /&gt;
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==== Surface Habitats ====&lt;br /&gt;
Permanent surface colonies are a near impossibility on New Gibson, with most surface habitats being temporary, usually tied to mining efforts, and lasting only for a few years. Yet even the temporary habitats are a nightmare to reside in, often being snowed in every few years thanks to the moon’s environment, and constantly at threat from meteors.&lt;br /&gt;
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One exception exists as [[New_Gibson#Xoikko|Xoikko]], which follows from [[Aliose|Aliosen]] engineering and has both a domed, surface section and then a smaller, ringed subterranean section.&lt;br /&gt;
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[[File:NewGibson_brick.png|A Gibsonite glacier brick, trundling along at a respectable speed through the snow.|thumb]]&lt;br /&gt;
==== Glacier Bricks ====&lt;br /&gt;
Where stationary habitats on the surface fail, the mobile glacier bricks succeed.&lt;br /&gt;
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Glacier bricks are large vehicles with wide-treads, angled roofs, and often fitted with snow plows, designed for bulk transport across the surface — be it of goods or people ferried between colonies. Working on glacier bricks is a necessary but undesirable job, demanding weeks away from family and navigating the moon’s ever-changing surface and avoiding pitfalls and meteors. As such, there is a measure of prestige afforded to those who thrive on glacier bricks. &lt;br /&gt;
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New Gibson’s [[New_Gibson#IPCs_on_New_Gibson|IPC populace]] and [[New Gibson#Tajara_on_New_Gibson|tajaran populace]] are both particularly well-valued on these glacier bricks as navigators and for extra-vehicle work, with both being predisposed towards working in arctic environments. &lt;br /&gt;
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In the 2420s and in light of the [[New_Gibson#Virklund_Concerns_and_Independence_from_the_Solarian_Alliance_(Early-Mid 2400s)|Virklund Concerns]], an alternative lifestyle would arise where New Gibsonites opted to reside permanently in these vehicles, hopping from colony to colony and living under the omnipresent gas giant above. The [[New_Gibson#Glacier_Fleet|Glacier Fleet]] are a particularly large group of New Gibsonites who have rejected subsurface dwelling for a variety of reasons, maintaining a small fleet of Glacier Bricks in which they reside.&lt;br /&gt;
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=== New Gibsonite Folk Beliefs ===&lt;br /&gt;
Overtime and spurned on by the inhospitable environment, dangerous working conditions and available occupations, and numerous disasters that have struck New Gibson, various folk beliefs — all lumped together under the one label — have arisen in New Gibson’s permanent populace. Many of these are connected to the snow and desolate landscape on the surface, partially owed to the exclusivity and danger of being present up on the surface. &lt;br /&gt;
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Different colonies, groups of people, and demographics by any measure have their own varying beliefs. The 2465 Census saw 12.4% of respondents identify themselves as &#039;New Gibsonite Folk Beliefs&#039;, however the catch-all label excludes those who may only hold some of the beliefs or who may refer to their beliefs using other terms — a point of contention among theologists and sociologists, and the true number may be higher.&lt;br /&gt;
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However, theologists and sociologists have identified a few universal beliefs, many of which radiated outwards from [[New_Gibson#Fallanland|Fallanland]]. &lt;br /&gt;
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==== Snædis ====&lt;br /&gt;
The snow of New Gibson’s surface is often regarded as a powerful, sometimes living, entity deserving of respect. For some, it ends at that; for others, the snow is a tool  for divination or miracle. For those who dare, an excursion to the surface can be made to observe the gentle fall of snow; a specific shape or formation is believed to foretell or advise future events. The sight of [[New Gibson#Examples_of_Life|Red Snow]] is, even among those who don’t subscribe to New Gibson’s folk beliefs, a powerful, violent omen.&lt;br /&gt;
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Some devout believers live a life of scrying the snow, serving their [[New_Gibson#skrýtisherbergi|skrýtisherbergi]] and families as spiritual guides.&lt;br /&gt;
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Common folktales are also told of those who get lost in the snow, only to be guided to safety or tricked into further losing themselves, depending on one’s quality of character. The gentle winds that sweep and reshape the moon’s surface are often personified as spirits in these incidents, reshaping the environment to assist or spite the lost traveller. Some believe these spirits are those of the [[New_Gibson#Early_Colonisation_(2164—2170)|lost Jasmund IV colony ship]]’s crew, guiding those worthy of settling the moon and punishing those unworthy.&lt;br /&gt;
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Other tales also hold that dead loved ones or ancestry can manifest from the snow, or at the very least communicate via vision, in the rare surface valleys which channel stronger winds and gusts of snow. For this reason alone, many who subscribe to these folk beliefs believe it a terrible thing to not be buried on New Gibson, and those abroad generally insist on their bodies being returned to the moon. The more devoted, such as those who dedicate their lives to scrying the snow, may also insist on being buried in the snow itself — this is to the chagrin of the non-faithful who frequent the surface, who may encounter these frozen bodies when the snow shifts and reveals them.&lt;br /&gt;
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It is also a common occurrence for curse inscriptions to be made in the snow, be it directly inscribed in the snow or a letter left at a snow shrine (on the surface or in a skrýtisherbergi), which call for an ancestor, snow, or other deity to effect some kind of action upon the subject. Many are made out of spite to a workplace rival, an unrequited love, one’s boss, or a disliked political figure. For most people, it ends as a social/spiritual tool or ritual for venting one’s frustrations and the curses are not to be taken seriously, however the more devout may whole-heartedly expect for their curse to be effected in its entirety by a supernatural entity.&lt;br /&gt;
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==== Skrýtisherbergi  ====&lt;br /&gt;
A place of contemplation, gathering, charity, ceremony, spiritual or non-spiritual guidance, or seeking a scryer. They may serve different functions for different people or at different places, but most colonies have a place that is their skrýtisherbergi  — be it set up by the local administration, a spiritual organisation, or a small group of believers. Many skrýtisherbergi, where possible, have adopted features seen in [[New_Gibson#Fallanland|Fallanland’s Great Skrýtisherbergi]]: a channel, from the surface to the skrýtisherbergi, that trickles snow into a vessel where it inevitably melts. A suitable but disappointing compromise, such as the one seen in [[New_Gibson#Respite|Respite]]’s Community Skrýtisherbergi, is a simple bowl which is occasionally topped up with a handful of manually collected snow per day. Skrýtisherbergi off-moon, such as on space vessels and habitats, may simply just have a vial or flask of New Gibsonite snow, melted or not.&lt;br /&gt;
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==== Veneration of Ancestors and Elders ====&lt;br /&gt;
Varying in intensity and devotion, the veneration of ancestors and elders is almost universal among those subscribed to New Gibson folk beliefs. This can appear as simple invocations in time of need, up to the creation of a snow shrine on New Gibson’s surface or in a skrýtisherbergi where offerings may be made.&lt;br /&gt;
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=== Holidays and Celebrations ===&lt;br /&gt;
* &#039;&#039;&#039;Unity Day&#039;&#039;&#039; is celebrated across New Gibson on the &#039;&#039;&#039;27th of December&#039;&#039;&#039;. It is a national holiday that celebrates the forming of the Parliamentary Republic of New Gibson and the colonies of New Gibson under one, home government. Celebrations vary by colony, however always culminating in a TV sit down to watch [[New_Gibson#Respite|Respite]]’s fireworks; some other colonies have their own fireworks, some have holographic parade displays in their administrative rings. A speech is also made by the [[New Gibson#Government_and_State|Presiding Speaker]].&lt;br /&gt;
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* &#039;&#039;&#039;Thorrablot&#039;&#039;&#039; is celebrated on the &#039;&#039;&#039;10th of February&#039;&#039;&#039; and, though having roots in an Earth celebration, is all about celebrating New Gibsonite culture and pride. It too is a national holiday, however is scarcely marked by the Government with [[New_Gibson#Respite|Respite]] putting on no celebrations. [[New_Gibson#Virklund|Virklund]] continues to put on extravagant festivals and parades to mark the occasion however, and those more patriotic in other colonies either visit Virklund for the celebration or have small house parties. In [[New_Gibson#Xoikko|Xoikko]], the celebrations put extra emphasis on the [[Nralakk Federation]]’s [[New_Gibson#Contact_with_Skrell_and_the_Founding_of_Xoikko_(2332—2341)|benevolence in New Gibson’s history]], but also highlight facets of skrell culture — [[Skrell_Cinematography#Swimstars|Swimstars]], in particular, enjoyed by both human and skrell alike. In [[New_Gibson#Fallanland|Fallanland]], the holiday is more spiritual, and a time for everyone to make a visit to the [[New_Gibson#skrýtisherbergi|skrýtisherbergi]], whether or not they ordinarily would and whether or not they put stock in folk beliefs. Poetry, stories, and plays are all staples of these celebrations, be they about work, snowy horror stories, or New Gibson’s nuclear life.&lt;br /&gt;
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* &#039;&#039;&#039;Remembrance Day&#039;&#039;&#039; is celebrated across New Gibson on the &#039;&#039;&#039;14th of June&#039;&#039;&#039;. A national holiday that mourns those lost during the [[New Gibson#Second_Great_Depression,_the_Interstellar_War,_and_the_Crisis_of_2294_(2200s)|Crisis of 2294]] and the [[New_Gibson#Fallanland|Fallanland]] cave-in incident. In the evening, there is a memorial at a monument erected in [[New_Gibson#Respite|Respite]] that is dedicated to those that lost their lives. It is common for New Gibsonites to wear black, symbolizing the shared impact of the Crisis. Recently, the names of those that perished in the [[The_Lii%27dra#2460_CE|Lii’dra Invasion]] and [[Tau_Ceti_History#Second_Solarian_Invasion|Second Solarian Invasion]] have been included.&lt;br /&gt;
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=== Entertainment and Recreation ===&lt;br /&gt;
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* &#039;&#039;&#039;Uranium Glassblowing and Radiation Collecting:&#039;&#039;&#039; With the abundance of uranium on New Gibson, the element and compounds thereof are very accessible for use in hobbyist glassblowing or just for collecting in their mineral form. Radioluminescent dinnerware, necklaces, and vases are all common sights in antique stores or as family heirlooms. Some radioactive mineral collectors go further, obtaining and collecting raw minerals — typically uranium and minerals thereof — which, due its young age and richness on New Gibson, can pose a non-insignificant health risk compared to uranium minerals on Earth. For those that go even further, the collections incorporate artificial curios, such as tiny ampules of nucleosynthesis products from reactors and shrapnel from exploded nuclear ordnance, etc. — however, this is where one risks local authorities getting involved.&lt;br /&gt;
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* &#039;&#039;&#039;Snowmobile Racing and Skiing:&#039;&#039;&#039; Considered an extreme sport solely as a result of potentially lethal surface hazards, it nonetheless remains an enjoyment among some New Gibsonites and many tourists. Pre-mapped routes are a must, and they must be reevaluated daily due to the surface winds which frequently shift about snow deposits. A safer alternative can be found indoors, with every colony having a snow park where skiing and snow mobile racing can be done. The Virklund Games is a widely-covered sporting event hosted every New Gibson year that focuses on snowmobile racing, skiing, and other snowsports. Each colony fields a team for each sport, and the host colony cycles every year. Historically, these games were done on the surface, however they have long been tempered and are now done in the safer indoors. Nonetheless, the Games are still widely enjoyed.&lt;br /&gt;
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* &#039;&#039;&#039;Extreme Readic Racing:&#039;&#039;&#039; Next door to Reade’s extreme racing scene, enthusiasts of the dare-devil sport can be found on New Gibson, with some going so far as to participate in it. More can be read about that [[Reade#Extreme_Readic_Racing|here]]. &lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Developing in a food scarce environment with little in the way of local agriculture, New Gibson from the get-go preferred more grain- and seed-heavy, vegetarian and vegan-based food options. Pickling and fermentation also became a must. Anything that could be imported from [[Biesel]] and stored in bulk, with high nutrition per gram. This continues to this day, with New Gibson’s colonies only having small hydroponics and aquaponics sectors that bulk produce a very limited selection of grains, seeds, kelp, and vegetables. Meat and dairy are all imported, synthetic, or substituted with insect- or vegetable-based alternatives, with hakhma products gaining traction since the rediscovery of the [[Scarabs|Scarab Fleet]].&lt;br /&gt;
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A cultural curiosity and household favourite that has survived from the initial colonisation of [[New_Gibson#Virklund|Virklund]] are the drinks &#039;&#039;&#039;Gibson Hooch&#039;&#039;&#039; and &#039;&#039;&#039;Gibson Punch&#039;&#039;&#039;. These cocktails have no standard mix, with hooch being a quasi-mead type drink fermented with whatever fruits and ingredients the colonists had on hand, while Gibson Punch was typically made from orange juice, homemade vodka, and powdered lemonade mix for flavour. These two drinks persist as household favourites to this day, with the first standardised brand marketed by [[NanoTrasen Corporation#Getmore_Corporation|Getmore Corporation]] in 2332, and has even seen some traction elsewhere around the [[Orion Spur]].&lt;br /&gt;
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&#039;&#039;&#039;Knäck&#039;&#039;&#039; is a crispy flatbread, forming a cornerstone of New Gibsonite cuisine and preferred even over bread loaves, favoured its shelf life, few ingredients and versatility. Originally, it was made with whatever grain or cereals were available, but today it is most commonly made with rolled oats, powdered kelp, and one’s spice of choice. It can be served alongside a soup or stew, or have a fruity conserve or pickle spread over it. No childhood is complete without baking sweetened knäck that is crispy enough to crack on a table edge or sibling’s head. Not to be confused with traditional knäck found on Earth &lt;br /&gt;
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Other highlights are &#039;&#039;&#039;pickled kelp&#039;&#039;&#039; and &#039;&#039;&#039;fermented kelp smoothies&#039;&#039;&#039; among the older generations, with no grandparents’ house complete without a large jar of kelp pickles in the pantry, and &#039;&#039;&#039;Skrellsnax&#039;&#039;&#039; and other dried eki fungus snack brands, a favourite in [[New_Gibson#Xoikku|Xoikku]] but still present elsewhere thanks to the ease of cultivating eki fungus in the hydroponics sectors.&lt;br /&gt;
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=== Art ===&lt;br /&gt;
New Gibson’s art can be summarised as ‘bleak’. It often captures the desolate, featureless, slow-moving nature of New Gibson’s surface and day-to-day ongoings. Common themes explored in New Gibsonite art include loneliness, alienation, but also more positive ones such as strong bonds between family and friends, perseverance, and surviving against all odds.&lt;br /&gt;
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[[New Gibson#Virklund|Virklund]] continues to be a trailblazer for New Gibson’s art scenes, with many artists emerging from the colony, even as [[Idris Incorporated]]- and [[NanoTrasen_Corporation#Ingi_Usang_Entertainment_Company|Ingi Usang]]-sponsored artists emerging from [[New_Gibson#Respite|Respite]] have been attempting to commandeer the mainstream to steer art towards something more marketable and less anti-corporate.&lt;br /&gt;
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In &#039;&#039;&#039;visual art&#039;&#039;&#039;, colours are sparse — whites, greys, black — with single colours (sometimes even radioluminescent greens using uranium paints) to add oomph to a specific feature. &lt;br /&gt;
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In &#039;&#039;&#039;literature&#039;&#039;&#039;, the mood is quite languid and realistic in detail, with abrupt surges of emotion where justified by the plot. Horror, mystery, and crime have consistently been among New Gibson’s favourite genres, often revolving around snow and author concepts of [[New_Gibson#Snædis|snædis]]. Many protagonists find themselves lost on the snowy surface at some point in their story, with a feat of good character that sees them returned to the safety of a colony, and many supernatural creatures have emerged from the snow to torment the colony a novel is centred around.&lt;br /&gt;
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This lack of colours is also found in &#039;&#039;&#039;fashion&#039;&#039;&#039;. Day-to-day, casual clothing tends to be whites, blacks and greys again, with gentle accenting with muted colours — often with low-concentration uranium enamel or glass gems stitched in, which fluoresce red-oranges and greens. It is seen as quite flamboyant to wear too much colour as part of one’s casualwear, and so it is often made up with patterning, such as checkers or stripes. However, work clothing and EVA gear must be bright and bold to stand out in the dark or against the surface. New Gibsonites make an effort to stand out among Biesellites, and so avoid elements of [[Biesellite_Culture_and_Society#Fashion|Biesellite Classicism]] — tight synth-leather jeans instead of bell-bottomed trousers; bold and metallic accessories over dainty, natural ones; sturdy boots over business oxfords are all preferred. Warm jackets or jumpers with long-sleeves and high collars are also a must, of course. &#039;&#039;&#039;Makeup&#039;&#039;&#039; is rather unremarkable, with the limited flair coming from clear rhinestones and, occasionally, radioluminescent, low-concentration uranium glass gems are seen where one wants to make a lasting impact. &lt;br /&gt;
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&#039;&#039;&#039;Music&#039;&#039;&#039; on New Gibson has always been quite avante-garde and psychedelic, fusing and bending genres and sounds from cultural giants such as [[Venus]] to create something uniquely New Gibsonite. However, the energy is always brought down and the music flows like the gentle winds of the surface; lingering on the same notes with vibratos, eschewing harmonics for more tonal structures that rise, fall, and turn with the lyrics or instrumentals. In more energetic genres, songs tend to slowly build to one climatic, energetic chorus or instrumental solo. Even in the more energetic genres, songs often go well into the 10—20 minute durations, and New Gibsonite songs are stereotyped as unending and sometimes tedious — they are also scarcely broadcasted off New Gibson, taking too much radio time. Lyrics tend to be quite intimate, honest, and sometimes poking fun at Biesel or those from [[New_Gibson#Respite|Respite]].&lt;br /&gt;
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=== Crime ===&lt;br /&gt;
[[Republic of Biesel|Smuggling has been rising across Tau Ceti]] in recent times and New Gibson is often the first base for a smuggler to reach when smuggling into the system. It is further from the system’s centre and the [[Tau Ceti Armed Forces]] patrols aren’t as concentrated as they are around [[Biesel]] and its moon, [[Valkyrie]]. A few dedicated smuggling bands have established routes from the very edge of the [[Tau Ceti#Romanovich Cloud]], worming their way unnoticed and slingshotting around [[Reade]]’s many moons without the need for thruster ignition, keeping a low sensor and heat profile. Once over New Gibson, smuggled goods can be quickly dropped onto the surface for an awaiting glacier brick to collect, while the smuggling vessel darts off before it is ever noticed. Little of these smuggled goods are intended for New Gibson, and are integrated into legal exports by compromised spaceport personnel where they are sent to [[Valkyrie]] (which can then further smuggle onto Biesel) or the transit lanes to the Tau Ceti Bluespace Gate to systems elsewhere. This same route is how many of New Gibson’s [[IPC#Runaway_IPCs|runaway IPCs]] end up on the moon.&lt;br /&gt;
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An illegal uranium mining industry also exists on New Gibson, with bands of miners — from colonies or glacier bricks — identifying the ‘pre-enriched’ uranium deposits of the moon, mining them, and having them shipped off to pirate groups. This cuts out the need to obtain specialist enriching equipment and can, largely, be used as-is. Much of the weapons- or reactor-grade nuclear material found in pirate missiles or nuclear reactors can be traced back to New Gibson’s naturally occurring radioactive materials deposits by measuring the half-life of contained materials.The [[New Gibson#Military_and_Law_Enforcement|NGPS’ Environmental and Nuclear Branch]], in cooperation with the [[Biesellite_Security_and_Law#Biesel_Security_Services_Bureau|Biesel Security Services Bureau]] and [[Tau Ceti Armed Forces]], has long been attempting to stomp this out.&lt;br /&gt;
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=== Social Attitudes === &lt;br /&gt;
* &#039;&#039;&#039;Work:&#039;&#039;&#039; Owed to its primary industries, inhospitable conditions, and hazardous environmental features, New Gibson has — over the generations — internalised a work-or-die mentality. The quicker a job can be done, the lesser the chance of encountering a cave-in, a phoronic magma chamber rupture, working in a carcinogenic radon gas pocket, or an avalanche. As such, the majority of New Gibsonites have developed an almost unhealthy approach to work; it must be done hastily, it must be done reliably, and the consequences of overworking your body pale in comparison to the consequences of failing or not completing your job. This is also expected of management and other senior work colleagues to varying degrees, with no one immune to getting ‘stuck in’; a supervisor off-loading too much work or an executive unwilling to demonstrate their ability to perform the lower-level job would inspire a strong social response. Taking time off-work due to ill-health, stress, or social occasions has grown into an unwritten, powerful taboo, tripping up many new residents — New Gibsonites who do take time off for such ‘lesser’ reasons often conjure more severe excuses when explaining their absence to co-workers. The megacorporations active on New Gibson, particularly [[Hephaestus Industries]] throughout its time on the exomoon, have been eager to encourage this mindset. Finally, it is customary and polite for the eldest employee to be offered the chance to start a shift’s work, be it the first to operate a drill when mining, the first to take a maintenance ticket, or even just the first to turn the office’s lights on.&lt;br /&gt;
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* &#039;&#039;&#039;Transhumanism:&#039;&#039;&#039; New Gibsonites typically have a very positive attitude towards transhumanism, with limb cybernetics almost being a necessity for those working outside of the warmth of a colony. To have visible cybernetics is to communicate one’s adaptability to the environment or commitment to work — whether or not one actually does work in an environment necessitating cybernetics. Cybernetics clinics, cyberneticists, and similar occupations have always been viewed with admiration in New Gibsonite media. It can also be a strong sign of a poor employer, or at least an impolite one when it comes to foreign megacorporations, if one’s benefit package does not include subsidised cybernetic installation, even if they would not be necessary for the job one is applying for; on the other hand, well-subsidised or fully-covered cybernetics installation would be a sign of a great employer.&lt;br /&gt;
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* &#039;&#039;&#039;Biesel and NanoTrasen Corporation:&#039;&#039;&#039; In all its history, New Gibson has always been in the shadow of its more appealing counterpart. Colonial investment and more interesting projects, besides that of [[Hephaestus Industries]]’ funding of New Gibson’s mining and fabrication industries, always went towards [[Biesel]] over New Gibson. As a result of its neglect, New Gibsonites often harbor resentment towards Biesel. Lately, this has also expanded to [[NanoTrasen Corporation]] thanks to their exhaustive phoron mining and subsequent shuttering of many of their workplaces now that they have grown less profitable. The establishment of [[New_Gibson#Respite|Respite]] as a monument to the corporation’s presence did not help after it became the new capital of New Gibson. A minority of New Gibsonites — be they naive, benefitters of the megacorporations and ties with the Republic of Biesel, or similar — maintain that New Gibson has only succeeded as well as it has thanks to the Republic and its close connections with NanoTrasen Corporation.&lt;br /&gt;
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* &#039;&#039;&#039;Ecopreservation:&#039;&#039;&#039; [[Biesel#Flora_and_Fauna|Contrary to Biesel]], New Gibson has always been proud of its unique and hardy biosphere, reliant on organoboronic and nuclear chemistry to preserve in the moon’s inhospitable environment. In recent times with the depletion of subsurface phoron, this has grown into a large point of contention with NanoTrasen Corporation and, by extension, the [[Republic of Biesel]]. An extreme, alternative lifestyle seen in the [[New_Gibson#Glacier_Fleet|Glacier Fleet]] has arisen out of this, with them rejecting subsurface dwelling due to its impact on the phorovolcanic chambers and therefore native biosphere. To carelessly and needlessly damage the ecosystem is a grave social offence, and New Gibson has several minor and severe charges that can be levied against those who do; it is one of the few things that may slow down or temporarily stop a New Gibsonite miner’s hasty work drive.&lt;br /&gt;
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* &#039;&#039;&#039;Family and Relationships:&#039;&#039;&#039; Views towards family have changed over time, particularly influenced by [[Skrell Relationships|skrell views towards family]] following [[New Gibson#Xoikko|Xoikko]]’s rise. Frequently but not universally seen characteristics of family units include: polyamoury; childless aunts and-or uncles who reside with the family and fulfil mentor roles for their nieces and-or nephews; families rarely departing from ancestral homes, and thus still including grandparents. In Xoikko, human-skrell relations are without any taboo and generally well-accepted, though are typically seen as more transient relationships for the skrell owed to the human lifespan. Families generally avoid splitting up, residing and working in the same colonies, however, when a family member does seek work in another colony, a glacier brick or off-moon — even for a short-term work posting — the farewells can be emotionally exhausting for all involved. This stronger attachment to family does contribute to insularity among New Gibsonites, with close friendships outside of work being hard to form and social exchanges in public very curt or awkward. However, where friendships do form, particularly among work colleagues, they can be very strong and close.&lt;br /&gt;
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== Major Population Centres ==&lt;br /&gt;
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===&amp;lt;div style=&amp;quot;font-size:110%; border:1px solid #ccc; margin:0; background:#BC8C00; padding:.1em; color:#292929;&amp;quot;&amp;gt;Respite&amp;lt;/div&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
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Founded in 2371, &#039;&#039;&#039;Respite-under-Giltraflatten&#039;&#039;&#039; (often just &#039;&#039;Respite&#039;&#039;) is the second largest colony and the current capital of New Gibson, having replaced [[New Gibson#Virklund|Virklund]] as the moon’s seat of government in 2453. It is an edifice to the megacorporations presence on the moon and is almost universally disliked by New Gibsonites elsewhere.&lt;br /&gt;
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Respite was constructed during the phoron boom and with great investment by [[NanoTrasen Corporation]], making it one of the more advanced colonies with [[Phoron#Properties_and_Applications|phoronic infrastructure]] accommodated from the beginning. The colony follows the typical construction principles set by Virklund, with multiple ringed levels circling a phorovolcanic chamber. Respite was fitted from the get-go with phoronic superconductive magnets with each ring, allowing them to spin at great enough speed to ‘generate’ 0.8Gs of gravity using centripetal forces, which would soon become the standard for other colonies. Superconductive phoron wiring runs along the ceilings of the colony, with apparent purple accenting.&lt;br /&gt;
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The colony’s administrative ring, &#039;&#039;&#039;Xavier Ring&#039;&#039;&#039;, is the largest. The ring houses the &#039;&#039;&#039;Parliament Complex&#039;&#039;&#039;, with adjacent extravagant parks, gardens and apartment buildings for parliament members and civil servants. On the opposite side of the ring lies a large branch office for [[NanoTrasen Corporation]], again with adjacent apartment buildings for corporate office workers. [[Einstein Engines]] also has a branch office here, even though most of its assets are within [[New Gibson#Virklund|Virkund]] or [[New Gibson#Xoikko|Xoikko]].&lt;br /&gt;
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Just below the surface lies the logistical ring, with access to the &#039;&#039;&#039;Respite Interplanetary Spaceport&#039;&#039;&#039; that breaks onto the surface. The spaceport is the largest on New Gibson, and the warehouses on the logistical ring accumulate to tens-of-kilometers of storage space, most of which is dedicated to phoronic products assembled in other colonies that are shipped to Respite for exporting. Attached to the spaceport are also a series of logistical [https://en.wikipedia.org/wiki/Space_gun| Verne space cannons], which continuously launch freight at great enough velocity to achieve low orbit, allowing for collection by superfreighters incapable of landing or which other fuel conscious vessels. A small ship engineering and maintenance sector also serves a repairs port, with contractors from [[Hephaestus Industries]] and [[Zavodskoi Interstellar]] present.&lt;br /&gt;
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Respite produces very little, with no industrial rings and only a small hydroponics ring. However, [[NanoTrasen Corporation]] owns a small research ring dedicated to phoron R&amp;amp;D, with adjoining prototype fabrication sectors. Only NanoTrasen employees and administrative staff can access the level.&lt;br /&gt;
&lt;br /&gt;
Three living rings accommodate the colony’s large population — &#039;&#039;&#039;Amos Ring&#039;&#039;&#039;, &#039;&#039;&#039;Birtha Ring&#039;&#039;&#039;, &#039;&#039;&#039;Carrie Ring&#039;&#039;&#039; (originally just rings A, B, C, until later named afterthe eldest residents in 2396). Each ring has Residential and Commercial sectors. Each ring is stratified into Bands 1, 2 and 3 (1 being the closest to the phorovolcanic chamber and thus the most comfortable; 3 being furthest, and noticeably colder), with living costs reflecting the exclusivity of the more comfortable bands. Respite, being the capital, is particularly expensive to live in, with Bands 1 being almost entirely inaccessible unless one came from an affluent background or progressed far enough into a megacorporate career to have a Band 1 residence included in a benefits package. It doesn’t help that the megacorporations often purchase Band 1 and 2 unhousing for said benefits packages, and they often are left empty for months at a time, taking them off the market and driving up housing prices.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Human_Educational_Institutions|New Gibson University]]&#039;&#039;&#039; campus has its own, very small ring slotted between the living rings and the administrative ring, with convenient elevator access to-and-fro. On-campus accommodation is available, though distal from the phorovolcanic chamber heat source and thus just as bad as Band 3 accommodation — more affluent students typically reside off-campus and commute in. &lt;br /&gt;
&lt;br /&gt;
Those from Respite, and certainly those in more affluent residential bandings or who have ties with the megacorporations, are typically more accepting of the [[Republic of Biesel]] and [[NanoTrasen Corporation]] than other New Gibsonites. The colony’s culture has also drifted closer to that of Biesel, leaving some New Gibsonites traditions behind, most notably the celebration of [[New Gibson#Holidays_and_Celebrations|Thorrablot]], to the dismay of other New Gibsonites elsewhere.&lt;br /&gt;
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&lt;br /&gt;
===&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#969696; padding:.1em; color:#292929;&amp;quot;&amp;gt;Virklund&amp;lt;/div&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
Founded in 2167 with the moon’s formal colonisation, &#039;&#039;&#039;Virklund&#039;&#039;&#039; is the first and eldest colony and former capital of New Gibson. It is a hot bed for anti-Biesel and anti-[[NanoTrasen Corporation]] views, having been sidelined both by the [[Republic of Biesel]], NanoTrasen Corporation, and the local government itself.&lt;br /&gt;
&lt;br /&gt;
Virklund had a great start, pioneering the way for permanent inhabitation of New Gibson beneath the surface and setting the engineering paradigm for subsurface colonies — the tiered, ring structure. Much of New Gibson’s culture can also be traced back to the living rings of Virklund. However, NanoTrasen Corporation’s phoron extraction around Virklund has largely depleted the subsurface phoron deposits, including those feeding the phorovolcanic chamber that heats Virklund, seeing Virklund’s once expansive fabrication rings severely reduced in size, the temperature throughout Virklund gradually plummet, and job security vanish. The phoron company has since moved onto other colonies, including its pet project of Respite, and the New Gibson government with it. &lt;br /&gt;
&lt;br /&gt;
The logistical ring, &#039;&#039;&#039;Weyland Ring&#039;&#039;&#039;, is largely shuttered, however the remaining refineries and factories continue to export large quantities of non-phoronic materials and construction supplies. These factories and refineries comprise the last of [[Hephaestus Industries]]’ assets still on New Gibson, and many former–NanoTrasen Corporation factories have over time been purchased by [[Einstein Engines]] and [[Orion Express]]. Serving the refineries is a still active mining team, composed of Orion and Einstein contractors, locally-owned businesses, and individuals or small groups completing bounties posted by the local administration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Human_Educational_Institutions#Virklund_University|Virklund University]]&#039;&#039;&#039; occupies a sector of the Weyland Ring and is the oldest university on New Gibson. Its campus has shrunk in recent years and it only has a small student accommodation block. Most students seek accommodation off-campus. Despite being overshadowed by [[Human_Educational_Institutions#New Gibson University|NGU]] in [[New_Gibson#Respite|Respite]], it is generally regarded as superior when it comes to more conventional, non-phoronic engineering courses.&lt;br /&gt;
&lt;br /&gt;
The colony’s infrastructure is heavily outdated, only ever partially being retrofitted to include phoronic infrastructure, however this has since been un-fitted again. General maintenance has been allowed to fall, as the colony’s engineering and maintenance services rack their brains solving the issue of Virklund’s cooling phorovolcanic chamber and how to continue to supply heating and power to the colony’s inhabitants. A contract is in the making for Einstein Engines to revitalise Virklund’s infrastructure, however it has seen delays for 2 years now.&lt;br /&gt;
&lt;br /&gt;
The living rings — &#039;&#039;&#039;Gneip Ring&#039;&#039;&#039;, &#039;&#039;&#039;Alvaldi Ring&#039;&#039;&#039;, &#039;&#039;&#039;Gangr Ring&#039;&#039;&#039; — unlike other colonies are noticeably more disorganised, without the usual stratification seen in other colonies. This is owed to the more distal parts of these rings being uninhabitable without multiple layers of clothing and portable heaters, and so the colony’s administration levelled housing prices across the board. The drain of residents to other colonies has also helped.&lt;br /&gt;
&lt;br /&gt;
Residing in the now abandoned phoron mining tunnels abandoned by NanoTrasen Corporation since the 2440s lies [[Scay,_The_Hidden_Queen|Scay’s Brood]]. Here, a channel is constructed all the way to the surface where a back up [[Hivenet]] relay tower juts out, capable of serving hivenet access to vaurca throughout [[Tau Ceti]] should the [[Flagsdale]] relay tower fail. Scay’s reclusive brood are rarely seen outside of this mining tunnel, except when they emerge to travel or be assigned elsewhere via Virklund’s spaceport.&lt;br /&gt;
&lt;br /&gt;
Today, many Virklunders are left alienated and disenfranchised, more so than the typical New Gibsonite. With limited local job opportunities, many Virklunders resort to criminal activities on New Gibson or commit to employment off-moon, often with the megacorporations or [[Tau Ceti Armed Forces]] they have grown resentful of, or self-medicate the problems away amid a growing [[Guide_to_Chemistry#Narcotics_and_Other_Drugs|joy]] drug epidemic. Compared to other colonies and as a result of Virklund’s circumstances and the political breeding ground that can be, Virklunders are typically more conservative in their views towards other species and approaches to handling immigration following the [[Sol_Alliance_History#2462-65:_The_Solarian_Civil_War|Solarian Collapse]], expecting one to ‘prove themself’ a valuable contributor to society before granting any respect. &lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#969696; padding:.1em; color:#292929;&amp;quot;&amp;gt;Fallanland&amp;lt;/div&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
Founded in 2189, &#039;&#039;&#039;Fallanland&#039;&#039;&#039; was a rather forgettable colony for much of its lifetime, except for the occasional mention of it being established where the [[New_Gibson#Early_Colonisation_(2164—2170)|lost Jasmund IV colony ship]] was intended to land. Today, it is known for the disaster that struck it in 2298, and for persevering enough to see it now be the largest phoronics producer on New Gibson.&lt;br /&gt;
&lt;br /&gt;
Unlike other colonies on the moon, Fallanland was not constructed using the tiered ring paradigm, and instead was constructed throughout an extensive and open cave system. Overlooked were the even deeper caverns below Fallanland, which in normal gravity certainly would have disincentivised construction there, but in New Gibson’s half-gravity was deemed ‘unlikely to be a problem’. It was a problem and, in 2298, the caverns collapsed and pulled large portions of Fallanland down with it. In the immediate months after, a humanitarian response saw many evacuated and the colony slowly rebuilt, during which time many Fallanlanders were clawing for survival in what structures remained or in temporary, poorly-heated shelters. It wouldn’t be until 2235 that Fallanland regained its footing. &lt;br /&gt;
&lt;br /&gt;
Many folk and spiritual beliefs unique to New Gibson can also be traced back to Fallaland, arising out of the hardships following the cave-in. The most far-spread being the [[New Gibson#skrýtisherbergi|skrýtisherbergi]] as spiritual community centres, born from the collapse itself where snow from the surface was funnelled into the caved-in colony, and the ritual of creating a snow memorial for lost loved ones and ancestors. Fallanland’s &#039;&#039;&#039;Great Skrýtisherbergi&#039;&#039;&#039; is the largest on New Gibson — a (roughly) circular cavity with a radius of two-hundred metres — and attracts those who hold New Gibsonite folk beliefs from around the exomoon. &lt;br /&gt;
&lt;br /&gt;
Since being reconstructed, Fallanland has risen to be the largest phoronics producer on New Gibson, overtaking Virklund with its declining industry and mining base, to some resentment from the latter. It boasts great job security and high wages, with continued investment from [[NanoTrasen Corporation]], and its local administration is largely on top of things. For how much longer though is the question, as Fallanland’s own deposits will surely one dry some day, and with it NanoTrasen’s interest in the colony.&lt;br /&gt;
&amp;lt;/div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#969696; padding:.1em; color:#292929;&amp;quot;&amp;gt;Xoikko&amp;lt;/div&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[File:newgibson.jpg|thumb|Xoikko, with its surface arcology protruding from the ground.]]&lt;br /&gt;
Founded in 2341, &#039;&#039;&#039;Xoikko&#039;&#039;&#039; stands out as an example of New Gibson and the [[Nralakk Federation]]’s close relationship, being a transplantation of an [[Aliose|Aliosen]] arcology onto New Gibson, and hosting one of the largest skrell populations outside of Federation space.&lt;br /&gt;
&lt;br /&gt;
Xoikko was constructed to relieve the strain of overpopulation that had been tormenting New Gibson at the turn of the 24th Century, and saw heavy financial, engineering and technological cooperation with the Nralakk Federation and experienced Aliosen engineers. As such, Xoikko is the only colony on New Gibson to have a large surface dome alongside the standard, tiered ring system below ground. All of the colony’s administrative, residential, and commercial planning is done within the domed, surface levels, with the subterranean levels reserved for less glamour purposes — storage, local production, hydroponics.&lt;br /&gt;
&lt;br /&gt;
The colony is fitted with an old, Federation-tech artificial gravity generator serving 1G of gravity. This gravity generator is served by [[Einstein Engines]], in cooperation with Federation scientists who are occasionally involved in tests, upgrades, and any advanced maintenance.&lt;br /&gt;
&lt;br /&gt;
Where other colonies focus on industry, Xoikko was poised to be a local agricultural producer and tourist hotspot. Xoikko’s surface level is lined with entertainment and tourist venues, with the more expensive spots having views of New Gibson’s landscape or [[Reade]] and its system of moons and satellite bodies above. [[Idris Incorporated]] has a noticeable presence here, and its Idris XTreme Snow Park is a common outing for many across the [[Tau Ceti]] system. Below ground, vast hydroponics rings serve the moon which, otherwise, has very limited agricultural capacity and previously (and still does, to a more moderate degree) rely on Biesel for food imports. [[Zeng-Hu Pharmaceuticals]] owns an entire hydroponics ring here, and also has research facilities interspersed throughout Xoikko dedicated to genetically-engineered flora and researching New Gibson’s native biosphere. The surface level is also home to the &#039;&#039;&#039;[[Human_Educational_Institutions#The_Jri’aq_Institute|Jri’aq Institute @ Xoikko]]&#039;&#039;&#039;, which provides vocational and distant learning opportunities for both local students and those abroad in [[Tau Ceti]], as well as skrell degrees for the local skrell populace.&lt;br /&gt;
&lt;br /&gt;
Xoikko has the largest population of [[skrell]] outside of the [[Nralakk Federation]], wholly integrated and living alongside New Gibson’s human populace, and has exerted notable, welcomed cultural influence over the rest of New Gibson. Very few IPCs reside within Xoikko as such, as it can be an openly hostile environment, with both skrell and human residents alike rejecting IPCs. A number of bogeyman tales in Xoikko tell of [[IPC#Shell_Frames|shell]] infiltrators emerging from the snow and hoodwinking those vulnerable on the surface levels, particularly tourists from the Nralakk Federation, into exiting the dome into the snow, where they would surely freeze; more sensible stories based on this hold that the TCAF’s [[Tau_Ceti_Armed_Forces#The_Positronic_Century|Positronic Century]] uses Xoikko as a training ground and test of a shell’s ability to blend in amid a hostile population.&lt;br /&gt;
&lt;br /&gt;
The colony’s inhabitants receive some flak from other New Gibsonites for their tourist and agricultural industries, which although revitalising for the moon, are lauded for not being ‘proper jobs’. This is despite similar jobs held in other colonies not being criticised for such.&lt;br /&gt;
&amp;lt;/div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#969696; padding:.1em; color:#292929;&amp;quot;&amp;gt;Glacier Fleet&amp;lt;/div&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Glacier Fleet&#039;&#039;&#039; are a moderately-sized, nomadic population residing between three of the largest [[New Gibson#Glacier_Bricks|glacier bricks]] on the surface of New Gibson — the &#039;&#039;&#039;Kotarjökull&#039;&#039;&#039;, the first glacier brick to set out for permanent surface adventure in 2429; the &#039;&#039;&#039;Resolute&#039;&#039;&#039;, joining in 2434; the &#039;&#039;&#039;Blue Bille&#039;&#039;&#039;, joining in 2452.&lt;br /&gt;
&lt;br /&gt;
Between them, several-thousand New Gibsonites have committed to an alternative lifestyle on the surface of the exomoon and out of the subsurface colonies — some to live outside of the influence of the government or megacorporations; some concerned about humanity’s impact on the phorovolcanic chambers which threatens the moon’s biosphere; some for the thrill of the adventure and surface hazards; many because they have grown tired of working in the same few industries that generations of their family worked in for little reward. As such, the demographics skew to the younger generations or those having left more deprived colonies, such as [[New Gibson#Virklund|Virklund]]. Where Virklund grew hopeless and lost its spark, the Glacier Fleet is a smaller but dense powderkeg of anti-corporate and anti-state views.&lt;br /&gt;
&lt;br /&gt;
The Glacier Fleet treks between colonies, occasionally taking on jobs for local administrations or sending its crew to work elsewhere so they can contribute earnings to the continued operations of the glacier bricks. [[Orion Express]] has taken an unusual interest in the Fleet, going so far as to establish a branch office — realistically, a small ‘branch cabinet’ — from which they serve various logistics contracts to the onboard command structure and employ those looking for opportunities off-moon.&lt;br /&gt;
&lt;br /&gt;
Like other glacier bricks, the Fleet heavily utilises [[New Gibson#IPCs_in_New_Gibson|IPCs]] and [[New Gibson#Tajara_in_New_Gibson|tajara]] for navigation and any extra-vehicular excursions, commanding a level of respect from those aboard. Of all the major population centres on New Gibson, the Fleet may be the most accepting of IPCs, long accepting them as equals and integrating them into their cultural practices. As such, the Fleet rarely ever passes by or works with Xoikko, thanks to the anti-synthetic beliefs brought with the large skrell population. It also comes as no surprise that the Fleet is a sanctuary for a great deal of [[IPC#Runaway_IPCs|runaway and hidden IPCs]]; certainly not a desirable spot for a runaway synthetic to hide, but a safe one, a very cold one(!), and most importantly one with little opportunity for [[Biesellite Security and Law|Biesel’s authorities]] to identify them.&lt;br /&gt;
&amp;lt;/div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aliens on New Gibson ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#969696; padding:.1em; color:#fff;&amp;quot;&amp;gt;IPCs on New Gibson&amp;lt;/div&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cold environment has many pleasant realisations for IPC immigrants to New Gibson, and they are quite content residing more distal from a colony’s phorovolcanic heat source or working on the surface in glacier bricks and spaceports. For those that do work on the surface, they are capable of operating in their bare frame and with greater dexterity and agility than their organic counterparts. The exception are [[IPC#Shell_Frames|shells]], whose flexible synthskin continues to be susceptible to the cold; many shells opt to transfer their positronic to another chassis, or must be content missing out.&lt;br /&gt;
&lt;br /&gt;
Human views towards IPCs differ across New Gibson. Naturally, a great deal of conflict arises in [[New Gibson#Xoikko|Xoikko]] and peripheral colonies, thanks to the longstanding native skrell population, with many IPCs opting to avoid it entirely and with megacorporations scarcely assigning positronics to the colony. In the more conservative, insular, and deprived [[New Gibson#Virklund|Virklund]], many continue to see IPCs as merely tools. [[New_Gibson#Respite|Respite]] is a mixed-bag, but is dominated by the megacorporations and their phony altruism, but generally shares Biesel’s progressive views. It is through one ‘great feat’ — usually at work, so in the mines or in the glacier bricks were IPCs excel — that a positronic may gain the respect of its peers, and once one New Gibsonite has deemed an IPC ‘okay’, it quickly spreads throughout the workplace and friend groups, and the IPC is at last accepted (Xoikko excluded, which is rigid in its dislike of synthetics).&lt;br /&gt;
&lt;br /&gt;
Despite the opportunity for respect, it is not freely given, and so some IPCs are disinclined to participate in New Gibsonite society. These synthetics often find themselves in exclaves within the colder, less affluent regions of colonies, or attracted to the [[New Gibson#Glacier Fleet|Glacier Fleet]] and other [[New Gibson#Glacier_Bricks|glacier bricks]] with permanent, nomadic surface populations where respect is freely given.&lt;br /&gt;
&lt;br /&gt;
Being distant from [[Tau Ceti]]’s centre and, as such, less policed and with elevated smuggling, New Gibson has a steady stream of [[IPC#Runaway_IPCs|runaway IPCs]]. Many of these runaway IPCs were originally destined for [[Biesel]] or [[Valkyrie]], but opted to stay on New Gibson for one of many reasons — missing their outbound smuggling flight, being attracted by the cold environment, or the lesser presence of Biesel’s federal authorities. These do not help New Gibson’s mixed views on IPCs. Once again, the Glacier Fleet is a desirable spot for these runaway IPCs, thanks to its accepting nature and constant mobility.&lt;br /&gt;
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&lt;br /&gt;
===&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#33CCCC; padding:.1em; color:#fff;&amp;quot;&amp;gt;Skrell on New Gibson&amp;lt;/div&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;See also: [[Skrell Abroad#Skrell in the Republic of Biesel|Skrell in the Republic of Biesel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following first contact with the Skrell in 2332 CE and with New Gibson in dire need of assistance during the [[New Gibson#Second_Great_Depression,_the_Interstellar_War,_and_the_Crisis_of_2294_(2200s)|Crisis of 2294]], various agreements between the [[Nralakk Federation]] and the [[Solarian Alliance]] saw the introduction of skrell technology and engineering principles, such as those seen in [[Aliose]]’s arcologies and in Aliosen bioaugments, to relieve overcrowding and human adaptive issues. This led to the &amp;quot;leasing&amp;quot; of skrell to oversee the application of their technology, making sure that its use holds up to skrell standards. This was largely a success and saw application across New Gibson’s colonies.&lt;br /&gt;
&lt;br /&gt;
Initial integration proved to be difficult, owing to the cultural differences of the species. Whilst tensions were rather high between humans and skrell on New Gibson, it eventually came to pass as the benefits of skrell intervention became apparent. Many of the &amp;quot;leased&amp;quot; skrell chose to remain on New Gibson, with the Nralakk Federation supporting those that remained through the establishment of spa clinics, allowing the new colonists to receive similar treatments to skrell found on Aliose — primarily thick, insulating white skin. New Gibson and Nralakk Federation would cooperate yet again in 2341 to found [[New Gibson#Xoikko|Xoikko]], a colony based entirely on an Aliosen arcology design. It would go on to become the largest skrell population outside of the Federation and exert cultural influence on the moon.&lt;br /&gt;
&lt;br /&gt;
Most New Gibsonites, as a result of the Federation’s assistance and success of Xoikko, hold a very positive view of skrell and gave minimal pushback to cultural elements borrowed from skrell. This has seen the moon’s attitudes towards IPCs stagnate, and in Xoikko grow overtly hostile.&lt;br /&gt;
====Unique Constellations====&lt;br /&gt;
Much like Skrell colonies outside of Nralakk in the Federation, the skrell on New Gibson have their own unique constellations that they have catalogued and give reverence to. Although these constellations are considered minor by the Qeblak faith, they still hold importance to the skrell of New Gibson and have influenced the skrell living there to focus more on personal freedom, advancement, and community cohesion.&lt;br /&gt;
&lt;br /&gt;
[[File:The Dyn.png|thumb|right|&#039;&#039;&#039;The Dyn&#039;&#039;&#039;: Survival. Generosity. Community.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Iqi Star.png|thumb|left|&#039;&#039;&#039;The Iqi Star&#039;&#039;&#039;: Self-Advancement. Social standing. Success.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Sky-Grazer.png|thumb|center|330px|&#039;&#039;&#039;The Sky-Grazer&#039;&#039;&#039;: Expressiveness. Freedom. Adventure.]]&lt;br /&gt;
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&lt;br /&gt;
===&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#b0375f; padding:.1em; color:#fff;&amp;quot;&amp;gt;Tajara on New Gibson&amp;lt;/div&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Tajara]] have been present on New Gibson since their [[Tajaran_History#Interwar_Timeline|first wave of immigration to the Republic of Biesel in 2435]]. Initially a small community of miners, factory labourers, and engineers, the community grew with the second wave of immigration, and later disillusioned migrants from [[Little Adhomai]]. The vast majority of Gibsonite Tajara are [[People%27s_Republic_of_Adhomai#Hadiism|Hadiists]] from the first two immigration waves. However, recent years have seen a sharp growth in [[Democratic_People%27s_Republic_of_Adhomai#Al&#039;mariism|Al’mariists]], seeking distance from [[Mendell City]]. [[New_Kingdom_of_Adhomai#Royalism|Royalists]] have found little presence, something which in part explains the relative lack of political dissent or violence within the Tajaran community. Rather, friction between the original immigrants and “Sahirii”, or urbanites, prevails.&lt;br /&gt;
&lt;br /&gt;
Given the Gibsonite community’s distance to the embassies on Biesel, many Tajara on New Gibson have grown distant to the Adhomian factions. Fewer conflicts center around political beliefs or other matters, the community being rather cohesive for a Tajaran community due to the pressures of the moon overriding further tension points. Given Gibsonite culture as a whole, the Hadiist monoculture is the common basis for Gibsonite Tajara. Communalism is a strong influence. Emphasis on the Tajaran contribution to the Gibsonite system prevails, in part fed by the Gibsonite [[New Gibson#Social_Attitudes|views on work]]. This, combined with the Tajaran sleep cycle, sees an unhealthy dedication to work. Anti-corporate belief is a growing sentiment among Gibsonite Tajara. The first waves of immigrants attributed their ability to immigrate with [[NanoTrasen Corporation]] and other corporate contracts. However, with shifting trends among Gibsonites, and the growth in the anti-corporate Al’mariist Tajara within the community, many are beginning to turn against the corporations, even as they continue to sign contracts with them.&lt;br /&gt;
&lt;br /&gt;
With the tajaran adaptations to the cold and willingness to take on dangerous jobs, tajara often find employment among the hardier occupations in New Gibson’s frigid surface environment, competing with [[New Gibson#IPCs_on_New_Gibson||IPCs]]. This may be in the logistical rings, deeper mining tunnels, and spaceports — distant from phorovolcanic chambers heating the colonies — to working on [[New Gibson#Glacier_Bricks|glacier bricks]] which ferry bulk goods and people between the colonies. Like other New Gibsonites who have turned from the megacorporations, many tajara find themselves drawn to permanent glacier brick inhabitation as seen in the [[New Gibson#Glacier_Fleet|Glacier Fleet]].&lt;br /&gt;
&lt;br /&gt;
Altogether, with Gibsonite tajara almost seamlessly meshing into New Gibson’s work ethic and having already benefitted from the integration of [[New Gibson#Skrell_on_New_Gibson|skrell]], New Gibson has a rather positive view of tajara and one not besmirched by constant exposure to the on-goings of [[Mendell City]]. [[New Gibson#Virklund|Virklund]] is one exception, with its views towards tajara lagging behind other colonies, however it is still a significant improvement over the [[Solarian Alliance]] and scarcely bubbles into open hostility.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Reade]]: The gas giant which New Gibson orbits at a great distance, with its own, newer colonies.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Stellar_Corporate_Conglomerate&amp;diff=39152</id>
		<title>Stellar Corporate Conglomerate</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Stellar_Corporate_Conglomerate&amp;diff=39152"/>
		<updated>2026-05-03T02:02:06Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Internal Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Template:Navbox Corporations}}&lt;br /&gt;
{{Infobox Corporation&lt;br /&gt;
|headercolor = #336699 &amp;lt;!--Can be left blank for grey header--&amp;gt;&lt;br /&gt;
|textcolor = white &amp;lt;!--Can be left blank for black text--&amp;gt;&lt;br /&gt;
|name = Stellar Corporate Conglomerate&lt;br /&gt;
|logo = SCC_logo&lt;br /&gt;
|headquarters = Top of the World, [[Biesel]],&lt;br /&gt;
[[Republic of Biesel]]&lt;br /&gt;
|slogan = The unbreakable chainlink, holding the Spur together.&lt;br /&gt;
|languages = Tau Ceti Basic, Sol Common, Tradeband&lt;br /&gt;
|ceo = [[The Trasens#Miranda Trasen|Miranda Trasen]]&lt;br /&gt;
|colors = &amp;lt;span style=&amp;quot;color:#336699&amp;quot;&amp;gt;Navy blue (#336699),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#81d9ee&amp;quot;&amp;gt;cyan&lt;br /&gt;
(#81d9ee),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#f1b61c&amp;quot;&amp;gt;gold (#f1b61c)&amp;lt;/span&amp;gt;&lt;br /&gt;
|founded = 2458 (unofficially), 2462 (officially)&lt;br /&gt;
|founder = [[NanoTrasen Corporation]]&lt;br /&gt;
|regions =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Republic of Biesel]]&lt;br /&gt;
* [[Coalition of Colonies]]&lt;br /&gt;
* [[Empire of Dominia]]&lt;br /&gt;
* [[Nralakk Federation]]&lt;br /&gt;
* [[People&#039;s Republic of Adhomai]]&lt;br /&gt;
* [[New Kingdom of Adhomai]]&lt;br /&gt;
* [[Izweski Hegemony]]&lt;br /&gt;
* [[Republic of Elyra]]&lt;br /&gt;
|}}&lt;br /&gt;
&#039;&#039;&#039;This is the page for the Stellar Corporate Conglomerate, the organization the players work for. This contains very important setting information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Formed at the height of NanoTrasen’s power in the galaxy, the &#039;&#039;&#039;Stellar Corporate Conglomerate&#039;&#039;&#039; — colloquially known as the “Chainlink” — is a [https://en.wikipedia.org/wiki/Cartel  group of seven megacorporations who exercise undisputed economic dominance] over the entire [[Orion Spur]]; combined they represent 80% of the Spur’s economic productivity (almost the entirety of the remaining twenty percent is [[Einstein Engines]]). First publicly announced in 2462, during the [[Republic_of_Biesel#Phoron_Scarcity_and_the_Second_Invasion_of_Biesel_(2462)|Second Invasion of Biesel]] ostensibly to secure corporate-owned assets within [[Tau Ceti]]. However the reality of the matter is the SCC is far older than its public appearance and announcement suggests, dating back to at least the 2450s. However, this has never been proved and is a matter of conspiracy. The Chainlink came to be as a result of the [[Spurian Economy|incredible economic power]] held by [[NanoTrasen]] through their monopoly on exporting phoron to the wider Spur. Through this power, the tentative cooperation between all the megacorporations is assured for the time being, but behind the shaky peace lie unsteady alliances, corporate espionage, and cut-throat tactics as each corporation within the conglomerate battles to one up each other. More-over, these corporations are getting tired of taking orders from [[The Trasens|Miranda]] and have begun to chaff under her boot, frustrated with the balance of power. The main exception is [[Einstein Engines]], a warp drive manufacturer, who, due to their prominence within [[Konyang]], the [[Nralakk Federation]] and the [[Sol Alliance]], can weather the wrath of [[NanoTrasen]] and remain independent. While initially, [[NanoTrasen]] punitively withheld phoron sales, they found it to be ineffective. Their relations are at least amiable at this point.&lt;br /&gt;
{{TOC_Hidden}}&lt;br /&gt;
==Notable Members==&lt;br /&gt;
* &#039;&#039;&#039;Titanius Aeson,&#039;&#039;&#039; CEO of [[Hephaestus Industries]]&lt;br /&gt;
* &#039;&#039;&#039;Alex Mason,&#039;&#039;&#039; CEO of [[Idris Incorporated]]&lt;br /&gt;
* &#039;&#039;&#039;Liqin Hsiao-Li,&#039;&#039;&#039; CEO of [[Zeng-Hu Pharmaceuticals]]&lt;br /&gt;
* &#039;&#039;&#039;Lyudmila Zavodskoi,&#039;&#039;&#039; CEO of [[Zavodskoi Interstellar]]&lt;br /&gt;
* &#039;&#039;&#039;Kubra Mobolaji,&#039;&#039;&#039; CEO of the [[Private Military Contracting Group]]&lt;br /&gt;
* &#039;&#039;&#039;Chin-hae Hong,&#039;&#039;&#039; CEO of [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
==Corporate Affairs==&lt;br /&gt;
=== History ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Understand this; your success stems from my Phoron, your technological edge stems from my Phoron, and your domination of markets stems from my Phoron. Without you, I am weakened, but without me, you are nothing. You will all accept the proposal, and you will all cooperate together as I have stated, or I shall break your corporations over my knee, consequences be damned. You have twenty-four hours to discuss with your executives before sending me your agreements.&amp;quot;&#039;&#039; - Unreleased audio of Miranda Trasen on a joint call with the CEOs of the corporations that would eventually form the SCC, unknown date, ~2450s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
With the earliest dated supply shipments being traced to 2458, the history of the Stellar Corporate Conglomerate and how it came to dominate the [[Spurian Economy|interstellar economy]] is one shrouded in secrecy until its public reveal in 2462. It appears that the constituent megacorporations of the Stellar Corporate Conglomerate had been forced by Miranda to cooperate to ensure their economic dominance since at least the [[Tau Ceti History|First Solarian Invasion]] of the [[Republic of Biesel]], though within the shadows. Almost every element of the Stellar Corporate Conglomerate had been hidden and concealed from the public and governments alike, with even the deepest scrutiny only managing to uncover the &amp;quot;chainlink&amp;quot; insignia on supply shipments from 2459.&lt;br /&gt;
&lt;br /&gt;
However, following the [[KOTW|Second Solarian Invasion of the Republic of Biesel]] in 2462, the Stellar Corporate Conglomerate revealed themselves to the interstellar community, proclaiming their goal was to protect the financial livelihood of all their corporate clients and assets, and to ensure megacorporate facilities across the [[Republic of Biesel]] would not be diminished as a result of “rogue actors”. Since then, they have operated far more publicly, both in good times and bad.&lt;br /&gt;
&lt;br /&gt;
Since its reveal, the Chainlink has continued to maintain its – more accurately, [[The Trasens|Miranda Trasen’s]] – dominance through several masterful techniques – one notably public one centring around the [[Corporate Reconstruction Zone]], the annexed [[Sol Alliance|Solarian]] territories by the [[Republic of Biesel]]. Pouring countless resources into stabilizing the region so as to further exploit it, the Chainlink has all but managed to prop the annexation as a legal undertaking of colonies abandoned by the [[Sol Alliance]] during the Collapse. Yet while that is their most public technique, the far more important and relevant is their dealings with governments. The SCC unequivocally represents an almost total economic domination of the Spur, and yet, outside of the Solarian Alliance, few governments have made moves against them, whether they have antitrust laws or not. The reasons for this vary, but it has given Miranda Trasen unparalleled power. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, one of the Chainlink&#039;s primary assets, the [[SCCV Horizon]], has undertaken several humanitarian missions across the Spur in an attempt to bolster its reputation. [[Hephaestus Industries]] has helped provide the electronic &amp;quot;vaccine&amp;quot; for the [[Silicon Nightmares Arc|Rampancy Crisis]] of early 2466, and at it and Zeng-Hu Pharmaceuticals&#039; behest the Horizon has been assisting the [[Izweski Hegemony]] and the [[Nralakk Federation]] with [[New Blades Old Wounds Arc|humanitarian aid]] for the planet of [[Moghes]].&lt;br /&gt;
&lt;br /&gt;
Yet for everything the Chainlink has given her, the power  [[The Trasens|Miranda Trasen]] holds and uses to maintain her dominance of the [[Orion Spur]] is an increasingly brittle power, and may one day break when she needs it most. The other CEOs, for economic, personal, or other reasons never willingly joined the SCC, and never would, despite what they say in public. They were [https://en.wikipedia.org/wiki/Business_ethics  coerced, bullied, threatened and bribed into line] by Miranda, and have always chafed under her leadership - for she rarely asks, she demands - and as a result resentment has only been building within the SCC. Through her manoeuvring as the Director of the Stellar Corporate Conglomerate, she has managed to keep [[NanoTrasen]] predominant out of all the constituent corporations, and keep the other corporations in line most of the time. Whether or not [[NanoTrasen]] and Miranda can remain on top in the face of [[Phoron|dwindling phoron resources]] and the resentment of her underlings, only time will tell.&lt;br /&gt;
&lt;br /&gt;
=== Influence and Reputation ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Connecting you, connecting us all. The Stellar Corporate Conglomerate; interlinking the Spur.&amp;quot;&#039;&#039; - Advertising campaign, originally released May 2465&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sheer scale of the co-operating corporations&#039; influence through the SCC cannot be understated; while some of the larger political entities retain some measure of independence, they still ultimately rely on the constituent members of the Stellar Corporate Conglomerate for their respective niches within the interstellar economy.&lt;br /&gt;
&lt;br /&gt;
With galaxy-spanning ties, the SCC has promoted itself as the economic providers/saviours of the Orion Spur, a company that gives the common person a job in these trying times. The reality is much less shiny, and the SCC works as a force to maintain the power of corporations, primarily [[NanoTrasen]], in an ever more uncertain spur. Even if nationstates take measures to try and curb the SCC’s influence, the absence of a member-corporation from a nation-state is more space for the rest of the Conglomerate to form trade ties; such as with the [[Solarian Alliance]], who, despite expelling [[NanoTrasen]] from its borders, continues to work with other members of the SCC, [[Zeng-Hu Pharmaceuticals]], [[Hephaestus Industries]], and [[Idris Incorporated]] most prominently.&lt;br /&gt;
&lt;br /&gt;
Excluding [[Einstein Engines]], only a sliver of economic productivity in the Spur is controlled by entities outside of the SCC’s control, with one slight exception; the [[Solarian Alliance]]. Despite the combined power of the Chainlink, the [[Solarian Alliance]] is the nation that has managed to take the most effective action against it, banning [[NanoTrasen]] from operating in alliance space and [[KOTW|nationalizing]] much of the SCCs constituent corporations’ assets even after negotiations with [[Hephaestus Industries]]. That said, the Alliance still relies heavily on the corporations that make up the SCC economically, as combined the SCC’s corporations still make up a majority of the Alliance’s economic activity, but it’s the lowest percentage of anywhere in the Spur. The corporations that make up this Cartel rarely expand anymore, instead focusing on keeping what they currently have, as the [[Phoron|scarcity shows no signs of ending]]&lt;br /&gt;
&lt;br /&gt;
That said, their most recent market venture, kept far from the public eye, is the Cold War and occasional skirmishes between the [[Republic of Elyra]] and the [[Empire of Dominia]], an excellent source of funding for both [[Zavodskoi Interstellar]] and the [[Private Military Contracting Group]]. The PMCG helps bankroll the Elyran military contractors of [[PMCG#Jackal Incorporated|Jackal Incorporated]], while Zavodskoi continues to manufacture and equip much of the [[Dominian Imperial Military|Imperial Fleet]]. Yet both megacorporations do not directly rival each other, and both have goals of expanding into each other&#039;s home turf – it benefits both Zavodskoi and the PMCG to have as wide a client base as possible.&lt;br /&gt;
&lt;br /&gt;
As the Chainlink grows older, it has become more and more evident that the constituents are operating with their own agendas, stepping out of line with Miranda more frequently, and between each other, the Conglomerate is only an alliance of convenience. Though Miranda still comes down hard on disputes that get out of hand - [https://forums.aurorastation.org/topic/16330-tau-ceti-times/page/4/#findComment-179877  such as the very public Hephaestus and Zavodskoi one recently] - it more often only happens when the informal boundary of doing something that hurts the collective bottom line. For now, Miranda seems content to let it play out like that, as if the other corporations are occupied fighting each other, they’re less dangerous than if she were their common enemy, and almost always, none of them directly opposed [[NanoTrasen]]. However they have begun doing things not in the phoron giant’s best interests, somewhat outside of her reach, as seen with [[Hephaestus Industries]]’ planned expansion across [[Moghes]], [[Idris Incorporated|Idris Incorporated’s]] leveraging credit provided to [[NanoTrasen]] during its attempt to recapture control of [[Biesel|Phoenixport]], and the [[Private Military Contracting Group]] purchasing the [[Mictlan|Grupo Amapola]], made up of former corporate opponents. Miranda however, lets it all go by without a comment - sure that the corporations will continue to fight amongst themselves, rather than unite against her. It&#039;s certainly a risky gamble - for every other corporation is &#039;&#039;not&#039;&#039; happy being under Miranda&#039;s boot.&lt;br /&gt;
&lt;br /&gt;
=== Corporate Agendas ===&lt;br /&gt;
Each and every constituent megacorporation has their own agenda for the operations of the Stellar Corporate Conglomerate, which is always intended to work to their benefit.&lt;br /&gt;
&lt;br /&gt;
==== [[NanoTrasen]] ====&lt;br /&gt;
NanoTrasen seeks to maintain the status quo of them being the dominant megacorporation, subverting the influence held by the combined might of the megacorporations to its own benefit, and will go to great lengths to ensure they remain on top – even so far as to diminish the Conglomerate’s influence to ensure their own is maintained. The Trasens openly claim that NanoTrasen will remain the most influential megacorporation, and Miranda Trasen installing herself as Chief Executive Officer of the Conglomerate is not lost on observers external or internal. Though the phoronics industry seems to be dwindling, the corporation still holds an almost total monopoly on it.&lt;br /&gt;
&lt;br /&gt;
==== [[Zeng-Hu Pharmaceuticals]] ====&lt;br /&gt;
Zeng-Hu seeks to combine the innovation of the megacorporations to its own benefit, while also being able to keep a closer eye on the research and medical exploits of NanoTrasen and Zavodskoi Interstellar. While the keiretsu has benefitted from newfound opportunities to expand into other nations, it still seeks to ensure its technological edge through careful manipulation of its patents and intellectual property, ensuring it stakes its claim before anyone else when it comes to discovery and innovation.&lt;br /&gt;
==== [[Private Military Contracting Group]] ====&lt;br /&gt;
Conflict pays, and the Private Military Contracting Group knows this better than anyone. Being absorbed into the PMCG is a good investment for both constituent and conglomerate, but it also allows the [[Eridani Federation]] to expand their profit and sphere of influence in a gradually-fracturing Spur. The PMCG amasses military-grade technology and fleets to sell and contract to, but that is merely one element of their agenda. The more the Conglomerate relies on the PMCG for enforcement, the more of a hold the PMCG has over galactic conflict. The Group as a whole maintains the Conglomerate should broaden its capabilities to fight, routinely citing the need for such when referring to the Second Solarian Incursion of Biesel, but even inside the Group different agendas between companies abound...&lt;br /&gt;
&lt;br /&gt;
==== [[Hephaestus Industries]] ====&lt;br /&gt;
Hephaestus Industries, the manufacturing giant of the Spur, wishes to merely expand its foothold within its existing industries – industrial research and development, resource extraction, and shipping. Similarly to Zeng-Hu, it seeks to combine the brightest minds within the Conglomerate to gain a technological advantage, but with particular application to help its existing monopolies as opposed to Zeng-Hu’s broader wishes. The future resides within the furnaces of Hephaestus Industries, and Titanius Aeson seeks to ensure the interstellar stage knows it. Even with the damage wrought by the Solarian Corporate Authority, Hephaestus Industries seeks to ensure they remain in steady competition with Zavodskoi Interstellar.&lt;br /&gt;
&lt;br /&gt;
==== [[Zavodskoi Interstellar]] ====&lt;br /&gt;
Though the Solarian Corporate Authority revoked some of the megacorporation’s presence within the Solarian Alliance, Zavodskoi Interstellar still seeks to maintain strong ties. Now that the Alliance is NanoTrasen-free, Zavodskoi is free to directly challenge Zeng-Hu and Einstein Engines in industrial development and research. But its primary asset remains the Empire of Dominia, a nation-state which Zavodskoi has thoroughly entangled itself with and seeks to influence for their own benefit. Though Zavodskoi Interstellar agrees with the Private Military Contracting Group’s own agenda, and sometimes even contributes to its growth within the Conglomerate, it ultimately believes that the Conglomerate should remain “neutral” in the face of interstellar conflict, and profit from the lucrative opportunities that arise from playing both sides.&lt;br /&gt;
&lt;br /&gt;
==== [[Idris Incorporated]] ====&lt;br /&gt;
Idris Incorporated wishes to ensure the Spur at large is indebted to the company as much as possible – extending loans, establishing new banking branches, and having a healthy supply of Idris Reclamation Units keep liability at a minimum. Though in perpetual competition with NanoTrasen and now Orion Express in the service industry, Idris continues to grow its repute of excellent, high-class service through its fashion, cruise lines, hotels, restaurants, and private security.&lt;br /&gt;
&lt;br /&gt;
==== [[Orion Express]] ====&lt;br /&gt;
Orion Express may have been initially planned as the SCC&#039;s delivery asset, but CEO Chin-hae Hong clearly has bigger ambitions. OE sees the future of the economy relying on its delivery services and resource extraction, along with a cheap and easily-trained service department. Orion wants to ensure its status in the Chainlink becomes invaluable, not just for the shipping services it provides between the megacorporations but to the nation-states around the Spur. As the company probes the borders of Sol and the attention of the Solarian Corporate Authority, it is becoming clearer and clearer that Orion Express is attempting to leverage influence even where it means causing drifts with the other megacorporations.&lt;br /&gt;
&lt;br /&gt;
==== United Agenda ====&lt;br /&gt;
While the constituent corporations of the Chainlink can barely agree on anything without being coerced into doing so, there is one thing that six of the seven corporations can agree on; &#039;&#039;They want out.&#039;&#039; [[NanoTrasen]] is the obvious exception to this desire, but for every other corporation under the Chainlink, they are not there by choice. If they ever got the opportunity to somehow leave, or break NanoTrasen, they&#039;d take it in a heart beat.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Branches and Notable Vessels ==&lt;br /&gt;
===Branches===&lt;br /&gt;
Compared to the far more widespread influence of their constituents, the Stellar Corporate Conglomerate&#039;s facilities are far and few between, and mostly exist within civilized space as a form of central command and mission control for Chainlink vessels. The Chainlink also has very few asset protection resources at its direct disposal, and if one of its vessels is in serious danger, duties of security will be delegated to local militaries or nearby corporate facilities. The following are the only dedicated SCC facilities in the galaxy, although the NTSS Odin has a small wing of its occupational deck dedicated to some Chainlink affairs, mostly delegated to it by the Top of the World headquarters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Top of the World, [[Biesel]], [[Tau Ceti]]:&#039;&#039;&#039; The centre of the Conglomerate, the Top of the World branch sits in the middle of a plaza constructed in 2462. Originally it was planned to be constructed in Mendell City, but the lack of space in the sprawling urban zone and an inability to set it next to NanoTrasen&#039;s skyscraper means that it was relocated to the Trasen-funded borough. While not an overly tall building, it stands out as a circular, modernist construction of glass and steel in the midst of Top of the World&#039;s quaint, otherwise deliberately-rustic architecture. This facility is where the top executives of the SCC and the League of Chief Directors meet to discuss business, and where the operative decisions regarding the Chainlink are made.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Odin|SCC-CC Odin]], Tau Ceti:&#039;&#039;&#039; The former NTCC Odin has been taken over by the Conglomerate and is now used as its Sector Command for Tau Ceti, and as the primary place through which all interstellar communications relating to the chainlink and its operations pass. This is where messages are received from other megacorporate communication offices, and where relay operators will send monitoring notices and regulation reminders to other SCC vessels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[New Suez|New Hormuz, New Suez, Tabiti]]:&#039;&#039;&#039; Shortly after NanoTrasen was forced to close its doors in the [[Republic of Elyra]], the small facility once belonging to NT was reopened as an SCC outpost. Understaffed, underfunded, and roundly disliked by residents of the moon, the New Hormuz facility mostly keeps in contact with the Orion Express shuttleport on Bursa and the [[Zeng-Hu Pharmaceuticals]] facility on [[Aemaq]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mictlan|Lago de Abundacia, Mictlan, Sankta Tereza]]:&#039;&#039;&#039; Constructed during the initial Peacekeeper Mandate, and partially rebuilt after the outright battle between the [[Tau Ceti Foreign Legion]] and the Samaritans, the Chainlink Lago de Abundacia facility presents itself as a tall, clean, white-and-blue office building in the downtown district of the city. During the [[Republic of Biesel]]&#039;s occupation, it largely housed operations for the corporate auxiliary forces of the military. Now, with Mictlan an independent member-state of the Republic and the PMC of N4NL officially banned from operating in the system, the headquarters has become considerably less busy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Xanu Prime|Nouvelle-Rochelle, Xanu Prime, Xanu]]:&#039;&#039;&#039; On the outskirts of Nouvelle-Rochelle operates this branch of the Chainlink, as a utilitarian blue warehouse space and shuttleport that lacks the Conglomerate&#039;s aesthetic sensibilities. It stays in close contact with the Chevauchée Asset Protection branch, also in Nouvelle-Rochelle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hongse Cheongbao, [[Empire of Dominia#Zhurong|Zhurong]], Hashirajima:&#039;&#039;&#039; The Empire of Dominia has no proper SCC facility, but much like the Odin, a small wing of the Zavodskoi Interstellar headquarters within Zhurong houses Chainlink operations and communications, and is the first destination for Imperial citizens becoming employed with the Conglomerate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kal&#039;lo, [[Qerrbalak]], Nralakk:&#039;&#039;&#039; The Chainlink facility in Skrellian space is repurposed from an old Zeng-Hu Pharmaceuticals operations center before its move to the city of Qwklip. Considered one of the more comfortable postings for bureaucrats of the Chainlink and employees from its constituent companies, this reputation is slightly marred by the [[Einstein Engines]] office building that sits across the street from it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Crevus]], [[Adhomai]], [[S&#039;rand&#039;marr]]:&#039;&#039;&#039; The Chainlink base in Crevus is a building that blends in with much of the classically-styled architecture, with its tidy edges, baroque decorations, and stone exterior. All Adhomian contractors with the SCC must usually make a journey to the facility in Crevus to have their paperwork and identification in order, though citizens of the [[People&#039;s Republic of Adhomai]] can also visit the NanoTrasen facility in Nal&#039;tor, which has a small wing dedicated to SCC activities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;K&#039;rath, [[Ouerea]], [[Uueoa-Esa]]:&#039;&#039;&#039; The Chainlink&#039;s Uueoa-Esan branch is unmistakably modernist in construction, comparable to the Hephaestus Industries skyscraper at the heart of New Skalamar. It boasts elegant gardens of Ouerean and Moghresian flora in its courtyard, though some of the locals feel its sleek, elegant style and prominence in the skyline takes away from what many view as K&#039;rath&#039;s distinguished, luxurious aesthetic.&lt;br /&gt;
&lt;br /&gt;
=== Notable Vessels ===&lt;br /&gt;
Stellar Corporate Conglomerate vessels are an underdeveloped field, and the Chainlink relies on the ships of its constituents to ferry goods (particularly in the case of [[Orion Express]]), perform security duties, and complete research surveys. All Chainlink vessels have the secondary goal of locating and securing sources of phoron, though in practice the vessels tend to be used for whichever purpose the megacorporations can advocate or agree that they should be used for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SCCV Horizon]]:&#039;&#039;&#039; The only ship in the &#039;&#039;Venator&#039;&#039;-class, the SCCV Horizon is a long-range cruiser vessel designed for self-sufficient general-purpose work. The Horizon&#039;s purpose is manifold; it is a testing ground for the Chainlink&#039;s latest ship AIs, weaponry, sensors, and even physical structure, and as such tends to undergo frequent changes, refits, and swapping of its equipment and personnel. The Venator-class sensors are the Horizon&#039;s primary tool in locating potential phoron deposits, though its sensors also assist in general surveys of planetary bodies that is assigned for study to its research department. Meanwhile, the Horizon&#039;s engineering and flight crew are entrusted with the maintenance and firing of sophisticated weapon prototypes, the most notable being the top-secret &amp;quot;Leviathan&amp;quot; Zero-Point Artillery Technology, developed by Zavodskoi Interstellar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Icarus&#039;&#039;-classes:&#039;&#039;&#039; If the Horizon is a show of the Chainlink&#039;s reach, the &#039;&#039;Icarus&#039;&#039;-classes are a show of its power. The &#039;&#039;Icarus&#039;&#039;-classes are frigate-sized vessels equipped with military-tier gear and three weapon systems. However, the &#039;&#039;Icarus&#039;&#039;-classes are rarely deployed, particularly because there are only two of them; the SCCV Harmony, and the SCCV Ozymandias. Previously, the Harmony was deployed to [[Steel On The Horizon Arc|fend off a pirate cruiser raiding the Horizon]], and the Ozymandias has helped carry personnel of the [[Tau Ceti Armed Forces]] to conflicts in the [[Corporate Reconstruction Zone]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Serendipity&#039;&#039;-classes:&#039;&#039;&#039; Serendipity-classes are survey and scouting vessels used mainly for research, mineral extraction, and for marking points of interest. They are designed to be self-sufficient for up to two years in worst-case scenarios, and there is discussion of sending a Serendipity into the less-travelled reaches of the Spur, near Light&#039;s Edge and the Deadspace Spine, to do delicate work that the Horizon may not be suited for.&lt;br /&gt;
&lt;br /&gt;
== Internal Structure ==&lt;br /&gt;
&lt;br /&gt;
The Chainlink is headed by the &#039;&#039;&#039;League of Chief Directors&#039;&#039;&#039;, who manage the Conglomerate&#039;s internal affairs while delegating ultimate authority on employees of Chainlink operations to their respective corporations. Originally, most of the League of Chief Directors were NanoTrasen employees rewarded for their loyalty to the corporation, but as the Conglomerate grows older, many of them have been cycled out with representatives of other corporations (to NanoTrasen&#039;s chagrin).&lt;br /&gt;
&lt;br /&gt;
These internal affairs include personnel assignment to Conglomerate postings (including job applications), background checks for SCC employees, advertising, and the maintenance and design of SCC outposts. Apart from this maintenance and bookkeeping, the SCC does not &amp;quot;sell&amp;quot; anything; its continued operations are thanks to the profits generated by its constituents in the name of the Chainlink. For these reasons, those employed directly by the Stellar Corporate Conglomerate are bureaucrats, managers, and other office workers who manage the behind-the-scenes operations of a vast web of connected megacorporations.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Internal Structure Graph===&lt;br /&gt;
With operations spanning across the entire Spur, the internal organization of the Stellar Corporate Conglomerate is as complex as those of the corporations that make it up.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:SCC Organization.png|1080px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Command Staff ===&lt;br /&gt;
On the other hand, there are the contractors with the Conglomerate. These employees are hired from a constituent corporation as command or command support staff, and are legally registered as working for the SCC. In practice they hold two contracts; one with their original corporation of employment, and one with the Chainlink. In the early days of the Conglomerate&#039;s founding, much of the command staff was promoted from NanoTrasen employees. But as the SCC diversifies and NanoTrasen&#039;s focus narrows, more and more command staff in the Chainlink originate from the other corporations.&lt;br /&gt;
&lt;br /&gt;
To take a command staff position in an SCC facility, an employee must apply for the position by writing an application to the Internal Affairs Agency. This application must be accompanied by a letter of recommendation from a representative of their original megacorporation. However, letters of recommendation do not just have to come from constituents in the Chainlink; they can also come from smaller or state-run corporations, such as [[Republic_of_Elyra#Elyran_Megacorporations|Elco]], [[Xanu_Prime#Polaris_Holdings_-_&amp;quot;Heavenly_Guidance&amp;quot;|Polaris Holdings]], and [[Eridani I#Fantalu|Eridani Energy]]. Einstein Engines is the obvious exception to this rule, as Einstein will not offer letters of recommendation for employees seeking work with the SCC, and the SCC would not accept Einstein recommendations.&lt;br /&gt;
&lt;br /&gt;
While working in an SCC facility, this &amp;quot;loaned&amp;quot; command employee is expected to follow certain terms laid out in their contract, although the enforcement of some of these terms can be loose depending on their importance or individual discretion. The corporate oversight of the Chainlink frowns on but rarely punishes a member of command staff wearing the logos and colours of their original corporation. Command staff demonstrating obvious bias towards their own corporation, such as employee favouritism or prioritizing sending reports of their work to their original corporation, is more strongly discouraged but difficult to verify. Not helping matters is that constituent corporations will often aid the employee showing bias; for example, a chief engineer originally contracted with Hephaestus Industries can expect to have their recorded experiments with a supermatter engine made property of Hephaestus and heavily censored before the report goes to the Chainlink itself.&lt;br /&gt;
&lt;br /&gt;
==== Chainlink Command Contract Highlights ====&lt;br /&gt;
As determined by the contract of all SCC employees and provided employees of Conglomerate Member Corporations, the following is a list of guidelines and requirements while performing duties or representing the SCC.&lt;br /&gt;
&lt;br /&gt;
*The employee is expected -&lt;br /&gt;
**To act in a manner befitting a representative of the Conglomerate and their originating corporation;&lt;br /&gt;
**Place the interests of the Conglomerate before the interests of other organisations or groups, including their originating corporation or nation-state;&lt;br /&gt;
**To not display the trademark of their originating corporation, or nation-state, in such a way that it breaches Conglomerate ideals; and&lt;br /&gt;
**Not to display prohibited symbology, including, but not limited to -&lt;br /&gt;
***Emblems of [[Human Wildlands|&amp;quot;warlord states&amp;quot;]], including the &#039;&#039;&#039;Solarian Restoration Front&#039;&#039;&#039;, &#039;&#039;&#039;the League of Independent Corporate-Free Systems&#039;&#039;&#039;, &#039;&#039;&#039;the Free Solarian Fleets&#039;&#039;&#039;, &#039;&#039;&#039;the Southern Solarian Military District&#039;&#039;&#039;, and the &#039;&#039;&#039;Southern Fleet Administration&#039;&#039;&#039;; or&lt;br /&gt;
***Emblems of anti-corporate organizations such as the &#039;&#039;&#039;[[Himeo|United Syndicates of Himeo]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Democratic People&#039;s Republic of Adhomai]]&#039;&#039;&#039;, the &#039;&#039;&#039;[[Mictlan|&amp;quot;Founding Movement&amp;quot;, or the &amp;quot;Samaritans&amp;quot;]]&#039;&#039;&#039;; or&lt;br /&gt;
***Emblems of the group &#039;&#039;&#039;[[Unathi_Crime_And_Enforcement#The_Champions_of_Moghes|&amp;quot;Champion of Moghes&amp;quot;]]&#039;&#039;&#039;.&lt;br /&gt;
*Failure to meet any of these listed items may result &#039;&#039;&#039;in a review of the employee&#039;s contract or punitive action.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Corporate Oversight ===&lt;br /&gt;
Though the megacorporations ostensibly cooperate, espionage, poaching workers, and leaking classified information is an ever-present risk. To combat this and to avoid bias in handling employee affairs, the Chainlink has created a third-party oversight agency that answers directly to the Chainlink and acts independently of any other megacorporation. This &#039;&#039;&#039;Stellar Corporate Conglomerate Internal Affairs Agency&#039;&#039;&#039;, or SCCIAA, employs agents to deliberate on and disable potential threats to the corporate agenda. The SCCIAA and its Human Resources department will adjudicate corporate policy as well as incident reports in Chainlink facilities, and sometimes work closely with law enforcement if an employee has violated the regulations of their workplace. While the [[Biesellite Security and Law|Biesel Security Services Bureau]] is the first point of contact for Chainlink vessels as they operate under Biesellite law, local law enforcement may be called upon to handle serious crimes in stationary SCC facilities.&lt;br /&gt;
&lt;br /&gt;
Only humans and [[Skrell]] are employed in these positions, though there is talk of employing corporate-owned [[IPC|IPCs]] as Internal Affairs agents.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:SCC_Organization.png&amp;diff=39151</id>
		<title>File:SCC Organization.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:SCC_Organization.png&amp;diff=39151"/>
		<updated>2026-05-03T01:54:40Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: William Murdoch uploaded a new version of File:SCC Organization.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Stellar_Corporate_Conglomerate&amp;diff=39150</id>
		<title>Stellar Corporate Conglomerate</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Stellar_Corporate_Conglomerate&amp;diff=39150"/>
		<updated>2026-05-03T01:54:21Z</updated>

		<summary type="html">&lt;p&gt;William Murdoch: /* Internal Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Template:Navbox Corporations}}&lt;br /&gt;
{{Infobox Corporation&lt;br /&gt;
|headercolor = #336699 &amp;lt;!--Can be left blank for grey header--&amp;gt;&lt;br /&gt;
|textcolor = white &amp;lt;!--Can be left blank for black text--&amp;gt;&lt;br /&gt;
|name = Stellar Corporate Conglomerate&lt;br /&gt;
|logo = SCC_logo&lt;br /&gt;
|headquarters = Top of the World, [[Biesel]],&lt;br /&gt;
[[Republic of Biesel]]&lt;br /&gt;
|slogan = The unbreakable chainlink, holding the Spur together.&lt;br /&gt;
|languages = Tau Ceti Basic, Sol Common, Tradeband&lt;br /&gt;
|ceo = [[The Trasens#Miranda Trasen|Miranda Trasen]]&lt;br /&gt;
|colors = &amp;lt;span style=&amp;quot;color:#336699&amp;quot;&amp;gt;Navy blue (#336699),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#81d9ee&amp;quot;&amp;gt;cyan&lt;br /&gt;
(#81d9ee),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#f1b61c&amp;quot;&amp;gt;gold (#f1b61c)&amp;lt;/span&amp;gt;&lt;br /&gt;
|founded = 2458 (unofficially), 2462 (officially)&lt;br /&gt;
|founder = [[NanoTrasen Corporation]]&lt;br /&gt;
|regions =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Republic of Biesel]]&lt;br /&gt;
* [[Coalition of Colonies]]&lt;br /&gt;
* [[Empire of Dominia]]&lt;br /&gt;
* [[Nralakk Federation]]&lt;br /&gt;
* [[People&#039;s Republic of Adhomai]]&lt;br /&gt;
* [[New Kingdom of Adhomai]]&lt;br /&gt;
* [[Izweski Hegemony]]&lt;br /&gt;
* [[Republic of Elyra]]&lt;br /&gt;
|}}&lt;br /&gt;
&#039;&#039;&#039;This is the page for the Stellar Corporate Conglomerate, the organization the players work for. This contains very important setting information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Formed at the height of NanoTrasen’s power in the galaxy, the &#039;&#039;&#039;Stellar Corporate Conglomerate&#039;&#039;&#039; — colloquially known as the “Chainlink” — is a [https://en.wikipedia.org/wiki/Cartel  group of seven megacorporations who exercise undisputed economic dominance] over the entire [[Orion Spur]]; combined they represent 80% of the Spur’s economic productivity (almost the entirety of the remaining twenty percent is [[Einstein Engines]]). First publicly announced in 2462, during the [[Republic_of_Biesel#Phoron_Scarcity_and_the_Second_Invasion_of_Biesel_(2462)|Second Invasion of Biesel]] ostensibly to secure corporate-owned assets within [[Tau Ceti]]. However the reality of the matter is the SCC is far older than its public appearance and announcement suggests, dating back to at least the 2450s. However, this has never been proved and is a matter of conspiracy. The Chainlink came to be as a result of the [[Spurian Economy|incredible economic power]] held by [[NanoTrasen]] through their monopoly on exporting phoron to the wider Spur. Through this power, the tentative cooperation between all the megacorporations is assured for the time being, but behind the shaky peace lie unsteady alliances, corporate espionage, and cut-throat tactics as each corporation within the conglomerate battles to one up each other. More-over, these corporations are getting tired of taking orders from [[The Trasens|Miranda]] and have begun to chaff under her boot, frustrated with the balance of power. The main exception is [[Einstein Engines]], a warp drive manufacturer, who, due to their prominence within [[Konyang]], the [[Nralakk Federation]] and the [[Sol Alliance]], can weather the wrath of [[NanoTrasen]] and remain independent. While initially, [[NanoTrasen]] punitively withheld phoron sales, they found it to be ineffective. Their relations are at least amiable at this point.&lt;br /&gt;
{{TOC_Hidden}}&lt;br /&gt;
==Notable Members==&lt;br /&gt;
* &#039;&#039;&#039;Titanius Aeson,&#039;&#039;&#039; CEO of [[Hephaestus Industries]]&lt;br /&gt;
* &#039;&#039;&#039;Alex Mason,&#039;&#039;&#039; CEO of [[Idris Incorporated]]&lt;br /&gt;
* &#039;&#039;&#039;Liqin Hsiao-Li,&#039;&#039;&#039; CEO of [[Zeng-Hu Pharmaceuticals]]&lt;br /&gt;
* &#039;&#039;&#039;Lyudmila Zavodskoi,&#039;&#039;&#039; CEO of [[Zavodskoi Interstellar]]&lt;br /&gt;
* &#039;&#039;&#039;Kubra Mobolaji,&#039;&#039;&#039; CEO of the [[Private Military Contracting Group]]&lt;br /&gt;
* &#039;&#039;&#039;Chin-hae Hong,&#039;&#039;&#039; CEO of [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
==Corporate Affairs==&lt;br /&gt;
=== History ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Understand this; your success stems from my Phoron, your technological edge stems from my Phoron, and your domination of markets stems from my Phoron. Without you, I am weakened, but without me, you are nothing. You will all accept the proposal, and you will all cooperate together as I have stated, or I shall break your corporations over my knee, consequences be damned. You have twenty-four hours to discuss with your executives before sending me your agreements.&amp;quot;&#039;&#039; - Unreleased audio of Miranda Trasen on a joint call with the CEOs of the corporations that would eventually form the SCC, unknown date, ~2450s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
With the earliest dated supply shipments being traced to 2458, the history of the Stellar Corporate Conglomerate and how it came to dominate the [[Spurian Economy|interstellar economy]] is one shrouded in secrecy until its public reveal in 2462. It appears that the constituent megacorporations of the Stellar Corporate Conglomerate had been forced by Miranda to cooperate to ensure their economic dominance since at least the [[Tau Ceti History|First Solarian Invasion]] of the [[Republic of Biesel]], though within the shadows. Almost every element of the Stellar Corporate Conglomerate had been hidden and concealed from the public and governments alike, with even the deepest scrutiny only managing to uncover the &amp;quot;chainlink&amp;quot; insignia on supply shipments from 2459.&lt;br /&gt;
&lt;br /&gt;
However, following the [[KOTW|Second Solarian Invasion of the Republic of Biesel]] in 2462, the Stellar Corporate Conglomerate revealed themselves to the interstellar community, proclaiming their goal was to protect the financial livelihood of all their corporate clients and assets, and to ensure megacorporate facilities across the [[Republic of Biesel]] would not be diminished as a result of “rogue actors”. Since then, they have operated far more publicly, both in good times and bad.&lt;br /&gt;
&lt;br /&gt;
Since its reveal, the Chainlink has continued to maintain its – more accurately, [[The Trasens|Miranda Trasen’s]] – dominance through several masterful techniques – one notably public one centring around the [[Corporate Reconstruction Zone]], the annexed [[Sol Alliance|Solarian]] territories by the [[Republic of Biesel]]. Pouring countless resources into stabilizing the region so as to further exploit it, the Chainlink has all but managed to prop the annexation as a legal undertaking of colonies abandoned by the [[Sol Alliance]] during the Collapse. Yet while that is their most public technique, the far more important and relevant is their dealings with governments. The SCC unequivocally represents an almost total economic domination of the Spur, and yet, outside of the Solarian Alliance, few governments have made moves against them, whether they have antitrust laws or not. The reasons for this vary, but it has given Miranda Trasen unparalleled power. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, one of the Chainlink&#039;s primary assets, the [[SCCV Horizon]], has undertaken several humanitarian missions across the Spur in an attempt to bolster its reputation. [[Hephaestus Industries]] has helped provide the electronic &amp;quot;vaccine&amp;quot; for the [[Silicon Nightmares Arc|Rampancy Crisis]] of early 2466, and at it and Zeng-Hu Pharmaceuticals&#039; behest the Horizon has been assisting the [[Izweski Hegemony]] and the [[Nralakk Federation]] with [[New Blades Old Wounds Arc|humanitarian aid]] for the planet of [[Moghes]].&lt;br /&gt;
&lt;br /&gt;
Yet for everything the Chainlink has given her, the power  [[The Trasens|Miranda Trasen]] holds and uses to maintain her dominance of the [[Orion Spur]] is an increasingly brittle power, and may one day break when she needs it most. The other CEOs, for economic, personal, or other reasons never willingly joined the SCC, and never would, despite what they say in public. They were [https://en.wikipedia.org/wiki/Business_ethics  coerced, bullied, threatened and bribed into line] by Miranda, and have always chafed under her leadership - for she rarely asks, she demands - and as a result resentment has only been building within the SCC. Through her manoeuvring as the Director of the Stellar Corporate Conglomerate, she has managed to keep [[NanoTrasen]] predominant out of all the constituent corporations, and keep the other corporations in line most of the time. Whether or not [[NanoTrasen]] and Miranda can remain on top in the face of [[Phoron|dwindling phoron resources]] and the resentment of her underlings, only time will tell.&lt;br /&gt;
&lt;br /&gt;
=== Influence and Reputation ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Connecting you, connecting us all. The Stellar Corporate Conglomerate; interlinking the Spur.&amp;quot;&#039;&#039; - Advertising campaign, originally released May 2465&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sheer scale of the co-operating corporations&#039; influence through the SCC cannot be understated; while some of the larger political entities retain some measure of independence, they still ultimately rely on the constituent members of the Stellar Corporate Conglomerate for their respective niches within the interstellar economy.&lt;br /&gt;
&lt;br /&gt;
With galaxy-spanning ties, the SCC has promoted itself as the economic providers/saviours of the Orion Spur, a company that gives the common person a job in these trying times. The reality is much less shiny, and the SCC works as a force to maintain the power of corporations, primarily [[NanoTrasen]], in an ever more uncertain spur. Even if nationstates take measures to try and curb the SCC’s influence, the absence of a member-corporation from a nation-state is more space for the rest of the Conglomerate to form trade ties; such as with the [[Solarian Alliance]], who, despite expelling [[NanoTrasen]] from its borders, continues to work with other members of the SCC, [[Zeng-Hu Pharmaceuticals]], [[Hephaestus Industries]], and [[Idris Incorporated]] most prominently.&lt;br /&gt;
&lt;br /&gt;
Excluding [[Einstein Engines]], only a sliver of economic productivity in the Spur is controlled by entities outside of the SCC’s control, with one slight exception; the [[Solarian Alliance]]. Despite the combined power of the Chainlink, the [[Solarian Alliance]] is the nation that has managed to take the most effective action against it, banning [[NanoTrasen]] from operating in alliance space and [[KOTW|nationalizing]] much of the SCCs constituent corporations’ assets even after negotiations with [[Hephaestus Industries]]. That said, the Alliance still relies heavily on the corporations that make up the SCC economically, as combined the SCC’s corporations still make up a majority of the Alliance’s economic activity, but it’s the lowest percentage of anywhere in the Spur. The corporations that make up this Cartel rarely expand anymore, instead focusing on keeping what they currently have, as the [[Phoron|scarcity shows no signs of ending]]&lt;br /&gt;
&lt;br /&gt;
That said, their most recent market venture, kept far from the public eye, is the Cold War and occasional skirmishes between the [[Republic of Elyra]] and the [[Empire of Dominia]], an excellent source of funding for both [[Zavodskoi Interstellar]] and the [[Private Military Contracting Group]]. The PMCG helps bankroll the Elyran military contractors of [[PMCG#Jackal Incorporated|Jackal Incorporated]], while Zavodskoi continues to manufacture and equip much of the [[Dominian Imperial Military|Imperial Fleet]]. Yet both megacorporations do not directly rival each other, and both have goals of expanding into each other&#039;s home turf – it benefits both Zavodskoi and the PMCG to have as wide a client base as possible.&lt;br /&gt;
&lt;br /&gt;
As the Chainlink grows older, it has become more and more evident that the constituents are operating with their own agendas, stepping out of line with Miranda more frequently, and between each other, the Conglomerate is only an alliance of convenience. Though Miranda still comes down hard on disputes that get out of hand - [https://forums.aurorastation.org/topic/16330-tau-ceti-times/page/4/#findComment-179877  such as the very public Hephaestus and Zavodskoi one recently] - it more often only happens when the informal boundary of doing something that hurts the collective bottom line. For now, Miranda seems content to let it play out like that, as if the other corporations are occupied fighting each other, they’re less dangerous than if she were their common enemy, and almost always, none of them directly opposed [[NanoTrasen]]. However they have begun doing things not in the phoron giant’s best interests, somewhat outside of her reach, as seen with [[Hephaestus Industries]]’ planned expansion across [[Moghes]], [[Idris Incorporated|Idris Incorporated’s]] leveraging credit provided to [[NanoTrasen]] during its attempt to recapture control of [[Biesel|Phoenixport]], and the [[Private Military Contracting Group]] purchasing the [[Mictlan|Grupo Amapola]], made up of former corporate opponents. Miranda however, lets it all go by without a comment - sure that the corporations will continue to fight amongst themselves, rather than unite against her. It&#039;s certainly a risky gamble - for every other corporation is &#039;&#039;not&#039;&#039; happy being under Miranda&#039;s boot.&lt;br /&gt;
&lt;br /&gt;
=== Corporate Agendas ===&lt;br /&gt;
Each and every constituent megacorporation has their own agenda for the operations of the Stellar Corporate Conglomerate, which is always intended to work to their benefit.&lt;br /&gt;
&lt;br /&gt;
==== [[NanoTrasen]] ====&lt;br /&gt;
NanoTrasen seeks to maintain the status quo of them being the dominant megacorporation, subverting the influence held by the combined might of the megacorporations to its own benefit, and will go to great lengths to ensure they remain on top – even so far as to diminish the Conglomerate’s influence to ensure their own is maintained. The Trasens openly claim that NanoTrasen will remain the most influential megacorporation, and Miranda Trasen installing herself as Chief Executive Officer of the Conglomerate is not lost on observers external or internal. Though the phoronics industry seems to be dwindling, the corporation still holds an almost total monopoly on it.&lt;br /&gt;
&lt;br /&gt;
==== [[Zeng-Hu Pharmaceuticals]] ====&lt;br /&gt;
Zeng-Hu seeks to combine the innovation of the megacorporations to its own benefit, while also being able to keep a closer eye on the research and medical exploits of NanoTrasen and Zavodskoi Interstellar. While the keiretsu has benefitted from newfound opportunities to expand into other nations, it still seeks to ensure its technological edge through careful manipulation of its patents and intellectual property, ensuring it stakes its claim before anyone else when it comes to discovery and innovation.&lt;br /&gt;
==== [[Private Military Contracting Group]] ====&lt;br /&gt;
Conflict pays, and the Private Military Contracting Group knows this better than anyone. Being absorbed into the PMCG is a good investment for both constituent and conglomerate, but it also allows the [[Eridani Federation]] to expand their profit and sphere of influence in a gradually-fracturing Spur. The PMCG amasses military-grade technology and fleets to sell and contract to, but that is merely one element of their agenda. The more the Conglomerate relies on the PMCG for enforcement, the more of a hold the PMCG has over galactic conflict. The Group as a whole maintains the Conglomerate should broaden its capabilities to fight, routinely citing the need for such when referring to the Second Solarian Incursion of Biesel, but even inside the Group different agendas between companies abound...&lt;br /&gt;
&lt;br /&gt;
==== [[Hephaestus Industries]] ====&lt;br /&gt;
Hephaestus Industries, the manufacturing giant of the Spur, wishes to merely expand its foothold within its existing industries – industrial research and development, resource extraction, and shipping. Similarly to Zeng-Hu, it seeks to combine the brightest minds within the Conglomerate to gain a technological advantage, but with particular application to help its existing monopolies as opposed to Zeng-Hu’s broader wishes. The future resides within the furnaces of Hephaestus Industries, and Titanius Aeson seeks to ensure the interstellar stage knows it. Even with the damage wrought by the Solarian Corporate Authority, Hephaestus Industries seeks to ensure they remain in steady competition with Zavodskoi Interstellar.&lt;br /&gt;
&lt;br /&gt;
==== [[Zavodskoi Interstellar]] ====&lt;br /&gt;
Though the Solarian Corporate Authority revoked some of the megacorporation’s presence within the Solarian Alliance, Zavodskoi Interstellar still seeks to maintain strong ties. Now that the Alliance is NanoTrasen-free, Zavodskoi is free to directly challenge Zeng-Hu and Einstein Engines in industrial development and research. But its primary asset remains the Empire of Dominia, a nation-state which Zavodskoi has thoroughly entangled itself with and seeks to influence for their own benefit. Though Zavodskoi Interstellar agrees with the Private Military Contracting Group’s own agenda, and sometimes even contributes to its growth within the Conglomerate, it ultimately believes that the Conglomerate should remain “neutral” in the face of interstellar conflict, and profit from the lucrative opportunities that arise from playing both sides.&lt;br /&gt;
&lt;br /&gt;
==== [[Idris Incorporated]] ====&lt;br /&gt;
Idris Incorporated wishes to ensure the Spur at large is indebted to the company as much as possible – extending loans, establishing new banking branches, and having a healthy supply of Idris Reclamation Units keep liability at a minimum. Though in perpetual competition with NanoTrasen and now Orion Express in the service industry, Idris continues to grow its repute of excellent, high-class service through its fashion, cruise lines, hotels, restaurants, and private security.&lt;br /&gt;
&lt;br /&gt;
==== [[Orion Express]] ====&lt;br /&gt;
Orion Express may have been initially planned as the SCC&#039;s delivery asset, but CEO Chin-hae Hong clearly has bigger ambitions. OE sees the future of the economy relying on its delivery services and resource extraction, along with a cheap and easily-trained service department. Orion wants to ensure its status in the Chainlink becomes invaluable, not just for the shipping services it provides between the megacorporations but to the nation-states around the Spur. As the company probes the borders of Sol and the attention of the Solarian Corporate Authority, it is becoming clearer and clearer that Orion Express is attempting to leverage influence even where it means causing drifts with the other megacorporations.&lt;br /&gt;
&lt;br /&gt;
==== United Agenda ====&lt;br /&gt;
While the constituent corporations of the Chainlink can barely agree on anything without being coerced into doing so, there is one thing that six of the seven corporations can agree on; &#039;&#039;They want out.&#039;&#039; [[NanoTrasen]] is the obvious exception to this desire, but for every other corporation under the Chainlink, they are not there by choice. If they ever got the opportunity to somehow leave, or break NanoTrasen, they&#039;d take it in a heart beat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Branches and Notable Vessels ==&lt;br /&gt;
===Branches===&lt;br /&gt;
Compared to the far more widespread influence of their constituents, the Stellar Corporate Conglomerate&#039;s facilities are far and few between, and mostly exist within civilized space as a form of central command and mission control for Chainlink vessels. The Chainlink also has very few asset protection resources at its direct disposal, and if one of its vessels is in serious danger, duties of security will be delegated to local militaries or nearby corporate facilities. The following are the only dedicated SCC facilities in the galaxy, although the NTSS Odin has a small wing of its occupational deck dedicated to some Chainlink affairs, mostly delegated to it by the Top of the World headquarters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Top of the World, [[Biesel]], [[Tau Ceti]]:&#039;&#039;&#039; The centre of the Conglomerate, the Top of the World branch sits in the middle of a plaza constructed in 2462. Originally it was planned to be constructed in Mendell City, but the lack of space in the sprawling urban zone and an inability to set it next to NanoTrasen&#039;s skyscraper means that it was relocated to the Trasen-funded borough. While not an overly tall building, it stands out as a circular, modernist construction of glass and steel in the midst of Top of the World&#039;s quaint, otherwise deliberately-rustic architecture. This facility is where the top executives of the SCC and the League of Chief Directors meet to discuss business, and where the operative decisions regarding the Chainlink are made.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Odin|SCC-CC Odin]], Tau Ceti:&#039;&#039;&#039; The former NTCC Odin has been taken over by the Conglomerate and is now used as its Sector Command for Tau Ceti, and as the primary place through which all interstellar communications relating to the chainlink and its operations pass. This is where messages are received from other megacorporate communication offices, and where relay operators will send monitoring notices and regulation reminders to other SCC vessels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[New Suez|New Hormuz, New Suez, Tabiti]]:&#039;&#039;&#039; Shortly after NanoTrasen was forced to close its doors in the [[Republic of Elyra]], the small facility once belonging to NT was reopened as an SCC outpost. Understaffed, underfunded, and roundly disliked by residents of the moon, the New Hormuz facility mostly keeps in contact with the Orion Express shuttleport on Bursa and the [[Zeng-Hu Pharmaceuticals]] facility on [[Aemaq]].&lt;br /&gt;
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&#039;&#039;&#039;[[Mictlan|Lago de Abundacia, Mictlan, Sankta Tereza]]:&#039;&#039;&#039; Constructed during the initial Peacekeeper Mandate, and partially rebuilt after the outright battle between the [[Tau Ceti Foreign Legion]] and the Samaritans, the Chainlink Lago de Abundacia facility presents itself as a tall, clean, white-and-blue office building in the downtown district of the city. During the [[Republic of Biesel]]&#039;s occupation, it largely housed operations for the corporate auxiliary forces of the military. Now, with Mictlan an independent member-state of the Republic and the PMC of N4NL officially banned from operating in the system, the headquarters has become considerably less busy.&lt;br /&gt;
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&#039;&#039;&#039;[[Xanu Prime|Nouvelle-Rochelle, Xanu Prime, Xanu]]:&#039;&#039;&#039; On the outskirts of Nouvelle-Rochelle operates this branch of the Chainlink, as a utilitarian blue warehouse space and shuttleport that lacks the Conglomerate&#039;s aesthetic sensibilities. It stays in close contact with the Chevauchée Asset Protection branch, also in Nouvelle-Rochelle.&lt;br /&gt;
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&#039;&#039;&#039;Hongse Cheongbao, [[Empire of Dominia#Zhurong|Zhurong]], Hashirajima:&#039;&#039;&#039; The Empire of Dominia has no proper SCC facility, but much like the Odin, a small wing of the Zavodskoi Interstellar headquarters within Zhurong houses Chainlink operations and communications, and is the first destination for Imperial citizens becoming employed with the Conglomerate.&lt;br /&gt;
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&#039;&#039;&#039;Kal&#039;lo, [[Qerrbalak]], Nralakk:&#039;&#039;&#039; The Chainlink facility in Skrellian space is repurposed from an old Zeng-Hu Pharmaceuticals operations center before its move to the city of Qwklip. Considered one of the more comfortable postings for bureaucrats of the Chainlink and employees from its constituent companies, this reputation is slightly marred by the [[Einstein Engines]] office building that sits across the street from it.&lt;br /&gt;
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&#039;&#039;&#039;[[Crevus]], [[Adhomai]], [[S&#039;rand&#039;marr]]:&#039;&#039;&#039; The Chainlink base in Crevus is a building that blends in with much of the classically-styled architecture, with its tidy edges, baroque decorations, and stone exterior. All Adhomian contractors with the SCC must usually make a journey to the facility in Crevus to have their paperwork and identification in order, though citizens of the [[People&#039;s Republic of Adhomai]] can also visit the NanoTrasen facility in Nal&#039;tor, which has a small wing dedicated to SCC activities.&lt;br /&gt;
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&#039;&#039;&#039;K&#039;rath, [[Ouerea]], [[Uueoa-Esa]]:&#039;&#039;&#039; The Chainlink&#039;s Uueoa-Esan branch is unmistakably modernist in construction, comparable to the Hephaestus Industries skyscraper at the heart of New Skalamar. It boasts elegant gardens of Ouerean and Moghresian flora in its courtyard, though some of the locals feel its sleek, elegant style and prominence in the skyline takes away from what many view as K&#039;rath&#039;s distinguished, luxurious aesthetic.&lt;br /&gt;
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=== Notable Vessels ===&lt;br /&gt;
Stellar Corporate Conglomerate vessels are an underdeveloped field, and the Chainlink relies on the ships of its constituents to ferry goods (particularly in the case of [[Orion Express]]), perform security duties, and complete research surveys. All Chainlink vessels have the secondary goal of locating and securing sources of phoron, though in practice the vessels tend to be used for whichever purpose the megacorporations can advocate or agree that they should be used for.&lt;br /&gt;
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&#039;&#039;&#039;[[SCCV Horizon]]:&#039;&#039;&#039; The only ship in the &#039;&#039;Venator&#039;&#039;-class, the SCCV Horizon is a long-range cruiser vessel designed for self-sufficient general-purpose work. The Horizon&#039;s purpose is manifold; it is a testing ground for the Chainlink&#039;s latest ship AIs, weaponry, sensors, and even physical structure, and as such tends to undergo frequent changes, refits, and swapping of its equipment and personnel. The Venator-class sensors are the Horizon&#039;s primary tool in locating potential phoron deposits, though its sensors also assist in general surveys of planetary bodies that is assigned for study to its research department. Meanwhile, the Horizon&#039;s engineering and flight crew are entrusted with the maintenance and firing of sophisticated weapon prototypes, the most notable being the top-secret &amp;quot;Leviathan&amp;quot; Zero-Point Artillery Technology, developed by Zavodskoi Interstellar.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Icarus&#039;&#039;-classes:&#039;&#039;&#039; If the Horizon is a show of the Chainlink&#039;s reach, the &#039;&#039;Icarus&#039;&#039;-classes are a show of its power. The &#039;&#039;Icarus&#039;&#039;-classes are frigate-sized vessels equipped with military-tier gear and three weapon systems. However, the &#039;&#039;Icarus&#039;&#039;-classes are rarely deployed, particularly because there are only two of them; the SCCV Harmony, and the SCCV Ozymandias. Previously, the Harmony was deployed to [[Steel On The Horizon Arc|fend off a pirate cruiser raiding the Horizon]], and the Ozymandias has helped carry personnel of the [[Tau Ceti Armed Forces]] to conflicts in the [[Corporate Reconstruction Zone]].&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Serendipity&#039;&#039;-classes:&#039;&#039;&#039; Serendipity-classes are survey and scouting vessels used mainly for research, mineral extraction, and for marking points of interest. They are designed to be self-sufficient for up to two years in worst-case scenarios, and there is discussion of sending a Serendipity into the less-travelled reaches of the Spur, near Light&#039;s Edge and the Deadspace Spine, to do delicate work that the Horizon may not be suited for.&lt;br /&gt;
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== Internal Structure ==&lt;br /&gt;
&lt;br /&gt;
The Chainlink is headed by the &#039;&#039;&#039;League of Chief Directors&#039;&#039;&#039;, who manage the Conglomerate&#039;s internal affairs while delegating ultimate authority on employees of Chainlink operations to their respective corporations. Originally, most of the League of Chief Directors were NanoTrasen employees rewarded for their loyalty to the corporation, but as the Conglomerate grows older, many of them have been cycled out with representatives of other corporations (to NanoTrasen&#039;s chagrin).&lt;br /&gt;
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These internal affairs include personnel assignment to Conglomerate postings (including job applications), background checks for SCC employees, advertising, and the maintenance and design of SCC outposts. Apart from this maintenance and bookkeeping, the SCC does not &amp;quot;sell&amp;quot; anything; its continued operations are thanks to the profits generated by its constituents in the name of the Chainlink. For these reasons, those employed directly by the Stellar Corporate Conglomerate are bureaucrats, managers, and other office workers who manage the behind-the-scenes operations of a vast web of connected megacorporations.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Internal Structure Graph===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:SCC Organization.png|1080px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Command Staff ===&lt;br /&gt;
On the other hand, there are the contractors with the Conglomerate. These employees are hired from a constituent corporation as command or command support staff, and are legally registered as working for the SCC. In practice they hold two contracts; one with their original corporation of employment, and one with the Chainlink. In the early days of the Conglomerate&#039;s founding, much of the command staff was promoted from NanoTrasen employees. But as the SCC diversifies and NanoTrasen&#039;s focus narrows, more and more command staff in the Chainlink originate from the other corporations.&lt;br /&gt;
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To take a command staff position in an SCC facility, an employee must apply for the position by writing an application to the Internal Affairs Agency. This application must be accompanied by a letter of recommendation from a representative of their original megacorporation. However, letters of recommendation do not just have to come from constituents in the Chainlink; they can also come from smaller or state-run corporations, such as [[Republic_of_Elyra#Elyran_Megacorporations|Elco]], [[Xanu_Prime#Polaris_Holdings_-_&amp;quot;Heavenly_Guidance&amp;quot;|Polaris Holdings]], and [[Eridani I#Fantalu|Eridani Energy]]. Einstein Engines is the obvious exception to this rule, as Einstein will not offer letters of recommendation for employees seeking work with the SCC, and the SCC would not accept Einstein recommendations.&lt;br /&gt;
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While working in an SCC facility, this &amp;quot;loaned&amp;quot; command employee is expected to follow certain terms laid out in their contract, although the enforcement of some of these terms can be loose depending on their importance or individual discretion. The corporate oversight of the Chainlink frowns on but rarely punishes a member of command staff wearing the logos and colours of their original corporation. Command staff demonstrating obvious bias towards their own corporation, such as employee favouritism or prioritizing sending reports of their work to their original corporation, is more strongly discouraged but difficult to verify. Not helping matters is that constituent corporations will often aid the employee showing bias; for example, a chief engineer originally contracted with Hephaestus Industries can expect to have their recorded experiments with a supermatter engine made property of Hephaestus and heavily censored before the report goes to the Chainlink itself.&lt;br /&gt;
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==== Chainlink Command Contract Highlights ====&lt;br /&gt;
As determined by the contract of all SCC employees and provided employees of Conglomerate Member Corporations, the following is a list of guidelines and requirements while performing duties or representing the SCC.&lt;br /&gt;
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*The employee is expected -&lt;br /&gt;
**To act in a manner befitting a representative of the Conglomerate and their originating corporation;&lt;br /&gt;
**Place the interests of the Conglomerate before the interests of other organisations or groups, including their originating corporation or nation-state;&lt;br /&gt;
**To not display the trademark of their originating corporation, or nation-state, in such a way that it breaches Conglomerate ideals; and&lt;br /&gt;
**Not to display prohibited symbology, including, but not limited to -&lt;br /&gt;
***Emblems of [[Human Wildlands|&amp;quot;warlord states&amp;quot;]], including the &#039;&#039;&#039;Solarian Restoration Front&#039;&#039;&#039;, &#039;&#039;&#039;the League of Independent Corporate-Free Systems&#039;&#039;&#039;, &#039;&#039;&#039;the Free Solarian Fleets&#039;&#039;&#039;, &#039;&#039;&#039;the Southern Solarian Military District&#039;&#039;&#039;, and the &#039;&#039;&#039;Southern Fleet Administration&#039;&#039;&#039;; or&lt;br /&gt;
***Emblems of anti-corporate organizations such as the &#039;&#039;&#039;[[Himeo|United Syndicates of Himeo]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Democratic People&#039;s Republic of Adhomai]]&#039;&#039;&#039;, the &#039;&#039;&#039;[[Mictlan|&amp;quot;Founding Movement&amp;quot;, or the &amp;quot;Samaritans&amp;quot;]]&#039;&#039;&#039;; or&lt;br /&gt;
***Emblems of the group &#039;&#039;&#039;[[Unathi_Crime_And_Enforcement#The_Champions_of_Moghes|&amp;quot;Champion of Moghes&amp;quot;]]&#039;&#039;&#039;.&lt;br /&gt;
*Failure to meet any of these listed items may result &#039;&#039;&#039;in a review of the employee&#039;s contract or punitive action.&#039;&#039;&#039;&lt;br /&gt;
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=== Corporate Oversight ===&lt;br /&gt;
Though the megacorporations ostensibly cooperate, espionage, poaching workers, and leaking classified information is an ever-present risk. To combat this and to avoid bias in handling employee affairs, the Chainlink has created a third-party oversight agency that answers directly to the Chainlink and acts independently of any other megacorporation. This &#039;&#039;&#039;Stellar Corporate Conglomerate Internal Affairs Agency&#039;&#039;&#039;, or SCCIAA, employs agents to deliberate on and disable potential threats to the corporate agenda. The SCCIAA and its Human Resources department will adjudicate corporate policy as well as incident reports in Chainlink facilities, and sometimes work closely with law enforcement if an employee has violated the regulations of their workplace. While the [[Biesellite Security and Law|Biesel Security Services Bureau]] is the first point of contact for Chainlink vessels as they operate under Biesellite law, local law enforcement may be called upon to handle serious crimes in stationary SCC facilities.&lt;br /&gt;
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Only humans and [[Skrell]] are employed in these positions, though there is talk of employing corporate-owned [[IPC|IPCs]] as Internal Affairs agents.&lt;br /&gt;
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{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>William Murdoch</name></author>
	</entry>
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