Difference between revisions of "User:Triogenix/Sandbox 3"

From Aurora Information Uplink
Jump to navigation Jump to search
(UPDATTINGGGG)
 
(32 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{Navbox Lore}}
<!-- __NOCACHE__ -->
{{Navbox Unathi Lore}}
<!-- Do not touch the above line -->
= Overview =
<center>{{Navbox New Player Guides}}</center>
The Tza Prairie, or Tza Basin, is a region of Moghes located northward of the Mogheserian Sea, surrounded by a massive mountain range, with a small saltwater sea at the lowest point of the basin. This mountain range has protected the Prairie from many of the effects caused by the nuclear exchange of the contact war, and for most of history has been a shield against outside invaders, war, and conflicts that otherwise would have spilled over into the prairie. Despite not being within the protective enclosure created by the mountains, the city of Kutah is considered to be part of the Prairie, as it was founded and settled by pioneers from over the mountains thousands of years ago. The Prairie is also the birthplace of the Th’akh faith, at one point having a large number of temples, and is sometimes known as the Th’akh heartlands.
{{toc_right}}
=New Player Lore Starter Guide=
'''This is a new player's summary to the totality - or at least, as much as we can summarize quickly - of the Aurora server's most essential lore.'''
 
'''This is the first in a series of multiple guides that are connected to [[Guides/Character Creation]]. Once you're finished reading this, you are more than equipped with the knowledge necessary to create your character using that guide!'''
 
'''Below is absolutely recommended reading if you are new to the server!'''
== Overview ==
The purpose of this page is to get new players acquainted with the lore of the server and help them in understanding the ins and outs of the Orion Spur as it is in the 25th century. Aurora Lore is vast, and trying to get into it as a new player can feel overwhelming at times. This page represents the bare minimum needed to begin playing,  
 
=== History ===
 
The year is '''{{#expr:{{CURRENTYEAR}} + 442}} CE''' (Common Era). Humanity has long since began its trek into space, and explored territory reaches out dozens of lightyears in every direction. It now shares the galaxy with many different species, in addition to be divided itself into many different nation-states formed in the long years since it first began to reach for the stars. However, it can be said that these states are secondary to the true power of the spur, the transtellar megacorporations. At the end of the 22nd century, the power and influence of the Sol Alliance was at its height, but this soon came to an end as an unexpected economic collapse and brutal civil war saw the power of transtellar corporations increase drastically, as the most powerful of them began to conglomerate into the megacorporation's known today. The foremost megacorporations would ultimately end up becoming the following:


The Tza Praire politically is defined by the Hutay’zai Clan. Headed by Overlord Azui Hutay’zai, this clan came to fame after Azui’s father, who fought for the traditionalists, was killed during the contact war, allowing his son to ascend to the throne. Azui would use his new position on top of the throne to make peace with the Hegemony, pledging fealty to Clan Izweski, in exchange for promising to help win the now nuclear conflict, keeping his family's realm safe from the war, and from being broken up. The rest of the nobility of the Prairie defected alongside the Hutay’zai, and ever since have been loyal vassals to him and the Hegemon. Azui would eventually ascend to become one of the Overlords of Moghes, using the Praire as his main base of power. For this reason, the Praire is still home to some of the most traditionalist Sinta within the Hegemony, despite being Th’akh, and are the least influenced by the outside galaxy.
*[[File:Nt-logo.jpeg|20px|link=]][[NanoTrasen Corporation]], the megacorporation which shattered any semblance of equilibrium between the mega-corps following their discovery of the element Phoron in 2417. Phoron is a powerful element that is highly sought after for its untold capabilities and use in the average starship drive. After discovering Phoron, NanoTrasen quickly established a monopoly on it, with themselves sitting on the largest deposits in the known galaxy. The times that followed sent NanoTrasen skyrocketing to unofficially become the foremost power over Humanity. Through its determination and overwhelming wealth, it has become the dominant economic force over the expanse of the Orion Spur.
*[[File:EinsteinEngines2.png|20px|link=]] [[Einstein Engines]], IDK what to put here.
*[[File:Hephaestuslogo4.png|20px|link=]] [[Hephaestus Industries]], the industrial powerhouse of the spur, Hephaestus Industries represents an overwhelming amount of the spurs industrial capacity, from it's factory world of [[New Hai Phong]] to the monopolized economy of the [[Izweski Nation]].
*[[File:II-teal.png|20px|link=]] [[Idris Incorporated]], a shady banking magnate, which controls IDK.
*[[File:ZH-lightpurple.png|20px|link=]] [[Zeng-Hu Pharmaceuticals]], a Medical Company
*[[File:Zavodskoi Interestellar.png|10px|link=]][[Zavodskoi Interstellar]], the American MIC on steroids.


=== The Solarian Collapse ===
Perhaps the most important event in the spur, during late 2462 a massive phoron scarcity began to occur, as Nanotrasen's mines began to run dry. The Solarian Alliance, following the assassination of its prime minister by parties unknown, and the destruction of Mars in addition to the scarcity, began its final collapse. In a desperate move, the Alliance ordered the abandonment of all space outside of the Core Worlds, centered on Sol itself.. Many fleets disobeyed this order, with one notable fleet, the 35th, opting instead to attempt to invade Biesel, during an arc named King of the World, causing the formation of the Stellar Corporate Conglomerate. With help from the rest of the spur, the 35th was eventually beaten back and set up a statelet like so many other Warlords within former Solarian Territory. The territory abandoned by the alliance was labeled the [[Human Wildlands]], home to anarchy and limited governance. In this power vacuum, other nations of the spur took advantage and expanded their borders to include formerly controlled Solarian territory, skirmishing with local warlords for control. Since it's collapse, the Alliance has been slowly restoring its control over the Wildlands, with the recent creation of the Southern and Northern Reconstruction Mandates.


Before the contact war, the primary industry of the Tza Prairie was built around power generation. By damming the massive rivers that flowed from the mountains into the sea at the basin, the people of the Prairie managed to output massive amounts of electricity for the time, which was carried by overhead lines over the mountains to the Skamander Peninsula and the now Torn Cities. However after the contact war, with many skilled workers being called up as Levies to defend the mountains against invasion originally from the Hegemony, and then from the traditionalist coalition; as well as the introduction of fusion generators to Moghes, saw the dams of the prairie become useless, resulting in their slow deterioration through lack of maintenance. Today, barely any of the dams remain, the only testament to the fact they were ever there is the twisted rebar and eroded concrete in the rivers. The Prairie’s industry has instead switched to primarily fishing in the Tza Sea, where incredibly strict rationing(?) has left the sea with a stable population of fish, a rarity on post-collapse Moghes. This stability has resulted in the region's fish being one of the last reliable food sources on Moghes, and with the famine ongoing in the Hegemony, the region has been flooded with extra workers, and accountants to ensure it remains so. Warriors, on the other hand, can be mostly taken from within the region itself.
=== The Stellar Corporate Conglomerate ===
Perhaps the single most powerful entity in the spur, the Stellar Corporate Conglomerate is, as the name suggests, a conglomerate made up of the megacorporations of the spur, minus Einstein Engines. It's primary goal is the furthering of member interests and the protection of member assets. It is run by Miranda Trasen, CEO of NanoTrasen. The SCC(sometimes called the Chainlink), through its member companies and their cooperation, has domination of several economies within the Orion Spur. From banks to manufacturers, only a sliver of economic productivity in the Spur is controlled by others, the main threat to the Stellar Corporate Conglomerate being Einstein Engines. Despite the power of the Chainlink, Einstein has managed to remain competitive against them through tight ties with the Solarian Alliance and Nrralakk Federation, both the largest economies in the spur to exploit. As one of the eldest megacorporations, Einstein Engines has maintained a constant throughout humanity's journey to the stars and shows no sign of exiting soon.


= Culture =
== The Setting, and Workplace ==
Nearly all Industry in the 25th century is dominated by a megacorporation in one way or another. As a result, a majority of the workforce finds themselves working directly for a megacorporation or one of its subsidiaries. Nowhere is this clearer than the Republic of Biesel, a state founded by NanoTrasen intervention, and despite strong Republican nationalism, exists at the whims of megacorporations. It is the economic heart of the spur, with it's capital system of Tau Ceti hosting the largest GDP per capita of any location in the spur. Still, it is not without its problems. From unrest in the Corporate Reconstruction Zone, to a declining economy due to reliance on Phoron, the Republic never knows true peace. However, due to its ties to all megacorporations, it's capital planet of Biesel is the recommended starting background for new players to get accustomed to the lore of Aurora, with wide variability and simplicity assured. Relevant pages for lore can be found on the Character Creation Guide.


Due to the isolation and size of the Prairie, nearly all the population within it practices its culture. Those that do not are shunned and normally forced to leave the Prairie. While this culture is followed extensively by the peasantry, many nobles within the Prairie do not follow it to the same degree, using crutches such as technology or others to keep their edge.
=== The SCCV Horizon ===
With the unveiling of the '''[[SCCV Horizon]]''', the setting to which players have access stretches across the entirety of the Orion Spur. The '''SCCV Horizon''' is under the joint control of the '''Stellar Corporate Conglomerate''', a holdings corporation that has significant influence over the direction of the setting. You, among others, have been assigned to work aboard the '''SCCV Horizon''', a state-of-the-art general-purpose vessel that travels across the Orion Spur with the primary objective to uncover Phoron, however, secondary objectives exist at the whim of the Stellar Corporate Conglomerate. Due to the SCC operating the Horizon, they have the final say on Occupation Qualifications. While many jobs will have specific qualifications that can be found on their job pages, the baseline qualifications to work aboard the Horizon can be found here: [[Stellar Corporate Conglomerate Occupation Qualifications]].


Being one of the most ancient and protected parts of Moghes the Tza Prairie has a culture that dates back thousands of years and has gone on to influence nearly the entirety of unathi society. Despite many societal upheavals and drastic changes to the Unathi as a species, this culture has managed to survive with its core traditions intact most likely due to the very attributes they hold in high regard. With its roots firmly in the most basic of desires, the desire to survive and prosper, being raised in the Prairie is to be constantly told the highest attributes in life are pure determination and grit, for with them a Sinta can accomplish anything. This has led to many Sinta from the Prairie being nothing but stressed for most of their lives, always attempting to push themselves further and further until they go too far and crash. Those who fail to pick themselves back up from these crashes themselves are considered to be too weak and lazy, and generally shunned by the population, while those who do are rarely given any praise, for it is just what needs to happen. Secondary to these values are resourcefulness and physical strength, which has led some to have incorrect perceptions about the way those of the Prairie view life. Unlike a society that values naught but pure strength, many in the Prairie view those who cultivate and challenge nothing beyond their physicality as only doing half the work a true Sinta needs to do, and therefore lazy. If the mind is not challenged along with the body, one becomes imbalanced and will eventually fall. To push those in the Prairie to their absolute limits, as a Sinta grows up they will be given a set of challenges, mostly devised by their parents, or passed down through clan traditions.
In recent times (2462 and beyond) the setting has taken a turn for the worst as phoron scarcity threatens to drive the galaxy into the ground. While phoron remains in steady supply, its finite sources grow thinner by the day - soon enough, civilization will suffer the consequences.  


== At The Mercy of the Mountains ==
<div class="toccolours mw-collapsible mw-collapsed">
'''Your Place in the Workplace'''
The mountains that surround the basin which the Sinta of the Prairie call their home are the beating heart of tradition and culture within the Prairie. With the peaks piercing the clouds, they present an environment rarely found on Moghes, and the perfect place to test a Sinta to their limits. For this reason, the mountains have never been truly mapped, and no proper trails exist beyond the road and rail line that connects the Prairie with the rest of Moghes. Every clan will have a peak they call theirs, by tradition far above the tree line. Given the limited peaks that reach high enough however most peasant clans “share” a peak with one or more clan(s), while noble clans tend to have peaks to which they can fully lay claim. These claims are never enforced, as the mountains are viewed to be the challenge for all those who wish to test themselves. The highest peak in the range, known as Jakali’s Nest, is claimed by the Ozmakali clan who rule Tzonia. It is believed the name derives from pre-Th’akh religion when nomadic unathi could see the rising mountain on a clear day and believed it is where a powerful spirit god would observe the world, uncaring in the sky. Ascending a clans mountain to the summit is seen as [[T'za_Prairie#Day_of_Ascension | The final action of a Sinta before they become an adult and a full member of the clan]] as well as a [[T'za_Prairie#Penitent_Journey | penitent action for perceived misdeeds.]]
<div class="mw-collapsible-content">
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.]
= Education =


== Young Ages ==
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.


By the time a hatchling has learned to walk and talk, a peasant will be assisting their parents in whatever work they may do. This form of challenge used to be more popular amongst the nobility, but has in recent times has fallen off heavily, in favor of more time for a hatchling to develop within a protective environment. The time spent with their parents is supposed to fortify the hatchling and show them the ways of the world early on in life, so that they may begin to explore their place and desires. They will accompany their parents everywhere, to the market to purchase foods, fish, forge metal, or whatever it is their parents do. Somewhat ironically, this means that many peasant children will see more of Moghes than those born into nobility, who mainly stay within the protective keeps of their clan. Parents begin to instill hard working values such as determination and self-control into their hatchling, and those who attempt to resist this installation are either simply outcast, or pressured through physical and mental means until they bend. This practice is viewed many in the more enlightened areas of Moghes such as the Skamader Pennisula as little more than child abuse, and many petitions have been made and presented to both the lords of the land and their overlord attempting to halt the practice. However, none have yet succeeded. Failing to bring up a hatchling in the ways of the prairie, has ironically been used as reason for relocating the hatchling to a different family by the local watchmen. A hatchling's youth is considered to end around the age of 9, when they and those sinta in their village or city do the work of their parents for a full day. This day is called the [[T'za_Prairie#Hatchling's_Anointment | Hatchling’s Anointment]].
Ultimately, in the grand scheme of things, your binding rules are generally things such as being related to the '''Stellar Corporate Conglomerate''' and being aboard the '''SCCV Horizon''' 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!


== Early Teens ==
The vast majority of characters on the server are employees of the corporations beneath the '''Stellar Corporate Conglomerate'''. 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.
</div></div>


Once a hatchling has completed a Hatchling’s Anointment, they are considered no longer a child, but not yet an adult. Many Sinta apply for guild apprenticeships at this time, more on which can be found [[Unathi Guilds]] here. This is also the point when clan elders begin to become involved in the education of the young Sinta. Peasant Elders are known to be far more strict than those of the nobility. They take over from the parents and begin to school the juveniles who are of age. One of the first things done by nearly every clan within the prairie, noble or peasant, is an explanation of the clan's traditions, and why the values their parents attempted to instill are so important. Those who were floundering or beginning to crack under the pressure will at this point either learn to deal with the way of life of the prairie, or break and are disowned by their clan for disrespecting their elders. Clan elders will usually give those they know to be struggling extra tasks outside of normal routine, with the driving idea being forcing a Sinta to “catch-up” to their peers. With the threat of being disowned a constant sword of damocles over the heads of those struggling, most manage to mend their ways in the eyes of their elders. Those who will not or cannot are given a final test. They must complete a [[T'za_Prairie#Penitent_Journey | Penitent Journey]] to their clan's mountain. Unlike most penitent journeys, a modern piece of equipment is given out, a simple satellite locator with an SOS function. Should the penitent young sinta be unable to withstand the journey, they can simply click a button, and other members of the clan will begin to make their way to rescue them. This makes the penitent journey more a test of self-control and discipline rather than one of physicality, for if the button is pressed, the penitent will be disowned and sentenced to the life of a Guwan by their clan. Many take this route, preferring life, however horrid, to the cold embrace of death. Many more have died atop summits, starved and frozen attempting to earn the recognition of their clan, eventually doing so and being cremated on pyres so that their soul may continue.
====The Economy====
Clan Elders, after they believe their pupils to have been schooled enough in the ways of the clan and possessing the right mindsets will start something similar to a contemporary school. For the peasantry, this is done on days of rest or at dusk, as working parents will still need all the hands they can find for the chores of the day. The nobility on the other hand will tend to have this school consistently throughout the week, as they have much more time they can spend learning. Classes for the peasantry will include basic skills such as how to repair tool or other pieces of equipment that have broken, how to do basic first aid, and how to fulfill the obligations required of them by their faith and clan. Classes for the nobility will include maths, protocol, the political nature of the Hegemony, the condition of the wider spur, and other more intellectual pursuits. Due to the Th’akh faith of the Prairie, these classes are given to both female and male unathi, however male peasants are given extra classes in basic fighting to prepare them for the levy should it be called up; and male nobles given fighting and tactics classes incase they should need to lead the levy. Those in apprenticeships will also receive these classes, and extra help from clan elders with their apprenticeship. Those in clans and villages with shamans who believe in the soul of the fishermen and have a soul of the fishermen will be given extra instruction on hard skills by the clan elders, and will usually be shunted into an apprenticeship for a hard trade as quickly as possible. Teachers from outside the Prairie are rare, but the occasional pilgriming shaman will sometimes be invited to teach a class about the faith.


By the time a Sinta has reached the age of 15, they will have completed their education by the clan elders, and they will be announced eligible for ascension after the [[Trials of Riz’dabari]]. This trial involves a hunt of a certain type of beast or Sinta, and is meant to show an almost adult Sinta why the skills they learned are so important. Common hunts for peasantry include hunting a herd of wild [[Hegeranzi]], or clearing out a [[Siro]] nest in the mountains. If a peasant clan has too few teens to effectively do either of these, they may partner with another clan in a similar position, or ask a bigger clan to allow their juveniles to accompany them. A noble hunt commonly involves hunting wild [[Tul’s]] or even a Guwandi if the teen is thought strong enough. However in more recent years due to the growing issues of the wasteland and delicate food supply, hunting animals for a test when they can be left alone to reproduce to then create more food is frowned upon, it has become more and more common for teens to attach to the Levies and go hunting other Sinta. Originally thought up by Lord Ozmakali as a way to show his heir how to command armies, he marched over the mountains to the aid of Overlord Hutay’zai, hunting down a Gangawaryn band that had raided a mining operation south of Kutah near the Torn Cities. Upon hearing this news, many peasant clans pleaded with Lord Ozmakali to allow them to also send their sons and daughters with part of the Levy to hunt those who have no honor in the wasteland. Lord Ozmakali readily agreed, and now teenagers march along their fathers over the mountains to the Tzuszah Wastes or the T’kaza dustbowl to hunt their new prey. The only requirement of this challenge is survival, it is meant to show the fragility of life; the reason a Sinta must have the self-reliance, grit, and discipline to survive no matter the odds against them.  
The Biesel Standard Credit (电/CR) is one of the dominating currencies that exist within the Orion Spur and was created shortly after the Republic of Biesel’s declaration of independence in 2452. It sees usage outside of the Republic, within the Izweski Hegemony, who adopted it as their official currency following the collapse of the Solarian Alliance, and some sections of the Coalition of Colonies near the shared border, as well as the People’s Republic of Adhomai. The BSC is available in electronic, bankcard and traditional notes forms that have the symbol of a lit torch on them. Responsibility for the currency falls to the Central Biesel Banking Authority, which is located in District One of Mendell City, the capital of the Republic of Biesel. It oversees monetary policy and the supply of the Biesel Standard Credit, with assistance from Idris Incorporated. Similarly to the Solarian Standard Credit, the BSC is able to function as a fiat currency.
== Ascension to adulthood ==


Ascension to adulthood is a year after a Sinta has completed their first successful hunt during the Trials of Riz’dabari. At this point due to either their persistence or their conformity, they are viewed by the clan as being good enough to join its ranks. This thought and feeling remain, which is why, unlike other tests, ascending to adulthood can be attempted as many times as a Sinta needs to accomplish it. The test, known as The Lonely Crusade, is a long and arduous hike through the mountains which surround the Tza Sea ending at the clan’s mountain on the new year. Participants are given limited maps of the mountain range, and whatever gear the clan can furnish them with. For this reason, nobles are easily able to complete the test given their technologically advanced equipment, compared to the peasantry. The length of the journey varies from clan to clan, but the general time frame is about a month where the aspirant is all by themselves making their way along the mountain range. This is the ultimate test of a Sinta’s self-reliance, discipline, and grit, as the distance to be covered will be near impossible to complete within the given timeframe. Aspirants are also commonly required to retrieve certain items along their route and carry them to the end. This could be a rock from the summit of a certain mountain that is far out of the way of the optimal route of travel, or logs with which to build a fire on the summit of their clan's mountains. These extra challenges will usually not be known until the very moment the test begins, and are to show that however well they’ve been educated or how determined they are, life will always find a way to be difficult, and the requirements to succeed will not always be straightforward. Lying about having completed this ascension is the biggest dishonor upon a Sinta, and will most
<div class="toccolours mw-collapsible mw-collapsed">
'''Your Place in the Economy'''
<div class="mw-collapsible-content">
The financial status of your character varies on a character-by-character and player-by-player basis. To reiterate, the believable character rule must be taken into account here - a security officer very simply has no excuse to be a billionaire, nor does a cargo technician have the ability to be an Interstellar War veteran. However, the pedantics of the extent of one’s wallet is in player control, barring mechanically of course. With this said, the cost of living is clarified or can be gleaned by context virtually anywhere set in lore - questions surrounding this can be directed to lore developers of the respective topic.  
</div></div>
</div></div>


The clan in its near entirety will hike up the mountain to greet the aspirant on the new year, carrying supplies for the celebration of their new member. However, very few Sinta complete their Lonely Crusade on their first try, even nobles. Those that do are wildly celebrated by their clan, and go on to become icons within their villages. A vast majority of Sinta take at least three tries to complete their lonely crusade, with the record being [[51 tries]]. As the trial can only be done once every year, this means that many Sinta within the Prairie are not considered full adults until they are 18-19, later than most unathi. It matters not to the clans however, who will patiently wait days or weeks after the aspirant should have arrived, to greet them with open arms for merely having completed the challenge. Some wait for months, constantly having at least one member waiting on the summit for their kin to return, only to eventually come to terms with the fact that they will unlikely see them again in this life, and search for their body so that they may be properly buried. For those who succeed, on their first try or not, await celebration from their clan. Celebrations differ from clan to clan, however, nearly all are joyous occasions, with praises lauded on the successful aspirant. Noble clans, who have their summits to themselves, will have their new adult’s name chiseled into the rocky summit so that it may remain there forever. This has led to some summits, particularly those of ancient noble clans having tens of thousands of names chiseled onto them. These are the most complete records of clan members and lineage post-contact war; using population science, it is also estimated they date back more than 3 millennia and started shortly after Unathi ceased to be a nomadic species.
===Known Space - [[The Orion Spur]]===
The setting is based in the majority of the '''Orion Spur,''' the part of the Milky Way in which the [[Sol]] System - and its surrounding hundred lightyears, roughly - resides. It is very open-ended and diverse in its nature, and not wholly charted yet - the deep Frontier hardly scratches the surface of the unknowable depths of the galaxy.  


= Challenges =
'''More details on the expanse of the mapped galaxy can be found [[The Orion Spur|here.]]'''
== Penitent Journeys ==
A penitent journey is a journey to a clan’s peak by a member who has failed the clan in some way. This could be committing a crime, forsaking the clan for another without permission, or simply not living up to the expectations of the clan. The difficulty of the journey depends on the infraction committed, with lesser infractions merely requiring a quick summit, followed by an immediate return, and heavy infractions being essentially death sentences, demanding weeks on the summit with whatever can be carried in. Equipment beyond a backpack and minor provisions are rarely provided to the penitent, as it is seen as making the journey less painful, limiting the impact.


= Holidays =
The expansion of Humanity has reached out in every direction, only stopping in the galactic west as they border the Nralakk Federation. Otherwise, their all-encompassing exploration has given them free reign to conquer the untouched - or abandoned - regions of the galaxy.


== Hatchlings Anointment ==
The major Human factions of the Orion Spur are numerous, but share a common theme in that they are universally affected by a catastrophe known as the Interstellar War. From this disastrous conflict, many new factions cropped up, with most opposed to the rule of the Sol Alliance.
Held on the last day of Versakh, the human date of May 22nd this is a day where young children, all about nine years old, use what they have learned so far in life at the side of their parents to fulfill what would normally be their parents duties. This is not a total change, Watchmen and other key positions will still be adults, but accompanied by several children who will be the ones to deal with the day-to-day minituate of those jobs. For those parents and adults who no longer need to work, it is a day of rest and socializing before the upcoming season of work in Kasavakh. At dusk, after the work day is complete, festivals are held in all towns as a final celebration and time of relaxation before the work begins. Common activities are sunbathing, drinking, and socializing in public places. After this holiday, a Sinta will no longer be considered to be just a hatchling, but a young teenager who can handle more responsibility.


== Trials of Riz’dabari ==
{{Aurora Starmap}}
Beginning on the first day of Versakh, on the human date of January 7th the Trials of Riz’dabari are a massive hunt throughout the Prairie, now primarily organized by the Ozmakali clan. Partial levies are called up from clans who have young sinta of age for the hunt, and forces marshaled together. Hunts were normally the hunting of animals, as the name suggests, but as of recent years, most of the hunts have taken place around the Tzuszah Wastes around the City of Kutah, attempting to exterminate the Gangawyrn menace there. While these are not safe affairs, very few of the teenagers who participate have perished in the hunts. Some bear scars, while others bear more permanent marks such as missing toes or fingers. The IAC has repeatedly denounced these hunts and pleaded with the Hegemony to ban them outright, not only due to putting children into harm's way, but causing unnecessary suffering throughout the wasteland. The hegemony has never replied to one of these pleas, and shows no sign of forbidding the hunts.
For those not on hunts, the work continues as always, with the only thing of note being a celebration on the eventual return of the hunters, congratulating them on their good work and prowess.


== Glizkin’s Remembrance ==
==Major Factions==
In the very middle of Kasavakh, on the human date of August 16th Glizkin’s Remembrance is a day of rest and reflection on the work so far completed during the season. Named after an ancient unathi who may be more myth than reality, Glizkin was supposedly a member of a prominent clan within the Prairie. Raised with the same practices used now, Glizkin got to his day of ascension without much issue, and attempted to fulfill his Lonely Crusade. He failed his first time, which was not unheard of, however, what is unheard of is that he failed, the next, the next, the next, and continuously, until he was old and still attempting his Lonely Crusade. Many thought he would never achieve it, and shook their heads at his stupidity for continuously trying. However, after 51 separate attempts, Glizkin finally managed to complete his Lonely Crusade, at the age of 67. He was met with joyous bellows and love from his clan, and has come to be an icon of the determination and grit every Sinta should strive to have. He passed away before the next year was out, and the day of his death became Glizkin’s Remembrance.  
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!
<div class="toccolours mw-collapsible mw-collapsed">
====[[Republic of Biesel]]====
The core location of the setting itself. A bastion of prosperity amidst chaos.
<div class="mw-collapsible-content">
[[Image:Republicofbieselflag.png|65px|right]]
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'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's boundaries, as the recent addition ''(post-2462)'' of the Corporate Reconstruction Zone have led to its size growing immensely. The CRZ, or the Zone, consists of hundreds of once-Solarian worlds which have had no choice but to fall under the Republic's banner, after their supply lines and defenses were cut off by the collapsing or defecting military.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed">
====[[Sol Alliance]]====
A crumbling giant whose golden age has long passed.
<div class="mw-collapsible-content">
[[File:Sol Alliance Flag.png|65px|right]]
Formerly the most populated singular government entity in known space, the Solarian Alliance is the first and one of the most politically powerful trans-stellar Human factions. While its reign formerly consisted of nearly a quarter of charted space in a growing sphere around Earth, it has now diminished significantly in size. Its loyal forces have recently retreated to the "Jewel Worlds," a region of space where its most treasured assets lay, not to mention its throne upon the home world. The Alliance is strangled by its long-standing reliance on [[Einstein Engines]], a corporation that has survived almost total nationalization to become the foremost employer in Solarian space. The government and the corporation now stand as fierce opposition to the growing Stellar Corporate Conglomerate whose power contests them. Sol's jewel worlds and secure borders are surrounded by the Human Wildlands, dominated by warlord admirals who formerly served the Alliance' tremendously bloated military.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed">
====[[Coalition of Colonies]]====
Freedom and independence embodied on an interstellar scale.
<div class="mw-collapsible-content">
[[File:Frontier_Alliance_Flag.png|65px|right]]
This loosely confederated Coalition is the largest power in the frontier, and possibly the most populous entity in the Orion Spur. It is the largest fracture from the Sol Alliance after the Interstellar War, and covers several regions with its utterly tremendous borders. The systems of the Coalition greatly value their independence and freedom. A few powerful systems dominate the politics of the Frontier, headed by the Xanu Free League - the capital of it all. Many of those in the Coalition of Colonies harbor distrust of the Sol Alliance even after the end of the Interstellar War. Humans and aliens from any and all ethnicities, as well as any combination of them, can be found in the Coalition of Colonies. In recent times, the Coalition has conquered a huge amount of territories where the Alliance formerly stood guard. For example, the tremendous Alliance Neutral Zone - a place where both sides were forbidden from entering - no longer exists, and has since been deemed Coalition territory after the Solarian withdrawal.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed">
====[[Republic of Elyra]]====
Glistening utopian city-scapes and technological might.
<div class="mw-collapsible-content">
[[File:Elyra Flag.png|65px|right]]
The Republic of Elyra, or its more official name, The Serene Republic of Elyra, is a bustling, benevolent independent power in the Badlands. It is made up of multiple star systems, with its capital in the highly developed technological utopia of Perispolis. Its national motto is "For Greatness We Strive". It is known for its exotic culture, highly progressive - if Pro-Human nature, and advanced industrial wonders. Elyra is one of the only three factions in the Orion Spur which innately possess phoron deposits of any sort, something they have exploited to their fullest potential in recent years.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed">
====[[Empire of Dominia]]====
Religious pride in the Emperor and country.
<div class="mw-collapsible-content">
[[File:Dominia_Flag.png|40px|right]]
A heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the Mira Sancta system. This autocratic state is ruled by His Imperial Majesty Boleslaw Keeser. The Empire of Dominia was proclaimed in 2385 by then-Emperor Godwin Keeser, unifying a colony which had been isolated for hundreds of years. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socio-economically stratified due to the so-called blood debt, known as the Mor’iz’al.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed">


== Day of Ascension ==
====[[Eridani Federation]]====
The final day of the Lonely Crusade is marked by the Day of Ascension, during which all Sinta who passed their Lonely Crusade are now considered Adults. On this day nearly all Sinta who belong to clans and are not immediately tied down by their work will hike up to the peak of their mountains, waiting to greet their kin. It is normally held on the first day of Travahk, or November 10th. Those that succeed arrive to wild celebration, while those who do not find a more subdued celebration awaits them upon the summit. Once these celebrations are complete, the hike down commences, and life returns to normal for most of the clan.
Corporation-dominated hell, personified through a terrible societal split.
<div class="mw-collapsible-content">
[[File:Eridani Logo.png|65px|right]]
Eridani, or the Eridani Corporate Federation, is an oligarchic republic in the Epsilon Eridani system dominated entirely by a council of mega-corporations that seek profit and expansion at any cost. It has no official capital - government authority is exercised digitally. The Corporate Federation is known as one of the core economic powers of Solarian space, and is technically under Solarian supervision - though the true extent of this is up for debate. Corporations, in reality, rule the gloomy landscapes of the Corporate Federation’s worlds. Its citizens are called Eridanians. Eridanians are famed for their vicious treatment of one another, distinguishing between two primary classes ; Dregs, and Suits - who in effect represent a fine line between poverty and wealth.
</div></div>


=Art=
==Common Sentient Species==
These are common sentient species found throughout known space.
<div class="toccolours mw-collapsible mw-collapsed">
====[[Skrell]]====
[[File:Starter_skrell.png]]
An amphibian race hailing from Nralakk IV, Qerrbalak.
<div class="mw-collapsible-content">
An amphibious species whose passion mostly lays in the field of the combined sciences, the Skrell are the second oldest and first most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, also being one of the only species in the Orion Spur to naturally develop psionics.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed">
====[[Unathi]]====
[[File:Starter unathi.png]]
A reptilian race hailing from Moghes.
<div class="mw-collapsible-content">
The cold-blooded Unathi are a race of tall humanoid reptiles from their war-torn homeworld of Moghes. The planet’s history can be summarized as being dominated by various Clans of Unathi, with the strongest being the Hegemon of Moghes. Following first contact with Skrell and Humanity, there was a violent outbreak of nuclear war that formed a vast world-dominating desert called the Wasteland which has made life difficult for the Unathi. The surviving side of this war, the Izweski Hegemony, has struggled to bring a balance between expanding their empire off-world, or reconstructing their ancestral planet. Grandiose and Space-Operatic, the themes behind Unathi follow the struggle of religion, spirituality, honor, and rigid gender roles.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed">
====[[Tajara]]====
[[File:Tajaraexpandedbackground.png]]
A feline-like race hailing from Adhomai.
<div class="mw-collapsible-content">
The Tajaran race is a species of feline-like bipeds hailing from the planet of [[Adhomai]] in the S'rand'marr system. They have been brought up into the space age by the Humans and Skrell, who alledgedly influenced their eventual revolution that overthrew their ancient monarchies to become a totalitarian - and NanoTrasen friendly - republic. Adhomai is currently under a cold war between three factions in the aftermath of a global conflict, and many Tajara are fleeing their homeworld to seek safety and employment in human space.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed">
====[[Vaurca]] (Vaurcae)====
[[File:Starter vaurca.png]]
An insectoid race hailing from Sedantis I.
<div class="mw-collapsible-content">
The mostly bipedal, insectoid creatures hailing from the moon known as Sedantis I, Vaurca (Vaurca in singular term and Vaurcae in multiple), were discovered after the first Hiveship contact in human space, 2456. They once had access to great technology, however they had to flee their doomed homeworld. They have a complex caste system based on three types, and use something known as the Hivenet to communicate in thoughts and feelings near instantly between themselves, and enter a paradisiacal virtual reality. They require phoron to respirate, as well as requiring a unique and dangerous fungus, the k’ois spore, to sustain them. Although barely tolerated in the known galaxy, many have found homes in the more unkempt areas of their host’s society. There are four known Hives - Zo’ra, K’lax, C’thur, and Lii’dra. The largest, and most common hive in Tau Ceti is the Zo'ra hive. The Lii’dra, unique in that they are a true hivemind, are known as a powerful and secretive force and are hostile to most other entities known - including the other Hives.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed">


One could be surprised that traditional art among the inhabitants of the Tza Prairie revolves around something as apparently sweet as flowers. That would be misunderstanding the entire reason behind the presence of these flowers, of course. Vegetation high in the mountains is rare, and the few plants that get to truly thrive in this harsh environment are as hardy as its inhabitants, thus the s’erki mountain flowers (meaning “rock petals” in Sinta’Azaziba) have become an integral part of arts in the Prairie. Some rare unlucky clans would occasionally be lacking proper “objectives” for their Trials of Riz’dabari, and they would, in the past, instead ask their young men to go gather large numbers of s’erki flowers. Once brought back, these plants, while not edible, could be crushed for pigments, with colors varying between tones of purple, and in rare cases, orange. These colors were applied to clothes but also used to decorate structures, and even make the occasional rare paintings.
====[[Dionae]]====
Originally, the pursuit and mastery of arts were rarely considered by prairie locals, and though art itself was not frowned upon, the practice of such things seen as frivolous in the face of proper work was taking the risk of being seen as lazy and dishonoring one’s clan. That is, until around five centuries ago, when the use of s’erki flowers for pigmentations started to grow more popular around five centuries ago, with most of the prairie’s clan welcoming this new tradition. Becoming a dedicated artist became more accepted from then on, at the condition of course that their art would be of quality (quality generally estimated by the S’erki Guild, formed soon after the popularization of the flower’s use, dedicated to the gathering of the flower, as well as its processing, use, and even export to lands all across Moghes) and that the artist would go out and gather flowers themselves. In any case, most of the traditional art in the prairie would revolve around the depiction of mountains and valleys, landscapes common to the locals of the Tza prairie. Though there can be more colors, most pieces try to rely as much as possible on the S’erki’s orange and purple colors, as the more it is present, the more the artist shows their hard work in gathering as many flowers as possible.
[[File:Starter dionae.png]]
Aside from visual arts, singing is also popular, and more accessible to most inhabitants of the Tza Prairie. Signature “Tza Chants'' do not employ any instruments, yet are not strictly a capella. Along with deep, guttural intonings accompanying the main singers, these chants are often accompanied by stomping, clapping, tail-thumping, or claw-tapping, any sound that could be made all the while work could be done.
A mysterious plant-like race hailing from the depths of space.
<div class="mw-collapsible-content">
Dionae (D. Primis) are a rather strange, cryptic species in comparison to the rest found in the Orion Spur. They have various forms comprised of cat-sized caterpillar-like creatures with a curious, childlike disposition - called Dionae Nymphs.


= Food =
Enigmatic witnesses to various events through the centuries, the Dionae are an inquisitive species with a pacifistic disposition after gaining sentience. Their origins, behaviour and functions are never alike - with each being as unique as the next. The Dionae are capable of great intellectual, biological and physical feats going above and beyond what was considered possible for millennia. Dionae are similar to both plant and animal, however, they primarily survive off of the electromagnetic spectrum coinciding with a diet of biological matter to supplement their growth. Their inability to adapt to survive without  lack of radiation can lead to death, if not exposed to at least efficient lighting. Dionae have been seen across the Orion Spur, each with a unique history and personality.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed">
====[[IPC|Integrated Positronic Chassis]] (IPC)====
[[File:Starter ipcs.png]]
Robotic entities making use of Positronic brains to match sentience, to a degree.
<div class="mw-collapsible-content">
An Integrated Positronic Chassis, or IPC, is an artificial intelligence inside of a bipedal, humanoid frame. IPCs are primarily characterized by their autonomy, not being bound to a master AI or set of laws. Often built to carry out a single, career-related purpose, they come in many different chassis, with varying degrees of intelligence. Within known space, their existence is a contentious topic with IPCs being seen as property or second-class citizens, undeserving of the rights other species possess.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed">
====[[Synthetics|Synthetics, more generally]]====
[[File:Starter borg.png]]
Robots in the galaxy, endlessly diverse.
<div class="mw-collapsible-content">
The term “synthetic” refers to a broad range of autonomous machinery. Dabbled with, first by the ancient skrell, and now humanity, synthetics can be classified primarily by the method of their intelligence. They include simple machinery not out of place in the 21st century, cyborgs, autonomous robots on circuitry, and now, advanced sentient artificial intelligences stored on positronic brains.
</div></div>


The Sinta of the Tza Prairie, like most Sinta across Moghes, eat primarily fish, caught in the sea that the mountains surround. Where they diverge from the rest of Moghes is the seasoning they place on their diet of protein. The mountains that surround the Prairie have a unique ecosystem that provides a bounty of unique mountain berries, herbs, and other fresh flavors that the people of the prairie use to season their foods. The result of this is the prairie’s dishes being known to have a clashing taste of sweet berries with salty, flavorful herbs that mix within a Sinta’s palette with different levels of intensity. Food is usually prepared and eaten communally within a clan for two meals, those being the mid-day meal, and the evening meal. The morning meal is usually left-overs from the previous nights evening meal, and eaten during or on the way to whatever work a prairie Sinta may have.
'''From this point, you are again encouraged to move onto [[Guides/Character Creation]] provided you're at a loss for what to do.'''


= Entertainment =
{{Navbox Lore}}
The Sinta of the Tza Prairie, even in their time of relaxation, persist in the spirit of determination and self-improvement that is their characteristic trait. Their love of challenges extends to their entertainment, with most such activities being competitive - pitting Sinta against one another in some capacity. Wrestling is a popular pastime among the men of the Tza Prairie - some Sinta historians have speculated that the original inspiration for the Zandiziite Games lies with the wrestling contests held by some of the Prairie’s mountain clans. Whether or not this is true, Zandiziite competitors from the region have always been watched with a keen eye by enthusiasts of the sport, with warriors from the Prairie having claimed the title of champion many times since its ancient origins.
[[Category: Lore]]
Similarly in the spirit of challenging oneself, mental challenges such as puzzles and riddles are a popular contest in the Prairie, and often feature in the region’s folklore. Tales of heroes outwitting malicious spirits and monsters are common, often in games of riddles presented to the protagonist. At times of celebration, contests both mental and physical are common, with young Sinta clamoring to demonstrate their worth against these challenges.
[[Category:Pages]]
Among the young men of the Prairie’s noble clans, duels for sport are common, whether in unarmed combat or with weapons. These are usually fought to first blood or submission, and serious injury or death rarely comes from it. While some are dismissive of this as puffed-up hatchlings wasting their own time, the sport has achieved quite a following in the region, and consistently scores highly on Unathi television ratings. While not as popular, noblewomen of the Prairie engage in similar contests of honor, usually seeking to demonstrate their mental acuity against an opponent through complex puzzles or some similar trial.
Perhaps surprisingly, the Tza Prairie has a surprisingly vibrant culture of cinema. Largely produced in Kutah, filmed adaptations of ancient stories are commonplace. These are generally celebrated by the locals and considered somewhat inscrutable by those not already familiar with the culture that they’re steeped in. One Tza film has achieved widespread success, however - The Lonely Crusade, an adaptation of the tale of Glizkin. While the specific rituals are obscure to the wider Hegemony, the tale of the old Sinta’s final climb struck a chord in the hearts of Sinta all across Moghes and beyond, and achieved favorable reviews, and there are rumors of an official Tau Ceti Basic version being released for non-Sinta audiences. However, some locals claimed that the film made unthinkable changes to the ancient tale, namely the addition of a young nobleman on his first Crusade acting as a ‘sidekick’ of sorts to Glizkin.

Latest revision as of 09:45, 13 August 2023

New Player Section
This is a navbox. Pressing the links below takes you to the respective pages.

This specific navbox is tailored to new player guides and very important pages across the wiki for newcomers.

Character Starters Getting Started · New Player Lore Guide · Character Creation · Jobs
Background Starters Interstellar Travel · The Universe · Bluespace · Technology · SCCV Horizon
Faction Starters Corporations · Main Human Factions
Alien Whitelist Starters Skrell · Synthetics · Tajara · Dionae · Unathi · Vaurca

New Player Lore Starter Guide

This is a new player's summary to the totality - or at least, as much as we can summarize quickly - of the Aurora server's most essential lore.

This is the first in a series of multiple guides that are connected to Guides/Character Creation. Once you're finished reading this, you are more than equipped with the knowledge necessary to create your character using that guide!

Below is absolutely recommended reading if you are new to the server!

Overview

The purpose of this page is to get new players acquainted with the lore of the server and help them in understanding the ins and outs of the Orion Spur as it is in the 25th century. Aurora Lore is vast, and trying to get into it as a new player can feel overwhelming at times. This page represents the bare minimum needed to begin playing,

History

The year is 2466 CE (Common Era). Humanity has long since began its trek into space, and explored territory reaches out dozens of lightyears in every direction. It now shares the galaxy with many different species, in addition to be divided itself into many different nation-states formed in the long years since it first began to reach for the stars. However, it can be said that these states are secondary to the true power of the spur, the transtellar megacorporations. At the end of the 22nd century, the power and influence of the Sol Alliance was at its height, but this soon came to an end as an unexpected economic collapse and brutal civil war saw the power of transtellar corporations increase drastically, as the most powerful of them began to conglomerate into the megacorporation's known today. The foremost megacorporations would ultimately end up becoming the following:

  • Nt-logo.jpegNanoTrasen Corporation, the megacorporation which shattered any semblance of equilibrium between the mega-corps following their discovery of the element Phoron in 2417. Phoron is a powerful element that is highly sought after for its untold capabilities and use in the average starship drive. After discovering Phoron, NanoTrasen quickly established a monopoly on it, with themselves sitting on the largest deposits in the known galaxy. The times that followed sent NanoTrasen skyrocketing to unofficially become the foremost power over Humanity. Through its determination and overwhelming wealth, it has become the dominant economic force over the expanse of the Orion Spur.
  • EinsteinEngines2.png Einstein Engines, IDK what to put here.
  • Hephaestuslogo4.png Hephaestus Industries, the industrial powerhouse of the spur, Hephaestus Industries represents an overwhelming amount of the spurs industrial capacity, from it's factory world of New Hai Phong to the monopolized economy of the Izweski Nation.
  • II-teal.png Idris Incorporated, a shady banking magnate, which controls IDK.
  • ZH-lightpurple.png Zeng-Hu Pharmaceuticals, a Medical Company
  • Zavodskoi Interestellar.pngZavodskoi Interstellar, the American MIC on steroids.

The Solarian Collapse

Perhaps the most important event in the spur, during late 2462 a massive phoron scarcity began to occur, as Nanotrasen's mines began to run dry. The Solarian Alliance, following the assassination of its prime minister by parties unknown, and the destruction of Mars in addition to the scarcity, began its final collapse. In a desperate move, the Alliance ordered the abandonment of all space outside of the Core Worlds, centered on Sol itself.. Many fleets disobeyed this order, with one notable fleet, the 35th, opting instead to attempt to invade Biesel, during an arc named King of the World, causing the formation of the Stellar Corporate Conglomerate. With help from the rest of the spur, the 35th was eventually beaten back and set up a statelet like so many other Warlords within former Solarian Territory. The territory abandoned by the alliance was labeled the Human Wildlands, home to anarchy and limited governance. In this power vacuum, other nations of the spur took advantage and expanded their borders to include formerly controlled Solarian territory, skirmishing with local warlords for control. Since it's collapse, the Alliance has been slowly restoring its control over the Wildlands, with the recent creation of the Southern and Northern Reconstruction Mandates.

The Stellar Corporate Conglomerate

Perhaps the single most powerful entity in the spur, the Stellar Corporate Conglomerate is, as the name suggests, a conglomerate made up of the megacorporations of the spur, minus Einstein Engines. It's primary goal is the furthering of member interests and the protection of member assets. It is run by Miranda Trasen, CEO of NanoTrasen. The SCC(sometimes called the Chainlink), through its member companies and their cooperation, has domination of several economies within the Orion Spur. From banks to manufacturers, only a sliver of economic productivity in the Spur is controlled by others, the main threat to the Stellar Corporate Conglomerate being Einstein Engines. Despite the power of the Chainlink, Einstein has managed to remain competitive against them through tight ties with the Solarian Alliance and Nrralakk Federation, both the largest economies in the spur to exploit. As one of the eldest megacorporations, Einstein Engines has maintained a constant throughout humanity's journey to the stars and shows no sign of exiting soon.

The Setting, and Workplace

Nearly all Industry in the 25th century is dominated by a megacorporation in one way or another. As a result, a majority of the workforce finds themselves working directly for a megacorporation or one of its subsidiaries. Nowhere is this clearer than the Republic of Biesel, a state founded by NanoTrasen intervention, and despite strong Republican nationalism, exists at the whims of megacorporations. It is the economic heart of the spur, with it's capital system of Tau Ceti hosting the largest GDP per capita of any location in the spur. Still, it is not without its problems. From unrest in the Corporate Reconstruction Zone, to a declining economy due to reliance on Phoron, the Republic never knows true peace. However, due to its ties to all megacorporations, it's capital planet of Biesel is the recommended starting background for new players to get accustomed to the lore of Aurora, with wide variability and simplicity assured. Relevant pages for lore can be found on the Character Creation Guide.

The SCCV Horizon

With the unveiling of the SCCV Horizon, the setting to which players have access stretches across the entirety of the Orion Spur. The SCCV Horizon is under the joint control of the Stellar Corporate Conglomerate, a holdings corporation that has significant influence over the direction of the setting. You, among others, have been assigned to work aboard the SCCV Horizon, a state-of-the-art general-purpose vessel that travels across the Orion Spur with the primary objective to uncover Phoron, however, secondary objectives exist at the whim of the Stellar Corporate Conglomerate. Due to the SCC operating the Horizon, they have the final say on Occupation Qualifications. While many jobs will have specific qualifications that can be found on their job pages, the baseline qualifications to work aboard the Horizon can be found here: Stellar Corporate Conglomerate Occupation Qualifications.

In recent times (2462 and beyond) the setting has taken a turn for the worst as phoron scarcity threatens to drive the galaxy into the ground. While phoron remains in steady supply, its finite sources grow thinner by the day - soon enough, civilization will suffer the consequences.

Your Place in the Workplace

All players including staff are subject to the believable character rule. More details on that rule can be found in the server rules, found here.

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.

Ultimately, in the grand scheme of things, your binding rules are generally things such as being related to the Stellar Corporate Conglomerate and being aboard the SCCV Horizon 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!

The vast majority of characters on the server are employees of the corporations beneath the Stellar Corporate Conglomerate. 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 third-party vessel teams who have found their way to the setting somehow.

The Economy

The Biesel Standard Credit (电/CR) is one of the dominating currencies that exist within the Orion Spur and was created shortly after the Republic of Biesel’s declaration of independence in 2452. It sees usage outside of the Republic, within the Izweski Hegemony, who adopted it as their official currency following the collapse of the Solarian Alliance, and some sections of the Coalition of Colonies near the shared border, as well as the People’s Republic of Adhomai. The BSC is available in electronic, bankcard and traditional notes forms that have the symbol of a lit torch on them. Responsibility for the currency falls to the Central Biesel Banking Authority, which is located in District One of Mendell City, the capital of the Republic of Biesel. It oversees monetary policy and the supply of the Biesel Standard Credit, with assistance from Idris Incorporated. Similarly to the Solarian Standard Credit, the BSC is able to function as a fiat currency.

Your Place in the Economy

The financial status of your character varies on a character-by-character and player-by-player basis. To reiterate, the believable character rule must be taken into account here - a security officer very simply has no excuse to be a billionaire, nor does a cargo technician have the ability to be an Interstellar War veteran. However, the pedantics of the extent of one’s wallet is in player control, barring mechanically of course. With this said, the cost of living is clarified or can be gleaned by context virtually anywhere set in lore - questions surrounding this can be directed to lore developers of the respective topic.

Known Space - The Orion Spur

The setting is based in the majority of the Orion Spur, the part of the Milky Way in which the Sol System - and its surrounding hundred lightyears, roughly - resides. It is very open-ended and diverse in its nature, and not wholly charted yet - the deep Frontier hardly scratches the surface of the unknowable depths of the galaxy.

More details on the expanse of the mapped galaxy can be found here.

The expansion of Humanity has reached out in every direction, only stopping in the galactic west as they border the Nralakk Federation. Otherwise, their all-encompassing exploration has given them free reign to conquer the untouched - or abandoned - regions of the galaxy.

The major Human factions of the Orion Spur are numerous, but share a common theme in that they are universally affected by a catastrophe known as the Interstellar War. From this disastrous conflict, many new factions cropped up, with most opposed to the rule of the Sol Alliance.


The Orion Spur

The Starmap; expand the collapsible, and feel free to open the image link in a new tab for a closer and more detailed look! ▶

Starmap6.png

Major Factions

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!

Republic of Biesel

The core location of the setting itself. A bastion of prosperity amidst chaos.

Republicofbieselflag.png

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'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's boundaries, as the recent addition (post-2462) of the Corporate Reconstruction Zone have led to its size growing immensely. The CRZ, or the Zone, consists of hundreds of once-Solarian worlds which have had no choice but to fall under the Republic's banner, after their supply lines and defenses were cut off by the collapsing or defecting military.

Sol Alliance

A crumbling giant whose golden age has long passed.

Sol Alliance Flag.png

Formerly the most populated singular government entity in known space, the Solarian Alliance is the first and one of the most politically powerful trans-stellar Human factions. While its reign formerly consisted of nearly a quarter of charted space in a growing sphere around Earth, it has now diminished significantly in size. Its loyal forces have recently retreated to the "Jewel Worlds," a region of space where its most treasured assets lay, not to mention its throne upon the home world. The Alliance is strangled by its long-standing reliance on Einstein Engines, a corporation that has survived almost total nationalization to become the foremost employer in Solarian space. The government and the corporation now stand as fierce opposition to the growing Stellar Corporate Conglomerate whose power contests them. Sol's jewel worlds and secure borders are surrounded by the Human Wildlands, dominated by warlord admirals who formerly served the Alliance' tremendously bloated military.

Coalition of Colonies

Freedom and independence embodied on an interstellar scale.

Frontier Alliance Flag.png

This loosely confederated Coalition is the largest power in the frontier, and possibly the most populous entity in the Orion Spur. It is the largest fracture from the Sol Alliance after the Interstellar War, and covers several regions with its utterly tremendous borders. The systems of the Coalition greatly value their independence and freedom. A few powerful systems dominate the politics of the Frontier, headed by the Xanu Free League - the capital of it all. Many of those in the Coalition of Colonies harbor distrust of the Sol Alliance even after the end of the Interstellar War. Humans and aliens from any and all ethnicities, as well as any combination of them, can be found in the Coalition of Colonies. In recent times, the Coalition has conquered a huge amount of territories where the Alliance formerly stood guard. For example, the tremendous Alliance Neutral Zone - a place where both sides were forbidden from entering - no longer exists, and has since been deemed Coalition territory after the Solarian withdrawal.

Republic of Elyra

Glistening utopian city-scapes and technological might.

Elyra Flag.png

The Republic of Elyra, or its more official name, The Serene Republic of Elyra, is a bustling, benevolent independent power in the Badlands. It is made up of multiple star systems, with its capital in the highly developed technological utopia of Perispolis. Its national motto is "For Greatness We Strive". It is known for its exotic culture, highly progressive - if Pro-Human nature, and advanced industrial wonders. Elyra is one of the only three factions in the Orion Spur which innately possess phoron deposits of any sort, something they have exploited to their fullest potential in recent years.

Empire of Dominia

Religious pride in the Emperor and country.

Dominia Flag.png

A heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the Mira Sancta system. This autocratic state is ruled by His Imperial Majesty Boleslaw Keeser. The Empire of Dominia was proclaimed in 2385 by then-Emperor Godwin Keeser, unifying a colony which had been isolated for hundreds of years. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socio-economically stratified due to the so-called blood debt, known as the Mor’iz’al.

Eridani Federation

Corporation-dominated hell, personified through a terrible societal split.

Eridani Logo.png

Eridani, or the Eridani Corporate Federation, is an oligarchic republic in the Epsilon Eridani system dominated entirely by a council of mega-corporations that seek profit and expansion at any cost. It has no official capital - government authority is exercised digitally. The Corporate Federation is known as one of the core economic powers of Solarian space, and is technically under Solarian supervision - though the true extent of this is up for debate. Corporations, in reality, rule the gloomy landscapes of the Corporate Federation’s worlds. Its citizens are called Eridanians. Eridanians are famed for their vicious treatment of one another, distinguishing between two primary classes ; Dregs, and Suits - who in effect represent a fine line between poverty and wealth.

Common Sentient Species

These are common sentient species found throughout known space.

Skrell

Starter skrell.png

An amphibian race hailing from Nralakk IV, Qerrbalak.

An amphibious species whose passion mostly lays in the field of the combined sciences, the Skrell are the second oldest and first most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, also being one of the only species in the Orion Spur to naturally develop psionics.

Unathi

Starter unathi.png

A reptilian race hailing from Moghes.

The cold-blooded Unathi are a race of tall humanoid reptiles from their war-torn homeworld of Moghes. The planet’s history can be summarized as being dominated by various Clans of Unathi, with the strongest being the Hegemon of Moghes. Following first contact with Skrell and Humanity, there was a violent outbreak of nuclear war that formed a vast world-dominating desert called the Wasteland which has made life difficult for the Unathi. The surviving side of this war, the Izweski Hegemony, has struggled to bring a balance between expanding their empire off-world, or reconstructing their ancestral planet. Grandiose and Space-Operatic, the themes behind Unathi follow the struggle of religion, spirituality, honor, and rigid gender roles.

Tajara

Tajaraexpandedbackground.png

A feline-like race hailing from Adhomai.

The Tajaran race is a species of feline-like bipeds hailing from the planet of Adhomai in the S'rand'marr system. They have been brought up into the space age by the Humans and Skrell, who alledgedly influenced their eventual revolution that overthrew their ancient monarchies to become a totalitarian - and NanoTrasen friendly - republic. Adhomai is currently under a cold war between three factions in the aftermath of a global conflict, and many Tajara are fleeing their homeworld to seek safety and employment in human space.

Vaurca (Vaurcae)

Starter vaurca.png

An insectoid race hailing from Sedantis I.

The mostly bipedal, insectoid creatures hailing from the moon known as Sedantis I, Vaurca (Vaurca in singular term and Vaurcae in multiple), were discovered after the first Hiveship contact in human space, 2456. They once had access to great technology, however they had to flee their doomed homeworld. They have a complex caste system based on three types, and use something known as the Hivenet to communicate in thoughts and feelings near instantly between themselves, and enter a paradisiacal virtual reality. They require phoron to respirate, as well as requiring a unique and dangerous fungus, the k’ois spore, to sustain them. Although barely tolerated in the known galaxy, many have found homes in the more unkempt areas of their host’s society. There are four known Hives - Zo’ra, K’lax, C’thur, and Lii’dra. The largest, and most common hive in Tau Ceti is the Zo'ra hive. The Lii’dra, unique in that they are a true hivemind, are known as a powerful and secretive force and are hostile to most other entities known - including the other Hives.

Dionae

Starter dionae.png

A mysterious plant-like race hailing from the depths of space.

Dionae (D. Primis) are a rather strange, cryptic species in comparison to the rest found in the Orion Spur. They have various forms comprised of cat-sized caterpillar-like creatures with a curious, childlike disposition - called Dionae Nymphs.

Enigmatic witnesses to various events through the centuries, the Dionae are an inquisitive species with a pacifistic disposition after gaining sentience. Their origins, behaviour and functions are never alike - with each being as unique as the next. The Dionae are capable of great intellectual, biological and physical feats going above and beyond what was considered possible for millennia. Dionae are similar to both plant and animal, however, they primarily survive off of the electromagnetic spectrum coinciding with a diet of biological matter to supplement their growth. Their inability to adapt to survive without lack of radiation can lead to death, if not exposed to at least efficient lighting. Dionae have been seen across the Orion Spur, each with a unique history and personality.

Integrated Positronic Chassis (IPC)

Starter ipcs.png

Robotic entities making use of Positronic brains to match sentience, to a degree.

An Integrated Positronic Chassis, or IPC, is an artificial intelligence inside of a bipedal, humanoid frame. IPCs are primarily characterized by their autonomy, not being bound to a master AI or set of laws. Often built to carry out a single, career-related purpose, they come in many different chassis, with varying degrees of intelligence. Within known space, their existence is a contentious topic with IPCs being seen as property or second-class citizens, undeserving of the rights other species possess.

Synthetics, more generally

Starter borg.png

Robots in the galaxy, endlessly diverse.

The term “synthetic” refers to a broad range of autonomous machinery. Dabbled with, first by the ancient skrell, and now humanity, synthetics can be classified primarily by the method of their intelligence. They include simple machinery not out of place in the 21st century, cyborgs, autonomous robots on circuitry, and now, advanced sentient artificial intelligences stored on positronic brains.

From this point, you are again encouraged to move onto Guides/Character Creation provided you're at a loss for what to do.