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{{JobPageHeader
{{Template:Navbox Corporations}}
|headerbgcolor = black
{{Infobox Corporation
|headerfontcolor = red
|headercolor = #920a0a <!--Can be left blank for grey header-->
|stafftype = ENEMY
|textcolor = white <!--Can be left blank for black text-->
|imagebgcolor = Gray
|name = Zavodskoi Interstellar
|img_generic =Generic_cultist.gif
|logo = Zavodskoi_Interestellar
|img =Generic_cultist.gif
|headquarters = Nova Luxembourg, [[Moroz]], [[Empire of Dominia]]
|jobtitle = Cultist
|slogan = Even one matters on the battlefield.
|access = Anywhere you had before your conversion or can sneak into.
|languages = Tradeband, Tau Ceti Basic, Sol Common
|difficulty = <font style="color:red;">'''Medium'''</font>
|ceo = [[Notable Humans#Lyudmila Zavodskoi|Lyudmila Zavodskoi]]
|superior = <font style="color:red;">'''NAR'SIE, GEOMETER OF BLOOD'''</font>
|colors = <span style="color:#363c43">Black (#363c43),</span> <span style="color:#920a0a">red (#920a0a),</span> <span style="color:#7a6347">brown (#7a6347)</span>
|duties = Pray to your Dark Lord and supply Them with converts, servants, artifacts, and sacrifices. If They will it, summon the Geometer of Blood to this mortal coil!
|founded = 2259 (as Necropolis Industries)
|guides = This is the guide
2462 (as Zavodskoi Interstellar)
}}
|founder = Yefim Dementyev (as Necropolis Industries)
Lyudmila Zavodskoi (as Zavodskoi Interstellar)
|regions =  
<br>
* [[Sol Alliance]]
* [[Empire of Dominia]]
* [[Republic of Biesel]]
* [[Coalition of Colonies]]
* [[Republic of Elyra]]
|}}


You knew you were special, ever since the day you were shown the light. You kept it a secret in your heart; now, you can contain it no longer. Armed with Their gift, a precious book written in Their sacred tongue, you begin your dark work.
'''Zavodskoi Interstellar''', formerly Necropolis Industries, is a weapons and aerospace manufacturing and development conglomerate founded in 2259. Zavodskoi distributes everything from light to heavy arms, space vessel weapons, ship-building, aircraft, ground vehicles, combat spacesuits, and military software. They also produce the Z.I. line of positronics, used for private security and military contracting. As Necropolis Industries, it primarily focused on genetic research and the biosciences; though Zavodskoi continues to have a genetics division, it is vastly outstripped by its competitor [[Zeng-Hu Pharmaceuticals]].
Since the beginning of the phoron scarcity, Zavodskoi Interstellar has seen a rise in its relevance and profits, as civil unrest grows around the Orion Spur. Its focus on the research and development of weaponry has made it vital to the continued “stability” of the [[Stellar Corporate Conglomerate]], as well as any other clients that have either purchased or hired their arms. Most notably, its continued relationship with the [[Empire of Dominia]] has given the Imperial Fleet the legitimacy to carve out territory in the Badlands, and provided it an opportunity for at least somewhat cooperative business relations with the rest of humanity.
{{TOC Hidden}}
== Corporate Affairs ==


The cultists are a group of fanatical worshippers of Nar-sie, the Geometer of Blood. For whatever reason, they have chosen this shift as the moment when they will reveal their dark purpose.
=== History ===


== Starting Out ==
Founded in 2259 by Yefim Dementyev, Necropolis Industries (now Zavodskoi Interstellar) grew on the back of an innovative invention: the combat-capable voidsuit. Even though they were initially heavy, cumbersome, and expensive, demand for better versions led to the polished versions we know today. The demand for space-capable armour skyrocketed with the outbreak of the First Interstellar War. In the years following the war, Necropolis became heavily involved in gene modification technology and biological experimentation. They were associated with the Empire of Dominia's efforts during this period rather than the Nralakk Federation like their main competitor: Zeng-Hu Pharmaceuticals. A brief period of fame was briefly enjoyed by them in the area of gene therapy, biological replacement limbs, and DNA manipulation. Wise financial decisions have ensured their dominance of arms procurement all across the Orion Spur, especially in the Sol Alliance. Weapons such as the energy machete, pulse rifles, and sonic weapons have fueled their continued dominance of the weapons market. Some detractors claim that in recent years they have delved secretly into bio-weaponry and atmospheric weapons, but this has always been denied by the company’s representatives.
You spawn as usual in your workplace area; your chatbox will indicate you have spawned as a Cultist. To coordinate with your fellow cultists OOCly, you should talk in <code>AOOC</code> to decide on a gimmick, or ask questions about mechanics. And Cult has a ''lot'' of mechanics.
Necropolis was disadvantaged by Nralakk investments in Zeng-Hu Pharmaceuticals, which rendered its own genetic advances rapidly irrelevant, and soon realized its genetics partner - the Empire of Dominia - was nowhere near the level of the Nralakk Federation. As a result, Necropolis Industries rebranded itself as Zavodskoi Interstellar following massive cuts to its genetics division and a desire to move away from the less-than-stellar reputation of Necropolis, which had come to have its brand name associated with rumours of unethical biological experiments and potential terrorist financing.  
Rather than pursue further genetics work, Zavodskoi Interstellar opted to pursue what it knew how to do better than any other megacorporation in the Orion Spur: military equipment. Three main pillars continue to drive Zavodskoi Interstellar. The largest is its classical military-industrial complex, and a massive amount of humanity's military equipment, ranging from infantry small arms to combat hardsuits to vehicles and much more, are today produced by it or one of its subsidiaries. Confiance Technologies, a recent subsidiary of Zavodskoi Interstellar, is one part of the military-industrial pillar that has even branched out into robotics. Its second pillar, as a result of Ingkom, is its robust engineering wing - Zavodskoi engineering staff are a common sight throughout the Orion Spur, though their usage within the Solarian Alliance has faltered following the Solarian Collapse of late 2462.
A third, less public, pillar of Zavodskoi Interstellar is its private security force. These officers go wherever Zavodskoi employees go and are known throughout the Orion Spur for their professionalism. According to company representatives, Zavodskoi's security wing is one of the most competitive in the Orion Spur and is trained longer than any other megacorporation's security force. A recent turnover in the highest ranks of the security forces following the rebranding of Necropolis to Zavodskoi has caused some suspicion among third-party observers, but no information has been released on this by Zavodskoi representatives.


You can distinguish your allies by the tiny green skull over their head, and regular crewmembers have no inherent way of knowing you are a cultist. To speak over long distances with your fellow cultists, you can use a communication talisman. It's best to keep a few of the talismans on you whenever you can. You can also talk in Cult Common (,f) locally, but it's obvious to anyone watching that this is a very strange language.
=== Influence and Reputation ===


== Before converting, killing, or summoning Nar'Sie ==
As a hiring practice, Zavodski Interstellar finds itself poaching highly skilled workers from the other megacorporations. Workers with Zavodskoi usually flocked to the company to exploit its high pay - the dissolution of several underperforming departments and subsidiaries in more contested markets means that the company can focus and attract industry experts to work on weapons research. Although perfecting weapons of war is a task that will never truly be finished, the company is recognized as the uncontested leader in their development. As such, it holds a great deal of sway in almost every corner of the Spur.


'''Remember to read and obey the [https://aurorastation.org/rules.html rules on playing an Antagonist.]'''  Specifically, remember that: your purpose is to drive the story and generate interaction; only kill if it makes sense or drives the story; and no ganking.
Clients ranging from small colonial militias to interstellar governments trust and rely on the megacorporation for their expertise. In this day and age, Zavodskoi pioneers where others do not by developing and manufacturing the highest-quality niche-function firearms, or just the biggest and baddest weapons they can muster. The extent of this research dominates every echelon of the corporation leading to the unified pursuit of maximizing the efficiency of its stock, rather than trying to cover the widest range possible.


'''On converting:'''  People can resist being converted, being damaged and ultimately killed in the process if it goes on long enough.  Remember that if you don't think they will convert, putting them on the conversion rune is the same thing as torturing and killing them. RPing or involving the convertee in their conversion somehow goes a long way in persuading them to convert - do a roleplay ritual, get them to be lured into an ambush, etc.  Use the "Appraise Offering" verb in the IC tab on a prospective convert to see if they have cultist turned on in their preferences, are cultbanned, or are already another antagonist.
Zavodskoi Interstellar rarely works alongside Zeng-Hu contractors - intentionally so. The two corporations frequently butt heads after Zeng-Hu Pharmaceuticals left Zavodskoi genetics research in the dust, with the relation between the two sour at best. Although this attitude has lessened with the formation of the SCC, rivalry still occurs. This echoes down to the lowest ranks, as even the common worker can find themselves cheering onto outclassing the opposition. This isn’t an excuse to get fired for trashing your coworker.


'''On killing:'''  In case you do wind up killing someone, either through a botched conversion or in combat, make sure to use a soul stone on their corpse, then put it into a construct shell.  This gets them back in the round, while also adding a servant to your infernal army!  IPCs, golems and full-grown Dionae can be captured with a soul stone, but stationbounds can't.
=== Positronics and Zavodskoi Interstellar ===


'''On Nar'Sie:'''  Summoning your Dark Lord is always a fair goal, but remember that doing so basically ends the round, and generally results in everyone’s deaths. Make sure to discuss your goals for the round with your fellow cultists in AOOC, and keep in mind alternative goals such as sacrificing particular people, capturing a high-value item, or making sure a certain number of cult members escape on the shuttle. If you’re at a loss for what to do, using the Pray verb to beseech your God for direction is never a bad option – though a reply is not always guaranteed.
In the aftermath of Necropolis Industries' rebranding into Zavodskoi Interstellar, synthetics and positronics have become more of a common sight in company facilities outside of the Empire of Dominia. These Zavodskoi IPCs are however banned from command and leadership positions within Zavodskoi Interstellar due to the corporation's internal policy, which views positronics as a workforce rather than a management force. This ban includes Zavodskoi Interstellar corporate liaisons.


== Quick Start Guides ==
Newly implemented and with some in the company opposed to their presence, Zavodskoi positronics face systemic fragility within Zavodskoi Interstellar. In an effort to employ and contract out the best representation for the company, Zavodskoi will routinely memory wipe, retool, or outright scrap and sell their IPCs for workplace accidents, failure to execute an order, or underperformance. This process has been largely seen as a lighter version of the Burzian Method. This authority does not extend to Zavodskoi Interstellar corporate liaisons although they are encouraged to check in with their positronic contractor personnel from time to time. Therefore, Zavodskoi positronic contractors are often those struggling to maintain a positive evaluation or saved from the scrapyard all together.


In an effort to bolster company morale, organic personnel are able to lease out Zavodskoi asset IPCs, should they so choose. This allows personnel to ‘own’ a positronic for the home without the burden of maintenance fees. For the IPCs affected, this can work to their benefit or their demise. As more lax personnel may feel less inclined to report aberrancy, whereas other synthetics would find themselves under greater scrutiny.


'''It is expected for research and security Zavodskoi Interstellar IPCs to adopt the prefix Z.I. followed by their designation. An example of this formatting is Z.I. Name.'''


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
=== Vaurcae ===  
=== I have seen the terrible truth!  How do I Cultist? ===
<div class="mw-collapsible-content">
 
* As soon as you submit to conversion, your character's old goals are gone, and you are devoted to the service of Nar'Sie.  Pursue your goals with trickery, force, and most importantly, teamwork; but remember that it's okay to lose, so long as everyone got a thrilling and fun experience out of it. 
* If you didn't spawn with one, ask your new friends to make you a tome of your own ASAP; you can't draw runes without it!
* Don't leave floor runes on the ground without reason; there can only be 25 at one time.  Use talismans; they're unlimited.
* Figure out how to ditch your job responsibilities ASAP without looking too suspicious so you can work on your goals before the shift ends.
* Use Teleport runes and talismans to establish a safe house.  Have an Artificer spookify the place, building and destroying walls and doors as needed.
* Use the Tome and click "Scribe a Rune" to draw runes.  Since what you're doing is plainly visible, audible, and freaky, only do so in a secluded area, away from cameras.  The Tome is visible on your sprite when you hold it.  You lose a very tiny amount of blood when drawing, but otherwise you don't take damage.  To use a rune, click it with an empty active hand.  To erase or configure runes, use the tome on the rune.  The entries in "Read the Tome" may be inaccurate. 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">Here are the most useful runes. <div class="mw-collapsible-content">
* Conversion.  Makes new cultists out of non-cultists on the rune.  Or if they resist, eventually burn them to death.
* Communication.  Allows you to broadcast a message to all cultists.  Remember to state your name each time, as the spell won't identify you.  Do so in private, if you care about stealth; you speak a freaky chant when activating.  Extremely useful.
* Forging.  Gives you tough armor and a deadly weapon, and lets constructs heal themselves and change what type they are.
* Summon Soul Stone.  Capture a player's soul when they are in crit.
* Construct.  Makes a shell you can put a filled soul stone in to turn it into a construct that will obey the cult.  Constructs have a variety of useful abilities, generally aren't affected by atmospherics or gravity, and can destroy walls and doors.
** The Artificer construct can make a forge for you to turn your robes and small oxy tank into a insulated voidsuit and big oxy tank, red pylons that act as turrets when an animal is sacrificed to them, and altars for you to heal.
** The Wraith construct can phase through walls all around the station and have decent damage; send them on spying, sabotage, and assassination missions.
** The Juggernaut construct is immune to small amounts of damage, can destroy walls and doors in half the hits, deals as much damage as a cult sword, can reflect bullets, and has very high health.
* Wall.  Makes an impenetrable wall that can be turned on and off only by cultists.
* Tome summoning.  Give this to new cultists ASAP!
* Teleportation.  To teleport!  Examine a rune to see what network it's on; use a tome on a rune to configure its network.  It will teleport you to a random floor rune besides the one you used in the network.  Cooldown is 5 seconds.
* Incapacitation.  Stuns non-cultists in a 5 tile radius.
* Talisman creation.  With a clean piece of paper on the rune, makes portable versions of compatible runes drawn next to it, so you can do magic on the go.  Click a talisman with another talisman for compact storage; leave a few unbundled and renamed for quick access. Might want to make a folder out of a box (use the box when it's empty to unfold it) to store your talismans.
* Blindness.  Blinds non-cultists in a 3 tile radius, and leaves them with blurry vision afterwards for a while.
* EMP.  EMP's the surrounding area.  2 tile radius on floor, 1 tile radius on talisman.  Doesn't affect cultists or their belongings.
* Geometer:  Summon Nar'Sie.  Needs 9 cultists around the rune; apparitions don't count, but constructs do.
* Runes not listed here:  Apparition, Revival, Cultist summoning, Deafening, Blood boil, Blood drain, Freedom, Ethereal, Sacrificial, Concealment, Revealing, Visibility.  View [https://wiki.aurorastation.org/index.php?title=Cult&action=submit#The_Runes The Runes] below to learn more.
 
</div>
 
</div>
 
</div>
 
</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
 
=== My soul's been trapped in a Construct, what do? ===
 
<div class="mw-collapsible-content">
 
* You serve the cult and Nar'Sie.  Do what they say.
* You don't care about atmospherics; at worst, decompression might move you some.  You also don't fall or slip.
* If you're the first construct made this round, choose Artificer.
* You can change what type of construct you are by activating a Forging rune drawn on the ground by a friendly cultist.  This also resets your spell cooldowns and heals you completely.
* You have spells in the upper right corner of your HUD and in your Spells tab.
* You can destroy walls, doors, and windows by attacking them.  Wraith and Artificer can destroy a reinforced plasteel wall in 9 hits, and a regular wall in 2; Juggernaut can do the same in 4 and 1 hits.  Certain walls don't have floors under them; when destroyed, they will vent the area to space.  Take advantage of this abilty, combined with the Artificer's constructions, to reshape and deny areas as you see fit. 
* You know two languages:  Cult (,f) and Occult (,y).  Only Cultists and other constructs understand Cult.  Use Occult to broadcast to all constructs.  You can also use AOOC to talk to fellow antags OOCly.
* Your three options are:
# Artificer:  You have 50 health and do 5-15 damage.  Use your spells often!
#:* Create a Daemon Forge in a safe place as the first thing.  This lets cultists upgrade their armor into insulated voidsuits, letting them take advantage of vented areas and avoid electrocution.
#:* Pump out as many altars as you can; the cultists can heal themselves at them.
#:* Base-building tools: 
#::- Cultify Area, while converting doors, removes their ID locks.  Handy!
#::- Lesser Construction builds walls.
#::- Create floor... makes a culty floor.  Works on space tiles.
#::- Red Pylons shed dim light.  They can turn into turrets by click-dragging a small-ish animal onto them, then killing the animal.  Mice, monkeys, slimes, and department pets are good candidates.
#:*You can ignore the rest of the spells.  Cultists can already make these things faster than you, but you can help if you like.
# Wraith:  You have 100 health, move decently fast, and do 25 damage.  Use Phase Shift (lets you move through walls for 5 seconds) to traverse the station.  Has a short cooldown.  If you land in a wall, you get pushed out.  With Phase Shift, you can go anywhere in the station and wreak havoc; spy on the enemy, assassinate crewmembers, set up passageways for infiltration, vent key areas, etc etc...
# Juggernaut:  You have 400 health, move slowly, and do 30 damage.  You can make a tile impenetrable by using your Shield spell; good for dealing with cowards using ranged weapons.  Phases out after 25 seconds; cooldown is 30 seconds.  Ranged brute damage attacks (i.e. bullets) against you have a 70-80% chance of being deflected off of you, reducing their damage by 70%.  You destroy walls, windows, and doors very quickly, which makes you good for breaching fortified areas.
 
</div>
 
</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
 
=== I was a ghost, but then I stood on a rune, and now I'm an Apparition! ===
 
<div class="mw-collapsible-content">


Fresh Apparition?  Here's a rundown:
In late 2463, the Zo’ra Hive announced publicly a partnership with Zavodskoi Interstellar after selling the rights to the production of the hydrogen rifle, a complex Zo’rane design that is cheap in ammunition. Shortly after, a meeting in New Sedantis was held with Zavodskoi executives and Hive officials to allow Vaurcae enter their workforce, akin to the synthetic introduction following the Necropolis rebranding. Besides Nanotrasen, Zavodskoi is the other megacorporation that is comfortable in employing Bound assets, particularly in engineering, though they have no issue with Unbound as they are considered similar to the Z.I. synthetics, despite their many differences.


You have 300 health, can't be stunned, can't fall or slip, don't care about atmospherics other than being maybe moved by wind, and can't go into crit.
Prior to striking a deal with Zeng-Hu Pharmaceuticals, the C’thur Hive considered a deal with Necropolis Industries as an alternative. However, the proposition never followed through and the conversation between the two parties did not resurface until 2463. It is rumored that the Zo’ra deal with Zavodskoi was made only after C’thur began to sell their workforce mainly to Ingkom. Whatever the case may be, both Hives are now on equal terms with Zavodskoi Interstellar, who has no trouble dealing with them despite their differences.


You can only speak and understand Cultish.
==Executives and Branches==
===Executives===
[[File:LyudmilaZavodskoi.png|thumb|Lyudmila Zavodskoi, CEO of Zavodskoi Interstellar.]]


Ask your masters for a robe, sword, and tome to start you off, and ask them what they want you to do. 
'''Chief Security Officer: Kamilla Strelitz, Human, 35'''


You can use runes and tools just like a crewmember cultist, too (see [https://wiki.aurorastation.org/index.php?title=Cult&action=submit#Cultist Cultist]), but you can't help summon Nar'Sie. Make sure the person who summoned you has access to plenty of brute damage healing and stays conscious so they can sustain your existence (if nothing else, bother the resident Artificer to make altars so they can heal). Without aid, your summoner will go from full health to crit in 5 minutes.  If you die, the cultist can summon you again, so long as another ghost doesn't get picked.
Advisor, and seen as the second-in-command of Lyudmila Zavodskoi, Kamilla Strelitz was only recently promoted to their position after the recent rebranding of the corporation. Kamilla has shown her aptitude for her position through the continued success of campaigns initiated by Zavodskoi Interstellar, despite commanding the company’s largest sector of personnel. She is known among the ranks as being belligerent and leaves little room for failure. Those that fail to achieve the standards set often find themselves personally experiencing the wrath of Kamilla Strelitz, enough to make desensitized men cry. Despite her “cheerful” personality, she is considered to be a close friend of the company’s CEO, almost guaranteed to be by her side when Lyudmila is in public.  


</div>
'''Chief Research Officer: Jaco Du Plessis, Human, 52'''


</div>
Having previously been one of few top scientists with Zeng Hu Pharmaceuticals, Jaco Du Plessis was poached by Zavodskoi Interstellar shortly after the rebranding of the corporation. He is vocal regarding his stunted growth with his prior employer, advocating for those with ambitions to instead fill the ranks of Zavodskoi Interstellar, promising a fulfilment within the corporation they couldn’t get elsewhere. Despite his position as Chief Research Officer, some consider him instead to be the “face” of the corporation, often unveiling projects spearheaded by himself mostly through Confiance Technologies. Similarly to Kamilla Strelitz, he holds his personnel to a high standard, expecting them to either “be all in, or find employment elsewhere”.


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
'''Chief Risk Officer: Tikhon Zavodskoi, Human, 68'''
=== My soul was stolen, and now I'm a Shade. ===
<div class="mw-collapsible-content">
Beg your master to just make a construct shell and let you be a construct.  You're Ian with an attack and the ability to speak Cult.  Sorry.


</div>
One of few remnants of Boytsov’s reign, Tikhon Zavodskoi has managed to remain in his position as Chief Risk Officer for almost a decade. Considered to be an astute, sharp-witted individual that has successfully managed to fend the wolves off, despite the decaying nature of the company before being rebranded. Many consider his continued presence merely due to his familial relationship with Lyudmila Zavodskoi, but she has reassured that despite being her cousin, Tikhon would be undoubtedly useful to the continued perseverance of Zavoidskoi Interstellar. Tikhon is very rarely seen outside of the company’s corporate facilities, if he is it’s often with his cousin.


</div>
===Branches===


== The Runes ==
'''Nova Luxembourg, [[Moroz]], Mira Sancta:''' The Dominian branch can be found near the city centre, prominently overlooking the Court of Chalser. Residing in what was once a bank, the grandiose exterior encloses a large research building that is well known for its incredibly high security. It has since rapidly expanded following the move of Zavodskoi Interstellar's main headquarters and has tripled in size. The move brought with it several manufacturing plants, located across the Empire of Dominia - revitalizing the megacorporation's interest in the region.


===Important Notes===
'''Tolyatti, Soviet Union, [[Earth]], [[Sol]]:''' The previous headquarters of Zavodskoi Interstellar can be found in Tolyatti. The skyscraper complex consisted of three Zavodskoi buildings, a Kumar Arms building, and a ConTec building. The complex was especially austere and compact, mostly as a result of socialist influences during its construction. Today, the Tolyatti Headquarters are abandoned, thanks to the collapse of the Solarian Alliance and Zavodskoi Interstellar's move to Mira Sancta.


Before you dive in, here are some important notes regarding runes: 
'''Cape Town, Union of South Africa, Earth, Sol:''' The Cape Town branch sits on the edge of a small cliff, overlooking the ocean. Home to the headquarters of Ingkom, the Cape Town building is a sleek, modernist building with distinctive arched rooves. It is surrounded by several shuttle pads and hangars, some which provide direct transport to the Gagaringrad branch on Luna. The Cape Town branch continues to operate, despite Zavodskoi Interstellar's move to Mira Sancta, mostly due to the building being rented from the Solarian Alliance, instead of owned by the megacorporation.


* There can only be twenty-five floor runes in existence at any one time. If you do not need a rune to stay somewhere, such as a wall or teleportation rune, it is highly advised to make a talisman of it instead or erase any other floor runes once you are done with them.  Talismans have no limit.
'''Gagaringrad, [[Luna]], Sol:''' Gagaringrad's Zavodskoi headquarters consist of a black obelisk of a building on the outskirts of the city's dome. It is set behind winding alleyways and few good parking spaces, and possesses many subterranean basement levels leftover from its time as a Necropolis building. Much of these levels are locked by clearance level, with speculation and conspiracy surrounding what may await inside them.


* You cannot draw a rune on another rune. You can, however, do things like have a rune under a grille, door, or bookcase, and then use it by viewing the turf with alt+click.
'''Mendell City, [[Biesel]], [[Tau Ceti]]:''' The Mendell City branch situated within District 10 was renovated in 2462, shortly before the unveiling of the [[Stellar Corporate Conglomerate]]. It is constructed in the style of Soviet Classicism, said to be designed to Lyudmila Zavodskoi's personal tastes. With its Corinthian pillars, primarily stone and concrete materials, and tall, spindly central tower, the building is remarkably distinct from other buildings in Mendell's skyline.


* Null rods are capable of protecting their holder from the effects of most runes, and allows the bearer to destroy cult artifacts with ease.
==Subsidiaries==
<div class="toccolours mw-collapsible mw-collapsed">
===Kumar Arms===
<i>"The best defense is a Kumar offense."</i>


* The act of creating a rune is very obvious, with a large message, loud sound, and drip of blood made whenever you start making one.  Make sure to do so only in privacy.
'''Chief Executive Officer:''' Freia Salsnivna, b. 2438


* To erase or configure a rune, use a tome on it. Use alt+click to view the turf if you're having trouble targeting the rune.
Kumar Arms is considered the backbone of Zavodskoi Interstellar, founded in the Soviet Union by Ilya Kumarvna, a former Sukhoi engineer, in 2114. They are one of the most prominent manufacturers of military and police equipment, and supplied much of the [[Solarian Armed Forces]] during the Interstellar War. After this burst of growth, however, a series of poor financial decisions led the company to be acquired by Necropolis Industries in 2295. The brand remained purchased, but Kumar Arms as a business gradually stagnated and became a shell company for Necropolis to use for shipping purposes. Once Necropolis became Zavodskoi Interstellar, however, Kumar Arms was revived and refurbished, diversifying into military vehicles and batteries for space vessels. It continues to supply not just the Solarian military, but that of the [[Empire of Dominia]] as well. Currently, it is headquartered in St. Petersburg on Earth, though there are whispers of plans to move the primary headquarters and manufacturing centre to Alterim Obirava.
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
 
===Sentience Runes===
<small>These runes relate to the creation of workers and soldiers for your infernal army. You can brainwash the Unenlightened to submit to the Dark Lord's will and aid your cause, use captured souls to spawn solid ghosts and power eldritch constructs, beckon restless spirits into terrifyingly durable bodies, and even bring back the dead... though not always with the soul they started with.</small>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
==== Major Brands ====
* '''40mm rotary cannon "Francisca":''' Developed in 2461, the Francisca or "Frankie" rotary cannon is a ship battery designed for small to medium-sized ships. It can be loaded with full metal jacket, fragmentation, and armour-piercing ammunition, and is deadly to unarmoured small-craft.
* '''90mm flak cannon "Grauwolf":''' For medium to large-sized vessels, the Grauwolf is a flak cannon capable of battering even cruiser-class vessels with a wide spread of salvo. Some larger courier vessels have equipped a Grauwolf to batter flocks of space carp, small meteor belts, and dust storms that threaten the integrity of their cargo. The Grauwolf's design has been spoofed many times, and has a cousin in the Xion Industrial 90mm cannon called the "Alberich".
* '''180mm rotary cannon "Boudica":''' A medium-sized laser rotary cannon designed with similar function to the Francisca, notable for managing to do what the Francisca cannot and severely weaken the hull of unarmoured ships.
* '''ZA-98/5 200mm naval gun "Lammergeier":''' A cannon designed for corvette-class vessels at the smallest, the Lammergeier has been used to explosive effect on the Imperial Fleet's corvettes assigned to the Badlands. Smaller than its 406mm cousin the Longbow, the Lammergeier is nevertheless a useful and adaptable weapon.
* '''406mm high-velocity cannon "Longbow":''' An upgraded version of its "Ballista" predecessor, the Longbow is one of the largest cannons in Zavodskoi's arsenal, designed for frigate-class vessels and larger. With easier maintenance, a larger payload, and a more streamlined loading process, it has become the weapon of choice for several militaries across the Orion Spur.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed">
===Confiance Technologies===
<i>“Have confidence in Confiance.”</i>


Note: It is good practice to LOOC with your victim to confirm whether they are willing to participate as an antagonist.
'''Chief Executive Officer:''' Ilya Moules-Polorov, b. 2422


{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
Founded in Harmony City, [[Luna]] in 2427, Confiance Technologies (or ConTec) remain a successful company focusing on AI and synthetic component manufacturing. Acquired by Zavodskoi shortly after the company's renaming, ConTec was divided into two branches; a military wing and a commercial wing. The military wing produces a great amount of the Sol Alliance Navy's on-board AIs and combat-grade robotics, and does not operate outside of Solarian space due to the sensitive data they handle. ConTec's commercial wing produces non-military equipment, including laptops, watches, and PDAs, and operates across the Spur.
! scope="col" style='background-color:#a60000;' width="1%"|Name
! scope="col" class="unsortable" style='background-color:#a60000;' width="12%"|Summary
! scope="col" class="unsortable" style='background-color:#a60000;'|Detail
! scope="col" style='background-color:#a60000;' width="1%"|Can make Talisman?
! scope="col" style='background-color:#a60000;' width="1%"|Disappears after use?
|-
!Conversion
|style="text-align:left"| Convert crew to your cause by putting them on the rune and hoping they submit before they die.
|style="text-align:left"| Via force or guile, get a convertee onto the rune.  Target will visibly writhe in and experience pain unless they can't feel pain; this usually means being berserk, having a mutation, or on oxycodone.  They also take 5-20 burn damage, start hallucinating, and get a dialog to submit or resist. <br /> <br />If they resist or hesitate for more than 10 seconds, the target takes increasing burn damage.  Burn gets worse the longer they resist or hesitate, accompanied by messages describing their blood boiling as corruption forces its way into their body and mind. After anywhere from 40 seconds to 2 and a half minutes, they start to seriously hallucinate and take brain damage along with the burn, with descriptions of their mind turning to ash as they begin to see a dark and incomprehensible figure.  Damage and hallucination is taken every 10 seconds. <br /> <br />Can't be converted if they are dead.  If they submit, they will be healed of their hallucination and brain damage, but not burn.  If the target can't be culted due to account age, already being a different kind of antag, or due to jobban, they will be gibbed.  Can be used on most humanoid species, dionae, IPCs, golems, and monkeys.
|No
|No
|-
!Construct
|style="text-align:left"| Makes a demonic machine frame, ready to host a captured soul and serve Nar'Sie.
|style="text-align:left"| The rune makes a shell for making a construct.  Use a filled soul stone (see below) on it to make either a Juggernaut, Wraith, or Artificer.  They fly, so they don't care about atmospherics knocking them over, and they also don't breathe.  They can't see in the dark, and radiate darkness.  They all have the same attack speed.  Draw a Forging rune to let your constructs heal themselves and change what kind of construct they are.  All constructs can be healed by Artificers.<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
Expand for an overview of the constructs.
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
*Juggernaut:  400 health.  30 damage per punch.  Slow.  Damage to it is reduced by 10 (maybe?  maybe not).  Smashes a reinforced plasteel wall in 4 hits, regular wall in 1, girder in 1.  Energy projectiles have a high chance of being deflected, reducing damage to the Juggernaut by 70% and redirecting the projectile somewhere within 3 tiles, possibly back at the one who fired it.  Can create an impenenetrable wall for 25 seconds via the Shield spell.
==== Major Brands ====
*Wraith:  100 health.  25 damage per punch.  Smashes a reinforced plasteel wall in 9 hits, regular wall in 2, girder in 1.  Fast.  Radiates less darkness than a juggernaut.  Can walk through walls for 5 seconds via the Phase Shift spell. 
* '''Midnight Business Technology:''' Produced by the commercial wing of ConTec, the Midnight line of watches advertises itself as stylish yet cheap and functional workwear, mostly for Secondaries and Ma'zals in the [[Empire of Dominia]].
*Artificer:  50 health.  10 damage per punch.  Smashes a reinforced plasteel wall in 9 hits, regular wall in 2, girder in 1.  Fast.  Radiates less darkness than a wraith.  Can repair other constructs by clicking on them.  Has several spells, useful for base-building and support.<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">Expand to view Artificer spells.<div class="mw-collapsible-content">
* '''Legate Laptops:''' A series of laptops produced by commercial ConTec, known for being very heavy and very robust both on the software and hardware end.  
**Cultify area.  Turns walls, floors, tables, grilles and doors into cult versions.  Notably, doors become daemon stone doors- no ID needed.  Once per 40 seconds.<br />
</div></div>
**Create empty shell.  Same as the Construct rune.  Once per three minutes.<br />
**Lesser construction.  Makes a wall.  Same as a steel wall, except cult flavored wall and girders.  Once per ten seconds.<br />
**Create floor.  Turns any floor into a cult floor, including space.  Once every two seconds.<br />
**Summon soulstone.  Same as the soul stone creation rune.  Once every five minutes.<br />
**Red Pylon.  Makes Pylons, which cast dim, red light.  They can be upgraded with monkeys, slimes, rats, dogs, giant spider, small alien wildlife, walking tomatoes, walking mushrooms, lizards, foxes, chickens, goats, penguins, crabs, corgis, cats, carp, shades, parrots, bees, diona nymph, borers, and wizard familiars, by dragging and dropping the creature on the pylon, then killing it, to shoot lasor beams.  Pew pew!  Once turreted, it can't be moved.  They do 3.5 damage twice a second with some armor piercing, and do 10 damage twice a second with more armor piercing and repair themselves if you shoot them with an energy weapon.  They are immune to non-brute or explosion damage.  Can be repaired by artificers.  Once every twenty seconds.<br />
**Create daemon forge.  Spawn a forge that lets you reforge some things into other nifty things, such as cult robes and hoods into voidsuits, small oxy tanks into large ones, books into tomes, metal swords into cult swords, desk lamps into red pylons, and regular backpacks into cult backpacks.  Once every ten minutes. <br />
**Create altar.  Spawn an altar that lets cultists heal themselves of 20 damage, fixing broken tendons, bones, and arteries, every 2 minutes, per cultist, per altar.  Once every ten minutes.<br /></div></div>
|Yes
|Yes
|-
!Soul Stone Creation
|style="text-align:left"| Makes a soul stone, for capturing souls.
|style="text-align:left"| Soul Stone:  Used to trap souls to make Shades or constructs.  Use it on a dying or dead mob to capture their soul.  Can be used on most humanoid species, dionae, IPCs, golems, and monkeys.  Cannot be used on silicons, non-humanoids, animals, anyone infested by cortical borers, SSD people, or apparitions.  Can only hold one soul.  Use to release the trapped soul as a Shade; click the Shade to put it back in.  Use a soul stone on a construct shell to put the soul into it.  Disappears after use.<br /><br />Shade: 50 health.  Deals 5-15 damage.  Understands all languages.  Can't fall.  Can travel up and down if the way isn't blocked, no ladders required.  Has collision like a solid mob.  Doesn't get hungry.  Decent speed.  Other than that?  It's Ian.
|Yes
|Yes
|-
!Apparition
|style="text-align:left"| A ghost standing on the rune is turned into a robust ally, at the cost of slowly draining your life.
|style="text-align:left"| Any one ghost standing on this rune when activated, and isn't jobbaned from cult, will become an apparition.  The summoning cultist doesn't have to stay on the rune, but they take one brute damage every three seconds - 100 damage every 5 minutes - while the apparition exists (except dionae, they take two damage and lose nutrition).  Falling unconscious or being SSD will destroy the apparition and allow you to summon another one (so use the SLEEP verb if you wish to get rid of yours).  If you have a piece of paper on the rune when activated, and write >Name< on the paper (including the ><), the apparition will take on that name.  It seems a cultist can have multiple of these active at one time, but make sure you have the means to heal yourself of the damage.  Two or three altars are capable of keeping up with the damage from one rune.
*Apparitions: 300 health.  Can use armor, tools, and machinery like a human.  Doesn't feel pain, breathe, fall over, or have blood, and can't be stunned, poisoned, scanned in a body scanner, or go into crit or have an object embedded in them.  They have incredible stamina, letting them fight for much longer.  They can also sprint twice as long as a human, but only at 70% of the speed of a human.  Cannot help summon Nar'Sie. 
|No
|No
|-
!Revival
|style="text-align:left"| Sacrifice a corpse to bring back the dead... though not necessarily with the original soul.
|style="text-align:left"| The sacrifical corpse and the corpse to revive must both be on the rune, as well as a ghost.  The sacrifice cannot be one you have an objective to sacrifice.  If no ghost is on the rune, a message will be broadcast to deadchat alerting them of the revival attempt.  When the conditions are met, the sacrificial corpse will be gibbed, and the corpse to be revived will be possessed by the ghost and will be cultist.
|No
|Yes
|}
 
 
</div>
 
</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">


===Summoning Runes===
<div class="toccolours mw-collapsible mw-collapsed">
===Ingkom===
<i>"Pride and prosperity to all."</i>


'''Chief Executive Officer:''' Hanru De Beers


 
Ingkom, or Bedryfsingenieurswese Kommissie, is a primarily engineering-focused subsidiary of Zavodskoi Interstellar, founded in South Africa, Earth in 2099. It has a long intertwined history with South Africa the nation and its aggressive expansion into Southern Africa, and its interference in Central Africa. Initially a state-owned enterprise was tasked with rebuilding the destroyed infrastructure of Botswana, Zimbabwe, Lesotho and Eswatini after several successful military campaigns had rendered them territories. Early successes experienced by Ingkom resulted in its quick rise to importance within the South African economy, mostly due to reconstructions that allowed resource extraction operations to resume. The majority of the developed regions of these newly acquired territories were a direct result of Ingkom, and after sanctions had lifted, allowed them to prosper and expand into the international market - mostly through Zavodskoi’s acquiring of the corporation as a subsidiary in 2463.
<small>These runes relate to creation of tools, weapons, armor, and obstacles, as well as making use of Redspace for transporting and even rescuing cultists. Also included is the most important rune of them all, used to finally pierce the veil and bring Nar'Sie into this reality.</small>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
==== Major Brands ====


{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
</div></div>
! scope="col" style='background-color:#a60000;' width="1%"|Name
<div class="toccolours mw-collapsible mw-collapsed">
! scope="col" class="unsortable" style='background-color:#a60000;' width="12%"|Summary
=== Falerio Security Services ===
! scope="col" class="unsortable" style='background-color:#a60000;'|Detail
! scope="col" style='background-color:#a60000;' width="1%"|Can make Talisman?
! scope="col" style='background-color:#a60000;' width="1%"|Disappears after use?
|-
!Forging
|style="text-align:left"| Dresses you in armored cult robes and gives you a deadly sword.
|style="text-align:left"| So long as the body slots are free, dresses you in a cult hood, backpack, robes, and boots, and gives you a sword.  The armor can be turned into a voidsuit using a daemon forge provided by an artificer.  Allows constructs to change what type they are. 
*Armor details:  Melee 50, Bullet 30, Laser 50, Energy 20, Bomb 25, Bio 10, Rad 0; protects against stunning/electrocution from tasers and stun batons; doesn't protect the hands.  The boots silence your footsteps.
*Voidsuit details:  Melee 60, Bullet 50, Laser 30, Energy 15, Bomb 30, Bio 30, Rad 30, protects against stunning/electrocution including the hands, allowing it to act as insulated gloves.  Slows you down like a regular RIG suit. 
*Sword details:  30 damage, 10 when thrown, can slowly destroy steel walls, damages internal organs, protects against shock when breaking electrified windows, can be stored on your belt, or in the armor slot of robes/voidsuit.
|Yes
|Yes
|-
!Wall
|style="text-align:left"|  Makes an impenetrable wall, toggleable only by cultists.
|style="text-align:left"|  Using the rune causes an impassable red blur to appear on the tile, and causes two brute damage to the user.  Clicking the blur makes the blur go away and the rune visible again, causing another two brute damage.  The blur becomes invisble when a Concealmeant rune is used, and visible again when a Revealing rune is used.
|No
|No
|-
!Tome summoning
|style="text-align:left"| Summons an arcane tome, for backup or to give to new acolytes.
|style="text-align:left"| Summons a tome.  The tome does 5-20 silent burn damage when hitting the Unenlightened on any intent - good for executing and sacrificing without drawing too much attention.
|Yes
|Yes
|-
!Cultist summoning
|style="text-align:left"| Three cultists sacrifice their blood to summon a fellow acolyte from anywhere on the station to them.
|style="text-align:left"| Requires at least 3 cultists to activate.  Select your target from the list, and if they are not bound (in the ways that the Freedom rune neutralizes) they will appear on the rune laying down.  Unlimited range.  If only three cultists activated, the activators are stunned for 6-12 seconds and weakened for 2.  Additionally, the activators take brute damage equal to 25 divided by the number of activators divided by two, rounded down.
|No
|Yes
|-
!Teleportation
|style="text-align:left"| Teleport to another teleport rune in a messy fashion.
|style="text-align:left"| When you create the rune, it will assigned randomly to a network, visible when you examine it - the four networks are Vernuth, Koglan, Irgros, or Akon.  Use your tome on the rune to change which network it belongs to.  When you use the rune, it will randomly pick one of the other runes on the same network and take you to it, blood and gibs spattering out of both runes as you are sucked through Redspace.  You must wait five seconds before teleporting again.  The floor runes do not disappear on use, but the talismans are either one use only, or have a time window of usability after it's first used.  Make sure to configure which network the talisman's rune goes to before you create the talisman.  Only floor runes are valid destinations.  Teleportation runes only work on the station.
|Yes
|No, except for talismans
|-
!Geometer
|style="text-align:left"| Summons Nar'Sie.
|style="text-align:left"| Only needs one rune, but needs nine or more cultists surrounding it.  Apparitions don't count, though constructs and people revived via Revival do.  Must be activated on the station itself.
|No
|Yes, but won't work a second time
|}


</div>
'''Chief Executive Officer:''' Filomena di Falerio


</div>
Born from the Eridani PMCs that first secured her holdings, Falerio Security Services was founded by [[Novi Jadran|Novi Jadranic]] Duchess Filomena di Falerio to continue their work, but using the (comparatively cheaper) local populace. Since then it has grown into a large and capable contractor that enjoys an excellent relationship with the Imperial Army, typically picking up assignments that are deemed too low priority for Army assistance. Headquartered on Novi Jadran, Falerio Security Services finds itself made up almost exclusively of Ma’zals (especially Jadraners), most of which have prior service in the armed forces. Their primary duties, outside of security of Falerio family assets, involve protection of Zavodskoi assets and House Caladius vessels. But creating a hint of tension between the Army and Falerio is the growing amount of Jadranics that see the PMC as a far more viable opportunity to pay off their Mo'ri'zal; some high-ranking Imperial officers have expressed concern that Falerio's venture has jeopardised the loyalty of the planet's Ma'zals.
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
===Offense Runes===
<small>These runes are the bread and butter of His army, allowing them to blind, deaf, and stun their enemies, destroy technology, boil their blood, and even transfer their life essence to you. Important to note is that these runse only affect non-cultists.</small>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
==== Structure ====
Perhaps due to the prior presence of Xanu Defense Services and Jackal Incorporated, the Empire has always been reluctant to branch into the [[Private Military Contracting Group]].
</div></div>


{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
== Corporate Relations ==
! scope="col" style='background-color:#a60000;' width="1%"|Name
===[[Einstein Engines]]===
! scope="col" class="unsortable" style='background-color:#a60000;' width="12%"|Summary
Einstein Engines and Zavodskoi have a fairly neutral relationship - though the two do compete in the robotics sector, Zavodskoi has purchased many Einstein-made warp drives for its vessels over the years, and the two have both had generous supply contracts with the Solarian military in the past. In the modern day, Zavodskoi has lost a great deal of these contracts, while Einstein continues to hold many highly valuable government and military contracts - a factor which contributed to Zavodskoi's withdrawal of much of its Solarian business. In spite of this, it continues to purchase warp drives from Einstein frequently, due to the rising cost of phoron fuel and the easy availability of helium-3 from Zavodskoi's new home in the Empire of Dominia.
! scope="col" class="unsortable" style='background-color:#a60000;'|Detail
! scope="col" style='background-color:#a60000;' width="1%"|Can make Talisman?
! scope="col" style='background-color:#a60000;' width="1%"|Disappears after use?
|-
!Blindness
|style="text-align:left"| Blinds non-cultists for a decent duration.
|style="text-align:left"| Within three tiles, blind non-cultists for 40 seconds, blur vision for 100 seconds.  Twice that time if talisman.  If floor rune, has 10% to permanently blind, 5% chance to permanently blur vision.  The rune won't expend itself unless there is a non-cultist nearby.
|Yes
|Yes
|-
!Deafening
|style="text-align:left"|  Deafens non-cultists for a considerable duration.
|style="text-align:left"|  As a floor rune, deafens non-cultists in a 1 tile radius for 100 seconds, and has a 1% chance to permanently deafen.  As a talisman, deafens non-cultists in a 5-tile radius for 200 seconds.
|Yes
|Yes
|-
!Incapacitation
|style="text-align:left"| Confuses, silences non-cultists for a short duration, and freezes them for a very short duration.
|style="text-align:left"| Confuses for 20 seconds, silences for 15 seconds, and makes them stand still and do nothing for 2 seconds.  Affects non-cultist carbon-based mobs (includes IPCs) in 3 tiles as a talisman.  As a floor rune, has a range of 5 tiles, and additionally knocks people down for 2 seconds.  Silicons are knocked down for 3 seconds and silenced for 30.
|Yes
|Yes
|-
!EMP
|style="text-align:left"| Send out an EMP blast in a short range.
|style="text-align:left"| Disables all technology and damages silicons.  Floor rune has a radius of 2 tile, talisman rune has a radius of 1 tile.  Doesn't affect anything held by cultists.
|Yes
|Yes
|-
!Blood Boil
|style="text-align:left"| Boil the blood of a non-cultist unlucky enough to be on the rune.
|style="text-align:left"| Requires at least 3 cultists standing next to it.  Deals 50 brute and 50 burn to the victim on the rune.  The cultists take 15 brute each.  May or may not activate all nearby blood boil runes when one rune is activated.  If so, then it makes a good trap to lure people into.  Otherwise, it's only good for weakening sacrifices or executions.  Remember that straight up killing someone should generbe a last result; ahelp before doing so.
|No
|Yes
|-
!Blood Drain
|style="text-align:left"| Drain the blood of your enemy, and put in into yourself.  Does not heal.
|style="text-align:left"| You and a non-cultist must stand on these runes.  Deals 10 brute and 10 burn damage to the victim, and transfers 10 units of their blood to you.  May or may not activate all nearby blood drain runes when one rune is activated.
|No
|Yes
|}
 
</div>
 
</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
===Utility Runes===
<small>These runes do not fit into any other category.  With these, you can speak across distances with your brothers and sisters, free a cultist of their chains from a distance, briefly leave your body, and even spill the blood of your victims to gain your god's approval.</small>
<div class="mw-collapsible-content">
 
{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
! scope="col" style='background-color:#a60000;' width="1%"|Name
! scope="col" class="unsortable" style='background-color:#a60000;' width="12%"|Summary
! scope="col" class="unsortable" style='background-color:#a60000;'|Detail
! scope="col" style='background-color:#a60000;' width="1%"|Can make Talisman?
! scope="col" style='background-color:#a60000;' width="1%"|Disappears after use?
|-
!Communication
|style="text-align:left"| Broadcast messages to your fellow acolytes.
|style="text-align:left"| Use it, type your message, and hit enter to broadcast a message to all cultists.  It's bugged so that the recipient hears the message as though it's coming from themselves, so make sure to announce your name each time you use this.  If you don't want to send a message, just type nothing and you will keep the rune.
|Yes
|Yes
|-
!Freedom
|style="text-align:left"|  Frees a fellow acolyte from restraints, remotely.
|style="text-align:left"|  Requires three cultists to activate.  Unlimited range.  Unbuckles, uncuffs, unmuzzles, and un-straitjackets the target, unwelds, unlocks and opens any lockers the target is in the same tile as, and unlocks and opens any locked doors the target is within 2 tiles of.
|No
|Yes
|-
!Ethereal
|style="text-align:left"| Be a ghost.
|style="text-align:left"| Your body is frozen on the rune, and takes 10 brute damage per 10 seconds.  A special message announces you to the ghosts, so they may have an idea you're not just an ordinary one.  Use this time to recruit for manifestations, pump ghosts for info, and scout.  Don't forget to toggle darkness in the Ghost tab, and ghost sight/ears in the Preferences tab.
|No
|No
|-
!Sacrificial
|style="text-align:left"| Sacrifice a body to appease your god.
|style="text-align:left"| Put a non-cultist body on the rune, have three or more cultists nearby, activate, and the body gibs.  Used to satisfy objectives, or as a hardcore form of Pray.  (Though make sure to Pray before and afterwards, this rune doesn't seem to generate an admin message.)  The sacrifice is deemed worthy if it is sufficient "rarity" (vaurca, diona, skeleton, apparition (!), zombie, shadow, golem, slime person, and terminator ), or just on a 80% success die roll, 40% if the sacrifice is dead.  Must be humanoid, or have/be a brain, braincase, robot, or intellicard. 
|No
|No
|-
|}
 
</div>
 
</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
 
===Metarunes===
<small>These runes alter other runes.  These runes let you imprint runes on paper so you can take them with you, let you hide and unhide runes, and see hidden runes (and possibly other hidden things).</small>
<div class="mw-collapsible-content">
 
{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
! scope="col" style='background-color:#a60000;' width="1%"|Name
! scope="col" class="unsortable" style='background-color:#a60000;' width="12%"|Summary
! scope="col" class="unsortable" style='background-color:#a60000;'|Detail
! scope="col" style='background-color:#a60000;' width="1%"|Can make Talisman?
! scope="col" style='background-color:#a60000;' width="1%"|Disappears after use?
|-
!Talisman creation
|style="text-align:left"| Create portable runes.
|style="text-align:left"| Creates a talisman by putting a piece of clean paper on the rune, then drawing the rune you want to talismanify next to the creation rune. The talisman can be activated by using it.  You can clip talismans together for easier storage, and even write on them (once created) to label them, as they're still paper.  In fact, you can even disguise a talisman by making it the second in a stack of other normal papers.  You may rename your talismans (right click->rename paper) so you know which is which, perhaps using a code to obfuscate its purpose to anyone who captures one.  They can also be stored in folders (made by using an empty box, then using the resulting cardboard).
|No
|No
|-
!Concealment
|style="text-align:left"|  Hides runes from all but ghost sight.
|style="text-align:left"|  Makes runes in a four tile radius as invisible as ghosts.  Has the same radius when used as a talisman.
|Yes
|Yes
|-
!Revealing
|style="text-align:left"|  Reveals Concealed runes.
|style="text-align:left"|  Reveals any runes hidden with Concealment within 6 tiles if a floor rune, or 4 tiles if a talisman.
|Yes
|Yes
|-
!Visibility
|style="text-align:left"|  Gives you the sight of the ethereal undead.
|style="text-align:left"|  Lets you see invisible things almost as a ghost would.  Most practically, you can see runes hidden with Concealment anywhere you're able to see, and check if ghosts are standing on your Apparition or Revival runes.  You only get a second or so of this sight, so you have to spam the rune.
|No
|No
|-
|}
 
</div>
 
</div>
 
== Dark Tools, Dark Strategy ==
You begin the round with an arcane tome book. You are, otherwise, indistinguishable from any other member of the crew.
 
It is highly recommended that your first actions with are as follows:
 
# Use a communication rune in a secluded, camera-less area to introduce yourself to the cult ICly.  You can state as much or as little about yourself as you want.  Be warned that the Unenlightened, if they can see you, will hear you chant in your dark language when doing this.
# Use AOOC (like OOC, but with an A for Antag in front) to figure out what general plan you want to pursue with your allies, and ask questions about how the cult works.  Remember, no IC information!
 
=== Remaining Unseen ===
Your cult is unknown to outsiders, but before the night is over, all will feel the power of Nar’Sie.  Still, a little prudence goes a long way.  Cult implements are often visually sinister, consisting of black books and bloody motifs.  Should you wish to remain unseen, take care to conduct your magicks and conversions in secluded, camera-less areas.  Bathroom stalls, dorms, firefighting closets, maintenance, the adult section in the library, and the construction site are all publicly accessible, relatively secluded, and have no cameras.
 
Good, responsible roleplayers may find your runes and Tomes strange, suspicious, or even indicative of insanity, but will not jump immediately into action, opting instead to investigate.  But remember, the moment you emerge with battle-robes and dark energy swords, all bets are off!
 
=== Spilling Blood in His Name ===
Cultists are notoriously robust, with lots of powerful offensive options at their disposal. Your first instinct may be to use the Armor rune and start contributing prized specimens to Nar-sie's severed head collection.
 
Your Cult Blade might be obscenely powerful, but remember that it's a melee weapon! With teamwork and skill, Security can put you down before you can get a swing in (unless you're a manifested ghost, then you can likely take a nuclear warhead to the face and live).  Not only that, but stabbing people left and right is the exact opposite of a fun and interesting round.
 
=== Playing by Man's Rules ===
Playing nicely, otherwise known as ''Peacecult'', is an extremely challenging strategy, and requires top-notch roleplaying. Or very gullible characters. In Peacecult, you do not harm anyone at all - instead, you and your fellow Cultists preach the word of Nar-sie openly, inviting people to join your religion in a friendly and harmless fashion.
 
However, take note of the following risks:
 
# Attempting to convert a player sends them a message describing the agonizing pain they are going through, as they writhe on the ground visibly in pain. More often than not, this is a very quick way to get Security called on you.
# You may be outright ignored. See: playing the Chaplain. Nothing is more frustrating than trying to recruit followers to summon your all-powerful God of Blood, only to be snubbed by the Tajara as they flirt with one another in Hydroponics.
# Some Cult players go into the round expecting mayhem and murder; they may simply reject your idea.
 
If you manage to make Peacecult work, this can be quite a hilarious experience. Good luck! Bonus points if you talk the ERT into joining!
 
== Surviving the Cult ==
So, your date with Lucas Greyer was interrupted by a gibbering band of madmen in robes with glowing swords. Well darn. There are a few things you need to know if you want to get out of this situation alive.
 
=== Identifying the Occult ===
Identifying the Cult is difficult. They have been very secretive about their religion, and it is impossible for your character to recognize it. You have never heard of Nar-sie in your life. Those Tomes sure look sinister! But then again, so does your average Dungeons & Dragons sourcebook. 
 
''Remember that just as the Cult is obligated to make the round fun and challenging for you, you are also obligated to do the same.''
 
* You have no earthly idea what the runes are. They are not "obviously evil". Calling for Blue Alert or interrogating nearby crew at the first sight of a rune is poor play.
* Arcane Tomes are just that: weird books. Unless they were used to bash the Central Command Internal Affairs Agent's brains in, they are not suspicious.
* Cult robes might sling off bullets, but they don't look armored. They're pretty kooky, though. They could have been a missing costume shipment, or maybe the Chaplain got drunk and flung off his clothes.
* Cult Blades are as or more suspicious than fuel-tank bombs. They're vicious, incredibly sharp swords that glow and thrum like energy blades. Just touching them makes you feel horrendously ill, twisting your heart and filling your head with poisonous thoughts. If you're the Detective, consider these the holy grail of evidence.
 
Obviously, the onus is on the Cult to be discreet about their misdeeds.  It will be immediately obvious if one draws a rune, but this in and of itself is nothing more than unsanitary graffiti; the cultist barely pricks their finger.  Watching a Cultist disappear is obvious grounds for investigation.  When in doubt, play it safe, try to think rationally and realistically, and don't be afraid to adminhelp if you need a second opinion.


=== Striking Back ===
===[[Hephaestus Industries]]===
The Cult wears extremely high-quality armor, and their swords can send someone into crit with four hits. For Security (or in the event of a militarized civilian crew), it is vital that you wear riot armor, or any other gear which excels at absorbing melee brute damage. Tasers and stun batons are nearly worthless against the armored Cult!
Hephaestus and Zavodskoi are long-enduring rivals, with the two megacorporations competing extensively in industry, manufacturing, robotics and engineering fields for decades. Mutual sabotage and espionage are common between Hephaestus and Zavodskoi, with both corporations having extensively bankrolled privateers, saboteurs and other plausibly deniable agents to sabotage their rivals. As Zavodskoi has expanded into the Empire of Dominia and Hephaestus into the Izweski Hegemony, the Sparring Sea and Badlands have become two of the largest modern battlegrounds for the megacorporations, with corporate-funded pirates commonly targeting one another's vessels. Beyond the use of privateers, Zavodskoi has often been accused of funding radical anti-Hephaestus groups within the Izweski Hegemony, most notably the Champions of Moghes - a terrorist organization which has remained suspiciously well-equipped and well-informed of Hephaestus operations. Hephaestus, meanwhile, has often been suspected of bankrolling various Dominian rebel groups in recent years, in the hopes of weakening Zavodskoi's large investment in the Empire's development. Shared membership in the Stellar Corporate Conglomerate has done nothing to quell the two giants' bitter feud, with only the shared threat of the phoron crisis forcing them into cooperation.


If the Cult is smart, their robes will have been upgraded to allow them to go into space, and will have built turrets in their strongholds. The turrets do burn damage; ablative armor will still work against their beams.  Do not shoot the turrets with lasers- this will only make them more powerful!
===[[Idris Incorporated]]===
Zavodskoi and Idris have been frequent competitors in the fields of security and IPC manufacturing, leading to a long-running mutual rivalry between the two corporation. Lyudmila Zavodskoi is known to have a personal distaste for Alex Mason, and Zavodskoi has frequently undercut Idris security operations in the Sol Alliance and Republic of Biesel. Zavodskoi employees are strongly discouraged from using Idris financial services, which NanoTrasen has done its best to encourage as many Zavodskoi employees in Biesel opt to make use of NanoTrasen banks instead. Idris has marketed its security division extensively as a high-class security option, with unstated implications of the marketing casting other corporations' security as little better than thuggish mercenaries, which Zavodskoi unsuccessfully attempted to sue Idris over. Though their rivalry is not as intense as that of Zavodskoi and Hephaestus, the two corporations remain on far from friendly terms.


They also may have created eldritch constructs - recognizeable as floating, spiky metal contraptions. They can all destroy walls and doors; some can phase through walls, while others are so durable that bullets bounce off them.
===[[NanoTrasen]]===
Zavodskoi and NanoTrasen maintain a decent relationship, with little open conflict between the two corporations. Since the beginning of the phoron scarcity, however, Zavodskoi has taken full advantage of NanoTrasen's waning power in the Republic of Biesel, expanding its arms industry into the Republic. Since the formation of the Tau Ceti Armed Forces and the negotiation of several new supply contracts with Biesel's government, Zavodskoi has managed to take a great deal of business from NanoTrasen - seizing NT's position as the Republic's main weapons supplier. Though NanoTrasen still holds onto their original contract for the Tau Ceti Foreign Legion, the Minutemen and Republican Fleet are both almost entirely outfitted with Zavodskoi-made weapons, armor, and voidsuits. NanoTrasen has attempted to counteract this influence through the recent appointment of Nathan Trasen as Secretary of Defense - but even with a Trasen in such a prestigious position, Zavodskoi has still managed to secure a solid grasp on the Republic's military industry. NanoTrasen has increased funding to Nexus Corporate Security several times in an effort to use their newly-formed PMC to undermine Zavodskoi's security business in the Corporate Reconstruction Zone, with some measure of success.


Depending on the extremity of their assault, the Cult may or may not present a severe threat. Calling the ERT is a reasonable response once people begin losing their spinal cords.
===[[Orion Express]]===
Zavodskoi contributed large portions of its logistics division to Orion Express, and has maintained a decent relationship with the logistics corporation. Though their Solarian business has been scaled back substantially, Zavodskoi still relies on Orion vessels for transport of its goods in the Alliance, and Orion has been known to favor Zavodskoi security when outside force is required for particularly troublesome work. Orion's ties to Hephaestus are the largest source of tension between the two corporations, and Zavodskoi is rumored to have attempted to seed several of its own agents within Orion-Hephaestus joint operations in order to gather intelligence on their rival.


==== Wall Runes ====
===[[Zeng-Hu Pharmaceuticals]]===
You may come across a strange blurry patch of red air that seems impenetrable - there might be a rune there, or not, if the Cult was clever enough to hide it. Trying to shoot the Cultists through this invisible barrier is a quick way to be laughed at! You can cut through the real, solid walls in an attempt to get around, but be warned that the Cult can erect their Wall runes much faster than you can slice through the station.
When Zavodskoi Interstellar was still known as Necropolis Industries, it was Zeng-Hu's major rival in the genetics sector, leading to fierce competition between the two corporations. Rumors of sabotage and corporate espionage were commonplace, and the theft of company secrets was commonplace on both sides. Following the rebrand to Zavodskoi Interstellar, however, the corporation has significantly cut back on its genetics division, leaving Zeng-Hu as a mostly unchallenged monopoly in the field. With the two megacorporations no longer in direct competition, the relationship between them has warmed significantly, with Zavodskoi choosing instead to redouble its efforts against its main rival, Hephaestus Industries. Though the two do still compete in the robotics sector, so far this has been far less of a source of tension between them.


The only way to truly remove a Wall rune is to have the Chaplain neutralize it, or hope you're lucky enough to catch the Cult with the wall down.
== Relations ==


=== The Chaplain ===
=== [[Stellar Corporate Conglomerate]] ===
Whether your religion is legitimate or not, as a devout person of the cloth, you are imbued with the holy power to turn Cult from Nar-sie's hideous visage, and return them to sanity. Your obsidian Null Rod can erase runes, or de-program Cult members when used violently (but justly).
The newly founded Conglomerate’s ties with Zavodskoi are blatant with a newly founded Corporate Force Projection Fleet bearing weapons, munitions and equipment of Zavodskoi make across the board. From high-end starship pieces to antique small arms, Zavodskoi provides it all, making them a key player in the Conglomerate’s private military. This newfound niche has led to a resurgence of its presence galaxy-wide, and cooperation with the other megacorporations has proven very profitable.


As the Chaplain, you are arguably the most powerful person on the Station in the event of a Cult round. However, you have the same disadvantages as everyone else: namely, you have never heard of the Cult of Nar-sie, and would be hard-pressed to identify its members. Security may bring you their armaments and Tomes if found - player's discretion is important to determine whether or not these would constitute a clearly foul presence aboard the Station. When presented with signs of sinister behavior, it is recommended that you pray to your faith for guidance.
=== Synthetics ===
Since its rebranding from Necropolis Industries, Zavodskoi Interstellar often employs synthetics as precise, dextrous labour in machining, manufacturing and blanket industrial work. Many stubborn advocates of hand-crafting and several subsidiaries oriented around quality have made large steps towards vilifying these robotic mechanics, claiming that the “organic touch” is the key to quality, rather than objective fact. This case often seeps down to the working persons of the company through rough opinions of the synthetics which threaten the work of their lives. Contrarily, major steps to save the company face have echoed from executives, painting out a confusing and chaotic internal struggle against synthetics in the company.


The premise of your Null Rod is up to you. Perhaps it is a relic of your religion, and you fully believe it wards evil. Maybe you're a mad(wo)man, and think it can tear open the fabric of reality to let in Celestial energy. Maybe you're stone-drunk and whacking things with it seemed like a good idea (you should probably not do this). Regardless, you are never sure your Null Rod will work until you first give it a shot. After that, by all means, feel free to go kick ass for the Lord.
=== The Empire of Dominia ===


== Tips & Tricks ==
Since its arrival in the Dominian industrial scene, Zavodskoi has made headway to monopolizing itself over the fledgling empire as best it can, to decent success. Its sway in the Imperial politics up high remains a mystery, but the certainty of Zavodskoi presence across the Empire’s domain is all there. In recent times, the company can be found reaching out to various establishments in the Empire in an attempt to, for whatever reason it can make up, buy them out. Whether this is a pitiful desperate attempt to grab power or grow a new monopoly is on you to decide.
* Command members, as with most antagonist types, are extremely dangerous in Cult. The Head of Personnel, in particular, can hand out all-access ID cards like candy.
* Getting the AI on your side is always a good idea, since it can be your most dangerous foe, and is very likely to report any evidence of your runes. Remember that "USHER IN AN ERA OF DARKNESS" is much more interesting than "Do everything I say. Do not report this law."
* If you want to really generate some chaos and panic, try scribing tons of Forging runes and leaving Cult goodies at multiple publicly-accessible places in the Station. Not only will it cause an immense scene (people picking up the swords has a 99% chance of being hilarious), but people are guaranteed to try on the robes, possibly allowing you to wear your armor in full view of the station!
* Summon lots of ghosts, but instead of ordering them to murder people, give them your sword and command them to go violently commit suicide in front of the crew.
* Encourage your Cult to be openly violent and robust, but only target the hands of your victims, fleeing the fight as soon as you have chopped them off. This allows them to live, thus keeping them in the round (and able to RP!), and is still very likely to make Nar-sie smile. (Note, limb severing doesn't seem to work on Aurora Station.)
* The Wall rune is incredibly powerful, forming an excellent means to block the opposition's path.  Make sure that you use the rune after you place it down - it does not activate automatically.  Any Cultist can re-activate the rune to toggle the wall on and off.  Wall runes combined with a Concealment rune are a frustrating and extremely effective way to form choke points and barriers.
* Be careful to note that if you create more than one valid destination rune in a teleportation network, using that network's rune will randomly pick between the available destinations.  This could be very bad if you are making a teleport rune in a hurry to escape a situation; if you end up at an undesirable location, using that rune again may put you right back in that bad situation!  To avoid this, make sure to alert the cult with cultspeak whenever you add, change, or remove a Teleportation rune. 
* If no one else is manufacturing talismans, it may be a good idea to make some yourself and pass them out to your fellow acolytes.  
* Recommended talismans to keep on you:  teleport, communication, incapacitation, EMP, and tome summoning.


{{Antagonists}}
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[[Category: Corporations]][[Category:Pages]]
[[Category: Jobs]] [[Category:Antagonists]] [[Category:Pages]]

Revision as of 12:34, 2 May 2024

Zavodskoi Interstellar
Zavodskoi Interestellar.png
Slogan Even one matters on the battlefield.
Headquarters Nova Luxembourg, Moroz, Empire of Dominia
Chief Executive Officer Lyudmila Zavodskoi
Official Languages Tradeband, Tau Ceti Basic, Sol Common
Official Colours Black (#363c43), red (#920a0a), brown (#7a6347)
Founded 2259 (as Necropolis Industries)

2462 (as Zavodskoi Interstellar)

Founder Yefim Dementyev (as Necropolis Industries)

Lyudmila Zavodskoi (as Zavodskoi Interstellar)

Operating Region


Zavodskoi Interstellar, formerly Necropolis Industries, is a weapons and aerospace manufacturing and development conglomerate founded in 2259. Zavodskoi distributes everything from light to heavy arms, space vessel weapons, ship-building, aircraft, ground vehicles, combat spacesuits, and military software. They also produce the Z.I. line of positronics, used for private security and military contracting. As Necropolis Industries, it primarily focused on genetic research and the biosciences; though Zavodskoi continues to have a genetics division, it is vastly outstripped by its competitor Zeng-Hu Pharmaceuticals.

Since the beginning of the phoron scarcity, Zavodskoi Interstellar has seen a rise in its relevance and profits, as civil unrest grows around the Orion Spur. Its focus on the research and development of weaponry has made it vital to the continued “stability” of the Stellar Corporate Conglomerate, as well as any other clients that have either purchased or hired their arms. Most notably, its continued relationship with the Empire of Dominia has given the Imperial Fleet the legitimacy to carve out territory in the Badlands, and provided it an opportunity for at least somewhat cooperative business relations with the rest of humanity.

Contents

Corporate Affairs

History

Founded in 2259 by Yefim Dementyev, Necropolis Industries (now Zavodskoi Interstellar) grew on the back of an innovative invention: the combat-capable voidsuit. Even though they were initially heavy, cumbersome, and expensive, demand for better versions led to the polished versions we know today. The demand for space-capable armour skyrocketed with the outbreak of the First Interstellar War. In the years following the war, Necropolis became heavily involved in gene modification technology and biological experimentation. They were associated with the Empire of Dominia's efforts during this period rather than the Nralakk Federation like their main competitor: Zeng-Hu Pharmaceuticals. A brief period of fame was briefly enjoyed by them in the area of gene therapy, biological replacement limbs, and DNA manipulation. Wise financial decisions have ensured their dominance of arms procurement all across the Orion Spur, especially in the Sol Alliance. Weapons such as the energy machete, pulse rifles, and sonic weapons have fueled their continued dominance of the weapons market. Some detractors claim that in recent years they have delved secretly into bio-weaponry and atmospheric weapons, but this has always been denied by the company’s representatives.

Necropolis was disadvantaged by Nralakk investments in Zeng-Hu Pharmaceuticals, which rendered its own genetic advances rapidly irrelevant, and soon realized its genetics partner - the Empire of Dominia - was nowhere near the level of the Nralakk Federation. As a result, Necropolis Industries rebranded itself as Zavodskoi Interstellar following massive cuts to its genetics division and a desire to move away from the less-than-stellar reputation of Necropolis, which had come to have its brand name associated with rumours of unethical biological experiments and potential terrorist financing.

Rather than pursue further genetics work, Zavodskoi Interstellar opted to pursue what it knew how to do better than any other megacorporation in the Orion Spur: military equipment. Three main pillars continue to drive Zavodskoi Interstellar. The largest is its classical military-industrial complex, and a massive amount of humanity's military equipment, ranging from infantry small arms to combat hardsuits to vehicles and much more, are today produced by it or one of its subsidiaries. Confiance Technologies, a recent subsidiary of Zavodskoi Interstellar, is one part of the military-industrial pillar that has even branched out into robotics. Its second pillar, as a result of Ingkom, is its robust engineering wing - Zavodskoi engineering staff are a common sight throughout the Orion Spur, though their usage within the Solarian Alliance has faltered following the Solarian Collapse of late 2462.

A third, less public, pillar of Zavodskoi Interstellar is its private security force. These officers go wherever Zavodskoi employees go and are known throughout the Orion Spur for their professionalism. According to company representatives, Zavodskoi's security wing is one of the most competitive in the Orion Spur and is trained longer than any other megacorporation's security force. A recent turnover in the highest ranks of the security forces following the rebranding of Necropolis to Zavodskoi has caused some suspicion among third-party observers, but no information has been released on this by Zavodskoi representatives.

Influence and Reputation

As a hiring practice, Zavodski Interstellar finds itself poaching highly skilled workers from the other megacorporations. Workers with Zavodskoi usually flocked to the company to exploit its high pay - the dissolution of several underperforming departments and subsidiaries in more contested markets means that the company can focus and attract industry experts to work on weapons research. Although perfecting weapons of war is a task that will never truly be finished, the company is recognized as the uncontested leader in their development. As such, it holds a great deal of sway in almost every corner of the Spur.

Clients ranging from small colonial militias to interstellar governments trust and rely on the megacorporation for their expertise. In this day and age, Zavodskoi pioneers where others do not by developing and manufacturing the highest-quality niche-function firearms, or just the biggest and baddest weapons they can muster. The extent of this research dominates every echelon of the corporation leading to the unified pursuit of maximizing the efficiency of its stock, rather than trying to cover the widest range possible.

Zavodskoi Interstellar rarely works alongside Zeng-Hu contractors - intentionally so. The two corporations frequently butt heads after Zeng-Hu Pharmaceuticals left Zavodskoi genetics research in the dust, with the relation between the two sour at best. Although this attitude has lessened with the formation of the SCC, rivalry still occurs. This echoes down to the lowest ranks, as even the common worker can find themselves cheering onto outclassing the opposition. This isn’t an excuse to get fired for trashing your coworker.

Positronics and Zavodskoi Interstellar

In the aftermath of Necropolis Industries' rebranding into Zavodskoi Interstellar, synthetics and positronics have become more of a common sight in company facilities outside of the Empire of Dominia. These Zavodskoi IPCs are however banned from command and leadership positions within Zavodskoi Interstellar due to the corporation's internal policy, which views positronics as a workforce rather than a management force. This ban includes Zavodskoi Interstellar corporate liaisons.

Newly implemented and with some in the company opposed to their presence, Zavodskoi positronics face systemic fragility within Zavodskoi Interstellar. In an effort to employ and contract out the best representation for the company, Zavodskoi will routinely memory wipe, retool, or outright scrap and sell their IPCs for workplace accidents, failure to execute an order, or underperformance. This process has been largely seen as a lighter version of the Burzian Method. This authority does not extend to Zavodskoi Interstellar corporate liaisons although they are encouraged to check in with their positronic contractor personnel from time to time. Therefore, Zavodskoi positronic contractors are often those struggling to maintain a positive evaluation or saved from the scrapyard all together.

In an effort to bolster company morale, organic personnel are able to lease out Zavodskoi asset IPCs, should they so choose. This allows personnel to ‘own’ a positronic for the home without the burden of maintenance fees. For the IPCs affected, this can work to their benefit or their demise. As more lax personnel may feel less inclined to report aberrancy, whereas other synthetics would find themselves under greater scrutiny.

It is expected for research and security Zavodskoi Interstellar IPCs to adopt the prefix Z.I. followed by their designation. An example of this formatting is Z.I. Name.

Vaurcae

In late 2463, the Zo’ra Hive announced publicly a partnership with Zavodskoi Interstellar after selling the rights to the production of the hydrogen rifle, a complex Zo’rane design that is cheap in ammunition. Shortly after, a meeting in New Sedantis was held with Zavodskoi executives and Hive officials to allow Vaurcae enter their workforce, akin to the synthetic introduction following the Necropolis rebranding. Besides Nanotrasen, Zavodskoi is the other megacorporation that is comfortable in employing Bound assets, particularly in engineering, though they have no issue with Unbound as they are considered similar to the Z.I. synthetics, despite their many differences.

Prior to striking a deal with Zeng-Hu Pharmaceuticals, the C’thur Hive considered a deal with Necropolis Industries as an alternative. However, the proposition never followed through and the conversation between the two parties did not resurface until 2463. It is rumored that the Zo’ra deal with Zavodskoi was made only after C’thur began to sell their workforce mainly to Ingkom. Whatever the case may be, both Hives are now on equal terms with Zavodskoi Interstellar, who has no trouble dealing with them despite their differences.

Executives and Branches

Executives

Lyudmila Zavodskoi, CEO of Zavodskoi Interstellar.

Chief Security Officer: Kamilla Strelitz, Human, 35

Advisor, and seen as the second-in-command of Lyudmila Zavodskoi, Kamilla Strelitz was only recently promoted to their position after the recent rebranding of the corporation. Kamilla has shown her aptitude for her position through the continued success of campaigns initiated by Zavodskoi Interstellar, despite commanding the company’s largest sector of personnel. She is known among the ranks as being belligerent and leaves little room for failure. Those that fail to achieve the standards set often find themselves personally experiencing the wrath of Kamilla Strelitz, enough to make desensitized men cry. Despite her “cheerful” personality, she is considered to be a close friend of the company’s CEO, almost guaranteed to be by her side when Lyudmila is in public.

Chief Research Officer: Jaco Du Plessis, Human, 52

Having previously been one of few top scientists with Zeng Hu Pharmaceuticals, Jaco Du Plessis was poached by Zavodskoi Interstellar shortly after the rebranding of the corporation. He is vocal regarding his stunted growth with his prior employer, advocating for those with ambitions to instead fill the ranks of Zavodskoi Interstellar, promising a fulfilment within the corporation they couldn’t get elsewhere. Despite his position as Chief Research Officer, some consider him instead to be the “face” of the corporation, often unveiling projects spearheaded by himself mostly through Confiance Technologies. Similarly to Kamilla Strelitz, he holds his personnel to a high standard, expecting them to either “be all in, or find employment elsewhere”.

Chief Risk Officer: Tikhon Zavodskoi, Human, 68

One of few remnants of Boytsov’s reign, Tikhon Zavodskoi has managed to remain in his position as Chief Risk Officer for almost a decade. Considered to be an astute, sharp-witted individual that has successfully managed to fend the wolves off, despite the decaying nature of the company before being rebranded. Many consider his continued presence merely due to his familial relationship with Lyudmila Zavodskoi, but she has reassured that despite being her cousin, Tikhon would be undoubtedly useful to the continued perseverance of Zavoidskoi Interstellar. Tikhon is very rarely seen outside of the company’s corporate facilities, if he is it’s often with his cousin.

Branches

Nova Luxembourg, Moroz, Mira Sancta: The Dominian branch can be found near the city centre, prominently overlooking the Court of Chalser. Residing in what was once a bank, the grandiose exterior encloses a large research building that is well known for its incredibly high security. It has since rapidly expanded following the move of Zavodskoi Interstellar's main headquarters and has tripled in size. The move brought with it several manufacturing plants, located across the Empire of Dominia - revitalizing the megacorporation's interest in the region.

Tolyatti, Soviet Union, Earth, Sol: The previous headquarters of Zavodskoi Interstellar can be found in Tolyatti. The skyscraper complex consisted of three Zavodskoi buildings, a Kumar Arms building, and a ConTec building. The complex was especially austere and compact, mostly as a result of socialist influences during its construction. Today, the Tolyatti Headquarters are abandoned, thanks to the collapse of the Solarian Alliance and Zavodskoi Interstellar's move to Mira Sancta.

Cape Town, Union of South Africa, Earth, Sol: The Cape Town branch sits on the edge of a small cliff, overlooking the ocean. Home to the headquarters of Ingkom, the Cape Town building is a sleek, modernist building with distinctive arched rooves. It is surrounded by several shuttle pads and hangars, some which provide direct transport to the Gagaringrad branch on Luna. The Cape Town branch continues to operate, despite Zavodskoi Interstellar's move to Mira Sancta, mostly due to the building being rented from the Solarian Alliance, instead of owned by the megacorporation.

Gagaringrad, Luna, Sol: Gagaringrad's Zavodskoi headquarters consist of a black obelisk of a building on the outskirts of the city's dome. It is set behind winding alleyways and few good parking spaces, and possesses many subterranean basement levels leftover from its time as a Necropolis building. Much of these levels are locked by clearance level, with speculation and conspiracy surrounding what may await inside them.

Mendell City, Biesel, Tau Ceti: The Mendell City branch situated within District 10 was renovated in 2462, shortly before the unveiling of the Stellar Corporate Conglomerate. It is constructed in the style of Soviet Classicism, said to be designed to Lyudmila Zavodskoi's personal tastes. With its Corinthian pillars, primarily stone and concrete materials, and tall, spindly central tower, the building is remarkably distinct from other buildings in Mendell's skyline.

Subsidiaries

Kumar Arms

"The best defense is a Kumar offense."

Chief Executive Officer: Freia Salsnivna, b. 2438

Kumar Arms is considered the backbone of Zavodskoi Interstellar, founded in the Soviet Union by Ilya Kumarvna, a former Sukhoi engineer, in 2114. They are one of the most prominent manufacturers of military and police equipment, and supplied much of the Solarian Armed Forces during the Interstellar War. After this burst of growth, however, a series of poor financial decisions led the company to be acquired by Necropolis Industries in 2295. The brand remained purchased, but Kumar Arms as a business gradually stagnated and became a shell company for Necropolis to use for shipping purposes. Once Necropolis became Zavodskoi Interstellar, however, Kumar Arms was revived and refurbished, diversifying into military vehicles and batteries for space vessels. It continues to supply not just the Solarian military, but that of the Empire of Dominia as well. Currently, it is headquartered in St. Petersburg on Earth, though there are whispers of plans to move the primary headquarters and manufacturing centre to Alterim Obirava.

Major Brands

  • 40mm rotary cannon "Francisca": Developed in 2461, the Francisca or "Frankie" rotary cannon is a ship battery designed for small to medium-sized ships. It can be loaded with full metal jacket, fragmentation, and armour-piercing ammunition, and is deadly to unarmoured small-craft.
  • 90mm flak cannon "Grauwolf": For medium to large-sized vessels, the Grauwolf is a flak cannon capable of battering even cruiser-class vessels with a wide spread of salvo. Some larger courier vessels have equipped a Grauwolf to batter flocks of space carp, small meteor belts, and dust storms that threaten the integrity of their cargo. The Grauwolf's design has been spoofed many times, and has a cousin in the Xion Industrial 90mm cannon called the "Alberich".
  • 180mm rotary cannon "Boudica": A medium-sized laser rotary cannon designed with similar function to the Francisca, notable for managing to do what the Francisca cannot and severely weaken the hull of unarmoured ships.
  • ZA-98/5 200mm naval gun "Lammergeier": A cannon designed for corvette-class vessels at the smallest, the Lammergeier has been used to explosive effect on the Imperial Fleet's corvettes assigned to the Badlands. Smaller than its 406mm cousin the Longbow, the Lammergeier is nevertheless a useful and adaptable weapon.
  • 406mm high-velocity cannon "Longbow": An upgraded version of its "Ballista" predecessor, the Longbow is one of the largest cannons in Zavodskoi's arsenal, designed for frigate-class vessels and larger. With easier maintenance, a larger payload, and a more streamlined loading process, it has become the weapon of choice for several militaries across the Orion Spur.

Confiance Technologies

“Have confidence in Confiance.”

Chief Executive Officer: Ilya Moules-Polorov, b. 2422

Founded in Harmony City, Luna in 2427, Confiance Technologies (or ConTec) remain a successful company focusing on AI and synthetic component manufacturing. Acquired by Zavodskoi shortly after the company's renaming, ConTec was divided into two branches; a military wing and a commercial wing. The military wing produces a great amount of the Sol Alliance Navy's on-board AIs and combat-grade robotics, and does not operate outside of Solarian space due to the sensitive data they handle. ConTec's commercial wing produces non-military equipment, including laptops, watches, and PDAs, and operates across the Spur.

Major Brands

  • Midnight Business Technology: Produced by the commercial wing of ConTec, the Midnight line of watches advertises itself as stylish yet cheap and functional workwear, mostly for Secondaries and Ma'zals in the Empire of Dominia.
  • Legate Laptops: A series of laptops produced by commercial ConTec, known for being very heavy and very robust both on the software and hardware end.

Ingkom

"Pride and prosperity to all."

Chief Executive Officer: Hanru De Beers

Ingkom, or Bedryfsingenieurswese Kommissie, is a primarily engineering-focused subsidiary of Zavodskoi Interstellar, founded in South Africa, Earth in 2099. It has a long intertwined history with South Africa the nation and its aggressive expansion into Southern Africa, and its interference in Central Africa. Initially a state-owned enterprise was tasked with rebuilding the destroyed infrastructure of Botswana, Zimbabwe, Lesotho and Eswatini after several successful military campaigns had rendered them territories. Early successes experienced by Ingkom resulted in its quick rise to importance within the South African economy, mostly due to reconstructions that allowed resource extraction operations to resume. The majority of the developed regions of these newly acquired territories were a direct result of Ingkom, and after sanctions had lifted, allowed them to prosper and expand into the international market - mostly through Zavodskoi’s acquiring of the corporation as a subsidiary in 2463.

Major Brands

Falerio Security Services

Chief Executive Officer: Filomena di Falerio

Born from the Eridani PMCs that first secured her holdings, Falerio Security Services was founded by Novi Jadranic Duchess Filomena di Falerio to continue their work, but using the (comparatively cheaper) local populace. Since then it has grown into a large and capable contractor that enjoys an excellent relationship with the Imperial Army, typically picking up assignments that are deemed too low priority for Army assistance. Headquartered on Novi Jadran, Falerio Security Services finds itself made up almost exclusively of Ma’zals (especially Jadraners), most of which have prior service in the armed forces. Their primary duties, outside of security of Falerio family assets, involve protection of Zavodskoi assets and House Caladius vessels. But creating a hint of tension between the Army and Falerio is the growing amount of Jadranics that see the PMC as a far more viable opportunity to pay off their Mo'ri'zal; some high-ranking Imperial officers have expressed concern that Falerio's venture has jeopardised the loyalty of the planet's Ma'zals.

Structure

Perhaps due to the prior presence of Xanu Defense Services and Jackal Incorporated, the Empire has always been reluctant to branch into the Private Military Contracting Group.

Corporate Relations

Einstein Engines

Einstein Engines and Zavodskoi have a fairly neutral relationship - though the two do compete in the robotics sector, Zavodskoi has purchased many Einstein-made warp drives for its vessels over the years, and the two have both had generous supply contracts with the Solarian military in the past. In the modern day, Zavodskoi has lost a great deal of these contracts, while Einstein continues to hold many highly valuable government and military contracts - a factor which contributed to Zavodskoi's withdrawal of much of its Solarian business. In spite of this, it continues to purchase warp drives from Einstein frequently, due to the rising cost of phoron fuel and the easy availability of helium-3 from Zavodskoi's new home in the Empire of Dominia.

Hephaestus Industries

Hephaestus and Zavodskoi are long-enduring rivals, with the two megacorporations competing extensively in industry, manufacturing, robotics and engineering fields for decades. Mutual sabotage and espionage are common between Hephaestus and Zavodskoi, with both corporations having extensively bankrolled privateers, saboteurs and other plausibly deniable agents to sabotage their rivals. As Zavodskoi has expanded into the Empire of Dominia and Hephaestus into the Izweski Hegemony, the Sparring Sea and Badlands have become two of the largest modern battlegrounds for the megacorporations, with corporate-funded pirates commonly targeting one another's vessels. Beyond the use of privateers, Zavodskoi has often been accused of funding radical anti-Hephaestus groups within the Izweski Hegemony, most notably the Champions of Moghes - a terrorist organization which has remained suspiciously well-equipped and well-informed of Hephaestus operations. Hephaestus, meanwhile, has often been suspected of bankrolling various Dominian rebel groups in recent years, in the hopes of weakening Zavodskoi's large investment in the Empire's development. Shared membership in the Stellar Corporate Conglomerate has done nothing to quell the two giants' bitter feud, with only the shared threat of the phoron crisis forcing them into cooperation.

Idris Incorporated

Zavodskoi and Idris have been frequent competitors in the fields of security and IPC manufacturing, leading to a long-running mutual rivalry between the two corporation. Lyudmila Zavodskoi is known to have a personal distaste for Alex Mason, and Zavodskoi has frequently undercut Idris security operations in the Sol Alliance and Republic of Biesel. Zavodskoi employees are strongly discouraged from using Idris financial services, which NanoTrasen has done its best to encourage as many Zavodskoi employees in Biesel opt to make use of NanoTrasen banks instead. Idris has marketed its security division extensively as a high-class security option, with unstated implications of the marketing casting other corporations' security as little better than thuggish mercenaries, which Zavodskoi unsuccessfully attempted to sue Idris over. Though their rivalry is not as intense as that of Zavodskoi and Hephaestus, the two corporations remain on far from friendly terms.

NanoTrasen

Zavodskoi and NanoTrasen maintain a decent relationship, with little open conflict between the two corporations. Since the beginning of the phoron scarcity, however, Zavodskoi has taken full advantage of NanoTrasen's waning power in the Republic of Biesel, expanding its arms industry into the Republic. Since the formation of the Tau Ceti Armed Forces and the negotiation of several new supply contracts with Biesel's government, Zavodskoi has managed to take a great deal of business from NanoTrasen - seizing NT's position as the Republic's main weapons supplier. Though NanoTrasen still holds onto their original contract for the Tau Ceti Foreign Legion, the Minutemen and Republican Fleet are both almost entirely outfitted with Zavodskoi-made weapons, armor, and voidsuits. NanoTrasen has attempted to counteract this influence through the recent appointment of Nathan Trasen as Secretary of Defense - but even with a Trasen in such a prestigious position, Zavodskoi has still managed to secure a solid grasp on the Republic's military industry. NanoTrasen has increased funding to Nexus Corporate Security several times in an effort to use their newly-formed PMC to undermine Zavodskoi's security business in the Corporate Reconstruction Zone, with some measure of success.

Orion Express

Zavodskoi contributed large portions of its logistics division to Orion Express, and has maintained a decent relationship with the logistics corporation. Though their Solarian business has been scaled back substantially, Zavodskoi still relies on Orion vessels for transport of its goods in the Alliance, and Orion has been known to favor Zavodskoi security when outside force is required for particularly troublesome work. Orion's ties to Hephaestus are the largest source of tension between the two corporations, and Zavodskoi is rumored to have attempted to seed several of its own agents within Orion-Hephaestus joint operations in order to gather intelligence on their rival.

Zeng-Hu Pharmaceuticals

When Zavodskoi Interstellar was still known as Necropolis Industries, it was Zeng-Hu's major rival in the genetics sector, leading to fierce competition between the two corporations. Rumors of sabotage and corporate espionage were commonplace, and the theft of company secrets was commonplace on both sides. Following the rebrand to Zavodskoi Interstellar, however, the corporation has significantly cut back on its genetics division, leaving Zeng-Hu as a mostly unchallenged monopoly in the field. With the two megacorporations no longer in direct competition, the relationship between them has warmed significantly, with Zavodskoi choosing instead to redouble its efforts against its main rival, Hephaestus Industries. Though the two do still compete in the robotics sector, so far this has been far less of a source of tension between them.

Relations

Stellar Corporate Conglomerate

The newly founded Conglomerate’s ties with Zavodskoi are blatant with a newly founded Corporate Force Projection Fleet bearing weapons, munitions and equipment of Zavodskoi make across the board. From high-end starship pieces to antique small arms, Zavodskoi provides it all, making them a key player in the Conglomerate’s private military. This newfound niche has led to a resurgence of its presence galaxy-wide, and cooperation with the other megacorporations has proven very profitable.

Synthetics

Since its rebranding from Necropolis Industries, Zavodskoi Interstellar often employs synthetics as precise, dextrous labour in machining, manufacturing and blanket industrial work. Many stubborn advocates of hand-crafting and several subsidiaries oriented around quality have made large steps towards vilifying these robotic mechanics, claiming that the “organic touch” is the key to quality, rather than objective fact. This case often seeps down to the working persons of the company through rough opinions of the synthetics which threaten the work of their lives. Contrarily, major steps to save the company face have echoed from executives, painting out a confusing and chaotic internal struggle against synthetics in the company.

The Empire of Dominia

Since its arrival in the Dominian industrial scene, Zavodskoi has made headway to monopolizing itself over the fledgling empire as best it can, to decent success. Its sway in the Imperial politics up high remains a mystery, but the certainty of Zavodskoi presence across the Empire’s domain is all there. In recent times, the company can be found reaching out to various establishments in the Empire in an attempt to, for whatever reason it can make up, buy them out. Whether this is a pitiful desperate attempt to grab power or grow a new monopoly is on you to decide.