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{{JobPageHeader
{{Template:Navbox Corporations}}
|headerbgcolor = black
{{Infobox Corporation
|headerfontcolor = red
|headercolor = #00d1d4 <!--Can be left blank for grey header-->
|stafftype = ENEMY
|textcolor = white <!--Can be left blank for black text-->
|imagebgcolor = Gray
|name = Idris Incorporated
|img_generic =Generic_cultist.gif
|logo = II-teal
|img =Generic_cultist.gif
|headquarters = Abidjan, Ivory Coast, West African Union, [[Earth]], [[Sol Alliance]]
|jobtitle = Cultist
|slogan = Astronomical Figures. Unlimited Power.
|access = Anywhere you had before your conversion or can sneak into.
|languages = Tradeband, Tau Ceti Basic
|difficulty = <font style="color:red;">'''Medium'''</font>
|ceo = [[Notable Humans#Alex Mason|Alex Mason]]
|superior = <font style="color:red;">'''NAR'SIE, GEOMETER OF BLOOD'''</font>
|colors = Cyan, teal, turquoise
|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 = 2152
|guides = This is the guide
|founder = William Idris
}}
|regions = Everywhere except Nralakk and Dominia
|}}
'''Idris Incorporated''' is an interstellar corporate bank headquartered in the Sol Alliance, though after the Solarian Collapse its branch in the [[Republic of Biesel]] has grown to become its most prominent base of operations. Representing the largest banking institution in the [[Orion Spur]], they hold a practical monopoly over banking and financial services throughout human space. Idris financial advice is regarded by millions of businesses as something short of divine guidance, the bank able to predict, influence and even control the flow of stock markets in Sol and beyond, power frequently used to bend situations and create favourable openings. Since providing secure credit storage for individuals, corporations and governments alike require a robust security presence, Idris fields one of the largest private security forces spread throughout its vast number of facilities, vaults, banks and commercial establishments. To that end, a sizable synthetic division has been developed to reinforce and partake in various activities, most notably debt reclamation.


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.
Furthermore, the company manages a number of luxury product chains, hotels and high-class entertainment centres in a multitude of worlds across the Spur, expanding their clientele and becoming the go-to provider for powerful and influential elites of all calibres and tastes.  


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.
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== Corporate Affairs ==
=== History ===


== Starting Out ==
Idris Incorporated was founded in 2152, as pressure grew for a secure way to store credits and have them transferable across solar systems. Idris Trust was at the time, one of the few banking institutions that offered interstellar services based in Sol, making them one of the most experimental, yet immensely convenient choices for business firms, especially centred around Eridani space. Under supervision from the Idris family, the bank grew astonishingly as more and more large businesses and corporations noticed the need to expand and extend their influence across the stars. It was then when it was decided that they touch on other fields, entering the stage of megacorporations.
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.


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.
Starting off, all of the most lucrative fields had already been dominated by firms such as [[Hephaestus Industries]] and [[NanoTrasen]]. As such, it was decided that a more commercial approach would be followed, focusing on catering to society’s elite and higher classes, providing high-end fashion and luxury products as well as services. With enough effort put in, Idris Incorporated secured a concrete foothold in the Solarian and Tau Ceti markets, with the next big prospective hit being the new cybernetics and augmentation services on Epsilon Eridani. As the corporation developed, so did its banking services and figures, landing it the title of the biggest bank in the known galaxy.


== Before converting, killing, or summoning Nar'Sie ==
Meanwhile, Idris Incorporated has managed to secure a place in the service synthetic sector, creating its own software and a dedicated IPC shell frame line intended for use as clerks and customer service, the hardware creation contracted out to Hephaestus. Still, the company is famed for its outstanding human staff in the high-end service sector, with many acclaimed chefs and mixologists to accompany the high brass on their business trips, soothing big deals.


'''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.
Today, Idris Incorporated is a member of the Stellar Corporate Conglomerate, joining efforts with the other megacorporations as former rivals put aside their differences. Or so it seems.


'''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.
The bank has begun offering hiring bonuses to those who work for other major interstellar corporations to draw people away from their competitors. However, they are still in a struggle with NanoTrasen due to its large employee base mainly using the company's bank as their method of storing funds, preventing Idris from having a large number of members. This has caused strained relationships between NanoTrasen and Idris Incorporated.


'''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.
=== Influence ===


'''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.
Idris Incorporated exercises authority over seven million major banks spread across Human space and beyond, and has come to find itself in virtually every major power's pocket in some form or fashion. While not openly contesting NanoTrasen's net worth, Idris and its services can be found to extend as far as its looming superior can see.


== Quick Start Guides ==
As the go-to business for any and all banking in the Orion Spur, Idris is a notably secretive corporation. Reasonably so, it possesses the financial information of almost every living being in the galaxy. With great power comes great responsibility, and whatever power the Idris family was given has clearly gone to their heads - the decisions of higher-ups are erratic, and unpredictable at best. Some owe Idris’ continued place in the galactic stage to Zeng-Hu tech giving their executives genetic advantages over the opposition - others believe it’s just a big conspiracy and reminiscent of a big gang.


The deeper one looks into Idris, the less prominent people tend to be. Higher ranking officials slowly slither out of the public eye and find themselves officially retreating to luxurious hideaways - ones they’re never found using. Whatever the case, shady tactics and illicit business are part of the trade for a trusted Idris associate. Whether the effects of this drip down to the level of the crew is up to you, the reader.


Idris, being fabulously rich, has no issue with paying others to do their dirty work. Its employees are well-paid, and often well-trained.


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==== Idris Family ====
=== I have seen the terrible truth!  How do I Cultist? ===
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* 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. 
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* 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.
 
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Founded by wealthy businessman William Idris, not much is known about the people behind the world’s largest human bank. Through the generations, the Idris would acquire land and create estates all over the core worlds of Sol, their rich tastes in items and architecture characterising every Idris property in unique ways.


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A very secretive family, the Idris never shared private information with the public. This has made them the subject of many theories by those who care enough. Their Eridanian connections appear to have enabled them to embrace heavy augmentations. The bright artificial blue light of the eyes, full coats, dark gloves and what appear to be bright cyan blood vessels on the necks of the most senior, fully retired from public eye family members, never fail to reinforce the feelings of abnormality and fear.


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Despite their secret life, the Idris are known for their dubious deals and shady business, while perfectly maintaining the aura of outstanding, honest customer service they are so renowned for. It is no secret though, that when they feel their interests threatened, none of them would hesitate to adopt extreme measures. No few were the cases of “mysterious disappearances” of small rival business strongmen, or of “miraculous turnings” of problem customers, into ideal clients.


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=== Positronics and Idris Incorporated ===


=== My soul's been trapped in a Construct, what do? ===
:''"We have authority to reclaim your security as per your loan agreement. I am cleared to use reasonable force to achieve this directive. Do not resist."''


Notorious across the known galaxy, Idris Reclamation Units are shell [[IPC]]s constructed and programmed to investigate, interrogate as well as reclaim securities and or assets from a client in arrears. Capable of excellent customer service and a novelty to agreeable customers, their notoriety stems from their inhuman treatment of "problem customers". In the interest of carrying out their various 'directives', Reclamation Units are programmed, and granted authorization for, the usage of 'reasonable force' against clients, though this reliably never trends towards irreparable injury or death. A majority of contracts are settled ‘diplomatically’, with reasonable force, in teams of two units. '''Idris Reclamation Units are designated by the prefix “IRU-” followed by their name. An example of this formatting is IRU-Name.'''
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* You serve the cult and Nar'Sie.  Do what they say.
Idris Incorporated's Synthetic Department consists of both an investigative and asset reclamation division, as well as a security division. The Idris Security Division consists of medium to heavy class IPCs for use as bank security as well as higher risk reclamation contracts.
* 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.
 
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=== I was a ghost, but then I stood on a rune, and now I'm an Apparition! ===
Known problematic clients will warrant the usage of the Idris Security Units. More often than not, these will consist of baseline and G2 chassis, though it's not unheard of to see different models. These teams are always accompanied by a human handler, who will be responsible for coordination and oversight. This is in order to manage the operation, authorize actions, command the unit, and secure any fallen members/equipment. The human handler will rarely engage in conflict directly, reserving the more dangerous operations to the IPC security detail units. IPC security teams consist of between 2-6 IPCs per human handler. '''Idris Security Units are designated by the prefix “ISU-” followed by their name. An example of this formatting is ISU-Name.'''


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'''All Idris Security Units are expected to adopt the IRU- or ISU- prefix.'''


Fresh Apparition?  Here's a rundown:
Hierarchy between reclamation and security units is often determined on a case by case basis by the units’ handlers. This ensures orderly and efficient management in environments where IPCs may be without the immediate oversight of their human superiors. However Idris Incorporated employees are always considered as possessing seniority to the IPC security and reclamation units. Both reclamation and security units are carefully monitored by their human handlers and undergo regular check ins. Uniformity and obedience is expected, where behavior outside the norm often results in severe punishment. '''Idris Security and Reclamation units are expected to wear the “Idris Unit coat” found in the Loadout under the Xenowear - IPC tab.'''


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.
Given the sensitive nature of their field, Idris Incorporated synthetics are barred from acquiring freedom and if sold, their positronic brains are memory wiped. Synthetics that are close to paying themselves off are quietly transferred to other branches wherein such laws do not apply. Many IRUs and ISUs are sold second hand or loaned out to various corporations who usually utilize them for security or investigation work.


You can only speak and understand Cultish.
==Executives and Branches==
[[File:AlexMason.png|thumb|right|Alex Mason, Idris' Chief Executive Officer.]]


Ask your masters for a robe, sword, and tome to start you off, and ask them what they want you to do.
===Executives===
Idris is run by the Board of Governors, lead by Chairman Markus Idris. The Board of Governors oversee the general function of the bank, with teams in Sol and Tau Ceti managing more local problems.


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.
'''Chief Technology Officer:''' Carol Cojocaru, b. 2380


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An old name in Idris, Cojocaru earned his position not from backroom dealing or business acumen, but by an unerring belief in technological innovation. First making a name for himself as a roboticist in charge of ISUs back in 2423, in Chicago. As the first shells began to be produced, the Earther quickly realized the immense potential of shells in the company’s facilities and was quickly accepted into the nascent Idris Reclamation Unit program. As it became clear that the program would find more success in other systems, he quickly transferred after proposing a plan to roll out shell workers in most of Idris’ Earth enterprises, earning a promotion to Chief Technology Officer with his relentless drive to have them implemented across the entire company. Many suspect the strain of such a massive change to the company in a short time broke Carol, with the man suffering a heart attack by 2454 at the age of 48. Since then, his worldview seemingly changed, with the old roboticist acting fiercely resistant to change - indeed, attempts to contract IRUs out to other companies were stonewalled by him until 2460. The man is personally known for his surprisingly good insight, volatile personality, and immense caution. With the man getting older, many of his subordinates are waiting for the opportunity to unseat a head they now view as overly conservative.


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'''Idris Family Patriarch:''' Adram Idris, b. 2353


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With his life after retirement shrouded in mystery, the 112-year-old man has been at the forefront of Idris for over half a century. While not a member of the Board, Adram Idris’ decision to promote his protege, Alex Mason, as the new chief executive has raised questions about the real figure behind the administration. A once personal acquaintance of Xavier Trasen, Adram’s role in the expansion of the banking institute into Tau Ceti has been key to the truly all-encompassing reach it enjoys today. Head of the Idris family and estates, his combined personal and family wealth is one of the most closely guarded secrets, arousing the interest of analysts and conspiracy theorists whose most conservative estimations regularly place him as either the first or second wealthiest private individual, alongside Miranda Trasen. No matter the case, he has regularly shunned personal and family publicity, enforcing strict policies of privacy and avoidance of public appearances which only the younger Idris can get away from.
=== My soul was stolen, and now I'm a Shade. ===
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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.


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'''Executive Member:''' Stanley Dittmeier, b. 2414


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Another Lunarian born in affluence, Dittmeier’s career started at a young age, entrepreneuring in various fields, pitching dodgy inventions and products in various attempts of achieving a successful business. Never the type of person to give up, his persistence despite the failures and toeing the line of financial ruin allowed him to enter a wide social network of business individuals, including the Idris affiliated Alex Mason. Impressed with his character, business bravado and willingness to push the line in the name of profit, it wasn’t long until he had granted Stanley the position of personal secretary, a rank which followed Mason and his rapid climb to the top. A result of blatant utilitarianism, his elevation to the Board of Directors in the vague role of “Executive Member” has resulted in many controversies within inner circles. However, his undoubted usefulness as a crafty, underhanded deal maker and close confidant of Alex Mason renders him immune from open criticism.


== The Runes ==
===Branches===


===Important Notes===
'''Abidjan, Ivory Coast, [[Earth]], [[Sol]]:''' As the most ancient and arguably most developed branch in Sol, Abidjan directs the corporation’s significant activity in Alliance space, centred around the core worlds and the Sol system itself. The birthplace of Adram Idris himself, it is regarded as the primary stronghold of Idris influence in the Alliance. Branch directors are often at liberty to strike deals and preserve a working relationship with an increasingly uneasy government after the formation of the SCC. Though major issues with the Alliance are easily settled or mitigated due to Idris’ influence over the fragile Solarian economy, relatively good relations and agreements with Einstein Engines have roused complaints from Nanotrasen factors, the Board often claiming such as necessary for the status quo. From a more local view, the Abidjan branch dominates the city with its innumerable Idris affiliated businesses, casinos and banking facilities. The headquarters complex on the outskirts is the largest and most guarded private area in the city and possibly West Africa, serving as a base for the corporation’s every need in the system, a private shuttle port offering a direct connection to the planetary orbit and Unity Station.


Before you dive in, here are some important notes regarding runes: 
'''Mendell City, [[Biesel]], [[Tau Ceti]]:''' Idris Incorporated’s branch in Mendell City can be found near the edge of the Phoenix Park District, exerting control over all operations in Republic space and skyrocketing in importance as the main representative of company interests in the wider megacorporate world, after the creation of the Stellar Corporate Conglomerate. Recent funding and a shift of more focus to the Republic has allowed for immense renovations with a brand new skyscraper, “The Tower”, catching the eye as the tallest in the district and the second the whole of Mendell, coming face to face with the marginally higher Nanotrasen Headquarters. The surrounding complex serves as a base of operations for the Tau Ceti security and reclamation divisions, providing living quarters for Idris employees and guards as well as an underground warehouse for synthetic storage. Center to Mendell’s commercial district, its presence has created a shift, moving the centre of the City’s financial sector to its surrounding area with the help of the centralised Idris Mendell City Bank, the planet’s main and most important banking establishment.


* 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.
'''Eridani I, [[Epsilon Eridani]]:''' The Eridani I branch serves as the overall Idris headquarters for the Eridani system, regarded as the third most important corporate branch. Idris’ presence in the Eridani market and society is not as vast as Hephaestus, often struggling to compete against them. Nevertheless, Idris banking remains king amongst the rest, the Eridani elite enjoying significant benefits as incentives compared to other areas, for their much needed continued support. Idris facilities are scattered throughout the megacities, the higher echelons occupying the higher locations. The headquarters themselves are situated in various skyscraper complexes all over the city, a product of the tremendous corporate entanglement and complexities dominating the Federation. The Eridani I branch is also home to Idris’ newest bid into the cybernetics and synthetics division, possessing facilities that serve as the main heavy-duty maintenance station for Idris synthetics, as well as the main centre for research in augmentation technology and software development.


* 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.
'''[[Silversun]], Middle Colonies, Sol Alliance:''' The Silversun branch of Idris is the final regional branch, dedicated to serving as the headquarters for company interests on the planet. Tasked with directing the corporation’s meddling efforts in the government through the Tourism Development Group of Silversun, the local Idris offices are staffed with expert political manipulators and lobbyists. The vast, planetary-scale investments have rendered Silversun the busiest and most populous regional branch, making the physical presence of the corporation impossible to miss on nearly every corner. Planned by some of Sol’s most renowned architects, Idris buildings blend in perfectly with the serene environment of Silversun. In practice however, vast underground complexes form a network of storage and office spaces, as well as living quarters for the many Expatriate employees. All this is done in order to avoid interference with the pristine environment as much as possible, the more complex and common above-surface compounds and skyscrapers being avoided as much as possible. Lastly, the planet serves as a popular vacation spot for the majority of mid to high tier executives; a company-sponsored leave on Silversun is considered a standard and often a much-appreciated reward for productive and valuable employees.


* 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==


* 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.
The subsidiaries of all megacorporations are as endless as their own direct employees, with massive swaths of businesses being occupied or dropped on a daily basis on a galactic scale. Whether businesses flourish alongside or get crushed by the corporate powers is found to be a case-by-case scenario. This means that any independent business, at least outside of Tau Ceti and the Eridani Corporate Federation, can reasonably survive indefinitely without the megas grabbing them. However, should these businesses elevate to anything worthwhile, it is reasonable to assume they’ve already fallen to the whim and will of the economic rulers of the Orion Spur.
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===Celestial Cruises===
“Witness beauty and splendor.


* 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.
'''Chief Executive Officer:''' Leina Idris, b. 2393


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A subsidiary of Idris, Celestial Cruises has been touted as one of the most famous examples of the fabulous lifestyle one can have with Idris. It maintains fleets of 400 meter long “Star-gazer” ships, vessels with glass dome tops holding a miniature environment along with numerous holodecks, clubs, and entertainment centers within their decks. Maintained by contracted engineers and staffed by Idris employees and IPCs, these exclusive cruises have become popular in a select few nations in the Orion Spur.  
 
===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>
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Note:  It is good practice to LOOC with your victim to confirm whether they are willing to participate as an antagonist.
 
{| 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?
|-
!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.
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*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.
====History====
*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. 
*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">
**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 />
**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
|}


Founded in 2332, Celestial Cruises was an ambitious project by founder Naia Idris to capitalize on a possible market: Luxury space cruises. The company sky rocketed in 2341 after unveiling the first Star-gazer, with cruise tickets selling out in minutes. Maintaining constant expansion while retaining its luxurious image, Celestial Cruises opened a Republic of Elyra branch while also drafting possible plans to expand into more settled Coalition areas and the Empire of Dominia. Unfortunately, the collapse of the Sol Alliance has dug deep into the company’s profits and cancelled those plans. With a majority of its primary branch’s Star-gazers lost or trapped in warlord held lands, Celestial Cruises’ CEO is forced to gamble with expansions to Elyra’s cruises while attempting to establish a Republic of Biesel branch.


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====Branches====
* Sol Alliance: The mainstay of Celestial Cruises since it began, the Sol Alliance branch was its most developed and advanced fleet of Star-gazers. Several rings of voyages dotted the Sol Alliances territory, stretching from the borders of the Traverse to the Weeping Stars region. Silversun was the nexus of these voyages, with vacation plans that allowed one to enjoy a cruise right before settling into their resort on the beautiful planet. As such, when the Sol Alliance collapsed so did the income of Celestial Cruises. While smaller flight paths within the Sol Alliance’s shrunken territory continue on, they remain far from the poorly-protected borders of the sector.


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* Republic of Elyra: Opening up shortly after Elyra’s formation, Celestial Cruises was well-received by the citizens of Elyra. With a primary loop between Persepolis, Aemeq, and Medina, Celestial Cruises is popular for those who wish to tour the jewels of the Serene Republic. The Republic of Elyra branch also attracts business from the Coalition, PRA, Hegemony, and Dominia.  With Sol’s branch cut down, The Republic of Elyra’s branch has seen more investments in the hopes of becoming the new primary branch for Celestial Cruises.


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* Tau Ceti: Quickly developing as a new source of income to offset the loss in the Sol Alliance branch, the Tau Ceti branch holds some of the company’s hopes in solving the issues the Solarian collapse caused. With just a single Star-gazer preforming circuits within the capital system, operations are limited for now. Should their newly claimed systems become settled by the SCC, Tau Ceti could be the perfect site for rapid expansion.
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===Caishen Jewellers===


===Summoning Runes===
“The best of the galaxy in your dresser!”


'''Chief Executive Officer:''' Lubanzi Idris, b. 2437


 
Caishen Jewellers is the leading jewellery company in the Spur, with its hand in several markets in the major nations. Any jewellery, from rings, tiaras, necklaces, bangles, to piercings can be found in their stores or bought custom made and designed from the company’s site. Cainshen Jewellers’ business model revolves around finding “exotic” locales or artisans to have custom pieces made from, giving buyers to have a wide selection of choices while allowing Caishen to rack up the price for supposedly premium hand-made goods.
<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>
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====History====


{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
Caishen Jewellers began in Eridani in 2367. Decades after the discovery of Skrell and their arrival to several systems, a wave of interest in Skrell fashion occurred in Eridani. It was during this time that the founderJuno Idris, sought to find a way to use this trend. Their answer was to begin Caishen Jewellers. At first using Skrell and Eridani artists to provide their custom goods, branches and contacts were established with the Tajara and Unathi after humanity’s contact with them in 2418 and 2433 respectively. Now, Caishen Jewellers offers a diverse range of artists and pieces for one to gain, if they’re willing to spare the credits for it.  
! 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?
|-
!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
|}


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====Major Brands====


</div>
'''Moghean Majesty:'''
Partnering with local goldsmiths and silversmiths in the Izweski capital of new Skalamar, Caishen offers pieces made by the expert hands of clans with centuries of experience and history in their productions. Some common pieces include bracelets made with family names artfully written upon them in Sinta’Unathi and ring earrings with religious charms looped through them. Calligraphy in Sinta’Unathi is the most common marker of a Unathi-made piece from Caishen Jewellers, etched onto almost every piece made.


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'''Tajaran Treasures:'''
===Offense Runes===
Caishen retains contacts with several Tajaran artisans from across Adhomai. These include the carpenters and woodcarvers of Zatushka and the watchmakers of Baltor. Common pieces from this brand are lifelike and detailed wooden statuettes or ornate watches made of rare materials and beautiful clockwork. Oddly there also exists a small niche market for supposed war trinkets and items made of material left over from the Second Revolution.  
<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>
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{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
'''Jewels of Nralakk:'''  
! scope="col" style='background-color:#a60000;' width="1%"|Name
The oldest brand for Caishen at almost a century, pieces handmade by Skrellian master craftsmen still capture the attention of buyers today. Common choices are beautiful shining chains that can be made to be worn anywhere on one’s body, and piercings that can be surgically embedded to form a patternThese products also find their way into the hands of the Skrell living in communities outside of the Nralakk Federation, as both a status symbol and a proud display of their culture.  
! 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?
|-
!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 runeThe 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>
'''Discount Diamonds:'''
Cheap and easily available, Discount Diamonds is surprisingly the most successful of Caishen’s brands. The affordability of their synthetic diamond pieces has allowed anyone to purchase one, and their stores often sell out of these pieces before new shipments can arrive. Mass production and shifting trends have led to this jewellery being mass produced, shipped out, and inevitably dumped in junkyards when the next big trend happens. This has made Discount Diamonds a massive source of free “gems” for the destitute, such as dregs.
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===Le Soleil Royal===


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“Vouloir, c’est pouvoir!” (Translated from Tradeband: “When there is will, there is a way!”)


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'''Chief Executive Officer:''' Emilie de Couturier, b. 2427
===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>
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{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
A massive fashion conglomerate - the largest in the Orion Spur - originating on Earth, Le Royal has centuries of experience - though some of its employees will brag about having over a millennium of experience - in crafting the best clothing known to humanity. Le Royal’s business model relies on being the best of the best of the best, with no others even coming close. It, unlike other Idris Incorporated subsidiaries, employs no known positronic workers. Its current Director, Emilie de Couturier, had cited the “more creative nature of humans” as the reason for this decision, which has brought Le Royal into some conflict with its parent company. But as long as the money keeps coming into Le Royal hand over fist, any change to its current business model is unlikely.
! 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
|-
|}
 
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===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>
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====Major Brands:====


{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
'''Walk Like Idris:'''  
! scope="col" style='background-color:#a60000;' width="1%"|Name
Producers of the finest footwear in the Orion Spur (as long as your feet aren’t clawed), Walk Like Idris is the most well-known of Le Royal’s brands thanks to all Idris Incorporated employees being issued a pair of their shoes upon completing their probationary period (the cost is subtracted from one’s paycheck, and buying these shoes is not optional). From the boardrooms of Eridani to the banks of Mendell City, everybody that’s somebody is walking like Idris.
! 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:
'''The Aspirants:'''
A collective name for Le Royal’s constituent luxury clothing brands, The Aspirants specialize into the creation of extremely high-end and high-quality clothing. Custom orders are very common, and the conglomerate is famous for its ability to complete custom orders quickly while meeting a bar of quality met by no other fashion house. While it produces for clients as far afield as Domina and the Coalition, it only accepts orders for human clothing.


# 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.
'''Wear Like Idris:'''
# 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.
The more affordable - but still prestigious - relative of The Aspirants, Wear Like Idris produces fashionable clothing for the more typical resident of the Orion Spur, including non-human customers. Its trendy clothing - and its stores - can be found on almost every planet in the civilized Orion Spur, making it one of the most widespread subsidiaries of any corporation.
# 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!
'''Synthetic Fashion:'''
While Le Royal does not employ synthetics, it does design and produce clothing for them - including the infamous coats commonly associated with Idris Reclamation Units. As it primarily produces clothing for shells, Synthetic Fashion clothing is deliberately designed to be light and breathable to allow for maximum cooling. This has unintentionally made it quite popular on hot planets such as Medina, and there has been some talk of expanding the brand’s focus on the human side  of their market.
</div></div>


== Surviving the Cult ==
== Corporate Relations ==
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.
===[[Einstein Engines]]===
Idris and Einstein have a generally positive relationship, with little need for competition. The vast majority of Idris-owned Shell IPCs are manufactured by Einstein, and their robotics division has allegedly developed several enhanced combat modifications for higher-end Idris Reclamation Units. Idris vessels tend to favor Einstein-produced warp drives over NanoTrasen-produced bluespace drives, with the exception of some of their higher-end security vessels and luxury yachts which advertise speed of travel as a major bonus. Following Solarian nationalization efforts, Idris and Einstein are the two most influential corporations in the Alliance, with Idris having paid high fees to avoid nationalization of its assets. This has given the two corporations a mutual goal -  maintaining their own prominence in Solarian affairs, and ensuring that future anti-corporate legislation remains directed at their rivals. Einstein and Idris have both heavily invested in their own PR within the Alliance, remaining invested in Sol's future development.


=== Identifying the Occult ===
===[[Hephaestus Industries]]===
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.
Hephaestus and Idris remain on good terms, despite Hephaestus CEO Titanius Aeson's reported dislike of Idris CEO Alex Mason. Idris purchases many Hephaestus-made IPCs, particularly industrial models, for use as part of its security branch. Due to the lack of overlap between the two corporations' respective fields, little opportunity for conflict has arisen between Hephaestus and Idris, with the two corporations having been known to align on several issues - maintaining their power in the face of the increasingly antagonistic Sol Alliance and establishing further influence in the Republic of Biesel as NanoTrasen's control declines being the two main issues on which Hephaestus and Idris align.


''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.''
===[[NanoTrasen]]===
NanoTrasen and Idris have never been fierce rivals, though Idris's continued prominence in Sol and its expansion into Biesel has led to tension between the two megacorporations. As Idris expanded its banking operations into NanoTrasen's center of power, NanoTrasen attempted to hold onto their banking business in Tau Ceti, incentivizing its employees to only make use of NanoTrasen banking instead - despite the many advantages that Idris held as a competitor. So far, Idris has been gradually expanding its presence in the Republic's financial sector, with many NanoTrasen employees switching to the use of Idris banks despite their employer's wishes. Idris has begun offering hiring bonuses to NanoTrasen employees in an effort to further weaken their power over Biesel's financial sector, as well as establishing branches in many of the former Solarian worlds of the Corporate Reconstruction Zone, where NanoTrasen holds much less direct influence. Though NanoTrasen has issued little official response to this, Idris transport vessels seem to commonly come under attack by pirates in the Reconstruction Zone, with many speculating the phoron giant is attempting to undermine confidence in Idris's renowned security.


* 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.
===[[Orion Express]]===
* 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.
Orion and Idris have little in the way of competition - though Orion has expanded into the service sector, they have targeted a very different clientele than Idris aims for. Idris relied on Meng Logistics Incorporated for several deliveries to Silversun prior to the formation of Orion Express, and reportedly advocated for the Stellar Corporate Conglomerate's purchase of the small shipping company in 2463. Orion avoided the wave of Solarian nationalization by formed after the creation of the Solarian Corporate Authority, but Idris has wielded its remaining influence in Sol against the voices pushing for Orion to be subject to the same harsh penalties of the rest of the SCC - ensuring that, at least for now, Orion remains able to operate freely in Alliance space.
* 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.
===[[Zavodskoi Interstellar]]===
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.


=== Striking Back ===
===[[Zeng-Hu Pharmaceuticals]]===
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 damageTasers and stun batons are nearly worthless against the armored Cult!
Idris and Zeng-Hu have never been direct competitors, with the two corporations operating in radically different sectors. Many Idris-patented cosmetics are manufactured by Zeng-Hu labs, and the pharmaceutical giant is known to favor Idris transport vessels for its high-value cargo. Rumors are commonly spread on the Extranet that Zeng-Hu genetic modification has been used to enhance Idris executives to be superior to their competition - though these are widely derided as nothing more than conspiracy theories. In recent years, the two corporations have come to face a common threat - the rising anti-corporate sentiment within the Sol Alliance, historically a stronghold for both Idris and Zeng-HuAs Idris maintains one of the best relationships with the Alliance, and has proved one of the most difficult corporations for Sol to shake the influence of, Zeng-Hu has allegedly hired Idris public relations specialists to maintain their image within Sol, attempting to ensure that Alliance citizens maintain a favorable view of Zeng-Hu's operations.


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!
==Relations with Trans-stellar Factions==


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.
Relations with all corporations are heavily tied to every echelon of even the most detached factions in the Orion Spur. As the corporations have seeped into every facet of one’s livelihood as far as the eye can see, few find it unimportant to maintain some degree of knowledge on the megacorps.  


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.
This megacorporation’s noteworthy relations with the major powers are below, and may be very important to you.


==== Wall Runes ====
===Crevus===
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 megacorporations arrived to [[Crevus]] following first contact with the Tajara in 2418, none captured the eyes of the locals better than Idris Incorporated. The company enjoyed major success in the city in the decades since their establishment there. Idris products fly off the shelves and into the hands of buying consumers looking to hop on new fashion trends or to improve their own wardrobes. Any two-bit gambler worthy of the title or rich scion makes sure to wear at least one Idris watch or tailored shirt minimum when they’re out on the town. Tourists regularly come to Crevus on Idris transports to partake in a safer Tajaran cultural experience. The company is even patronized heavily by the ruling crime families that allow it to co-partner on some of their businesses. ISUs are present there as well to function as security for Idris employee housing at the Pam Hu District, the company’s mall, and are rented by some of the rich to function as bodyguards.
Crevan workers make up the bulk of Tajara that work for Idris. Those who enter the service economy tend to be run of the mill citizens or failed entertainers. Those who work for the security teams are former crime family enforcers. The skills these street-hardened men and women gained in that line of work translate well into the corporate environment they found themselves in after signing on. While their cheap price matches their quality, these Tajara make up for it with a vicious eagerness for their work. They can typically be found running night security, transporting credits, or as cost-effective security details. Due to the Tajara bans and prevailing xenophobia, Tajara were never used at Idris installations within the Sol Alliance or in Elyra. Recruitment of Tajara has steadily increased following the end of the Second Revolution.


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.
===Golden Deep Collective===
Although opinions may differ between merchants, the Golden Deep and Idris Incorporated generally have an amicable, albeit cautious, relationship. Largely due to the Idris brand and an emphasis on customer service, many Idris retired synthetics from the service field find themselves purchased instead by the Golden Deep. Moreover the Golden Deep and Idris commonly engage in trade, supplying the mega-corporation with exotic luxury goods from across the galaxy. However some Golden Deep synthetics have voiced concern for the increased relations with the human run corporation.


=== The Chaplain ===
===Solarian Alliance===
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).
Idris arguably maintains the best working relationship with the Alliance of any megacorporation aside from Einstein Engines thanks to its focus on luxury goods and banking instead of creating dangerous breakaway states or crashing the interstellar economy. The megacorporation paid its way out of nationalization efforts by the Alliance following the Solarian Collapse and continues to dominate the banking, tourism, and luxury goods sectors of the shrunken Alliance. While it does not dominate the Alliance's economy to the extent of other corporations Idris' deep banking and luxury goods connections throughout the Jewel Worlds make it extremely difficult to dislodge and quite popular among most movers and shakers in the Solarian political scene. While Idris Incorporated tourism facilities can be found throughout the Jewel Worlds - particularly on [[Europa]] - it has the most control over [[Silversun]], despite protests from many residents of the planet at their home being turned into a massive resort for wealthy Solarians. Idris incorporated often does business with [[Einstein Engines]] in the Alliance, despite protests from NanoTrasen.


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.
===New Kingdom of Adhomai===


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.
After the end of the Second Revolution, Idris Incorporated was quick to establish itself in the New Kingdom of Adhomai. Besides offering loans to the government and the nobility, the corporation is also heavily involved in the service sector. Idris provides alien luxury goods to the nobles while exporting Adhomian handcrafted items, such as the famous Baltor watches, to the galaxy. Thanks to the growing royalist tourist industry, the megacorporation is now investing in opening luxury resorts throughout the Kingdom.  


== Tips & Tricks ==
New Kingdom Tajara hired by Idris will usually be employed in its service sector. However, many sought employment in their security departments because of the influx of veterans caused by the end of the civil war. Idris Incorporated is regarded as the best corporation to work for in the NKA's public opinion; being one of its employees is considered a matter of pride. Tajara who seek employment in other megacorporations that share the same sectors with Idris are considered to have gone with a second-rate option.
* 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]]
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[[Category:Pages]]

Текущая версия от 02:17, 1 апреля 2024

Idris Incorporated
Slogan Astronomical Figures. Unlimited Power.
Headquarters Abidjan, Ivory Coast, West African Union, Earth, Sol Alliance
Chief Executive Officer Alex Mason
Official Languages Tradeband, Tau Ceti Basic
Color Scheme Cyan, teal, turquoise
Founded 2152
Founder William Idris
Operating Region Everywhere except Nralakk and Dominia

Idris Incorporated is an interstellar corporate bank headquartered in the Sol Alliance, though after the Solarian Collapse its branch in the Republic of Biesel has grown to become its most prominent base of operations. Representing the largest banking institution in the Orion Spur, they hold a practical monopoly over banking and financial services throughout human space. Idris financial advice is regarded by millions of businesses as something short of divine guidance, the bank able to predict, influence and even control the flow of stock markets in Sol and beyond, power frequently used to bend situations and create favourable openings. Since providing secure credit storage for individuals, corporations and governments alike require a robust security presence, Idris fields one of the largest private security forces spread throughout its vast number of facilities, vaults, banks and commercial establishments. To that end, a sizable synthetic division has been developed to reinforce and partake in various activities, most notably debt reclamation.

Furthermore, the company manages a number of luxury product chains, hotels and high-class entertainment centres in a multitude of worlds across the Spur, expanding their clientele and becoming the go-to provider for powerful and influential elites of all calibres and tastes.


Содержание

Corporate Affairs

History

Idris Incorporated was founded in 2152, as pressure grew for a secure way to store credits and have them transferable across solar systems. Idris Trust was at the time, one of the few banking institutions that offered interstellar services based in Sol, making them one of the most experimental, yet immensely convenient choices for business firms, especially centred around Eridani space. Under supervision from the Idris family, the bank grew astonishingly as more and more large businesses and corporations noticed the need to expand and extend their influence across the stars. It was then when it was decided that they touch on other fields, entering the stage of megacorporations.

Starting off, all of the most lucrative fields had already been dominated by firms such as Hephaestus Industries and NanoTrasen. As such, it was decided that a more commercial approach would be followed, focusing on catering to society’s elite and higher classes, providing high-end fashion and luxury products as well as services. With enough effort put in, Idris Incorporated secured a concrete foothold in the Solarian and Tau Ceti markets, with the next big prospective hit being the new cybernetics and augmentation services on Epsilon Eridani. As the corporation developed, so did its banking services and figures, landing it the title of the biggest bank in the known galaxy.

Meanwhile, Idris Incorporated has managed to secure a place in the service synthetic sector, creating its own software and a dedicated IPC shell frame line intended for use as clerks and customer service, the hardware creation contracted out to Hephaestus. Still, the company is famed for its outstanding human staff in the high-end service sector, with many acclaimed chefs and mixologists to accompany the high brass on their business trips, soothing big deals.

Today, Idris Incorporated is a member of the Stellar Corporate Conglomerate, joining efforts with the other megacorporations as former rivals put aside their differences. Or so it seems.

The bank has begun offering hiring bonuses to those who work for other major interstellar corporations to draw people away from their competitors. However, they are still in a struggle with NanoTrasen due to its large employee base mainly using the company's bank as their method of storing funds, preventing Idris from having a large number of members. This has caused strained relationships between NanoTrasen and Idris Incorporated.

Influence

Idris Incorporated exercises authority over seven million major banks spread across Human space and beyond, and has come to find itself in virtually every major power's pocket in some form or fashion. While not openly contesting NanoTrasen's net worth, Idris and its services can be found to extend as far as its looming superior can see.

As the go-to business for any and all banking in the Orion Spur, Idris is a notably secretive corporation. Reasonably so, it possesses the financial information of almost every living being in the galaxy. With great power comes great responsibility, and whatever power the Idris family was given has clearly gone to their heads - the decisions of higher-ups are erratic, and unpredictable at best. Some owe Idris’ continued place in the galactic stage to Zeng-Hu tech giving their executives genetic advantages over the opposition - others believe it’s just a big conspiracy and reminiscent of a big gang.

The deeper one looks into Idris, the less prominent people tend to be. Higher ranking officials slowly slither out of the public eye and find themselves officially retreating to luxurious hideaways - ones they’re never found using. Whatever the case, shady tactics and illicit business are part of the trade for a trusted Idris associate. Whether the effects of this drip down to the level of the crew is up to you, the reader.

Idris, being fabulously rich, has no issue with paying others to do their dirty work. Its employees are well-paid, and often well-trained.

Idris Family

Founded by wealthy businessman William Idris, not much is known about the people behind the world’s largest human bank. Through the generations, the Idris would acquire land and create estates all over the core worlds of Sol, their rich tastes in items and architecture characterising every Idris property in unique ways.

A very secretive family, the Idris never shared private information with the public. This has made them the subject of many theories by those who care enough. Their Eridanian connections appear to have enabled them to embrace heavy augmentations. The bright artificial blue light of the eyes, full coats, dark gloves and what appear to be bright cyan blood vessels on the necks of the most senior, fully retired from public eye family members, never fail to reinforce the feelings of abnormality and fear.

Despite their secret life, the Idris are known for their dubious deals and shady business, while perfectly maintaining the aura of outstanding, honest customer service they are so renowned for. It is no secret though, that when they feel their interests threatened, none of them would hesitate to adopt extreme measures. No few were the cases of “mysterious disappearances” of small rival business strongmen, or of “miraculous turnings” of problem customers, into ideal clients.

Positronics and Idris Incorporated

"We have authority to reclaim your security as per your loan agreement. I am cleared to use reasonable force to achieve this directive. Do not resist."

Notorious across the known galaxy, Idris Reclamation Units are shell IPCs constructed and programmed to investigate, interrogate as well as reclaim securities and or assets from a client in arrears. Capable of excellent customer service and a novelty to agreeable customers, their notoriety stems from their inhuman treatment of "problem customers". In the interest of carrying out their various 'directives', Reclamation Units are programmed, and granted authorization for, the usage of 'reasonable force' against clients, though this reliably never trends towards irreparable injury or death. A majority of contracts are settled ‘diplomatically’, with reasonable force, in teams of two units. Idris Reclamation Units are designated by the prefix “IRU-” followed by their name. An example of this formatting is IRU-Name.

Idris Incorporated's Synthetic Department consists of both an investigative and asset reclamation division, as well as a security division. The Idris Security Division consists of medium to heavy class IPCs for use as bank security as well as higher risk reclamation contracts.

Known problematic clients will warrant the usage of the Idris Security Units. More often than not, these will consist of baseline and G2 chassis, though it's not unheard of to see different models. These teams are always accompanied by a human handler, who will be responsible for coordination and oversight. This is in order to manage the operation, authorize actions, command the unit, and secure any fallen members/equipment. The human handler will rarely engage in conflict directly, reserving the more dangerous operations to the IPC security detail units. IPC security teams consist of between 2-6 IPCs per human handler. Idris Security Units are designated by the prefix “ISU-” followed by their name. An example of this formatting is ISU-Name.

All Idris Security Units are expected to adopt the IRU- or ISU- prefix.

Hierarchy between reclamation and security units is often determined on a case by case basis by the units’ handlers. This ensures orderly and efficient management in environments where IPCs may be without the immediate oversight of their human superiors. However Idris Incorporated employees are always considered as possessing seniority to the IPC security and reclamation units. Both reclamation and security units are carefully monitored by their human handlers and undergo regular check ins. Uniformity and obedience is expected, where behavior outside the norm often results in severe punishment. Idris Security and Reclamation units are expected to wear the “Idris Unit coat” found in the Loadout under the Xenowear - IPC tab.

Given the sensitive nature of their field, Idris Incorporated synthetics are barred from acquiring freedom and if sold, their positronic brains are memory wiped. Synthetics that are close to paying themselves off are quietly transferred to other branches wherein such laws do not apply. Many IRUs and ISUs are sold second hand or loaned out to various corporations who usually utilize them for security or investigation work.

Executives and Branches

Alex Mason, Idris' Chief Executive Officer.

Executives

Idris is run by the Board of Governors, lead by Chairman Markus Idris. The Board of Governors oversee the general function of the bank, with teams in Sol and Tau Ceti managing more local problems.

Chief Technology Officer: Carol Cojocaru, b. 2380

An old name in Idris, Cojocaru earned his position not from backroom dealing or business acumen, but by an unerring belief in technological innovation. First making a name for himself as a roboticist in charge of ISUs back in 2423, in Chicago. As the first shells began to be produced, the Earther quickly realized the immense potential of shells in the company’s facilities and was quickly accepted into the nascent Idris Reclamation Unit program. As it became clear that the program would find more success in other systems, he quickly transferred after proposing a plan to roll out shell workers in most of Idris’ Earth enterprises, earning a promotion to Chief Technology Officer with his relentless drive to have them implemented across the entire company. Many suspect the strain of such a massive change to the company in a short time broke Carol, with the man suffering a heart attack by 2454 at the age of 48. Since then, his worldview seemingly changed, with the old roboticist acting fiercely resistant to change - indeed, attempts to contract IRUs out to other companies were stonewalled by him until 2460. The man is personally known for his surprisingly good insight, volatile personality, and immense caution. With the man getting older, many of his subordinates are waiting for the opportunity to unseat a head they now view as overly conservative.

Idris Family Patriarch: Adram Idris, b. 2353

With his life after retirement shrouded in mystery, the 112-year-old man has been at the forefront of Idris for over half a century. While not a member of the Board, Adram Idris’ decision to promote his protege, Alex Mason, as the new chief executive has raised questions about the real figure behind the administration. A once personal acquaintance of Xavier Trasen, Adram’s role in the expansion of the banking institute into Tau Ceti has been key to the truly all-encompassing reach it enjoys today. Head of the Idris family and estates, his combined personal and family wealth is one of the most closely guarded secrets, arousing the interest of analysts and conspiracy theorists whose most conservative estimations regularly place him as either the first or second wealthiest private individual, alongside Miranda Trasen. No matter the case, he has regularly shunned personal and family publicity, enforcing strict policies of privacy and avoidance of public appearances which only the younger Idris can get away from.

Executive Member: Stanley Dittmeier, b. 2414

Another Lunarian born in affluence, Dittmeier’s career started at a young age, entrepreneuring in various fields, pitching dodgy inventions and products in various attempts of achieving a successful business. Never the type of person to give up, his persistence despite the failures and toeing the line of financial ruin allowed him to enter a wide social network of business individuals, including the Idris affiliated Alex Mason. Impressed with his character, business bravado and willingness to push the line in the name of profit, it wasn’t long until he had granted Stanley the position of personal secretary, a rank which followed Mason and his rapid climb to the top. A result of blatant utilitarianism, his elevation to the Board of Directors in the vague role of “Executive Member” has resulted in many controversies within inner circles. However, his undoubted usefulness as a crafty, underhanded deal maker and close confidant of Alex Mason renders him immune from open criticism.

Branches

Abidjan, Ivory Coast, Earth, Sol: As the most ancient and arguably most developed branch in Sol, Abidjan directs the corporation’s significant activity in Alliance space, centred around the core worlds and the Sol system itself. The birthplace of Adram Idris himself, it is regarded as the primary stronghold of Idris influence in the Alliance. Branch directors are often at liberty to strike deals and preserve a working relationship with an increasingly uneasy government after the formation of the SCC. Though major issues with the Alliance are easily settled or mitigated due to Idris’ influence over the fragile Solarian economy, relatively good relations and agreements with Einstein Engines have roused complaints from Nanotrasen factors, the Board often claiming such as necessary for the status quo. From a more local view, the Abidjan branch dominates the city with its innumerable Idris affiliated businesses, casinos and banking facilities. The headquarters complex on the outskirts is the largest and most guarded private area in the city and possibly West Africa, serving as a base for the corporation’s every need in the system, a private shuttle port offering a direct connection to the planetary orbit and Unity Station.

Mendell City, Biesel, Tau Ceti: Idris Incorporated’s branch in Mendell City can be found near the edge of the Phoenix Park District, exerting control over all operations in Republic space and skyrocketing in importance as the main representative of company interests in the wider megacorporate world, after the creation of the Stellar Corporate Conglomerate. Recent funding and a shift of more focus to the Republic has allowed for immense renovations with a brand new skyscraper, “The Tower”, catching the eye as the tallest in the district and the second the whole of Mendell, coming face to face with the marginally higher Nanotrasen Headquarters. The surrounding complex serves as a base of operations for the Tau Ceti security and reclamation divisions, providing living quarters for Idris employees and guards as well as an underground warehouse for synthetic storage. Center to Mendell’s commercial district, its presence has created a shift, moving the centre of the City’s financial sector to its surrounding area with the help of the centralised Idris Mendell City Bank, the planet’s main and most important banking establishment.

Eridani I, Epsilon Eridani: The Eridani I branch serves as the overall Idris headquarters for the Eridani system, regarded as the third most important corporate branch. Idris’ presence in the Eridani market and society is not as vast as Hephaestus, often struggling to compete against them. Nevertheless, Idris banking remains king amongst the rest, the Eridani elite enjoying significant benefits as incentives compared to other areas, for their much needed continued support. Idris facilities are scattered throughout the megacities, the higher echelons occupying the higher locations. The headquarters themselves are situated in various skyscraper complexes all over the city, a product of the tremendous corporate entanglement and complexities dominating the Federation. The Eridani I branch is also home to Idris’ newest bid into the cybernetics and synthetics division, possessing facilities that serve as the main heavy-duty maintenance station for Idris synthetics, as well as the main centre for research in augmentation technology and software development.

Silversun, Middle Colonies, Sol Alliance: The Silversun branch of Idris is the final regional branch, dedicated to serving as the headquarters for company interests on the planet. Tasked with directing the corporation’s meddling efforts in the government through the Tourism Development Group of Silversun, the local Idris offices are staffed with expert political manipulators and lobbyists. The vast, planetary-scale investments have rendered Silversun the busiest and most populous regional branch, making the physical presence of the corporation impossible to miss on nearly every corner. Planned by some of Sol’s most renowned architects, Idris buildings blend in perfectly with the serene environment of Silversun. In practice however, vast underground complexes form a network of storage and office spaces, as well as living quarters for the many Expatriate employees. All this is done in order to avoid interference with the pristine environment as much as possible, the more complex and common above-surface compounds and skyscrapers being avoided as much as possible. Lastly, the planet serves as a popular vacation spot for the majority of mid to high tier executives; a company-sponsored leave on Silversun is considered a standard and often a much-appreciated reward for productive and valuable employees.

Subsidiaries

The subsidiaries of all megacorporations are as endless as their own direct employees, with massive swaths of businesses being occupied or dropped on a daily basis on a galactic scale. Whether businesses flourish alongside or get crushed by the corporate powers is found to be a case-by-case scenario. This means that any independent business, at least outside of Tau Ceti and the Eridani Corporate Federation, can reasonably survive indefinitely without the megas grabbing them. However, should these businesses elevate to anything worthwhile, it is reasonable to assume they’ve already fallen to the whim and will of the economic rulers of the Orion Spur.

Celestial Cruises

“Witness beauty and splendor.”

Chief Executive Officer: Leina Idris, b. 2393

A subsidiary of Idris, Celestial Cruises has been touted as one of the most famous examples of the fabulous lifestyle one can have with Idris. It maintains fleets of 400 meter long “Star-gazer” ships, vessels with glass dome tops holding a miniature environment along with numerous holodecks, clubs, and entertainment centers within their decks. Maintained by contracted engineers and staffed by Idris employees and IPCs, these exclusive cruises have become popular in a select few nations in the Orion Spur.

History

Founded in 2332, Celestial Cruises was an ambitious project by founder Naia Idris to capitalize on a possible market: Luxury space cruises. The company sky rocketed in 2341 after unveiling the first Star-gazer, with cruise tickets selling out in minutes. Maintaining constant expansion while retaining its luxurious image, Celestial Cruises opened a Republic of Elyra branch while also drafting possible plans to expand into more settled Coalition areas and the Empire of Dominia. Unfortunately, the collapse of the Sol Alliance has dug deep into the company’s profits and cancelled those plans. With a majority of its primary branch’s Star-gazers lost or trapped in warlord held lands, Celestial Cruises’ CEO is forced to gamble with expansions to Elyra’s cruises while attempting to establish a Republic of Biesel branch.

Branches

  • Sol Alliance: The mainstay of Celestial Cruises since it began, the Sol Alliance branch was its most developed and advanced fleet of Star-gazers. Several rings of voyages dotted the Sol Alliances territory, stretching from the borders of the Traverse to the Weeping Stars region. Silversun was the nexus of these voyages, with vacation plans that allowed one to enjoy a cruise right before settling into their resort on the beautiful planet. As such, when the Sol Alliance collapsed so did the income of Celestial Cruises. While smaller flight paths within the Sol Alliance’s shrunken territory continue on, they remain far from the poorly-protected borders of the sector.
  • Republic of Elyra: Opening up shortly after Elyra’s formation, Celestial Cruises was well-received by the citizens of Elyra. With a primary loop between Persepolis, Aemeq, and Medina, Celestial Cruises is popular for those who wish to tour the jewels of the Serene Republic. The Republic of Elyra branch also attracts business from the Coalition, PRA, Hegemony, and Dominia. With Sol’s branch cut down, The Republic of Elyra’s branch has seen more investments in the hopes of becoming the new primary branch for Celestial Cruises.
  • Tau Ceti: Quickly developing as a new source of income to offset the loss in the Sol Alliance branch, the Tau Ceti branch holds some of the company’s hopes in solving the issues the Solarian collapse caused. With just a single Star-gazer preforming circuits within the capital system, operations are limited for now. Should their newly claimed systems become settled by the SCC, Tau Ceti could be the perfect site for rapid expansion.

Caishen Jewellers

“The best of the galaxy in your dresser!”

Chief Executive Officer: Lubanzi Idris, b. 2437

Caishen Jewellers is the leading jewellery company in the Spur, with its hand in several markets in the major nations. Any jewellery, from rings, tiaras, necklaces, bangles, to piercings can be found in their stores or bought custom made and designed from the company’s site. Cainshen Jewellers’ business model revolves around finding “exotic” locales or artisans to have custom pieces made from, giving buyers to have a wide selection of choices while allowing Caishen to rack up the price for supposedly premium hand-made goods.

History

Caishen Jewellers began in Eridani in 2367. Decades after the discovery of Skrell and their arrival to several systems, a wave of interest in Skrell fashion occurred in Eridani. It was during this time that the founder, Juno Idris, sought to find a way to use this trend. Their answer was to begin Caishen Jewellers. At first using Skrell and Eridani artists to provide their custom goods, branches and contacts were established with the Tajara and Unathi after humanity’s contact with them in 2418 and 2433 respectively. Now, Caishen Jewellers offers a diverse range of artists and pieces for one to gain, if they’re willing to spare the credits for it.

Major Brands

Moghean Majesty: Partnering with local goldsmiths and silversmiths in the Izweski capital of new Skalamar, Caishen offers pieces made by the expert hands of clans with centuries of experience and history in their productions. Some common pieces include bracelets made with family names artfully written upon them in Sinta’Unathi and ring earrings with religious charms looped through them. Calligraphy in Sinta’Unathi is the most common marker of a Unathi-made piece from Caishen Jewellers, etched onto almost every piece made.

Tajaran Treasures: Caishen retains contacts with several Tajaran artisans from across Adhomai. These include the carpenters and woodcarvers of Zatushka and the watchmakers of Baltor. Common pieces from this brand are lifelike and detailed wooden statuettes or ornate watches made of rare materials and beautiful clockwork. Oddly there also exists a small niche market for supposed war trinkets and items made of material left over from the Second Revolution.

Jewels of Nralakk: The oldest brand for Caishen at almost a century, pieces handmade by Skrellian master craftsmen still capture the attention of buyers today. Common choices are beautiful shining chains that can be made to be worn anywhere on one’s body, and piercings that can be surgically embedded to form a pattern. These products also find their way into the hands of the Skrell living in communities outside of the Nralakk Federation, as both a status symbol and a proud display of their culture.

Discount Diamonds: Cheap and easily available, Discount Diamonds is surprisingly the most successful of Caishen’s brands. The affordability of their synthetic diamond pieces has allowed anyone to purchase one, and their stores often sell out of these pieces before new shipments can arrive. Mass production and shifting trends have led to this jewellery being mass produced, shipped out, and inevitably dumped in junkyards when the next big trend happens. This has made Discount Diamonds a massive source of free “gems” for the destitute, such as dregs.

Le Soleil Royal

“Vouloir, c’est pouvoir!” (Translated from Tradeband: “When there is will, there is a way!”)

Chief Executive Officer: Emilie de Couturier, b. 2427

A massive fashion conglomerate - the largest in the Orion Spur - originating on Earth, Le Royal has centuries of experience - though some of its employees will brag about having over a millennium of experience - in crafting the best clothing known to humanity. Le Royal’s business model relies on being the best of the best of the best, with no others even coming close. It, unlike other Idris Incorporated subsidiaries, employs no known positronic workers. Its current Director, Emilie de Couturier, had cited the “more creative nature of humans” as the reason for this decision, which has brought Le Royal into some conflict with its parent company. But as long as the money keeps coming into Le Royal hand over fist, any change to its current business model is unlikely.

Major Brands:

Walk Like Idris: Producers of the finest footwear in the Orion Spur (as long as your feet aren’t clawed), Walk Like Idris is the most well-known of Le Royal’s brands thanks to all Idris Incorporated employees being issued a pair of their shoes upon completing their probationary period (the cost is subtracted from one’s paycheck, and buying these shoes is not optional). From the boardrooms of Eridani to the banks of Mendell City, everybody that’s somebody is walking like Idris.

The Aspirants: A collective name for Le Royal’s constituent luxury clothing brands, The Aspirants specialize into the creation of extremely high-end and high-quality clothing. Custom orders are very common, and the conglomerate is famous for its ability to complete custom orders quickly while meeting a bar of quality met by no other fashion house. While it produces for clients as far afield as Domina and the Coalition, it only accepts orders for human clothing.

Wear Like Idris: The more affordable - but still prestigious - relative of The Aspirants, Wear Like Idris produces fashionable clothing for the more typical resident of the Orion Spur, including non-human customers. Its trendy clothing - and its stores - can be found on almost every planet in the civilized Orion Spur, making it one of the most widespread subsidiaries of any corporation.

Synthetic Fashion: While Le Royal does not employ synthetics, it does design and produce clothing for them - including the infamous coats commonly associated with Idris Reclamation Units. As it primarily produces clothing for shells, Synthetic Fashion clothing is deliberately designed to be light and breathable to allow for maximum cooling. This has unintentionally made it quite popular on hot planets such as Medina, and there has been some talk of expanding the brand’s focus on the human side of their market.

Corporate Relations

Einstein Engines

Idris and Einstein have a generally positive relationship, with little need for competition. The vast majority of Idris-owned Shell IPCs are manufactured by Einstein, and their robotics division has allegedly developed several enhanced combat modifications for higher-end Idris Reclamation Units. Idris vessels tend to favor Einstein-produced warp drives over NanoTrasen-produced bluespace drives, with the exception of some of their higher-end security vessels and luxury yachts which advertise speed of travel as a major bonus. Following Solarian nationalization efforts, Idris and Einstein are the two most influential corporations in the Alliance, with Idris having paid high fees to avoid nationalization of its assets. This has given the two corporations a mutual goal - maintaining their own prominence in Solarian affairs, and ensuring that future anti-corporate legislation remains directed at their rivals. Einstein and Idris have both heavily invested in their own PR within the Alliance, remaining invested in Sol's future development.

Hephaestus Industries

Hephaestus and Idris remain on good terms, despite Hephaestus CEO Titanius Aeson's reported dislike of Idris CEO Alex Mason. Idris purchases many Hephaestus-made IPCs, particularly industrial models, for use as part of its security branch. Due to the lack of overlap between the two corporations' respective fields, little opportunity for conflict has arisen between Hephaestus and Idris, with the two corporations having been known to align on several issues - maintaining their power in the face of the increasingly antagonistic Sol Alliance and establishing further influence in the Republic of Biesel as NanoTrasen's control declines being the two main issues on which Hephaestus and Idris align.

NanoTrasen

NanoTrasen and Idris have never been fierce rivals, though Idris's continued prominence in Sol and its expansion into Biesel has led to tension between the two megacorporations. As Idris expanded its banking operations into NanoTrasen's center of power, NanoTrasen attempted to hold onto their banking business in Tau Ceti, incentivizing its employees to only make use of NanoTrasen banking instead - despite the many advantages that Idris held as a competitor. So far, Idris has been gradually expanding its presence in the Republic's financial sector, with many NanoTrasen employees switching to the use of Idris banks despite their employer's wishes. Idris has begun offering hiring bonuses to NanoTrasen employees in an effort to further weaken their power over Biesel's financial sector, as well as establishing branches in many of the former Solarian worlds of the Corporate Reconstruction Zone, where NanoTrasen holds much less direct influence. Though NanoTrasen has issued little official response to this, Idris transport vessels seem to commonly come under attack by pirates in the Reconstruction Zone, with many speculating the phoron giant is attempting to undermine confidence in Idris's renowned security.

Orion Express

Orion and Idris have little in the way of competition - though Orion has expanded into the service sector, they have targeted a very different clientele than Idris aims for. Idris relied on Meng Logistics Incorporated for several deliveries to Silversun prior to the formation of Orion Express, and reportedly advocated for the Stellar Corporate Conglomerate's purchase of the small shipping company in 2463. Orion avoided the wave of Solarian nationalization by formed after the creation of the Solarian Corporate Authority, but Idris has wielded its remaining influence in Sol against the voices pushing for Orion to be subject to the same harsh penalties of the rest of the SCC - ensuring that, at least for now, Orion remains able to operate freely in Alliance space.

Zavodskoi Interstellar

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.

Zeng-Hu Pharmaceuticals

Idris and Zeng-Hu have never been direct competitors, with the two corporations operating in radically different sectors. Many Idris-patented cosmetics are manufactured by Zeng-Hu labs, and the pharmaceutical giant is known to favor Idris transport vessels for its high-value cargo. Rumors are commonly spread on the Extranet that Zeng-Hu genetic modification has been used to enhance Idris executives to be superior to their competition - though these are widely derided as nothing more than conspiracy theories. In recent years, the two corporations have come to face a common threat - the rising anti-corporate sentiment within the Sol Alliance, historically a stronghold for both Idris and Zeng-Hu. As Idris maintains one of the best relationships with the Alliance, and has proved one of the most difficult corporations for Sol to shake the influence of, Zeng-Hu has allegedly hired Idris public relations specialists to maintain their image within Sol, attempting to ensure that Alliance citizens maintain a favorable view of Zeng-Hu's operations.

Relations with Trans-stellar Factions

Relations with all corporations are heavily tied to every echelon of even the most detached factions in the Orion Spur. As the corporations have seeped into every facet of one’s livelihood as far as the eye can see, few find it unimportant to maintain some degree of knowledge on the megacorps.

This megacorporation’s noteworthy relations with the major powers are below, and may be very important to you.

Crevus

When megacorporations arrived to Crevus following first contact with the Tajara in 2418, none captured the eyes of the locals better than Idris Incorporated. The company enjoyed major success in the city in the decades since their establishment there. Idris products fly off the shelves and into the hands of buying consumers looking to hop on new fashion trends or to improve their own wardrobes. Any two-bit gambler worthy of the title or rich scion makes sure to wear at least one Idris watch or tailored shirt minimum when they’re out on the town. Tourists regularly come to Crevus on Idris transports to partake in a safer Tajaran cultural experience. The company is even patronized heavily by the ruling crime families that allow it to co-partner on some of their businesses. ISUs are present there as well to function as security for Idris employee housing at the Pam Hu District, the company’s mall, and are rented by some of the rich to function as bodyguards.

Crevan workers make up the bulk of Tajara that work for Idris. Those who enter the service economy tend to be run of the mill citizens or failed entertainers. Those who work for the security teams are former crime family enforcers. The skills these street-hardened men and women gained in that line of work translate well into the corporate environment they found themselves in after signing on. While their cheap price matches their quality, these Tajara make up for it with a vicious eagerness for their work. They can typically be found running night security, transporting credits, or as cost-effective security details. Due to the Tajara bans and prevailing xenophobia, Tajara were never used at Idris installations within the Sol Alliance or in Elyra. Recruitment of Tajara has steadily increased following the end of the Second Revolution.

Golden Deep Collective

Although opinions may differ between merchants, the Golden Deep and Idris Incorporated generally have an amicable, albeit cautious, relationship. Largely due to the Idris brand and an emphasis on customer service, many Idris retired synthetics from the service field find themselves purchased instead by the Golden Deep. Moreover the Golden Deep and Idris commonly engage in trade, supplying the mega-corporation with exotic luxury goods from across the galaxy. However some Golden Deep synthetics have voiced concern for the increased relations with the human run corporation.

Solarian Alliance

Idris arguably maintains the best working relationship with the Alliance of any megacorporation aside from Einstein Engines thanks to its focus on luxury goods and banking instead of creating dangerous breakaway states or crashing the interstellar economy. The megacorporation paid its way out of nationalization efforts by the Alliance following the Solarian Collapse and continues to dominate the banking, tourism, and luxury goods sectors of the shrunken Alliance. While it does not dominate the Alliance's economy to the extent of other corporations Idris' deep banking and luxury goods connections throughout the Jewel Worlds make it extremely difficult to dislodge and quite popular among most movers and shakers in the Solarian political scene. While Idris Incorporated tourism facilities can be found throughout the Jewel Worlds - particularly on Europa - it has the most control over Silversun, despite protests from many residents of the planet at their home being turned into a massive resort for wealthy Solarians. Idris incorporated often does business with Einstein Engines in the Alliance, despite protests from NanoTrasen.

New Kingdom of Adhomai

After the end of the Second Revolution, Idris Incorporated was quick to establish itself in the New Kingdom of Adhomai. Besides offering loans to the government and the nobility, the corporation is also heavily involved in the service sector. Idris provides alien luxury goods to the nobles while exporting Adhomian handcrafted items, such as the famous Baltor watches, to the galaxy. Thanks to the growing royalist tourist industry, the megacorporation is now investing in opening luxury resorts throughout the Kingdom.

New Kingdom Tajara hired by Idris will usually be employed in its service sector. However, many sought employment in their security departments because of the influx of veterans caused by the end of the civil war. Idris Incorporated is regarded as the best corporation to work for in the NKA's public opinion; being one of its employees is considered a matter of pride. Tajara who seek employment in other megacorporations that share the same sectors with Idris are considered to have gone with a second-rate option.


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