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		<title>Raharrs:History</title>
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		<updated>2023-08-15T03:34:24Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Рахарры:история&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
== Prehistory ==&lt;br /&gt;
The [[Harr(Star_System)|Harr solar system]] was artificially created by the [[Ancients]] about two and a half billion years ago. Harr must have been created already in a form suitable for the emergence of life, with liquid water on the surface and primitive photosynthetic multi-cellular organisms. &lt;br /&gt;
&lt;br /&gt;
[[Image:Raharr_ancestor.jpg|thumb|right|256px|Raharr ancestor]]After the creation of the solar system, the Ancients no longer interfered with development (or did so in ways that left no trace), and life developed at a normal pace. Sixty million years ago, the first Raharrids, the common ancestors of the Raharr and all related species living today, appeared on the scene. Raharrids were relatively small carnivorous animals, gathering in temporary packs and leading a semi-aquatic, semi-arboreal lifestyle. Apparently, they were a fairly successful niche predator, comfortable in the forests and rivers of the time. &lt;br /&gt;
&lt;br /&gt;
About 30 million years ago, the Harr plunged into another of its short but harsh glacial periods. By this point, the raharrids had split into many separate species, including proto-raharrs. Proto-raharrs were noticeably larger in size, reaching about two-thirds the size of the modern raharr. The Ice Age was a severe test for the population: declining temperatures, the emergence of winters, and an impoverished biosphere put the population through a &amp;quot;bottleneck&amp;quot; and nearly provoked the extinction of the species. However, the proto-Raharrs were able to adapt to the new conditions and become omnivores. The population decline forces the proto-raharrs to begin to aggregate in permanent packs, which serves as a catalyst for the rapid development of true social relationships within the pack. This allows them to expand and secure their food supply, leading to an increase in numbers and a period of &amp;quot;Second Dawn of the Raharrs&amp;quot;. Raharrian ancestors continue to increase in size, though at a much slower rate than before. The middle of the Ice Age (15 million years ago) becomes the most severe, forcing the proto-Raharrs to migrate to the equator, to the area that would come to be known as the Origin of Rirrkh.&lt;br /&gt;
&lt;br /&gt;
[[Image:Stone_Age.jpg|thumb|right|256px|Two Raharr fishermen ​​catch fish in the creek]]The Raharr continued to evolve in this part of the continent, and by the time the Ice Age receded (~250,000 years ago) and the planet returned to its normal state. The Raharrs of those times were already much closer to sentience, possessed an extremely advanced brain and advanced social structure, and probably had rudimentary speech. They are beginning to re-populate their former habitat area, and the skills they have acquired allow them to reach the other two continents of the planet as well.&lt;br /&gt;
&lt;br /&gt;
== Ancient history ==&lt;br /&gt;
Subsequently, the oldest known centers of civilization, proto-cities, whose remains have partially survived to this day, emerge on the two hemispheres almost simultaneously, respectively named Source Rirrkh and Source Riyk. The ancient city of Source Rirrkh failed to become the dominant power of the region, and held few lands, remaining mainly a central place for trade, but still remained the most developed place on the continent for many centuries. In contrast, the city of Source Riyk was the foundation of a large and vast civilization that long remained behind the scenes of the struggle between nations because of its relative inaccessibility by land - the way for both foot caravans and military campaigns was blocked by the Great Desert of Riyk, the largest desert region on the planet, with temperatures at its heart that could reach the boiling point of water. After a while, the tribes of the continents united under the Northern and Southern Empires, marking the beginning of their long and difficult relationship with each other, which more than once escalated into war.&lt;br /&gt;
&lt;br /&gt;
[[Image:Medieval.png|thumb|right|256px|Raharr of the Late Continental Empire period]]In 2366 Before Realization, Garn Kahto Sha is born, a figure virtually mythical in Harr history despite all evidence of his existence. He was described by his contemporaries as &amp;quot;a stern leader, whose radiant mind could outshine the suns themselves,&amp;quot; but he remains in history as a legendary conqueror who almost single-handedly erected one of the planet&amp;#039;s oldest and largest states. Garn possessed extreme military and political ability, far superior to any adversary he might have encountered among the disparate tribes of the western continent. At the age of 30, he begins his conquest and conquest campaign, lasting 26 years and ultimately culminating in the Continental Empire with Garn as emperor. Despite the fact that the Empire was called Continental, in reality, it did not occupy the entire continent, as compared to the heavily populated equatorial regions of the western continent, the northern and southern extremities were extremely sparsely populated and considered virtually uninhabited. Garn conducted no military campaigns in these areas, but still considered them the property of the empire. As the largest city on the continent and at the crossroads of many trade routes, Garn chooses Rirrkh as the capital of his empire. Garn spends the next 10 years setting up his empire and organizing life there, then turns his gaze eastward, where he finds new continents and new lands. His thirst for conquest awakens in him again, and Garn dreams of creating a World Empire. After 18 years of preparing for a new military campaign, Garn offers the eastern countries to join his empire, and then, after receiving a refusal, tries to seize the territories by force. This provokes a severe war that lasts for the next 20 years. Garn eventually realizes the futility of trying to create a World Empire and concludes a forced truce, after which he returns to the western continent. There, until his death, Garn was busy adjusting and strengthening his Empire. The system created by Garn Kahto Sha was able to survive for two thousand years.&lt;br /&gt;
&lt;br /&gt;
== Pre-space age==&lt;br /&gt;
The development of technology allows to push the boundaries of the possible, and simplify travel between continents. Raharrs turn their gaze to the sky, and begin to develop the art of astronomy. This is helped by the primitive telescope invented in 712 P.R., which is used to make the first maps of Harr&amp;#039;s satellites, and the first models of the solar system. The second era of warfare begins, with the Southern Empire conducting an attempt to traverse the Great Desert from the south to attack Riyk from what was believed to be an unexpected direction. The Southern Empire had long coveted the legendary riches of Riyk, but the Great Desert prevented a land campaign, while Riyk had a good defense against a sea attack, due in part to the nature of the coasts in that part of the continent, almost entirely composed of impregnable cliffs with rare well-protected harbors.&lt;br /&gt;
&lt;br /&gt;
However, the Riyk turned out to be much more widespread to the south than thought, and the military march was spotted in time and counterattacked before they could reach the warmer latitudes. The Riykians, more accustomed to such conditions, force the enemy army to flee. Following this, Riyk enters the world stage in full force, ending their long hold on neutrality. Riyk reclaims part of the territories of the Southern Empire, and invades the northern islands to the east of the Northern Empire, which is originally mistakenly seen as an attack by the Southern Empire. Some time later, Riyk decides to move the capital closer to the equator, to warmer and more fertile regions (and closer to the center of the country, which will give it greater security and efficiency in governing the region), where it will remain until modern times, gradually growing into a megalopolis. The invention of the steam engine makes riverboats self-propelled and fast, leading to a radical and revolutionary change in shipping, making it significantly more reliable and safer.&lt;br /&gt;
&lt;br /&gt;
120 years P.R. an expedition takes place to the Isle of the Ancients, then known as the Burning of Hopes. In spite of its large size, the island remained uninhabited by the Raharrs. When crossing the ocean, ships tended to keep to the north, as storms were not uncommon around the island. At times ships sailed close enough to the island to see it on the horizon, but even from that distance the hostility of its conditions was instantly apparent. Few ventured closer, but at close range the unfriendliness and aridity of the land became even more evident. There were several occasions in history when ships for some unknown reason crashed on the shores of the island, but none of their crews were able to survive the conditions that reigned there. Research during the expedition showed that the Island is not completely lifeless after all, and there is a thin and poor border of vegetation stretching along the coast, but there were no large animal species on the entire island, as well as no sources of fresh water. Surface exploration also did not reveal any deposits of minerals or metals that would have been worth all the difficulties encountered by the miners. Due to the inhospitable nature of the island, mapping is extremely hasty and the expedition does not stay there long - the temperature on the island is too high even for the desert folk, and it is impossible to replenish water and food supplies. The island is marked as unpromising and useless land, and it will take another four centuries before the island returns to the center of any attention.&lt;br /&gt;
== Realization event==&lt;br /&gt;
Harr&amp;#039;s civilizations continue to conquer scientific and technological progress. The world&amp;#039;s first heavier-than-air aircraft is created and successfully launched into the sky. Although it crashes on landing, crippling the pilot, everyone remains extremely optimistic about the potential of this discovery. Nearly universal electrification of Harr&amp;#039;s major population centers is achieved.&lt;br /&gt;
Shortly thereafter, a campaign begins to build an observatory complex beyond the southern polar circle, as the most convenient site for observing various celestial bodies. &lt;br /&gt;
The southern and northern empires begin to change their political strategies, concentrating on easing relations between them for the sake of their prosperous economies. A couple of decades later, their efforts prove sufficiently justified when both sides sign a peace treaty to unite in the Condominium of the Empires and end their centuries-long feud. At the same time, the first stages of construction of the housing complex near the South Pole are completed, and construction of the main observatory tower begins. &lt;br /&gt;
A decade later, the Condominium is reformed, the two Empires create a unified government and completely erase their borders, forming the new Releksh Foundation&lt;br /&gt;
Soon the construction of the observatory complex is completed as well. It is now the most advanced institute for the study of astronomy, equipped with the latest technology. Despite its location in extremely inhospitable and remote latitudes, the new observatory begins to draw the best scientific minds from all over the planet. Almost immediately, observations of the suns reveal the presence of some objects in very close orbits around the stars. Despite the equipment of the observatory, at the moment it is not possible to examine the objects in detail. Meanwhile, the world is experiencing an industrial boom. New technology makes economic ties stronger and more efficient, and more cargo ships are at sea than ever before. This provokes conditions for the development of piracy, with many islands breaking away from their states and declaring themselves independent in order to attract pirates and their prey.&lt;br /&gt;
&lt;br /&gt;
A couple of years later, improvements in optics allow the first images of the mysterious satellites to be obtained. And this is the moment when the Harr civilization was divided into &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. Photographs made with the help of the observatory made it clear that the satellites absolutely could not be something natural.&lt;br /&gt;
&lt;br /&gt;
The result was immediate - after a short period of enthusiastic confusion at such a discovery, the world slowly began to sink into hysteria. Speculations and theories about the purpose of objects grew exponentially, and various sects and cults flourished. By cruel coincidence, just at the moment of the greatest tension of society, the suns of the system had an abnormally powerful eruption of a solar flare, which hits the planet. A tremendous geomagnetic storm envelops the planet for five days, leading to the global destruction of infrastructure. The entire electrical grid of the planet is destroyed and triggers a large number of fires. The effect of this catastrophe overlaps with the public unrest caused by the Realization. Panic begins to grow into hysteria, as a result of which more infrastructure is destroyed, and many people committing suicide or dying in the riots. Most of the states collapse in the process, dragging down those who were still afloat. One of the few who are able to prevent complete destruction is the Republic of Rirrh, or rather what little is left of it. The new government declares itself the Source Rrirkh and aims to restore the Continental Empire, but they will not be able to begin to realize their plans for a long time, having gone headlong into attempts to restore their own state.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, somewhere on the planet, the religion of the Followers of the Ancients is emerging, praising the Ancients as the supreme beings who created all things. Thanks to the charismatic leader and postulates giving hope for the future, the movement begins to rapidly spread and gain followers. &lt;br /&gt;
&lt;br /&gt;
== Revival==&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Space age==&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
= Major historical events: =&lt;br /&gt;
The time is counted from the moment of the discovery of the Star Stabilizers by the Raharr (Realization event), or P.R. and is in raharrian years.&lt;br /&gt;
&lt;br /&gt;
===Timeline===&lt;br /&gt;
&amp;lt;div id=&amp;quot;timeline&amp;quot; data-scale=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;~1 million years P.R.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The first signs of tool use, the Ice Age begins to end.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;~400 000 years P.R.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; End of Ice Age, signs of use of fire.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;~20 000 years P.R.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The Raharrs spread to the territory that would later be the Source Riyk.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;~5 000 years P.R.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Development of agriculture, appearance of the first permanent settlements.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;2 500 years P.R.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Founding of the Northern and Southern Empires. The western continent is divided among a large number of tribes.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;2 310 years P.R. &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Discovery of the first simple physical laws, the birth of scientific thinking occurs. Tribes of the western continent begin to unite under Garn Kahto Sha, who proclaims the Continental Empire.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;2 300 years P.R.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The Continental Empire comes into contact with the Northern and Southern Empires. &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;2 282-3 258 years P.R.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Garn tries to unite both empires with his own. This provokes a war that lasts a couple of decades, after which it fades and ends in a forced truce. The technology of the time did not allow for any effective warfare across the ocean and the resources of the warring parties eventually depleted. Garn Kahto Sha dies without ever wishing to resign as emperor at the age of 108.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;1 200 years P.R. &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The Southern Empire experiences a revolution, becoming the Federation of the Sun.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;1 150 years P.R. &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The Federation of the Sun becomes mired in corruption, shortsighted management causes famine and poverty, and a bloody rebellion breaks out in the process of which the Southern Empire is rebuilt. However, since the Emperor&amp;#039;s family line was interrupted fifty years ago, the new Empire has little in common with the old one, in fact only in name. Almost immediately, the new Emperor attempts to conclude a peace treaty with the Northern Empire.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;712 years P.R. &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Invention of the telescope, first maps of Harr&amp;#039;s satellites created. The Source Riyk, remaining neutral until now, become active, halting and reversing the Southern Empire&amp;#039;s exploratory-conquest campaign on its borders. Territories of the circumpolar regions, previously considered unpopulated, also fall under the influence of the Riyk. The Northern Empire takes this as a conquest by the Southern Empire and breaks the peace treaty.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;500 years P.R.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The mastery of the steam engine provokes the invention of the steam boat, leading to a revolution in shipping, making water transportation significantly more reliable and safer. Skirmishes between the Continental and Southern Empires resume. A revolution takes place in the Continental Empire, causing the state to break up into dozens of republics.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;120 years P.R.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Invention of the internal combustion engine, beginning of mapping of the Isle of the Ancients. An island scorched by heat, without any resources, inhabitable territory, or great strategic value, remains unclaimed by anybody.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;40 years P.R.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The first heavier-than-air aircraft in Harr&amp;#039;s history achieves sustained flight. After flying for 2 minutes, it crashes on landing, nearly killing the pilot in the process.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;23-17 years P.R.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Completion of construction of the first blocks of the colony at the South Pole. Beginning construction of observatory. The Southern Empire and the Northern Empire create a condominium of Empires intended to end a centuries-long feud.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;10 years P.R.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The condominium of the Empires reforms into the Releksh Foundation.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;2 years P.R.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Completion of the construction of an observatory. Installation of the Solar Telescope in it and directing it to the suns. Discovery of Stabilizers. Formation of Independent Islands.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Realization&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Improvement of the telescope allows Stabilizers to be seen in detail. The realization of their artificial nature throws the world into a stupor, all major nations are gripped by religious hysteria.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;2 years A.R. &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The world is still raging in the aftermath of the Stabilizers&amp;#039; discovery. The system&amp;#039;s largest sun produces a powerful coronal ejection, and Harr heppens to be right in its path. A powerful geomagnetic storm envelops the planet for five days, and leads to the global destruction of infrastructure. The entire electrical grid of the planet is destroyed and leads to a large number of fires. The effect of this catastrophe is superimposed on the unrest caused by the Realization, and mass riots and suicides break out, throwing civilization backwards in development. The South Pole colony is cut off from supplies from the mainland.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;5 years A.R. &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The Rrirkh Republic declares itself &amp;quot;Source Rrirkh,&amp;quot; and aims to recreate the Continental Empire and unite the disparate republics back into a single state. A new philosophical and religious movement begins to sweep the world, describing the creators of the Stabilizers as supreme beings and postulating the abolishment of negative emotions. The movement, thanks to the founder&amp;#039;s skillful propaganda, is rapidly gaining followers. The Source Riyk are mired in civil war, large areas are splintering off and demanding independence. The South Pole is uninhabited again.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;256 years A.R. &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The internal combustion engine is reinvented. &amp;quot;Followers of the Ancients&amp;quot; convert half of Harr&amp;#039;s population. Source Rrirkh occupy most of the continent, mostly annexing republics on a voluntary basis. The Source Riyk regain political stability and integrity, while annexing part of Releksh&amp;#039;s territory.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;280 years A.R. &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Nearly 85% of Harr&amp;#039;s population are adherents of the &amp;#039;Followers of the Ancients&amp;#039; philosophy. South pole base is rediscovered and repopulated. The bodies preserved there from events nearly three hundred years ago are honorably buried and elevated to the rank of national heroes. A check with the lists preserved at the station showed that not all of the bodies had been found. The most likely version of the missing is that some of the station&amp;#039;s population decided to try their luck and make it to the southern mainland on the ice. Their bodies were not found.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;335 years A.R. &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Rrirkh has reached the goal of uniting all the republics of the continent, and turns attention to the Independent Islands. The level of science reaches its new peak. Rrirkh launches the planet&amp;#039;s first artificial satellite. Artifact X is discovered on the Isle of the Ancients and a base is set up to study it.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;337 years A.R. &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The base, established to study the artifact, organizes a rebellion and declares its independence, proclaiming itself the Science Corporation. Rirrkh and Riyk join together to suppress the rebellion, but are crushed and repelled by the Ancients&amp;#039; technology, which has been reactivated by the scientists. The Science Corporation enters into a non-aggression and cooperation agreement with all the leading powers of the world. Religion, based on the philosophy of the Followers of the Ancients, begins to show signs of decline.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;350 years A.R.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The first models of neuroimplants are created and begin to spread.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;378 years A.R.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The Yhish epidemic. By this time, many among the world&amp;#039;s population have neuroimplants installed. These first models had the ability to communicate wirelessly with the planet&amp;#039;s internet. This shortsightedness turned to tragedy when a self-modifying spam virus discovered a vulnerability in the neuroimplant&amp;#039;s network protocols, allowing it to access all subsystems in order to spread. The result of the virus activity was extensive brain damage, in most cases accompanied by fatal damage to the brain stem, which provoked the cessation of reflex body functions (such as breathing), and subsequent death. The incident is named after the presumed point of origin of the virus, the city of Yhish. The cumulative death toll reached three hundred thousand before the virus could be isolated from further spread. Fortunately, the lethality of the infection played a positive role in limiting the number of victims, since the neuroimplant almost immediately went into hybernation mode when the host died. If it had been able to function longer, the number of victims could have been measured in the millions. &amp;lt;br&amp;gt; The epidemic had a huge impact on revising the entire augmentation industry and related safety protocols, resulting in regulations that outlawed implants with wireless capability.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;380 years A.R. &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The first spacecraft equipped with [[Interstellar_Travel|hypergenerator]] based on the Ancient technology, enters orbit. The unmanned prototype was to make a jump to the nearest solar system and then immediately jump back. The ship successfully completed the first point of the mission, but then disappeared. The first prototype of antigrav plate is created.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;390 years A.R. &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; An active study of the solar system is underway. [[Hephrene]], which was used in many technologies of the Ancients, was discovered on Gaulurr. It allows to improve the technical parameters of Raharrian technology. Six of the first exploratory ships are built and sent to the surrounding star systems in search of planets suitable for colonization. The missing unmanned prototype was not found. Science Corporation attempts to open The Ancient artifact by placing a thermonuclear charge on its surface. The attempt leads to nothing but destabilization of the rock, increased risk of collapse, and minor radioactive contamination, hampering the work of the research teams. The first blocks of the underwater settlement are laid and drained.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;410 years A.R. &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The religious aspect of the Followers of the Ancients is considered to have ceased to exist, leaving behind only small sects. Atheistic and agnostic attitudes among the Raharr civilization reach a global historical high.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;463 years A.R. &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The first contact between the Raharrs and the extra-Harrian civilization takes place. An explorer ship encounters a [[Sashli]] explorer ship.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;587-589 years A.R. &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Conflict with the [[Insectoids]]. An Insectoid colonization ship enters the orbit of a Raharrian colony. The ensuing contact turns into an aggression, and the insectoids bombard the planet from orbit. Subsequently, a full-fledged war was averted by Sashli efforts.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;690 years A.R. &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The Raharrs convene a meeting of ambassadors of all known species and vote to approve a galactic Alliance of Civilizations, designed to facilitate the processes of relationship and mutual assistance between the various species of the galaxy. The meeting has been going on for several months, during which time various questions about the future of the alliance have been discussed. During the discussions, several species declined to participate in the Alliance because of the contradictions that arose. The remaining civilizations settled their misunderstandings and eventually, the Alliance was founded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;776 years A.R. &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; the Vainur Incident.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;940 years A.R.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Contact with [[Humans]], the events of the &amp;quot;Leaving the Cradle&amp;quot; webcomic take place.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{TimeCalculator}}&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Humans&amp;diff=1796</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Humans&amp;diff=1796"/>
		<updated>2021-10-18T00:06:00Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
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}}[[image:Human.png|thumb|right|256px|Typical individuals]]&lt;br /&gt;
Humans are warm blooded mammals from planet Earth in the Sol star system.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average height&amp;#039;&amp;#039;&amp;#039; - 160-190 cm.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average lifespan&amp;#039;&amp;#039;&amp;#039; - 70±20 years.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average weight&amp;#039;&amp;#039;&amp;#039; - 65-95 kg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Main Article: &amp;#039;&amp;#039;&amp;#039;[https://en.wikipedia.org/wiki/History_of_the_world History of the Mankind]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Humans are on the verge of entering the Space Age. They have advanced science and technology and are not that far from discovering principles of interstellar travel on their own. However, for some reason, their society and culture remains very fragmented and uneven - while some parts of the planet have a reasonably high culture level, other parts remain hopelessly barbaric.&lt;br /&gt;
===First Contact Incident===&lt;br /&gt;
{{stub}}&lt;br /&gt;
Around 280 A.C. (Year 201█ in native timeframe), one of the [[Pangalactic Alliance | Alliance]] Explorer fleets entered the Sol system. Underestimating the humans technological level, the explorers decided to briefly land in a sparsely populated area to sample the ecosystem of the planet and to possibly observe the natives from a distance. During atmospheric entry, the shuttle was detected by the missile defense systems of one of the nations, which launched a rocket at the shuttle. The rocket hit the shuttle and forced the pilot to crash land far from the designated landing coordinates. Nearly all of the crew were killed and the remaining survivors became trapped on the planet. The rest of the explorer fleet couldn&amp;#039;t recover them and the crashed remains of the shuttle, due to risks of further attacks from the natives and eventual confirmation of their existence, which was a violation of the First Directive. So the First Contact Incident begun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Dawn_Mothership&amp;diff=1735</id>
		<title>Dawn Mothership</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Dawn_Mothership&amp;diff=1735"/>
		<updated>2021-05-15T04:43:31Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
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| ru=Корабль_Восход&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
{{Ship&lt;br /&gt;
|Lang = en&lt;br /&gt;
|Width= 400px&lt;br /&gt;
|NoImage        = 1&lt;br /&gt;
|Name         = [[Spaceships#Expedition_vessel|Dawn]]&lt;br /&gt;
|Class        = Core Ship&lt;br /&gt;
|Role         = Mobile research and exploration base&lt;br /&gt;
|Length       = 4800 m&lt;br /&gt;
|Agility      = Very low&lt;br /&gt;
|Mass         = 2.2 billion tons&lt;br /&gt;
|Crew         = 166 &lt;br /&gt;
|Pass         = 3,000 - 14,000&lt;br /&gt;
|Grav         = Centrifugal&lt;br /&gt;
|Autonomy     = 10 years&lt;br /&gt;
|Hyperdrive   = Yes&lt;br /&gt;
|Range        = 1200 LY&lt;br /&gt;
|Accel        = 0.5G&lt;br /&gt;
|Weapons      = &lt;br /&gt;
{{bull}}50 civilian laser turrets&lt;br /&gt;
|Carry        = &lt;br /&gt;
{{bull}}60 shuttles&amp;lt;br&amp;gt;&lt;br /&gt;
{{bull}}20 atmospheric shuttles&amp;lt;br&amp;gt;&lt;br /&gt;
{{bull}}6 cargo shuttles&amp;lt;br&amp;gt;&lt;br /&gt;
{{bull}}4 orbital barges&amp;lt;br&amp;gt;&lt;br /&gt;
{{bull}}3 shipyards for docking and repair of other ships&amp;lt;br&amp;gt;&lt;br /&gt;
{{bull}}2000 escape pods&lt;br /&gt;
|Cargo        =&lt;br /&gt;
25 million tons&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Image:Dawn_ship.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
The Dawn-class ships are the core ships of several research fleets engaged in exploration of space around the Alliance and are among the largest spacecraft in the ranks. In fact,  they are like small mobile cities, almost five kilometers in length. The mission of these ships is to form the core of the fleets in which they are located and serve as points of repair, maintenance and rest. Dawn has everything you need for a completely autonomous existence for several years in a row.&lt;br /&gt;
&lt;br /&gt;
In addition to hangars storing a large number of shuttles and industrial bays responsible for the production of various spare parts from raw materials, the most important compartment of the ship is the living module. It is a large cylinder 300 meters in diameter and more than half a kilometer in length. It spins to create 0.9g with centrifugal force, is filled with atmosphere and illuminated by huge day light lamps, and is largely reminiscent of the O&amp;#039;Neill Cylinder concept, except for the absence of giant windows vulnerable to space debris.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dawn_sectors_en.jpg|thumb|none|300px|Sections of the mothership]]&lt;br /&gt;
&lt;br /&gt;
The interior of the living section is designed to create the illusion of a small town, with roads, vegetation, a park, and even a pond. Psychological research has shown that during long expeditions in deep space, it is important to have something that at least mimics the planetary surface, since even spacious corridors and rooms eventually begin to cause bouts of depression, especially among representatives of more claustrophobic species, such as the bird-like [[Ktak]] that are used to soaring in the sky. Under this recreation area, a little closer to the outer hull, there are living quarters for the population. Under that level is the technical floor, which stretches near the hull itself, containing all the systems that ensure the normal functioning of the interior of the cylinder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dawn_interior_drum.jpg|thumb|none|300px|View of the inside of the cylinder]]&lt;br /&gt;
&lt;br /&gt;
The geometry of the interior of the cylinder may cause a slight dizziness at first, but if you do not look up, then it is easy to forget that beneath you is not the earth, but thousands of trillion kilometers of the airless, pitiless, black and cold abyss.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skyscraper&amp;quot; to the right of the center is the main building for the administration of the entire expedition; this is where information about the state of the entire fleet flows, and where the CIC and the main archives of the expedition are located.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dawn_CIC.jpg|thumb|none|300px|Command and Control center]]&lt;br /&gt;
&lt;br /&gt;
Sub-park level accommodations are provided with two standardized apartment types - the economy class, which is more like a single hotel room, and the extended class, for families and important crew members, is more like a multi-room apartment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;[[Image:Dawn_cabin.jpg|thumb|none|300px|Single-person apartments, outfitted for raharrs.]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;[[Image:Dawn_cabin_floorplan.jpg|thumb|none|200px]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The apartment itself is divided into two areas: the main room and the bathroom, with a total area of ​​50 square meters. The bathroom contains a shower, toilet, and a sink with a mirror. The main room contains cabinets, a table, a bed and a wall screen, most often imitating a window using video wallpaper. Economy class apartments do not have much room for individualization of design (besides a selection of furniture and adjusting the parameters of touch panels for specific features of the resident&amp;#039;s anatomy), so usually the only piece of furniture that can be moved is a chair on magnetic wheels.&lt;br /&gt;
&lt;br /&gt;
In the buildings located in the park area, there are a number of apartments with a special layout, for crew members with rather unique requirements or proportions, such as the three-meter tall [[Sashli]] or the height-loving Ktak. In addition to personalized apartments, parkland buildings contain movie theaters, canteens, mess halls, shops and other establishments to create a localized, simplified, but functional economy within the fleet.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dawn_Messhall.jpg|thumb|none|300px|One of the mess halls.]]&lt;br /&gt;
&lt;br /&gt;
Dawn is a civilian ship, and therefore does not carry any weapons, except for civilian grade laser PDS to protect the ship from dangerous pieces of space debris or meteoroids. Due to the size, the ship is very lumbering and generally slow, and can&amp;#039;t accelerate by more than 0.5g. Even that is an unusual acceleration for unusual cases, since the acceleration rate is mostly kept no more than 0.01-0.1G. More often, the ship simply passively drifts on a ballistic trajectory when it is in transit and no hurry, or orbits at a stable high orbit around a planet. Each maneuver is reported 15 minutes in advance via the general communication system since, despite the maneuvers being performed slowly and at low accelerations, this is enough for loose objects to fall off the table, or for unprepared crew members to lose balance.&lt;br /&gt;
The reactors used on the Dawn are also the largest of the power plants used in mobile structures and produce so much energy that even the reclamation systems are unable to fully absorb the heat generated by it, making Dawn class the only large ship to use radiators in its design.&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Lesser_species&amp;diff=1729</id>
		<title>Lesser species</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Lesser_species&amp;diff=1729"/>
		<updated>2021-02-14T05:44:42Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: Wording.&lt;/p&gt;
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| ru=Незначительные виды&lt;br /&gt;
}}&lt;br /&gt;
This is a catalog of species that do not have a noticeable effect on the galaxy. Many of them have not even entered space age yet and are unaware of the existence of other civilizations, but nevertheless, they are interesting enough to be mentioned.&lt;br /&gt;
&lt;br /&gt;
==Siluran==&lt;br /&gt;
The Silurans were one of the first civilizations contacted by the [[Raharrs]] after reaching the Space Age. At the time of contact, they were in a pre-industrial stage of development. The raharrs planned to help the Silurans technologically and scientifically by improving the quality of life and spurring the scientific development of the planet. However, the culture shock of their arrival had the opposite effect - panic, crime, riots, and famine spread across the planet, leading to several wars and epidemics. In an attempt to somehow fix the chaos, the raharrs eventually overtook the local governments in an attempt to take control of the situation, which subsequently escalated into a full-fledged occupation. This situation lasted a considerable amount of time, with the Silurans losing much of their own culture and being replaced en masse with raharrian culture as a result. The awareness of this situation led to an outbreak of aggressive, nationalistic, and technophobic sentiments among the population. Eventually, around 80 years after initial contact, the raharrs recognized the problem, leaving the planet voluntarily and handing over power to local representatives. Technophobic sentiments among the planet also reached its peak at this point, so the raharrians were also told to remove all of their technology from the planet as well. The Siluran civilization returned to its pre-industrial state. Technophobic and anti-intellectual sentiments have since evolved into a new cultural paradigm bordering on religiosity, which has almost stopped the technological development of the civilization, although observers from the [[Pangalactic Alliance | Alliance]] note that at the current moment, this philosophy has begun to decline and may no longer be dominant in the next century or two. At the next Alliance meeting, the original version of the [[Politics | Contact Directives]] was submitted and adopted to prevent another incident like this.&lt;br /&gt;
&lt;br /&gt;
== Vainurs ==&lt;br /&gt;
The Vainur Directive is one of the civilizations that is not part of the Alliance. An attempt was made to offer the Vainurs a place in it after their discovery, but the Vainurs rejected the proposal and established hostile neutrality, stating that the true race has nothing to do in the community of intelligent animals. Nevertheless, the Alliance allowed the Vainur ships to move freely through their territory because, despite the aggressive statements, the Vainurs never showed open aggression. It seemed that Vainurs were satisfied, and they began to conduct moderately limited trade deals. However, attacks and kidnappings soon began to take place throughout the Alliance. As it turned out later, the Vainurs were extremely interested in the ability of the raharrs to assimilate any organic matter and poisons, so they began to hunt them for the purpose of extracting and processing their intestines. In addition, they were anatomically interested in not only the raharrs, but also other species as well. By the time the true motives and culprits were revealed, the total number of deaths reached several million. In response to the indignation of the Alliance, the Vainurs, in spite of the quantitative and qualitative superiority of the Alliance, openly declared war. Following this, the Alliance organized a punitive action, destroying all Directive ships and deporting all Vainurs to their homeworld. A blockade was imposed on the planet and the Vainurs were forbidden to have any kind of space fleet, although they were allowed to leave the planet only if they had a special visa. A vote was also held, the theme of which was the invasion of Vainur itself and the forced change of the form of government, but the necessary number of votes “for” was not received. Afterwards, the Vainur Directive cut off all ties with the Alliance and refused all offers of material assistance. They also sent a warning that &amp;quot;any nonhuman who set foot on the holy lands of Vainur will be immediately killed.&amp;quot; Since then, the planet has remained isolated, remaining faithful to its warning and firing on any ship descending into the lower atmosphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alnus Thinkers ==&lt;br /&gt;
An unusual and only example of a &amp;#039;&amp;#039;flora&amp;#039;&amp;#039; consciousness. Thinkers originate from the planet Alnus II, and were unintentionally discovered by [[Sashli&amp;#039;sftonodo]]. The first time after landing on the planet and the subsequent formation of a colony, no one even suspected that there is sapient life on it. Thinkers are made up of individual plants, resembling trees, piled in small groves. They have some degree of mobility and can move around the area. Contact with the Thinkers is extremely difficult, since these creatures not only have an extremely slow thought process, but also seem to have a short-term memory. If the plants are not occupied with any thought for a long time, they will completely forget about it as soon as their attention is distracted by something else. Making contact with the Thinkers was one of the hardest trials for AI translators, which still cannot be successfully completed, not least because the Thinkers communicate using chemical compounds transmitted by roots. They have no hearing and their vision is provided by bundles of photosensitive leaves, which has an extremely low resolution. It is unlikely that Thinkers will ever build any technological civilization, let alone space flights. Their origin is a separate mystery, since both biologists and florists could not put forward an evolutionary theory that allows the emergence of such a form of life.&lt;br /&gt;
== Dead civilizations ==&lt;br /&gt;
It is quite obvious that the current civilizations are not the first after the [[Ancients | Ancients]], which is confirmed by archaeological data - currently 320 planets are known where a civilization could exist, but the traces are ambiguous and weak; 114 planets with strong traces pointing to a past civilization; and eight planets where the existence of the ruins of a civilization is undeniable. The age of the remains of these civilizations varies in estimation from 300 thousand years, to tens of millions of years. Perhaps there were even older civilizations, but their traces become almost indistinguishable from natural fluctuations without a long and detailed study of the entire planet. Most of the already confirmed graves of civilizations were found either by accident or by global geological traces, such as the presence of radioactive dumps and/or the general depletion of mineral deposits. According to statistics, most civilizations die before reaching the space age, many of which died out immediately after the discovery of nuclear energy. 6 out of 8 planets with an undoubtedly confirmed former civilization were discovered thanks to artifacts of obviously artificial origin, preserved on the moons of these planets - probes or even buildings. Besides this, however, neither the equipment nor the structures of most civilizations are preserved in a form ideal for archaeological research. The only exception to this day are the artifacts of the Ancients, as if they ignore the processes of entropy.&lt;br /&gt;
According to estimates from current statistics, every thirteenth planet capable of supporting life and old enough for it has hosted sapient species in the past.&lt;br /&gt;
== Infestation by space parasites ==&lt;br /&gt;
A &amp;quot;cigarette&amp;quot;, as the majority of the population of the Alliance calls it, is a space parasite, relatively common in the territory of the Alliance. Cigarettes are either a silicon-organic life form or an autonomous robot of an unknown civilization. In appearance, they resemble long and thin cylinders 10-25 centimeters long and up to four centimeters in diameter, consisting of inorganic substances, silicon and various metals, dark gray dull color. Cigarettes are extremely delicate creatures that do not tolerate any G-force or vibration. By behavior and function, they very strongly resemble biological viruses, and that is why they are considered a pest and must be destroyed.&lt;br /&gt;
There is still no consensus whether cigarettes are naturally evolving organisms, or are these &amp;quot;mutated&amp;quot; self-replicating mechanisms used for military purposes, or for [https://en.wikipedia.org/wiki/Self-replicating_spacecraft#Von_Neumann_probes autonomous exploration of the universe].&lt;br /&gt;
&lt;br /&gt;
Usually, the development cycle of a cigarette looks like this: an individual enters the system from outer space. Having fallen into the inner system, they start to receive enough photons from the stars to start generating energy (the outer surface of the cigarette is coated with a compound that acts as a solar battery). This awakens them from their hibernation, in which it resides in during its unhurried flight through interstellar space, and it begins to search in the system for metal asteroids or artificially created orbital structures, preferring the latter. How exactly they find the metal is still not exactly known - the cigarette emits nothing and apparently uses some kind of passive method of navigation. Having reached the source of the necessary elements, the cigarette &amp;quot;sticks&amp;quot; to the surface and begins to absorb matter through one of the ends of its body, slowly moving forward and leaving behind a small groove. The cigarette simultaneously begins to lengthen from the other end until it doubles its size, after which it breaks down into two separate organisms, reproducing in this way with the analogue of dividing unicellular organisms. The process can take different amounts of time, depending on the cigarette itself and on the material it feeds on. If the cigarette is fed by an artificially constructed structure, like a satellite, its behavior is somewhat different. At first, the cigarette multiplies just as it does on any other source of metals, but after some time (the number of cigarette on the casing of the affected equipment may amount to dozens or even hundreds at this point), the cigarette begin to stick to the casing with their ends and then eat their way in like worms, leaving the old shell outside. Once inside, the stub creates a new shell for itself, and then continues to multiply as usual, primarily attacking small electronics containing a large amount of pure processed rare metals and other elements. If the infection is not stopped, cigarettes can gobble up the entire unit, giving rise to thousands of new parasites. The new generation then rushes away in all directions to other sources of metal as well as to other stars, accelerating with the help of a miniature analog of a ion engine. Each generation of cigarettes differs slightly from the previous one in terms of characteristics; it is not clear whether this is a viable evolution or simply errors in the replication process. Despite the relatively high acceleration due to the small mass of the parasite, the flight to the next system can take from several thousand to several million years, so cigarettes were most likely made long before modern times, perhaps even during the time of the Ancients.&lt;br /&gt;
&lt;br /&gt;
Cigarettes are extremely fragile and their thin internal structure can be destroyed by any sufficiently strong vibration. The outer shell is inferior in strength even to thin foil. However, the damage caused by cigarettes is compounded by the fact that the parasite, due to its small size and inertness, cannot be detected most of the time. It gets into the fertile &amp;quot;soil&amp;quot; and does not begin to reproduce, but even then it can be detected only visually, or in the event of a leakage of the air or system failure, with the cigarette beginning to advance deep into the machinery in the case of the latter.&lt;br /&gt;
Given the size of interstellar distances and the frequency of new cigarettes appearing in the systems, many researchers are inclined to believe that the galaxy is currently in a state of extremely heavy contamination by cigarettes and, in interstellar space, there are now at least hundreds of quadrillion cigarettes aged from hundreds to millions years old. The fragility of cigarettes, on the one hand, makes their removal an easy task, while at the same time making their study extremely difficult - any vibration destroys their internal structure, leaving only gray dust from various elements and a viscous oily polymer liquid.&lt;br /&gt;
&lt;br /&gt;
Some distant colonies claimed cases of infection with cigarettes which are extremely resistant to vibration, continued attempts at reproduction even after a direct physical blow to them, but these cases remained unconfirmed.&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Chronology&amp;diff=1728</id>
		<title>Chronology</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Chronology&amp;diff=1728"/>
		<updated>2021-02-14T05:38:46Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
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&lt;div&gt;{{Translate&lt;br /&gt;
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}}&lt;br /&gt;
= Major historical events: =&lt;br /&gt;
The chronology counts from the formation of the [[Pangalactic Alliance | Alliance]] (in [[Shining_Space_station#Standard_Time|Standard Years]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;-79 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; First contact occurs between the [[raharrs]] and an extra-Harrarian civilization. In the third solar system, a raharr research ship encounters another research ship of the [[Sashli]] civilization, which was also conducting research into the space surrounding them.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;-47 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Raharrs make contact with [[Ktak | Avians]]&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;-30 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Sashli come into contact with civilization (Temp).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;-10 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Raharrs come into contact with a civilization of Silurans, which at that time was in early medieval stage of development. The contact causes chaos in spite of the efforts of the Raharr ambassadors, causing considerable unrest and almost led to a complete collapse of society. The result of this was a huge spike in crime, hunger, and epidemics. The situation forced raharr representatives to take over the local governments for the sake of maintaining order. This case, in the future, will cause the introduction of the First Directive.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;0 A.F. &amp;#039;&amp;#039;&amp;#039; Raharrs gather a meeting of ambassadors of all known types and holds a conference to approve the Galactic Alliance of Civilizations, designed to simplify the processes of mutual relations and mutual assistance between different species of the galaxy, as well as to ensure due care with contacting new civilizations. The meeting is held for several months, after which the Alliance officially begins its existence. The construction of the Shining station in the neutral star system begins.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;35 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; [[Insectoids]] announce their presence in the galaxy by making an attempt to colonize a planet that was already colonized by the raharrs shortly before. The resulting conflict results in the destruction of the colony and threatens to escalate into full-scale hostilities. The raharrs mobilize their forces.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;36-40 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Sashli accidentally discovers the insectoid worlds and peacefully contacts them. After clarifying the situation with the attack on the raharr colony, the Sashli begin attempts to reconcile the two sides and avoid conflict. Insectoids, contrary to expectations, quickly understand the situation from the raharrs point of view and begin to facilitate peace in every way. Officially, the truce was established in 46 A.F.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;50 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; In the neutral territories, the [[Shining_Space_station]] was completed, which became the intergalactic political and economic center of the Alliance. The shining begins to be used as a marker of the center of the Alliance. The station time is also taken as the standard time by which the daily periods of the planets belonging to the Alliance can be synchronized. Together with the creation of the station, the development of an interplanetary information exchange network called [[Technologies#Interstellar G-network | G-network]] is being completed. In spite of this, the steady growth of demand for couriers and messengers continues in the galaxy, since the tranfer of information between the various planets and space stations through G-net can take months, or even years.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;54 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; A research ship in the distant borders unexpectedly encounters a completely new [[Ziort | energy based]] type of sapience. The creature accidentally possesses the ship&amp;#039;s central computer, which almost causes the death of the entire crew. The incident was fortunately resolved, and the energetic being takes them to galactic coordinates that turn out to be a territory of a species called the Ziort Volume.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;66 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Insectoids join the Alliance on a full-fledged basis.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;69 A.F. &amp;#039;&amp;#039;&amp;#039; The loss of the original culture of Silurans is declared officially - the chaos caused by contact with the raharrs and the subsequent occupation strongly distorted local cultures, replacing them with a more mature and attractive raharrian culture. Because of this, the desire to get out of the raharrs control and restore the lost legacy is gaining popularity among the Silurans, to the point of rising technophobic and anti-intellectualistic social trends.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;72 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; At the next meeting of the Alliance, the original version of the Contact Directives is submitted and adopted. Silurans gain independence and raharr transfer the leadership to the local rulers, leaving the planet and, per demand of the Silurans, taking all their technology with them.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;85 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; It becomes known about the existence of an empire [[Smi&amp;#039;Tar]].&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;90 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The Orsal Agreement was drafted and signed, prohibiting the development and use of all weapons based on a hyperspace generator or capable of destroying life on the planet on a macro scale. The agreement was supported even by species that were not part of the Alliance. Besides the ban on weapons, the agreement also enlarged the FTL-restricting passage zone around space stations and planets.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;87 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The Shining station receives a hundred-thousandth resident and becomes the most populated artificial space object of the Alliance.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;88-92 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; [[Lesser_species| Vainur Incident]]. A contact with the Vainur Directive is established. Having a dominant form of government on the planet heavily resembling militarist Nazism, the Vainurs reject the proposal to join the Alliance and establish hostile neutrality, stating that the true race has nothing to do in the community of intelligent animals. However, the Alliance allows the Vainur ships to move freely throughout their territory. However, attacks and abductions on the raharr begin to occur across the galaxy. As it later turns out, the Vainurs were extremely interested in the ability of the raharr to assimilate any organic matter and poisons, so they began to hunt them for the purpose of extracting and processing the raharr intestines. In addition, they were anatomically interested in not only the raharrs, but also other species as well. By the time the true motives and culprits were revealed, the total number of deaths reached several million. In response to the indignation of the Alliance, the Vainurs openly declares war, despite the Alliance&amp;#039;s quantitative and qualitative superiority. Following this, the Alliance organized a punitive action, destroying all Directive ships and deporting all Vainurs to their homeworld. A blockade was imposed on the planet and the Vainurs are forbidden to have any kind of space fleet, although they are allowed to leave the planet only with a special visa. A vote was also held, the theme of which was the invasion of Vainur itself and the forced change of the form of government, but the necessary number of votes “for” was not received. Afterwards, the Vainur Directive terminates all ties with the Alliance, responding with a refusal to all offers of material assistance. A warning is also sent that &amp;quot;any nonhuman who set foot on the holy lands of Vainur will be immediately killed.&amp;quot; Since then, the planet has remained in isolation, remaining faithful to its warning and firing on any ship attempting to land.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;98-101 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The [[Science Corporation | Science Corporation]] started a project to provide Ziort-exiles with improved bodies to serve in classified spec-ops in the interests of the Corporation. This was [[Character:Virus | partially successful]], but the project was shut down due to the potential consequences.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;116 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Expansion of the territories of the Alliance leads to the discovery of the [[Laymaran | Laymaran]] civilization. They are first taken for the underdeveloped civilization of the medieval stage, but a more detailed investigation reveals the reasons for the decline of the once highly developed species to the current state. A unanimous decision is made to assist the Laymaran and offer the proposal to join the Alliance. The Laymaran enthusiastically accept the help.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;153 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Detection of [[Smi&amp;#039;Tar | Smi&amp;#039;Tar]] empire.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;170 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The Laymarans, for the most part, restore their technological and scientific level to acceptable levels and create first colonies on other planets. The civilization itself is still heavily dependent on the Alliance&amp;#039;s supplies.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;174 A.F.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The population of the Shining space station exceeds 10 million inhabitants and the station begins modernization and rebuilding in order to increase living space.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;177 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Contact of the Alliance and [[Azinarsi]]. An attempt to research an unusually behaving star results in the discovery of one of the Azinarsi worlds, after which the expedition ships are forcibly escorted to a distance of one light-year from the star. This becomes the only case where the Alliance ships were in the Azinarsi territory and could directly observe their structures — almost immediately after contact, the Azinarsi deployed their isolation policy.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;181 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; [[Iss]] subluminal sleeper colony ship arrives at the orbit of the Alliance colony and establishes contact.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;199 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The Shining Station completes its expansion and becomes the largest artificial structure of the Alliance in outer space with a population of 11.5 million inhabitants.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;221 A.F.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;  A joint project in form of the mothership &amp;quot;New Horizons&amp;quot; leaves the docks, designed to become the first ship in history to attempt an intergalactic flight to the Andromeda galaxy. The ship went missing, being in the first third of the flight. The ship or its remains is still being searched for, and the project as a whole is considered to be a disaster.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;256 A.F.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;  Establishment of new Alliance colonies starts to drop noticeably at this point, since the information lag began to get too severe for the farthest of them to get important information and news in a timely manner.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;277 A.F.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;  Azinarsi light their stellar engines, beginning to move their Dyson Spheres closer together into a tight triple starsystem, in order to minimize the information exchange lag that comes with the light speed limitations. The maneuver will be finished in approximately 27,000 years.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;285 A.F.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; An exploration fleet stumbles upon a [[Humans | promising civilization]] that is on the verge of an interstellar stage of development. Events of the [[Leaving the Cradle]] webcomic unfolding.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;320 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Current date.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;473 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; [[Artifact Spindle]] will be discovered&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;520 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Events of the [[The_Cliff_World_side_project|&amp;quot;Cliff World&amp;quot; sidestory]] will unfold on the [[Artifact Spindle]].&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Lesser_species&amp;diff=1727</id>
		<title>Lesser species</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Lesser_species&amp;diff=1727"/>
		<updated>2021-02-14T05:37:15Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Незначительные виды&lt;br /&gt;
}}&lt;br /&gt;
This is a catalog of species that do not have a noticeable effect on the galaxy. Many of them have not even entered space age yet and are unaware of the existence of other civilizations, but nevertheless, they are interesting enough to be mentioned.&lt;br /&gt;
&lt;br /&gt;
==Siluran==&lt;br /&gt;
The Silurans were one of the first civilizations contacted by the [[Raharrs]] after reaching the Space Age. At the time of contact, they were in a pre-industrial stage of development. The raharrs planned to help the Silurans technologically and scientifically by improving the quality of life and spurring the scientific development of the planet. However, the culture shock of their arrival had the opposite effect - panic, crime, riots, and famine spread across the planet, leading to several wars and epidemics. In an attempt to somehow fix the chaos, the raharrs eventually overtook the local governments in an attempt to take control of the situation, which subsequently escalated into a full-fledged occupation. This situation lasted a considerable amount of time, with the Silurans losing much of their own culture and being replaced en masse with raharrian culture as a result. The awareness of this situation led to an outbreak of aggressive, nationalistic, and technophobic sentiments among the population. Eventually, around 80 years after initial contact, the raharrs recognized the problem, leaving the planet voluntarily and handing over power to local representatives. Technophobic sentiments among the planet also reached its peak at this point, so the raharrians were also told to remove all of their technology from the planet as well. The Siluran civilization returned to its pre-industrial state. Technophobic and anti-intellectual sentiments have since evolved into a new cultural paradigm bordering on religiosity, which has almost stopped the technological development of the civilization, although observers from the [[Pangalactic Alliance | Alliance]] note that at the current moment, this philosophy has begun to decline and may no longer be dominant in the next century or two. This case would later cause the introduction of the Contact Directives.&lt;br /&gt;
&lt;br /&gt;
== Vainurs ==&lt;br /&gt;
The Vainur Directive is one of the civilizations that is not part of the Alliance. An attempt was made to offer the Vainurs a place in it after their discovery, but the Vainurs rejected the proposal and established hostile neutrality, stating that the true race has nothing to do in the community of intelligent animals. Nevertheless, the Alliance allowed the Vainur ships to move freely through their territory because, despite the aggressive statements, the Vainurs never showed open aggression. It seemed that Vainurs were satisfied, and they began to conduct moderately limited trade deals. However, attacks and kidnappings soon began to take place throughout the Alliance. As it turned out later, the Vainurs were extremely interested in the ability of the raharrs to assimilate any organic matter and poisons, so they began to hunt them for the purpose of extracting and processing their intestines. In addition, they were anatomically interested in not only the raharrs, but also other species as well. By the time the true motives and culprits were revealed, the total number of deaths reached several million. In response to the indignation of the Alliance, the Vainurs, in spite of the quantitative and qualitative superiority of the Alliance, openly declared war. Following this, the Alliance organized a punitive action, destroying all Directive ships and deporting all Vainurs to their homeworld. A blockade was imposed on the planet and the Vainurs were forbidden to have any kind of space fleet, although they were allowed to leave the planet only if they had a special visa. A vote was also held, the theme of which was the invasion of Vainur itself and the forced change of the form of government, but the necessary number of votes “for” was not received. Afterwards, the Vainur Directive cut off all ties with the Alliance and refused all offers of material assistance. They also sent a warning that &amp;quot;any nonhuman who set foot on the holy lands of Vainur will be immediately killed.&amp;quot; Since then, the planet has remained isolated, remaining faithful to its warning and firing on any ship descending into the lower atmosphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alnus Thinkers ==&lt;br /&gt;
An unusual and only example of a &amp;#039;&amp;#039;flora&amp;#039;&amp;#039; consciousness. Thinkers originate from the planet Alnus II, and were unintentionally discovered by [[Sashli&amp;#039;sftonodo]]. The first time after landing on the planet and the subsequent formation of a colony, no one even suspected that there is sapient life on it. Thinkers are made up of individual plants, resembling trees, piled in small groves. They have some degree of mobility and can move around the area. Contact with the Thinkers is extremely difficult, since these creatures not only have an extremely slow thought process, but also seem to have a short-term memory. If the plants are not occupied with any thought for a long time, they will completely forget about it as soon as their attention is distracted by something else. Making contact with the Thinkers was one of the hardest trials for AI translators, which still cannot be successfully completed, not least because the Thinkers communicate using chemical compounds transmitted by roots. They have no hearing and their vision is provided by bundles of photosensitive leaves, which has an extremely low resolution. It is unlikely that Thinkers will ever build any technological civilization, let alone space flights. Their origin is a separate mystery, since both biologists and florists could not put forward an evolutionary theory that allows the emergence of such a form of life.&lt;br /&gt;
== Dead civilizations ==&lt;br /&gt;
It is quite obvious that the current civilizations are not the first after the [[Ancients | Ancients]], which is confirmed by archaeological data - currently 320 planets are known where a civilization could exist, but the traces are ambiguous and weak; 114 planets with strong traces pointing to a past civilization; and eight planets where the existence of the ruins of a civilization is undeniable. The age of the remains of these civilizations varies in estimation from 300 thousand years, to tens of millions of years. Perhaps there were even older civilizations, but their traces become almost indistinguishable from natural fluctuations without a long and detailed study of the entire planet. Most of the already confirmed graves of civilizations were found either by accident or by global geological traces, such as the presence of radioactive dumps and/or the general depletion of mineral deposits. According to statistics, most civilizations die before reaching the space age, many of which died out immediately after the discovery of nuclear energy. 6 out of 8 planets with an undoubtedly confirmed former civilization were discovered thanks to artifacts of obviously artificial origin, preserved on the moons of these planets - probes or even buildings. Besides this, however, neither the equipment nor the structures of most civilizations are preserved in a form ideal for archaeological research. The only exception to this day are the artifacts of the Ancients, as if they ignore the processes of entropy.&lt;br /&gt;
According to estimates from current statistics, every thirteenth planet capable of supporting life and old enough for it has hosted sapient species in the past.&lt;br /&gt;
== Infestation by space parasites ==&lt;br /&gt;
A &amp;quot;cigarette&amp;quot;, as the majority of the population of the Alliance calls it, is a space parasite, relatively common in the territory of the Alliance. Cigarettes are either a silicon-organic life form or an autonomous robot of an unknown civilization. In appearance, they resemble long and thin cylinders 10-25 centimeters long and up to four centimeters in diameter, consisting of inorganic substances, silicon and various metals, dark gray dull color. Cigarettes are extremely delicate creatures that do not tolerate any G-force or vibration. By behavior and function, they very strongly resemble biological viruses, and that is why they are considered a pest and must be destroyed.&lt;br /&gt;
There is still no consensus whether cigarettes are naturally evolving organisms, or are these &amp;quot;mutated&amp;quot; self-replicating mechanisms used for military purposes, or for [https://en.wikipedia.org/wiki/Self-replicating_spacecraft#Von_Neumann_probes autonomous exploration of the universe].&lt;br /&gt;
&lt;br /&gt;
Usually, the development cycle of a cigarette looks like this: an individual enters the system from outer space. Having fallen into the inner system, they start to receive enough photons from the stars to start generating energy (the outer surface of the cigarette is coated with a compound that acts as a solar battery). This awakens them from their hibernation, in which it resides in during its unhurried flight through interstellar space, and it begins to search in the system for metal asteroids or artificially created orbital structures, preferring the latter. How exactly they find the metal is still not exactly known - the cigarette emits nothing and apparently uses some kind of passive method of navigation. Having reached the source of the necessary elements, the cigarette &amp;quot;sticks&amp;quot; to the surface and begins to absorb matter through one of the ends of its body, slowly moving forward and leaving behind a small groove. The cigarette simultaneously begins to lengthen from the other end until it doubles its size, after which it breaks down into two separate organisms, reproducing in this way with the analogue of dividing unicellular organisms. The process can take different amounts of time, depending on the cigarette itself and on the material it feeds on. If the cigarette is fed by an artificially constructed structure, like a satellite, its behavior is somewhat different. At first, the cigarette multiplies just as it does on any other source of metals, but after some time (the number of cigarette on the casing of the affected equipment may amount to dozens or even hundreds at this point), the cigarette begin to stick to the casing with their ends and then eat their way in like worms, leaving the old shell outside. Once inside, the stub creates a new shell for itself, and then continues to multiply as usual, primarily attacking small electronics containing a large amount of pure processed rare metals and other elements. If the infection is not stopped, cigarettes can gobble up the entire unit, giving rise to thousands of new parasites. The new generation then rushes away in all directions to other sources of metal as well as to other stars, accelerating with the help of a miniature analog of a ion engine. Each generation of cigarettes differs slightly from the previous one in terms of characteristics; it is not clear whether this is a viable evolution or simply errors in the replication process. Despite the relatively high acceleration due to the small mass of the parasite, the flight to the next system can take from several thousand to several million years, so cigarettes were most likely made long before modern times, perhaps even during the time of the Ancients.&lt;br /&gt;
&lt;br /&gt;
Cigarettes are extremely fragile and their thin internal structure can be destroyed by any sufficiently strong vibration. The outer shell is inferior in strength even to thin foil. However, the damage caused by cigarettes is compounded by the fact that the parasite, due to its small size and inertness, cannot be detected most of the time. It gets into the fertile &amp;quot;soil&amp;quot; and does not begin to reproduce, but even then it can be detected only visually, or in the event of a leakage of the air or system failure, with the cigarette beginning to advance deep into the machinery in the case of the latter.&lt;br /&gt;
Given the size of interstellar distances and the frequency of new cigarettes appearing in the systems, many researchers are inclined to believe that the galaxy is currently in a state of extremely heavy contamination by cigarettes and, in interstellar space, there are now at least hundreds of quadrillion cigarettes aged from hundreds to millions years old. The fragility of cigarettes, on the one hand, makes their removal an easy task, while at the same time making their study extremely difficult - any vibration destroys their internal structure, leaving only gray dust from various elements and a viscous oily polymer liquid.&lt;br /&gt;
&lt;br /&gt;
Some distant colonies claimed cases of infection with cigarettes which are extremely resistant to vibration, continued attempts at reproduction even after a direct physical blow to them, but these cases remained unconfirmed.&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Lesser_species&amp;diff=1726</id>
		<title>Lesser species</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Lesser_species&amp;diff=1726"/>
		<updated>2021-02-14T05:34:23Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Незначительные виды&lt;br /&gt;
}}&lt;br /&gt;
This is a catalog of species that do not have a noticeable effect on the galaxy. Many of them have not even entered space age yet and are unaware of the existence of other civilizations, but nevertheless, they are interesting enough to be mentioned.&lt;br /&gt;
&lt;br /&gt;
==Siluran==&lt;br /&gt;
The Silurans were one of the first civilizations contacted by the [[Raharrs]] after reaching the Space Age. At the time of contact, they were in a pre-industrial stage of development. The Raharrs planned to help the Silurans technologically and scientifically by improving the quality of life and spurring the scientific development of the planet. However, the culture shock of their arrival had the opposite effect - panic, crime, riots, and famine spread across the planet, leading to several wars and epidemics. In an attempt to somehow fix the chaos, the Raharrs eventually overtook the local governments in an attempt to take control of the situation, which subsequently escalated into a full-fledged occupation. This situation lasted a considerable amount of time, with the Silurans losing much of their own culture and being replaced en masse with Raharrian culture as a result. The awareness of this situation led to an outbreak of aggressive, nationalistic, and technophobic sentiments among the population. Eventually, around 80 years after initial contact, the Raharrs recognized the problem, leaving the planet voluntarily and handing over power to local representatives. Technophobic sentiments among the planet also reached its peak at this point, so the Raharrians were also told to remove all of their technology from the planet as well. The Siluran civilization returned to its pre-industrial state. Technophobic and anti-intellectual sentiments have since evolved into a new cultural paradigm bordering on religiosity, which has almost stopped the technological development of the civilization, although observers from the [[Pangalactic Alliance | Alliance]] note that at the current moment, this philosophy has begun to decline and may no longer be dominant in the next century or two. This case would later cause the introduction of the Contact Directives.&lt;br /&gt;
&lt;br /&gt;
== Vainurs ==&lt;br /&gt;
The Vainur Directive is one of the civilizations that is not part of the Alliance. An attempt was made to offer the Vainurs a place in it after their discovery, but the Vainurs rejected the proposal and established hostile neutrality, stating that the true race has nothing to do in the community of intelligent animals. Nevertheless, the Alliance allowed the Vainur ships to move freely through their territory because, despite the aggressive statements, the Vainurs never showed open aggression. It seemed that Vainurs were satisfied, and they began to conduct moderately limited trade deals. However, attacks and kidnappings soon began to take place throughout the Alliance. As it turned out later, the Vainurs were extremely interested in the ability of the raharrs to assimilate any organic matter and poisons, so they began to hunt them for the purpose of extracting and processing their intestines. In addition, they were anatomically interested in not only the raharrs, but also other species as well. By the time the true motives and culprits were revealed, the total number of deaths reached several million. In response to the indignation of the Alliance, the Vainurs, in spite of the quantitative and qualitative superiority of the Alliance, openly declared war. Following this, the Alliance organized a punitive action, destroying all Directive ships and deporting all Vainurs to their homeworld. A blockade was imposed on the planet and the Vainurs were forbidden to have any kind of space fleet, although they were allowed to leave the planet only if they had a special visa. A vote was also held, the theme of which was the invasion of Vainur itself and the forced change of the form of government, but the necessary number of votes “for” was not received. Afterwards, the Vainur Directive cut off all ties with the Alliance and refused all offers of material assistance. They also sent a warning that &amp;quot;any nonhuman who set foot on the holy lands of Vainur will be immediately killed.&amp;quot; Since then, the planet has remained isolated, remaining faithful to its warning and firing on any ship descending into the lower atmosphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alnus Thinkers ==&lt;br /&gt;
An unusual and only example of a &amp;#039;&amp;#039;flora&amp;#039;&amp;#039; consciousness. Thinkers originate from the planet Alnus II, and were unintentionally discovered by [[Sashli&amp;#039;sftonodo]]. The first time after landing on the planet and the subsequent formation of a colony, no one even suspected that there is sapient life on it. Thinkers are made up of individual plants, resembling trees, piled in small groves. They have some degree of mobility and can move around the area. Contact with the Thinkers is extremely difficult, since these creatures not only have an extremely slow thought process, but also seem to have a short-term memory. If the plants are not occupied with any thought for a long time, they will completely forget about it as soon as their attention is distracted by something else. Making contact with the Thinkers was one of the hardest trials for AI translators, which still cannot be successfully completed, not least because the Thinkers communicate using chemical compounds transmitted by roots. They have no hearing and their vision is provided by bundles of photosensitive leaves, which has an extremely low resolution. It is unlikely that Thinkers will ever build any technological civilization, let alone space flights. Their origin is a separate mystery, since both biologists and florists could not put forward an evolutionary theory that allows the emergence of such a form of life.&lt;br /&gt;
== Dead civilizations ==&lt;br /&gt;
It is quite obvious that the current civilizations are not the first after the [[Ancients | Ancients]], which is confirmed by archaeological data - currently 320 planets are known where a civilization could exist, but the traces are ambiguous and weak; 114 planets with strong traces pointing to a past civilization; and eight planets where the existence of the ruins of a civilization is undeniable. The age of the remains of these civilizations varies in estimation from 300 thousand years, to tens of millions of years. Perhaps there were even older civilizations, but their traces become almost indistinguishable from natural fluctuations without a long and detailed study of the entire planet. Most of the already confirmed graves of civilizations were found either by accident or by global geological traces, such as the presence of radioactive dumps and/or the general depletion of mineral deposits. According to statistics, most civilizations die before reaching the space age, many of which died out immediately after the discovery of nuclear energy. 6 out of 8 planets with an undoubtedly confirmed former civilization were discovered thanks to artifacts of obviously artificial origin, preserved on the moons of these planets - probes or even buildings. Besides this, however, neither the equipment nor the structures of most civilizations are preserved in a form ideal for archaeological research. The only exception to this day are the artifacts of the Ancients, as if they ignore the processes of entropy.&lt;br /&gt;
According to estimates from current statistics, every thirteenth planet capable of supporting life and old enough for it has hosted sapient species in the past.&lt;br /&gt;
== Infestation by space parasites ==&lt;br /&gt;
A &amp;quot;cigarette&amp;quot;, as the majority of the population of the Alliance calls it, is a space parasite, relatively common in the territory of the Alliance. Cigarettes are either a silicon-organic life form or an autonomous robot of an unknown civilization. In appearance, they resemble long and thin cylinders 10-25 centimeters long and up to four centimeters in diameter, consisting of inorganic substances, silicon and various metals, dark gray dull color. Cigarettes are extremely delicate creatures that do not tolerate any G-force or vibration. By behavior and function, they very strongly resemble biological viruses, and that is why they are considered a pest and must be destroyed.&lt;br /&gt;
There is still no consensus whether cigarettes are naturally evolving organisms, or are these &amp;quot;mutated&amp;quot; self-replicating mechanisms used for military purposes, or for [https://en.wikipedia.org/wiki/Self-replicating_spacecraft#Von_Neumann_probes autonomous exploration of the universe].&lt;br /&gt;
&lt;br /&gt;
Usually, the development cycle of a cigarette looks like this: an individual enters the system from outer space. Having fallen into the inner system, they start to receive enough photons from the stars to start generating energy (the outer surface of the cigarette is coated with a compound that acts as a solar battery). This awakens them from their hibernation, in which it resides in during its unhurried flight through interstellar space, and it begins to search in the system for metal asteroids or artificially created orbital structures, preferring the latter. How exactly they find the metal is still not exactly known - the cigarette emits nothing and apparently uses some kind of passive method of navigation. Having reached the source of the necessary elements, the cigarette &amp;quot;sticks&amp;quot; to the surface and begins to absorb matter through one of the ends of its body, slowly moving forward and leaving behind a small groove. The cigarette simultaneously begins to lengthen from the other end until it doubles its size, after which it breaks down into two separate organisms, reproducing in this way with the analogue of dividing unicellular organisms. The process can take different amounts of time, depending on the cigarette itself and on the material it feeds on. If the cigarette is fed by an artificially constructed structure, like a satellite, its behavior is somewhat different. At first, the cigarette multiplies just as it does on any other source of metals, but after some time (the number of cigarette on the casing of the affected equipment may amount to dozens or even hundreds at this point), the cigarette begin to stick to the casing with their ends and then eat their way in like worms, leaving the old shell outside. Once inside, the stub creates a new shell for itself, and then continues to multiply as usual, primarily attacking small electronics containing a large amount of pure processed rare metals and other elements. If the infection is not stopped, cigarettes can gobble up the entire unit, giving rise to thousands of new parasites. The new generation then rushes away in all directions to other sources of metal as well as to other stars, accelerating with the help of a miniature analog of a ion engine. Each generation of cigarettes differs slightly from the previous one in terms of characteristics; it is not clear whether this is a viable evolution or simply errors in the replication process. Despite the relatively high acceleration due to the small mass of the parasite, the flight to the next system can take from several thousand to several million years, so cigarettes were most likely made long before modern times, perhaps even during the time of the Ancients.&lt;br /&gt;
&lt;br /&gt;
Cigarettes are extremely fragile and their thin internal structure can be destroyed by any sufficiently strong vibration. The outer shell is inferior in strength even to thin foil. However, the damage caused by cigarettes is compounded by the fact that the parasite, due to its small size and inertness, cannot be detected most of the time. It gets into the fertile &amp;quot;soil&amp;quot; and does not begin to reproduce, but even then it can be detected only visually, or in the event of a leakage of the air or system failure, with the cigarette beginning to advance deep into the machinery in the case of the latter.&lt;br /&gt;
Given the size of interstellar distances and the frequency of new cigarettes appearing in the systems, many researchers are inclined to believe that the galaxy is currently in a state of extremely heavy contamination by cigarettes and, in interstellar space, there are now at least hundreds of quadrillion cigarettes aged from hundreds to millions years old. The fragility of cigarettes, on the one hand, makes their removal an easy task, while at the same time making their study extremely difficult - any vibration destroys their internal structure, leaving only gray dust from various elements and a viscous oily polymer liquid.&lt;br /&gt;
&lt;br /&gt;
Some distant colonies claimed cases of infection with cigarettes which are extremely resistant to vibration, continued attempts at reproduction even after a direct physical blow to them, but these cases remained unconfirmed.&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Lesser_species&amp;diff=1725</id>
		<title>Lesser species</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Lesser_species&amp;diff=1725"/>
		<updated>2021-02-14T05:31:17Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
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&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Незначительные виды&lt;br /&gt;
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This is a catalog of species that do not have a noticeable effect on the galaxy. Many of them have not even entered space age yet and are unaware of the existence of other civilizations, but nevertheless, they are interesting enough to be mentioned.&lt;br /&gt;
&lt;br /&gt;
==Siluran==&lt;br /&gt;
The Silurans were one of the first civilizations contacted by the [[Raharrs]] after reaching the Space Age. At the time of contact, they were in a pre-industrial stage of development. The Raharrs planned to help the Silurans technologically and scientifically by improving the quality of life and spurring the scientific development of the planet. However, the culture shock of their arrival had the opposite effect - panic, crime, riots, and famine spread across the planet, leading to several wars and epidemics. In an attempt to somehow fix the chaos, the Raharrs eventually overtook the local governments in an attempt to take control of the situation, which subsequently escalated into a full-fledged occupation. This situation lasted a considerable amount of time, with the Silurans losing much of their own culture and being replaced en masse with Raharrian culture as a result. The awareness of this situation led to an outbreak of aggressive, nationalistic, and technophobic sentiments among the population. Eventually, around 80 years after initial contact, the Raharrs recognized the problem, leaving the planet voluntarily and handing over power to local representatives. Technophobic sentiments among the planet also reached its peak at this point, so the Raharrians were also told to remove all of their technology from the planet as well. The Siluran civilization returned to its pre-industrial state. Technophobic and anti-intellectual sentiments have since evolved into a new cultural paradigm bordering on religiosity, which has almost stopped the technological development of the civilization, although observers from the [[Pangalactic Alliance | Alliance]] note that at the current moment, this philosophy has begun to decline and may no longer be dominant in the next century or two.&lt;br /&gt;
&lt;br /&gt;
== Vainurs ==&lt;br /&gt;
The Vainur Directive is one of the civilizations that is not part of the Alliance. An attempt was made to offer the Vainurs a place in it after their discovery, but the Vainurs rejected the proposal and established hostile neutrality, stating that the true race has nothing to do in the community of intelligent animals. Nevertheless, the Alliance allowed the Vainur ships to move freely through their territory because, despite the aggressive statements, the Vainurs never showed open aggression. It seemed that Vainurs were satisfied, and they began to conduct moderately limited trade deals. However, attacks and kidnappings soon began to take place throughout the Alliance. As it turned out later, the Vainurs were extremely interested in the ability of the raharrs to assimilate any organic matter and poisons, so they began to hunt them for the purpose of extracting and processing their intestines. In addition, they were anatomically interested in not only the raharrs, but also other species as well. By the time the true motives and culprits were revealed, the total number of deaths reached several million. In response to the indignation of the Alliance, the Vainurs, in spite of the quantitative and qualitative superiority of the Alliance, openly declared war. Following this, the Alliance organized a punitive action, destroying all Directive ships and deporting all Vainurs to their homeworld. A blockade was imposed on the planet and the Vainurs were forbidden to have any kind of space fleet, although they were allowed to leave the planet only if they had a special visa. A vote was also held, the theme of which was the invasion of Vainur itself and the forced change of the form of government, but the necessary number of votes “for” was not received. Afterwards, the Vainur Directive cut off all ties with the Alliance and refused all offers of material assistance. They also sent a warning that &amp;quot;any nonhuman who set foot on the holy lands of Vainur will be immediately killed.&amp;quot; Since then, the planet has remained isolated, remaining faithful to its warning and firing on any ship descending into the lower atmosphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alnus Thinkers ==&lt;br /&gt;
An unusual and only example of a &amp;#039;&amp;#039;flora&amp;#039;&amp;#039; consciousness. Thinkers originate from the planet Alnus II, and were unintentionally discovered by [[Sashli&amp;#039;sftonodo]]. The first time after landing on the planet and the subsequent formation of a colony, no one even suspected that there is sapient life on it. Thinkers are made up of individual plants, resembling trees, piled in small groves. They have some degree of mobility and can move around the area. Contact with the Thinkers is extremely difficult, since these creatures not only have an extremely slow thought process, but also seem to have a short-term memory. If the plants are not occupied with any thought for a long time, they will completely forget about it as soon as their attention is distracted by something else. Making contact with the Thinkers was one of the hardest trials for AI translators, which still cannot be successfully completed, not least because the Thinkers communicate using chemical compounds transmitted by roots. They have no hearing and their vision is provided by bundles of photosensitive leaves, which has an extremely low resolution. It is unlikely that Thinkers will ever build any technological civilization, let alone space flights. Their origin is a separate mystery, since both biologists and florists could not put forward an evolutionary theory that allows the emergence of such a form of life.&lt;br /&gt;
== Dead civilizations ==&lt;br /&gt;
It is quite obvious that the current civilizations are not the first after the [[Ancients | Ancients]], which is confirmed by archaeological data - currently 320 planets are known where a civilization could exist, but the traces are ambiguous and weak; 114 planets with strong traces pointing to a past civilization; and eight planets where the existence of the ruins of a civilization is undeniable. The age of the remains of these civilizations varies in estimation from 300 thousand years, to tens of millions of years. Perhaps there were even older civilizations, but their traces become almost indistinguishable from natural fluctuations without a long and detailed study of the entire planet. Most of the already confirmed graves of civilizations were found either by accident or by global geological traces, such as the presence of radioactive dumps and/or the general depletion of mineral deposits. According to statistics, most civilizations die before reaching the space age, many of which died out immediately after the discovery of nuclear energy. 6 out of 8 planets with an undoubtedly confirmed former civilization were discovered thanks to artifacts of obviously artificial origin, preserved on the moons of these planets - probes or even buildings. Besides this, however, neither the equipment nor the structures of most civilizations are preserved in a form ideal for archaeological research. The only exception to this day are the artifacts of the Ancients, as if they ignore the processes of entropy.&lt;br /&gt;
According to estimates from current statistics, every thirteenth planet capable of supporting life and old enough for it has hosted sapient species in the past.&lt;br /&gt;
== Infestation by space parasites ==&lt;br /&gt;
A &amp;quot;cigarette&amp;quot;, as the majority of the population of the Alliance calls it, is a space parasite, relatively common in the territory of the Alliance. Cigarettes are either a silicon-organic life form or an autonomous robot of an unknown civilization. In appearance, they resemble long and thin cylinders 10-25 centimeters long and up to four centimeters in diameter, consisting of inorganic substances, silicon and various metals, dark gray dull color. Cigarettes are extremely delicate creatures that do not tolerate any G-force or vibration. By behavior and function, they very strongly resemble biological viruses, and that is why they are considered a pest and must be destroyed.&lt;br /&gt;
There is still no consensus whether cigarettes are naturally evolving organisms, or are these &amp;quot;mutated&amp;quot; self-replicating mechanisms used for military purposes, or for [https://en.wikipedia.org/wiki/Self-replicating_spacecraft#Von_Neumann_probes autonomous exploration of the universe].&lt;br /&gt;
&lt;br /&gt;
Usually, the development cycle of a cigarette looks like this: an individual enters the system from outer space. Having fallen into the inner system, they start to receive enough photons from the stars to start generating energy (the outer surface of the cigarette is coated with a compound that acts as a solar battery). This awakens them from their hibernation, in which it resides in during its unhurried flight through interstellar space, and it begins to search in the system for metal asteroids or artificially created orbital structures, preferring the latter. How exactly they find the metal is still not exactly known - the cigarette emits nothing and apparently uses some kind of passive method of navigation. Having reached the source of the necessary elements, the cigarette &amp;quot;sticks&amp;quot; to the surface and begins to absorb matter through one of the ends of its body, slowly moving forward and leaving behind a small groove. The cigarette simultaneously begins to lengthen from the other end until it doubles its size, after which it breaks down into two separate organisms, reproducing in this way with the analogue of dividing unicellular organisms. The process can take different amounts of time, depending on the cigarette itself and on the material it feeds on. If the cigarette is fed by an artificially constructed structure, like a satellite, its behavior is somewhat different. At first, the cigarette multiplies just as it does on any other source of metals, but after some time (the number of cigarette on the casing of the affected equipment may amount to dozens or even hundreds at this point), the cigarette begin to stick to the casing with their ends and then eat their way in like worms, leaving the old shell outside. Once inside, the stub creates a new shell for itself, and then continues to multiply as usual, primarily attacking small electronics containing a large amount of pure processed rare metals and other elements. If the infection is not stopped, cigarettes can gobble up the entire unit, giving rise to thousands of new parasites. The new generation then rushes away in all directions to other sources of metal as well as to other stars, accelerating with the help of a miniature analog of a ion engine. Each generation of cigarettes differs slightly from the previous one in terms of characteristics; it is not clear whether this is a viable evolution or simply errors in the replication process. Despite the relatively high acceleration due to the small mass of the parasite, the flight to the next system can take from several thousand to several million years, so cigarettes were most likely made long before modern times, perhaps even during the time of the Ancients.&lt;br /&gt;
&lt;br /&gt;
Cigarettes are extremely fragile and their thin internal structure can be destroyed by any sufficiently strong vibration. The outer shell is inferior in strength even to thin foil. However, the damage caused by cigarettes is compounded by the fact that the parasite, due to its small size and inertness, cannot be detected most of the time. It gets into the fertile &amp;quot;soil&amp;quot; and does not begin to reproduce, but even then it can be detected only visually, or in the event of a leakage of the air or system failure, with the cigarette beginning to advance deep into the machinery in the case of the latter.&lt;br /&gt;
Given the size of interstellar distances and the frequency of new cigarettes appearing in the systems, many researchers are inclined to believe that the galaxy is currently in a state of extremely heavy contamination by cigarettes and, in interstellar space, there are now at least hundreds of quadrillion cigarettes aged from hundreds to millions years old. The fragility of cigarettes, on the one hand, makes their removal an easy task, while at the same time making their study extremely difficult - any vibration destroys their internal structure, leaving only gray dust from various elements and a viscous oily polymer liquid.&lt;br /&gt;
&lt;br /&gt;
Some distant colonies claimed cases of infection with cigarettes which are extremely resistant to vibration, continued attempts at reproduction even after a direct physical blow to them, but these cases remained unconfirmed.&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Raharrs:History&amp;diff=1693</id>
		<title>Raharrs:History</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Raharrs:History&amp;diff=1693"/>
		<updated>2020-10-15T18:54:16Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Рахарры:история&lt;br /&gt;
}}&lt;br /&gt;
{{GoogleTranslate}}&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
== Prehistory ==&lt;br /&gt;
[[Harr(Star System)|Harr&amp;#039;s solar system]] was artificially created by the [[Ancients]] around two and a half billion years ago. [[Harr]] was said to be created in a way that would make it able to host organic life, with liquid water on the surface and primitive photosynthetic multicellular organisms.&lt;br /&gt;
&lt;br /&gt;
[[Image: Raharr_ancestor.jpg | thumb | right | 256px | Raharr ancestor]] After the creation of the solar system, the Ancients no longer interfered with development (or left no traces if they did), and life developed at a normal pace. 60 million years ago, the first raharrids appeared on the scene, which are the common ancestors of the [[Raharrs|raharr]] and all related species living today. Being relatively small predatory animals, they aggregated into temporary packs and led a semi-aquatic-semi-arboreal way of life, which appeared to be a fairly successful as they managed to comfortably live in the forests and rivers of the time.&lt;br /&gt;
&lt;br /&gt;
Around 30 million years ago, Harr plunged into one of its short but harsh ice ages. At this point, the raharrids were divided into many separate species, including the proto-raharr which increased markedly in size, reaching about two-thirds of the size of the modern raharr. The ice age became a severe test for the raharrids: the decrease in temperatures, the appearance of winters, and the depletion of the biosphere caused the population to go through a [https://en.wikipedia.org/wiki/Population_bottleneck bottleneck] and almost caused the species extinction. The proto-raharrs, however, were able to adapt to these new conditions and switched to omnivorous diet. As a result of the decrease in the population, the proto-raharrs began to gather in constant packs, which served as a catalyst for the rapid development of real social relations within them. This allowed them to expand and secure their food supply, which led to an increase in their population and led to the period of the “Second Dawn of Raharr”. The ancestors of the raharr continued to grow in size, although it was noticeably slower than before. The middle of the Ice Age, 15 million years ago, was becoming the most severe, forcing the proto-raharr to migrate to the equator, and to an area that will be known in the future as the Source of Rrirkh.&lt;br /&gt;
[[Image: Stone_Age.jpg | thumb | right | 256px | Two fisherman raharrs ​​catch fish in the creek]] Raharr continued to develop in this part of the continent, and by the time the ice age retreated (~ 250 thousand years ago) and the planet had returned to its normal state, the raharr were already much closer to civilization. They possessed an extremely developed brain, an advanced social structure, and likely had a rudimentary speech. They begin to spread anew to the previously occupied areas, and the skills they acquired made it possible to master the other two continents of the planet. At about the same time, the raharrs discovered fire and began the first attempts at agriculture.&lt;br /&gt;
&lt;br /&gt;
== Ancient history ==&lt;br /&gt;
Subsequently, in the two hemispheres, the oldest known centers of civilization emerged almost simultaneously. The proto-cities, the remains of which are partially preserved to this day, were called the Sources of Rrirkh and the Sources of Riyk. The ancient city of Source Rrirkh could not become the dominant force of the region and kept some land behind it. While it mostly remained a central place for trade, it still remained the most developed place on the continent for many centuries. The city of the Source Riyk, on the contrary, became the basis of a large and extensive civilization, which remained behind the scenes of the constant struggle between nations for a long time because of its relative inaccessibility by land - the way of both foot caravans and military campaigns was blocked by the Great Desert of Riyk - the largest desert area on the planet, where the temperatures in the heart of which could reach the boiling point of water. After some time, the tribes of the continents rallied under the authority of the Northern and Southern empires, which marked the beginning of their long and difficult relationship with each other, which often turned into wars.&lt;br /&gt;
&lt;br /&gt;
[[Image: Medieval.png | thumb | right | 256px | Raharr of the Late Continental Empire period]] In 3366 Prior Realization(P.R.), Garn Kahto Sha, a figure who is considered to be a mythical figure in Harr’s history, despite all the evidence of his existence, is born. According to contemporaries, he was described as &amp;quot;a brilliant leader and had a mind that could outshine both suns themselves.&amp;quot; In history, he was a legendary conqueror, almost single-handedly erecting one of the most ancient and largest states on the planet. Garn possessed exceptional military leadership and political skills, far superior to any opponents he met among the isolated tribes of the western continent. At the age of 30, he began his conquest-unification campaign, which lasted 26 years and ultimately results in the Continental Empire with Garn as emperor. Despite the fact that the Empire was called Continental, it did not occupy the entire continent in reality since, in comparison with the densely populated equatorial regions of the western continent, the northern and southern extremities were very poorly inhabited to the point where many considered them virtually uninhabited. Garn did not conduct military campaigns in these areas, but he still considered them the property of the empire. Garn chose Rirrkh as the capital of his empire, due to being the largest city of the continent and being located at the crossroads of many trade routes. For the next 10 years, Garn continued building up his empire and establishing life in it, after which he turns his gaze to the east, where he finds new continents and new lands. His thirst for conquest woke up again, and Garn dreamed of creating a World Empire. After 18 years of preparation for the new military campaign, Garn invited the Eastern countries to join his empire and then, after they refused, tried to seize them by force. This provoked a heavy war lasting the next 20 years. Garn eventually understood the futility of his attempts to create a world empire and ended the war with a forced truce, after which he returns to the western continent. There, until his death, Garn continued to build up and strengthen his Empire. The structure created by Garn Kahto Sha has been able to last for almost three thousand years.&lt;br /&gt;
&lt;br /&gt;
== Pre-space age==&lt;br /&gt;
The development of technology allowed raharrs to push the boundaries of the possible, and simplify travel between continents. The raharrs ​​turned their eyes to the sky and began to develop the art of astronomy. This led to the invention of the primitive telescope in 1012 P.R, with which the first cartography of the Harr satellites is carried out and the first models of the solar system is created. The second era of wars began as well, with the Southern Empire attempting to overcome the Great Desert from the south in order to attack Riyk from, as was initially thought, an unexpected direction. The Southern Empire had long wanted to get the riches of Riyk, about which there were legends. The Great Desert interfered with the land march and Rijk had good protection against an attack from the sea, partly due to the nature of the coast in this area of ​​the continent, which was almost entirely composed of unapproachable rocks with only a few well-guarded harbors. &amp;lt;br&amp;gt;&lt;br /&gt;
However, Riyk was much more expanded to the south than the Southern Empire thought, and the military campaign was noticed and counterattacked in time before they reached warmer latitudes. Riykians, more accustomed to such conditions, put the enemy army to flight. Following this, Riyk began to fully enter the world stage, having been in a long period of neutrality. Riyk recaptured a part of the territories of the Southern Empire, as well as invaded the northern islands east of the Northern Empire, which is initially mistaken for that as an attack from the Southern Empire. Some time later, Riyk decided to move the capital closer to the equator, to warmer and more fertile regions (and closer to the center of its territory, which provided greater security and efficiency in managing the region), where it will remain until modern times, gradually growing into a megalopolis. The invention of the steam engine made it possible to make river vessels that were self-propelled and fast, which led to fundamental and revolutionary changes in shipping, making it significantly safer and reliable.&lt;br /&gt;
&lt;br /&gt;
In 120 P.R, there was an expedition to the island of the Ancients, at that moment known as the Burning of Hope. Despite its large size, the island for a very long time remained unvisited by the Raharr. When crossing the ocean, the ships tried to keep to the north, since there were frequent storms around the island. Sometimes the ships sailed close enough to the island to see it on the horizon, but there were clear hostile conditions even from that distance. Few dared to come closer, but at close range the coldness and sultriness condition of the land became even more obvious. There have been several cases in history when ships for some reason broke up on the shores of the island, but none of their crews managed to survive the conditions that prevail there. The study during the expedition showed that the Island is still not completely lifeless, and there is a thin and poor border of vegetation on it stretching along the coast, but there were no large animal species on the whole island, as well as no sources of fresh water. Superficial research did not reveal any deposits of minerals or metals that would have been worth all the difficulties that their miners would face. Because of the inhospitable nature of the island, the mapping is extremely fast and the expedition did not stay there for long - the air temperature on the island is too high even for kekhohirrs, and the replenishment of water and food is impossible. The island is marked as an unpromising and useless land, and it will be four more centuries before the island was the center of any attention again.&lt;br /&gt;
== Realization event==&lt;br /&gt;
Harr&amp;#039;s civilizations continue to conquer scientific and technological progress. The world&amp;#039;s first heavier-than-air aircraft is created, successfully flying into the sky. Although it crashes on landing, crippling the pilot, everyone remains extremely optimistic about the potential of this discovery. Soon after, a campaign began to build a complex of observatories in the southern polar circle, as the most convenient site for observing various celestial bodies. The southern and northern empires are beginning to change their political strategies, focusing on softening relations with each other for the sake of the prosperity of their economies. A couple of decades later, their efforts are justified enough when both sides sign a peace treaty uniting Empires into the Condominium and ending their centuries-old feud. At the same time, the first stages of construction of a residential complex near the South Pole are being completed, and the construction of the main tower of the observatory begins. A decade later, the condominium is reformed, both Empires create a united government and completely erase their borders, forming a new state of Releksh. Soon, the construction of the observatory complex will be finished. Now it is the most advanced institute for the study of astronomy, equipped with the latest technology. Despite its location in extremely inhospitable and remote latitudes, the best scientists from all over the planet are beginning to flock to the new observatory. Almost immediately, observations of the suns reveal the presence of objects in very close orbits around the stars. Despite the equipment of the observatory, it is not possible to examine the objects in detail. The world, meanwhile, is experiencing an industrial boom. New technologies make it possible to strengthen and improve the efficiency of economic ties. There are more cargo ships at sea than ever before. This provokes conditions for the development of piracy, many islands break away from their states and declare themselves independent in order to attract pirates and their prey.&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Space age==&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
= Major historical events: =&lt;br /&gt;
The time is counted from the moment of the discovery of the Star Stabilizers by the Raharr (Realization event), or P.R.. (In brackets - time in Standard Years)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;~ 250 000 years of P.R.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The first fruits of the evolution of the mind of the raharr, signs of possession of fire, the end of the ice age.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;~ 50,000 Years of P.R.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Raharrs spread to the territory that in the future serves as the source of Riyk.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;~ 30,000 years of P.R.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The development of agriculture, the emergence of the first permanent settlements.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;~ 6,000 years of P.R.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The foundation of the northern and southern empires. The western continent is divided between an impressive number of tribes, many of which are highly developed.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;3 310 years old P.R. (-3302) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The discovery of the first simplest physical laws, the birth of scientific thinking takes place. The tribes of the western continent are beginning to unite by Garn Kahto Sha, who proclaims the Continental Empire.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;3 300 years of P.R. (-3291) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The Continental Empire comes into contact with the Northern and Southern Empires.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;3 282-3 258 years old P.R. (- 3275-3254)&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Garn tries to unite both empires with his own. This provokes a war that lasts a couple of decades, after which it fades away and ends with a forced truce. The technologies of that time did not allow waging any effective war across the ocean and the resources of the warring parties eventually depleted. Garn Kahto Sha dies, never wanting to resign the emperor title at the age of 108 years.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;2,200 years old P.R. (-2453) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The Southern Empire is undergoing a revolution, becoming the Federation of the Suns.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;2 150 years old P.R. (-2400) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The Federation of the Suns wallows in corruption, short-sighted management causes hunger and poverty, a bloody rebellion breaks out in the process of which the Southern Empire is being restored. However, since the Emperor&amp;#039;s family line was interrupted fifty years ago, the new empire has little in common with the old, in fact only a name. Almost immediately, the new emperor is trying to conclude a peace treaty with the Northern Empire.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;1 012 years old P.R. (-1277) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The invention of the telescope, created the first maps of the Harr satellites. The sources of Riyk, which had previously kept neutrality, are becoming more active, stopping the research and conquest campaign of the Southern Empire on its borders and causing them to flee. The territories of the circumpolar regions, previously considered to be non-inhabited, are also influenced by Riyk. The Northern Empire takes this for the conquest of the Southern Empire and tears up the peace treaty.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;500 years P.R. (- 827)&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The development of the steam engine provokes the invention of the steamer, leading to a revolution in shipping, making water transport much more reliable and safe. Skirmishes between the Continental and Southern empires are resumed. In the Continental Empire, a revolution occurs, resulting in the state disintegrating into dozens of republics.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;120 years of P.R. (-492) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The invention of the internal combustion engine, the beginning of the mapping of the Island of the Ancients. Nobody wants to claim a scorched heat island, without any minerals suitable for the settlement of a territory or a great strategic value.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;40 years P.R. (-422) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The first in the history of Harr aircraft heavier than air takes its first flight. Having flown for 2 minutes, it crashes during the landing, nearly killing the pilot.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;23-17 years old P.R. (-407-402) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Completion of the construction of the first blocks of the colony at the south pole. The construction of the observatory begins. The Southern Empire and the Northern Empire create a condominium of Empires, designed to end the centuries-old feud.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;10 years of P.R. (- 395)&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Condominium of Empires is being reformed into Releksh Foundation.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;2 years P.R. (-389) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Completion of the construction of the observatory. The Solar Telescope was installed, with the purpose of studying the suns of the Harr system in great detail. The Stabilizers were detected. Formation of Independent Islands&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Realization Event (-387)&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Improving the telescope allows the raharrs to discover the stabilizers. The Realization of their artificial nature plunges the world into chaos, the main states are engulfed in religious hysteria. Riots and suicides throw civilization back in development. The colony at the South Pole is cut off from supplies from the mainland.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;1 year A.R. (-386) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Republic of Ryikh declares itself the &amp;quot;Source of Rrirkh&amp;quot;, and aims to recreate the Continental Empire and unite the separate republics back into a single state. The world begins a procession of a new philosophical and religious trend, describing the creators of the Stabilizers as higher beings and postulating the destruction of negative emotions. The course, thanks to the skillful propaganda of the founder, is quickly gaining followers. The Source Riyk are entangled in a civil war, large areas break away and demand independence. The South Pole is uninhabited again.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;256 years A.R. (-162) &amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The internal combustion engine is reinvented. The &amp;quot;followers of the Ancients&amp;quot; convert half the population of Harr to their faith. The Source Rrirkh occupy a large part of the continent, mainly joining the republic on a voluntary basis. The sources of Riyk restore political stability and integrity, simultaneously connecting part of the Releksh base area.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;280 years A.R. (-140) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Nearly 85% of the population of Harr is committed to the philosophy of the Followers of the Ancients. The station is re-based at the south pole. The bodies preserved there from the events of nearly three hundred years ago are buried with honor and elevated to the rank of national heroes. A reconciliation with the lists preserved at the station showed that not all the bodies were found. The most probable version of the absence of the missing - part of the station population decided to try their luck and get to the southern continent on the ice. Their bodies were not found.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;335 years A.R. (-92) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Republic of Ryikh reached its goal, uniting all the republics of its continent, and draws their attention to the Independent Islands. The level of science goes to its new peak. Rrirkh launches the first artificial satellite of the planet. Artifact X was discovered on the Island of the Ancients and a base was set up to study it.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;337 years A.R. (-90) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Base, created to study the artifact, organizes a rebellion and declares its independence, declaring itself a Scientific Corporation. Rrirkh and Riyk unite to suppress the rebellion, but they are crumpled and discarded by the Ancients&amp;#039; technology that has been brought to work. Scientific Corporation concludes a non-aggression agreement and cooperation with all the leading powers of the world.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;380 years A.R. (-53) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The first spacecraft equipped with a FTL engine technology based on the technology of the Ancients goes into orbit. The autonomous prototype had to make a hyperjump to the nearest solar system and then immediately jump back. The ship successfully completed the first point of the mission, but then disappeared. Creation of the first prototype antigravity plate.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;390 years A.R. (-44) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The active study of the solar system is underway. [[Hephrene]], which was used in many technologies of the Ancients, was discovered on Gaulurr. It allows significant improvements on the technical parameters of raharr tech. The six first research ships were built, which went to the surrounding star systems in order to search for planets suitable for colonization. The missing unmanned prototype was not found. The artifact of the Ancients is attempted to be opened by laying a thermonuclear charge on its surface. The attempt does not lead to anything except the destabilization of bedrock, increasing the risk of collapse and a small radioactive contamination, which hampered the work of research groups. The first blocks of the underwater settlement were laid and drained.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;395 years A.R. (-39) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; There is first contact between the raharr and the extra-Harrarian civilization. In the third solar system, the research ship encounters a research ship of the [[Sashli]] species, which also conducted investigations of the surrounding space, on its way through. Researchers exchange information, after which they continue to follow their routes, extremely encouraged by the meeting.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;440 years A.R. (0) The Raharrs gather a meeting of ambassadors of all known species and vote for the approval of the Galactic Alliance of Civilizations, designed to simplify the processes of mutual relations and mutual assistance between different species of the universe. The meeting is held for several months, during which various issues regarding the future of the alliance were discussed. During the discussion, several species refused to participate in the Alliance due to contradictions. The remaining civilizations settled misunderstandings and in the end the Alliance was founded.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;480-486 years A.R. (35-40) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Conflict with [[insectoids]]. The colonialization ship of insectoids enters the orbit of a raharr colony. As a result of subsequent contact, relations turned aggressive, and insectoids bombarded the planet from orbit. Subsequently, a full-fledged war was averted by the efforts of Sashli.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;540-545 years A.R. (88-92) &amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The Vainur Incident.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;692 years A.R. (221) &amp;#039;&amp;#039;&amp;#039;&amp;#039; Equipment and sending a joint project of the carrier ship &amp;quot;New Horizons&amp;quot;, designed to become the first ship in history to attempt the crossing of the intergalactic void. The ship went missing, being in the first third of the flight, its fragments are searched for to this day, and the project is considered to have ended in grim failure.&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Civilization_development_stages&amp;diff=1687</id>
		<title>Civilization development stages</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Civilization_development_stages&amp;diff=1687"/>
		<updated>2020-10-15T00:49:13Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Степень_развития_цивилизации&lt;br /&gt;
}}&lt;br /&gt;
There are two main approaches to determining the degree of development of civilization - by the number of scientific achievements and by the amount of energy consumed.&lt;br /&gt;
&lt;br /&gt;
== Definition by the degree of scientific progress ==&lt;br /&gt;
&lt;br /&gt;
===Stage 0===&lt;br /&gt;
Stones and sticks. A cave is used as a home. Minimal knowledge of the surrounding world and minimal opportunities for changing the environment.&lt;br /&gt;
&lt;br /&gt;
===Stage 1===&lt;br /&gt;
Metal processing, farming, construction of structures, the beginning of the development of science, and the discovery of the first physical constants.&lt;br /&gt;
&lt;br /&gt;
===Stage 2===&lt;br /&gt;
The internal combustion engine, nuclear power plants, rockets, computers.&lt;br /&gt;
&lt;br /&gt;
===Stage 3===&lt;br /&gt;
Orbital stations, supercomputers, landing on neighboring planets, thermonuclear reactors.&lt;br /&gt;
&lt;br /&gt;
===Stage 4===&lt;br /&gt;
Interplanetary civilization, active use of the space of the solar system, attempts to overcome interstellar space.&lt;br /&gt;
&lt;br /&gt;
===Stage 5===&lt;br /&gt;
Colonies near other stars, FTL technology, antigravity, active expansion.&lt;br /&gt;
&lt;br /&gt;
===Stage 6===&lt;br /&gt;
The interstellar community, routine interstellar flights, attempts to voyage into neighboring galaxies.&lt;br /&gt;
&lt;br /&gt;
===Stage 7===&lt;br /&gt;
Civilizations at that level of development are capable of creation and destruction of objects of a planetary scale and to making a significant impact on the processes taking place in the stars, to penetrate into other realities and dimensions.&lt;br /&gt;
&lt;br /&gt;
===Stage 8===&lt;br /&gt;
Civilizations at that level of development are capable of breaking the laws of physics, create and destroy stellar systems, or even galaxies, accurately map and predict future states of systems with high entropy (Such as long-term evolutionary processes in planetary ecosystems).&lt;br /&gt;
&lt;br /&gt;
===Stage 9+===&lt;br /&gt;
The level of development characterized by the capability of twisting the fabric of space and time, freely changing physical constants, creating and destroying universes; the potential is equal to that of the Christian God if not surpasses it. Further progress is difficult to imagine (if at all possible). Perhaps the tenth step allows you to control reality itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is worth noting that it is needed to adequately consider the entire civilization as a whole. Its level is determined by average achievements and not by individual bursts of high technology. If a civilization of the third stage obtained a ship with FTL, it will not become a civilization of the fifth stage. &lt;br /&gt;
&lt;br /&gt;
Star Wars, for example, is mostly located at or near Stage 7. There may also be civilizations that do not fit into the classification due to their uniqueness. For example, Zerg or Tyranids, who do not have the slightest idea of ​​what an internal combustion engine and atomic energy are, but at the same time make interplanetary and interstellar flights without any problems.&lt;br /&gt;
&lt;br /&gt;
== Determination by the amount of energy ==&lt;br /&gt;
Also known as the [https://en.wikipedia.org/wiki/Kardashev_scale &amp;quot;Kardashev Scale&amp;quot;]. This is a more mathematical and abstract type of classification of civilizations, not tied to specific technologies or discoveries.&lt;br /&gt;
&lt;br /&gt;
=== Type 0 ===&lt;br /&gt;
A civilization with insufficient energy consumption to qualify for Type 1.&lt;br /&gt;
&lt;br /&gt;
=== Type 1 ===&lt;br /&gt;
A civilization, the energy consumption of which is comparable to the power received by the planet from the central star and the energy sources of the planet itself. Estimated power consumption is approximately 10&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;−10&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;&amp;amp;nbsp;W.&lt;br /&gt;
&lt;br /&gt;
=== Type 2 ===&lt;br /&gt;
&lt;br /&gt;
A civilization whose energy consumption is comparable to the power of the central star of the planetary system. Estimated power consumption is approximately 4 ·10&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt; W. One of the hypothetical forms of a civilization of the second type is the civilization of the Dyson sphere (construction of astro-engineering structures).&lt;br /&gt;
&lt;br /&gt;
=== Type 3 ===&lt;br /&gt;
&lt;br /&gt;
A civilization whose energy consumption is comparable to the power of the galaxy. Estimated power consumption is approximately 4 ·10&amp;lt;sup&amp;gt;37&amp;lt;/sup&amp;gt;W.&lt;br /&gt;
&lt;br /&gt;
=== Type 4 ===&lt;br /&gt;
A civilization whose energy consumption is comparable to the power of the universe. Estimated power consumption is approximately 10&amp;lt;sup&amp;gt;49&amp;lt;/sup&amp;gt;−10&amp;lt;sup&amp;gt;50&amp;lt;/sup&amp;gt;&amp;amp;nbsp;W.&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Civilization_development_stages&amp;diff=1684</id>
		<title>Civilization development stages</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Civilization_development_stages&amp;diff=1684"/>
		<updated>2020-10-14T22:55:28Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: New page. Couldn&amp;#039;t manage to link to English article for Kardashev Scale since captcha isn&amp;#039;t showing for me.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Степень_развития_цивилизации&lt;br /&gt;
}}&lt;br /&gt;
There are two main approaches to determining the degree of development of civilization - by the number of scientific achievements and by the amount of energy consumed.&lt;br /&gt;
&lt;br /&gt;
== Definition by the degree of scientific progress ==&lt;br /&gt;
&lt;br /&gt;
===Stage 0===&lt;br /&gt;
Stones and sticks. A cave is used as a home. Minimal knowledge of the surrounding world and minimal opportunities for changing the environment.&lt;br /&gt;
&lt;br /&gt;
===Stage 1===&lt;br /&gt;
Metal processing, farming, construction of structures, the beginning of the development of science and the discovery of the first physical constants.&lt;br /&gt;
&lt;br /&gt;
===Stage 2===&lt;br /&gt;
Internal combustion engine, nuclear power plants, rockets, computers.&lt;br /&gt;
&lt;br /&gt;
===Stage 3===&lt;br /&gt;
Orbital stations, supercomputers, landing on neighboring planets, thermonuclear reactors.&lt;br /&gt;
&lt;br /&gt;
===Stage 4===&lt;br /&gt;
Interplanetary civilization, active use of the space of the solar system, attempts to overcome interstellar space.&lt;br /&gt;
&lt;br /&gt;
===Stage 5===&lt;br /&gt;
Colonies near other stars, FTL technology, antigravity, active expansion.&lt;br /&gt;
&lt;br /&gt;
===Stage 6===&lt;br /&gt;
The interstellar community, the routine of interstellar flights, attempts to expand into neighboring galaxies.&lt;br /&gt;
&lt;br /&gt;
===Stage 7===&lt;br /&gt;
The level of technical and economic development makes it possible to create and destroy objects of a planetary scale and to have a significant impact on the processes taking place in the stars, to penetrate into other realities and dimensions.&lt;br /&gt;
&lt;br /&gt;
===Stage 8===&lt;br /&gt;
The level of development allows you to break the laws of physics, create and destroy stellar systems or even galaxies, and control evolution.&lt;br /&gt;
&lt;br /&gt;
===Stage 9+===&lt;br /&gt;
The level of development allows bending the fabric of space and time, changing physical constants, creating and destroying universes; the potential is equal to that of the Christian God, if not surpasses it. Further progress is difficult to imagine (if at all possible). Perhaps the tenth step allows you to control reality as such.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you need to soberly cover the entire civilization as a whole. Its level is determined by average achievements and not by individual bursts of high technology. If a civilization of the third stage has a ship with FTL, it will not become a civilization of the fifth stage. Star Wars, for example, is mostly located at or near Stage 7. There may also be civilizations that do not fit into the classification due to their uniqueness. For example, Zerg or Tyranids, who do not have the slightest idea of ​​what an internal combustion engine and atomic energy are, but at the same time make interplanetary and interstellar flights without any problems.&lt;br /&gt;
&lt;br /&gt;
== Determination by the amount of energy ==&lt;br /&gt;
Also known as the &amp;quot;Kardashev Scale&amp;quot;. This is a more mathematical and abstract type of classification of civilizations, not tied to specific technologies or discoveries.&lt;br /&gt;
&lt;br /&gt;
=== Type 0 ===&lt;br /&gt;
A civilization with insufficient energy consumption to qualify for Type 1.&lt;br /&gt;
&lt;br /&gt;
=== Type 1 ===&lt;br /&gt;
A civilization, the energy consumption of which is comparable to the power received by the planet from the central star and the energy sources of the planet itself. Estimated power consumption is approximately 10&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;−10&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;&amp;amp;nbsp;W.&lt;br /&gt;
&lt;br /&gt;
=== Type 2 ===&lt;br /&gt;
&lt;br /&gt;
A civilization whose energy consumption is comparable to the power of the central star of the planetary system. Estimated power consumption is approximately 4 ·10&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt; W. One of the hypothetical forms of civilization of the second type is the civilization of the Dyson sphere (construction of astro-engineering structures).&lt;br /&gt;
&lt;br /&gt;
=== Type 3 ===&lt;br /&gt;
&lt;br /&gt;
A civilization whose energy consumption is comparable to the power of the galaxy. Estimated power consumption is approximately 4 ·10&amp;lt;sup&amp;gt;37&amp;lt;/sup&amp;gt;W.&lt;br /&gt;
&lt;br /&gt;
=== Type 4 ===&lt;br /&gt;
A civilization whose energy consumption is comparable to the power of the universe. Estimated power consumption is approximately 10&amp;lt;sup&amp;gt;49&amp;lt;/sup&amp;gt;−10&amp;lt;sup&amp;gt;50&amp;lt;/sup&amp;gt;&amp;amp;nbsp;W.&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Hekaht&amp;diff=1682</id>
		<title>Character:Hekaht</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Hekaht&amp;diff=1682"/>
		<updated>2020-10-14T22:31:11Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Персонаж:Хекахт&lt;br /&gt;
}}{{Карточка персонажа&lt;br /&gt;
|Lang = en&lt;br /&gt;
|Имя                =Hekaht &lt;br /&gt;
|изображение        =hekaht_portrait.jpg&lt;br /&gt;
|размер изображения =200&lt;br /&gt;
|caption            =Portrait&lt;br /&gt;
|сторона            =[[Pangalactic Alliance|Аlliance]]&lt;br /&gt;
|полное_имя         = Hekaht Ruhane&lt;br /&gt;
|Прозвище           = &lt;br /&gt;
|Вид                = [[Raharrs|Raharr]], [[Raharrs:Races|Mixed-race]]&lt;br /&gt;
|Пол                = M&lt;br /&gt;
|рост               = 234 cm&lt;br /&gt;
|Цвет_волос         = Green&lt;br /&gt;
|Цвет_глаз          = Aquamarine&lt;br /&gt;
|Родина             = Colonies&lt;br /&gt;
|рожден             = [[Shining_Space_station#Standard_Time|246.7.2.1]]&lt;br /&gt;
|умер               = --&lt;br /&gt;
|Возраст            = 34 Years&lt;br /&gt;
|Род_занятий        = Engineer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[image:hekaht_charsheet_ru.jpg|thumb|center|550px|]]&lt;br /&gt;
&lt;br /&gt;
=Official Biography=&lt;br /&gt;
Hekaht is a chief engineer of one of the [[Dawn_Mothership | Dawn]] sections. He is close friends with [[Character:Gharr | Gharr]] and [[Character:Zane | Zane]], although for the latter the line of duty often stands in the way of their friendship. Hekaht is a mixed race of Rrirkhean blood, he inherited the color and proportions from the Riykian, and the structure of his face is more similar to the Rrirkhean. His upper right arm was partially replaced with a cyber prosthesis, and this was a voluntary decision by Hekaht based on his deep interest in technology. Although there are prostheses on the market that can very reliably imitate a real hand, Hekaht chose a model that does not try to hide its nature, because of his opinion that any cyber prosthesis imitating a real limb will be subconsciously perceived by others as trying to mimic and hide the prosthesis, and therefore will seem creepy, in the style of &amp;quot;Ominous Valley&amp;quot;. It is unlikely that the term &amp;quot;transhumanist&amp;quot; can be dubbed an alien, but Hekaht definitely fits the criteria. However, he is introverted and awkward in dealing with strangers, preferring the company of friends or technology. Hekaht is especially AI friendly, and spends a lot of his free time talking to the ship&amp;#039;s [[Character:Quantum | AI xenolinguist]]. His hobby is to collect all available crumbs of information about the [[Azinarsi]].&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Hekaht&amp;diff=1681</id>
		<title>Character:Hekaht</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Hekaht&amp;diff=1681"/>
		<updated>2020-10-14T22:29:12Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Персонаж:Хекахт&lt;br /&gt;
}}{{Карточка персонажа&lt;br /&gt;
|Lang = en&lt;br /&gt;
|Имя                =Hekaht &lt;br /&gt;
|изображение        =hekaht_portrait.jpg&lt;br /&gt;
|размер изображения =200&lt;br /&gt;
|caption            =Portrait&lt;br /&gt;
|сторона            =[[Pangalactic Alliance|Аlliance]]&lt;br /&gt;
|полное_имя         = Hekaht Ruhane&lt;br /&gt;
|Прозвище           = &lt;br /&gt;
|Вид                = [[Raharrs|Raharr]], [[Raharrs:Races|Mixed-race]]&lt;br /&gt;
|Пол                = M&lt;br /&gt;
|рост               = 234 cm&lt;br /&gt;
|Цвет_волос         = Green&lt;br /&gt;
|Цвет_глаз          = Aquamarine&lt;br /&gt;
|Родина             = Colonies&lt;br /&gt;
|рожден             = [[Shining_Space_station#Standard_Time|246.7.2.1]]&lt;br /&gt;
|умер               = --&lt;br /&gt;
|Возраст            = 34 Years&lt;br /&gt;
|Род_занятий        = Engineer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[image:hekaht_charsheet_ru.jpg|thumb|center|550px|]]&lt;br /&gt;
&lt;br /&gt;
=Official Biography=&lt;br /&gt;
Hekaht is a chief engineer of one of the [[Dawn_Mothership | Dawn]] sections. He is close friends with [[Character:Gharr | Gharr]] and [[Character:Zane | Zane]], although for the latter the line of duty often stands in the way of their friendship. Hekaht is a mixed race of Rrirkhean blood, he inherited the color and proportions from the Riykian, and the structure of his face is more similar to the Rrirkhean. His upper right arm was partially replaced with a cyber prosthesis, and this was a voluntary decision by Hekaht based on his deep interest in technology. Although there are prostheses on the market that can very reliably imitate a real hand, Hekaht chose a model that does not try to hide its nature, because of his opinion that any cyber prosthesis imitating a real limb will be subconsciously perceived by others as trying to mimic and hide the prosthesis, and therefore will seem creepy, in the style of &amp;quot;Ominous Valley&amp;quot;. It is unlikely that the term &amp;quot;transhumanist&amp;quot; can be dubbed an alien, but Hekaht definitely fits the criteria. However, he is introverted and awkward in dealing with strangers, preferring the company of friends or technology. Hekaht is especially AI friendly, and spends a lot of his free time talking to the ship&amp;#039;s [[Character:Quantum | AI xenolinguist]]. His hobby is to collect all available crumbs of information about [[Azinarsi]].&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Hekaht&amp;diff=1680</id>
		<title>Character:Hekaht</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Hekaht&amp;diff=1680"/>
		<updated>2020-10-14T22:27:46Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Персонаж:Хекахт&lt;br /&gt;
|Lang = en&lt;br /&gt;
}}{{Карточка персонажа&lt;br /&gt;
|Имя                =Hekaht &lt;br /&gt;
|изображение        =hekaht_portrait.jpg&lt;br /&gt;
|размер изображения =200&lt;br /&gt;
|caption            =Portrait&lt;br /&gt;
|сторона            =[[Пангалактический Альянс|Альянс]]&lt;br /&gt;
|полное_имя         = Hekaht Ruhane&lt;br /&gt;
|Прозвище           = &lt;br /&gt;
|Вид                = [[Raharrs|Raharr]], [[Raharrs:Races|Mixed-race]]&lt;br /&gt;
|Пол                = M&lt;br /&gt;
|рост               = 234 cm&lt;br /&gt;
|Цвет_волос         = Green&lt;br /&gt;
|Цвет_глаз          = Aquamarine&lt;br /&gt;
|Родина             = Colonies&lt;br /&gt;
|рожден             = [[Shining_Space_station#Standard_Time|246.7.2.1]]&lt;br /&gt;
|умер               = --&lt;br /&gt;
|Возраст            = 34 Years&lt;br /&gt;
|Род_занятий        = Engineer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[image:hekaht_charsheet_ru.jpg|thumb|center|550px|]]&lt;br /&gt;
&lt;br /&gt;
=Official Biography=&lt;br /&gt;
Hekaht is a chief engineer of one of the [[Dawn_Mothership | Dawn]] sections. He is close friends with [[Character:Gharr | Gharr]] and [[Character:Zane | Zane]], although for the latter the line of duty often stands in the way of their friendship. Hekaht is a mixed race of Rrirkhean blood, he inherited the color and proportions from the Riykian, and the structure of his face is more similar to the Rrirkhean. His upper right arm was partially replaced with a cyber prosthesis, and this was a voluntary decision by Hekaht based on his deep interest in technology. Although there are prostheses on the market that can very reliably imitate a real hand, Hekaht chose a model that does not try to hide its nature, because of his opinion that any cyber prosthesis imitating a real limb will be subconsciously perceived by others as trying to mimic and hide the prosthesis, and therefore will seem creepy, in the style of &amp;quot;Ominous Valley&amp;quot;. It is unlikely that the term &amp;quot;transhumanist&amp;quot; can be dubbed an alien, but Hekaht definitely fits the criteria. However, he is introverted and awkward in dealing with strangers, preferring the company of friends or technology. Hekaht is especially AI friendly, and spends a lot of his free time talking to the ship&amp;#039;s [[Character:Quantum | AI xenolinguist]]. His hobby is to collect all available crumbs of information about [[Azinarsi]].&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Hekaht&amp;diff=1679</id>
		<title>Character:Hekaht</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Hekaht&amp;diff=1679"/>
		<updated>2020-10-14T22:26:58Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: Created page with &amp;quot;{{Translate | en=Персонаж:Хекахт |Lang = en }}{{Карточка персонажа |Имя                =Hekaht  |изображение        =hekaht_portra...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| en=Персонаж:Хекахт&lt;br /&gt;
|Lang = en&lt;br /&gt;
}}{{Карточка персонажа&lt;br /&gt;
|Имя                =Hekaht &lt;br /&gt;
|изображение        =hekaht_portrait.jpg&lt;br /&gt;
|размер изображения =200&lt;br /&gt;
|caption            =Portrait&lt;br /&gt;
|сторона            =[[Пангалактический Альянс|Альянс]]&lt;br /&gt;
|полное_имя         = Hekaht Ruhane&lt;br /&gt;
|Прозвище           = &lt;br /&gt;
|Вид                = [[Raharrs|Raharr]], [[Raharrs:Races|Mixed-race]] (Rrirkhean/Riykian)&lt;br /&gt;
|Пол                = M&lt;br /&gt;
|рост               = 234 cm&lt;br /&gt;
|Цвет_волос         = Green&lt;br /&gt;
|Цвет_глаз          = Aquamarine&lt;br /&gt;
|Родина             = Colonies&lt;br /&gt;
|рожден             = [[Shining_Space_station#Standard_Time|246.7.2.1]]&lt;br /&gt;
|умер               = --&lt;br /&gt;
|Возраст            = 34 Years&lt;br /&gt;
|Род_занятий        = Engineer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[image:hekaht_charsheet_ru.jpg|thumb|center|550px|]]&lt;br /&gt;
&lt;br /&gt;
=Official Biography=&lt;br /&gt;
Hekaht is a chief engineer of one of the [[Dawn_Mothership | Dawn]] sections. He is close friends with [[Character:Gharr | Gharr]] and [[Character:Zane | Zane]], although for the latter the line of duty often stands in the way of their friendship. Hekaht is a mixed race of Rrirkhean blood, he inherited the color and proportions from the Riykian, and the structure of his face is more similar to the Rrirkhean. His upper right arm was partially replaced with a cyber prosthesis, and this was a voluntary decision by Hekaht based on his deep interest in technology. Although there are prostheses on the market that can very reliably imitate a real hand, Hekaht chose a model that does not try to hide its nature, because of his opinion that any cyber prosthesis imitating a real limb will be subconsciously perceived by others as trying to mimic and hide the prosthesis, and therefore will seem creepy, in the style of &amp;quot;Ominous Valley&amp;quot;. It is unlikely that the term &amp;quot;transhumanist&amp;quot; can be dubbed an alien, but Hekaht definitely fits the criteria. However, he is introverted and awkward in dealing with strangers, preferring the company of friends or technology. Hekaht is especially AI friendly, and spends a lot of his free time talking to the ship&amp;#039;s [[Character:Quantum | AI xenolinguist]]. His hobby is to collect all available crumbs of information about [[Azinarsi]].&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Zane&amp;diff=1678</id>
		<title>Character:Zane</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Zane&amp;diff=1678"/>
		<updated>2020-10-14T22:12:40Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Персонаж:Зане&lt;br /&gt;
}}{{Карточка персонажа&lt;br /&gt;
|Lang = en&lt;br /&gt;
|Имя                =Zane&lt;br /&gt;
|изображение        =zane_portrait.jpg&lt;br /&gt;
|размер изображения =200&lt;br /&gt;
|caption            =Portrait&lt;br /&gt;
|сторона            =[[Pangalactic Alliance|Аlliance]]&lt;br /&gt;
|полное_имя         = Zane Htrua Sha&lt;br /&gt;
|Прозвище           = &lt;br /&gt;
|Вид                = [[Raharrs|Raharr]], [[Raharrs:Races#Kekhohirrs|Kekhohirr]]&lt;br /&gt;
|Пол                = M&lt;br /&gt;
|рост               = 197 cm&lt;br /&gt;
|Цвет_волос         = Violet-white&lt;br /&gt;
|Цвет_глаз          = Yellow&lt;br /&gt;
|Родина             = Colonies&lt;br /&gt;
|рожден             = [[Shining_Space_station#Standard_Time|210.5.1.2]]&lt;br /&gt;
|умер               = --&lt;br /&gt;
|Возраст            = 70 Years&lt;br /&gt;
|Род_занятий        = Commander&lt;br /&gt;
}}&lt;br /&gt;
[[image:zane_charsheet_ru.jpg|thumb|center|750px|]]&lt;br /&gt;
&lt;br /&gt;
=Official Biography=&lt;br /&gt;
Zane is the Commander of the Exploration Fleet. He is small by Raharr standards due to the fact that he comes from the Kekhohirr race, but he looks quite intimidating despite this, not least because of his scar and demanding nature. However, if one gets to know him better, it turns out that he is quite kind and only demanding when at work, because of the desire for his wards to give their best. As for the scar, everyone thinks he was a colonel who got it in some kind of military operation, but in fact, Zane got the scar due to an incident during repair work in the past, when he was still a private.&lt;br /&gt;
&lt;br /&gt;
Years ago, back when Zane was only an assistant captain of one of the ships, he became interested in [[Character:Gharr | Gharr&amp;#039;s]] potential. He was a distant friend of Gharr&amp;#039;s parents, and Zane had some connections, thanks to which he was aware of the upcoming expedition and that the organizers had already begun to outline future candidates for key posts. Zane himself hoped to get there at least as the captain of one of the accompanying ships. He liked Gharr for his expressed enthusiasm, so Zane advised him to start training as a xenobiologist.&lt;br /&gt;
&lt;br /&gt;
The two were able to become close friends, so when Zane became a full captain of his own ship, he often chose Gharr on flights that required a diplomacy specialist.&lt;br /&gt;
&lt;br /&gt;
As a result, by the time the expedition was officially announced, Gharr had earned himself quite a decent &amp;quot;field experience&amp;quot; for his age. Zane was able to get into the expedition, but to his surprise, not as a ship captain, but as a commander of the entire fleet. As soon as he got used to his new role, he immediately submitted a recommendation for Gharr to be included in the expedition as a xenopsychologist and first contact specialist, and additionally one of the leading xenobiologists, which was approved.&lt;br /&gt;
&lt;br /&gt;
He is currently involved in the First Contact Incident after Gharr became stranded on [[Humans | Earth]] after the shuttle crash.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Zane&amp;diff=1677</id>
		<title>Character:Zane</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Zane&amp;diff=1677"/>
		<updated>2020-10-14T22:12:18Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Персонаж:Зане&lt;br /&gt;
}}{{Карточка персонажа&lt;br /&gt;
|Lang = en&lt;br /&gt;
|Имя                =Zane&lt;br /&gt;
|изображение        =zane_portrait.jpg&lt;br /&gt;
|размер изображения =200&lt;br /&gt;
|caption            =Portrait&lt;br /&gt;
|сторона            =[[Pangalactic Alliance|Аlliance]]&lt;br /&gt;
|полное_имя         = Zane Htrua Sha&lt;br /&gt;
|Прозвище           = &lt;br /&gt;
|Вид                = [[Raharrs|Raharr]], [[Raharrs:Races#Kekhohirrs|Kekhohirr]]&lt;br /&gt;
|Пол                = M&lt;br /&gt;
|рост               = 197 cm&lt;br /&gt;
|Цвет_волос         = Violet-white&lt;br /&gt;
|Цвет_глаз          = Yellow&lt;br /&gt;
|Родина             = Colonies&lt;br /&gt;
|рожден             = [[Shining_Space_station#Standard_Time|210.5.1.2]]&lt;br /&gt;
|умер               = --&lt;br /&gt;
|Возраст            = 70 Years&lt;br /&gt;
|Род_занятий        = Commander&lt;br /&gt;
}}&lt;br /&gt;
[[image:zane_charsheet_ru.jpg|thumb|center|750px|]]&lt;br /&gt;
&lt;br /&gt;
=Official Biography=&lt;br /&gt;
Zane is the Commander of the Exploration Fleet. He is small by Raharr standards due to the fact that he comes from the Kekhohirr race, but he looks quite intimidating despite this, not least because of his scar and demanding nature. However, if one gets to know him better, it turns out that he is quite kind and only demanding when at work, because of the desire for his wards to give their best. As for the scar, everyone thinks he was a colonel who got it in some kind of military operation, but in fact, Zane got the scar due to an incident during repair work in the past, when he was still a private.&lt;br /&gt;
&lt;br /&gt;
Years ago, back when Zane was only an assistant captain of one of the ships back then, he became interested in [[Character:Gharr | Gharr&amp;#039;s]] potential. He was a distant friend of Gharr&amp;#039;s parents, and Zane had some connections, thanks to which he was aware of the upcoming expedition and that the organizers had already begun to outline future candidates for key posts. Zane himself hoped to get there at least as the captain of one of the accompanying ships. He liked Gharr for his expressed enthusiasm, so Zane advised him to start training as a xenobiologist.&lt;br /&gt;
&lt;br /&gt;
The two were able to become close friends, so when Zane became a full captain of his own ship, he often chose Gharr on flights that required a diplomacy specialist.&lt;br /&gt;
&lt;br /&gt;
As a result, by the time the expedition was officially announced, Gharr had earned himself quite a decent &amp;quot;field experience&amp;quot; for his age. Zane was able to get into the expedition, but to his surprise, not as a ship captain, but as a commander of the entire fleet. As soon as he got used to his new role, he immediately submitted a recommendation for Gharr to be included in the expedition as a xenopsychologist and first contact specialist, and additionally one of the leading xenobiologists, which was approved.&lt;br /&gt;
&lt;br /&gt;
He is currently involved in the First Contact Incident after Gharr became stranded on [[Humans | Earth]] after the shuttle crash.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Zane&amp;diff=1676</id>
		<title>Character:Zane</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Zane&amp;diff=1676"/>
		<updated>2020-10-14T22:11:24Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: Created page with &amp;quot;{{Translate | ru=Персонаж:Зане }}{{Карточка персонажа |Lang = en |Имя                =Zane |изображение        =zane_portrait.jpg |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Персонаж:Зане&lt;br /&gt;
}}{{Карточка персонажа&lt;br /&gt;
|Lang = en&lt;br /&gt;
|Имя                =Zane&lt;br /&gt;
|изображение        =zane_portrait.jpg&lt;br /&gt;
|размер изображения =200&lt;br /&gt;
|caption            =Portrait&lt;br /&gt;
|сторона            =[[Pangalactic Alliance|Аlliance]]&lt;br /&gt;
|полное_имя         = Zane Htrua Sha&lt;br /&gt;
|Прозвище           = &lt;br /&gt;
|Вид                = [[Raharrs|Raharr]], [[Raharrs:Races#Kekhohirrs|Kekhohirr]]&lt;br /&gt;
|Пол                = M&lt;br /&gt;
|рост               = 197 cm&lt;br /&gt;
|Цвет_волос         = Violet-white&lt;br /&gt;
|Цвет_глаз          = Yellow&lt;br /&gt;
|Родина             = Colonies&lt;br /&gt;
|рожден             = [[Shining_Space_station#Standard_Time|210.5.1.2]]&lt;br /&gt;
|умер               = --&lt;br /&gt;
|Возраст            = 70 Years&lt;br /&gt;
|Род_занятий        = Commander&lt;br /&gt;
}}&lt;br /&gt;
[[image:zane_charsheet_ru.jpg|thumb|center|750px|]]&lt;br /&gt;
&lt;br /&gt;
=Official Biography=&lt;br /&gt;
Zane is the Commander of the Exploration Fleet. He is small by Raharr standards due to the fact that he comes from the Kekhohirr race, but he looks quite intimidating despite this, not least because of his scar and demanding nature. However, if one gets to know him better, it turns out that he is quite kind and only demanding when at work, because of the desire for his wards to give their best. As for the scar, everyone thinks he was a colonel who got it in some kind of military operation, but in fact, Zane got the scar due to an incident during repair work in the past, when he was still a private.&lt;br /&gt;
&lt;br /&gt;
Years ago, back when Zane was only an assistant captain of one of the ships back then, he became interested in [[Gharr | Gharr&amp;#039;s]] potential. He was a distant friend of Gharr&amp;#039;s parents, and Zane had some connections, thanks to which he was aware of the upcoming expedition and that the organizers had already begun to outline future candidates for key posts. Zane himself hoped to get there at least as the captain of one of the accompanying ships. He liked Gharr for his expressed enthusiasm, so Zane advised him to start training as a xenobiologist.&lt;br /&gt;
&lt;br /&gt;
The two were able to become close friends, so when Zane became a full captain of his own ship, he often chose Gharr on flights that required a diplomacy specialist.&lt;br /&gt;
&lt;br /&gt;
As a result, by the time the expedition was officially announced, Gharr had earned himself quite a decent &amp;quot;field experience&amp;quot; for his age. Zane was able to get into the expedition, but to his surprise, not as a ship captain, but as a commander of the entire fleet. As soon as he got used to his new role, he immediately submitted a recommendation for Gharr to be included in the expedition as a xenopsychologist and first contact specialist, and additionally one of the leading xenobiologists, which was approved.&lt;br /&gt;
&lt;br /&gt;
He is currently involved in the First Contact Incident after Gharr became stranded on [[Humans | Earth]] after the shuttle crash.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Dawn_Mothership&amp;diff=1675</id>
		<title>Dawn Mothership</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Dawn_Mothership&amp;diff=1675"/>
		<updated>2020-10-14T21:48:08Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Корабль_Восход&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
{{Ship&lt;br /&gt;
|Lang = en&lt;br /&gt;
|Width= 400px&lt;br /&gt;
|NoImage        = 1&lt;br /&gt;
|Name         = [[Spaceships#Expedition_vessel|Dawn]]&lt;br /&gt;
|Class        = Core Ship&lt;br /&gt;
|Role         = Mobile research and exploration base&lt;br /&gt;
|Length       = 4800 m&lt;br /&gt;
|Agility      = Very low&lt;br /&gt;
|Mass         = 2.2 billion tons&lt;br /&gt;
|Crew         = 166 &lt;br /&gt;
|Pass         = 3,000 - 14,000&lt;br /&gt;
|Grav         = Centrifugal&lt;br /&gt;
|Autonomy     = 10 years&lt;br /&gt;
|Hyperdrive   = Yes&lt;br /&gt;
|Range        = 1200 LY&lt;br /&gt;
|Accel        = 0.5G&lt;br /&gt;
|Weapons      = &lt;br /&gt;
{{bull}}50 civilian laser turrets&lt;br /&gt;
|Carry        = &lt;br /&gt;
{{bull}}60 shuttles&amp;lt;br&amp;gt;&lt;br /&gt;
{{bull}}20 atmospheric shuttles&amp;lt;br&amp;gt;&lt;br /&gt;
{{bull}}5 cargo shuttles&amp;lt;br&amp;gt;&lt;br /&gt;
{{bull}}2 orbital barges&amp;lt;br&amp;gt;&lt;br /&gt;
{{bull}}3 shipyards for docking and repair of other ships&amp;lt;br&amp;gt;&lt;br /&gt;
{{bull}}2000 escape pods&lt;br /&gt;
|Cargo        =&lt;br /&gt;
25 million tons&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Image:Dawn_ship.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
The Dawn-class ships are the core ships of several research fleets engaged in exploration of space around the Alliance and are among the largest spacecraft in the ranks. In fact,  they are like small mobile cities, almost five kilometers in length. The mission of these ships is to form the core of the fleets in which they are located and serve as points of repair, maintenance and rest. Dawn has everything you need for a completely autonomous existence for several years in a row.&lt;br /&gt;
&lt;br /&gt;
In addition to hangars storing a large number of shuttles and industrial bays responsible for the production of various spare parts from raw materials, the most important compartment of the ship is the living module. It is a large cylinder 300 meters in diameter and more than half a kilometer in length. It spins to create 0.9 Earth gravity with centrifugal force, is filled with atmosphere and illuminated by huge fluorescent lamps, and is largely reminiscent of the O&amp;#039;Neill Cylinder concept, except for the absence of giant windows vulnerable to space debris.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dawn_sectors_en.jpg|thumb|none|300px|Sections of the mothership]]&lt;br /&gt;
&lt;br /&gt;
The interior of the living unit is designed to create the illusion of a small town, with roads, vegetation, a park, and even a pond. Psychological research has shown that during long expeditions in deep space, it is important to have something that at least mimics the planetary surface, since even spacious corridors and rooms eventually begin to cause bouts of depression, especially among representatives of more claustrophobic species, such as the bird-like [[Ktak]] that are used to soaring in the sky. Under this recreation area, a little closer to the outer walls, there are living quarters for the population. Under that level there is a technical floor, which stretches near the skin itself, containing all the systems that ensure the normal functioning of the interior of the cylinder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dawn_interior_drum.jpg|thumb|none|300px|View of the inside of the cylinder]]&lt;br /&gt;
&lt;br /&gt;
The geometry of the interior of the cylinder may cause a slight dizziness at first, but if you do not look up, then it is easy to forget that beneath you is not the earth, but thousands of trillion kilometers of the airless, pitiless, black and cold abyss.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skyscraper&amp;quot; to the right of the center is the main building for the leadership of the entire expedition; this is where information about the state of the entire fleet flows, and here is the MCC and the main archives of the expedition.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dawn_CIC.jpg|thumb|none|300px|Command and Control center]]&lt;br /&gt;
&lt;br /&gt;
Sub-park level accommodations are provided with two standardized cabin types - the economy class, which is more like a single hotel room, and the extended class, for families and important crew members, is more like a multi-room apartment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;[[Image:Dawn_cabin.jpg|thumb|none|300px|Single-person apartments, outfitted for raharrs.]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;[[Image:Dawn_cabin_floorplan.jpg|thumb|none|200px]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cabin itself is divided into two areas: the main room and the bath, with a total area of ​​50 square meters. The bathroom contains a shower, toilet and sink with a mirror, while the main room contains cabinets, a table, a bed and a wall screen, most often imitating a window using video wallpaper. Economy class cabins are not designed much for individualization of design (in addition to a selection of furniture and parameters of touch panels for specific features of the guest&amp;#039;s anatomy), so usually the only piece of furniture that can be rearranged is a chair on magnetic wheels.&lt;br /&gt;
&lt;br /&gt;
In the buildings located in the park area, there are a number of cabins with a special layout, for crew members with rather specific requirements and dimensions, such as three-meter [[Sashli]] or the height-loving Ktak. In addition to personalized cabins, parkland buildings contain movie theaters, canteens, shops and other establishments to create a localized, simplified yet functional economy within the fleet.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dawn_Messhall.jpg|thumb|none|300px|One of the mess halls.]]&lt;br /&gt;
&lt;br /&gt;
Dawn is a civilian ship, and therefore does not carry any weapons, except for laser systems to protect the ship from dangerous pieces of space debris or meteoroids. Due to their size, they are very clumsy and generally unhurried, and do not allow themselves to accelerate by more than 0.5g. Even then in emergency cases, they usually use no more than 0.01-0.1g of acceleration. More often than not, they simply passively drift along a ballistic trajectory when in orbit around a body, or in transit between two orbits. Each maneuver is reported 15 minutes in advance via the general communication system, since despite the fact that they are performed slowly and at low accelerations, this is enough for loose objects to fall off the table on the floor, or unprepared crew members lose balance.&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Dawn_Mothership&amp;diff=1674</id>
		<title>Dawn Mothership</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Dawn_Mothership&amp;diff=1674"/>
		<updated>2020-10-14T21:47:48Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Корабль_Восход&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
{{Ship&lt;br /&gt;
|Lang = en&lt;br /&gt;
|Width= 400px&lt;br /&gt;
|NoImage        = 1&lt;br /&gt;
|Name         = [[Spaceships#Expedition_vessel|Dawn]]&lt;br /&gt;
|Class        = Core Ship&lt;br /&gt;
|Role         = Mobile research and exploration base&lt;br /&gt;
|Length       = 4800 m&lt;br /&gt;
|Agility      = Very low&lt;br /&gt;
|Mass         = 2.2 billion tons&lt;br /&gt;
|Crew         = 166 &lt;br /&gt;
|Pass         = 3,000 - 14,000&lt;br /&gt;
|Grav         = Centrifugal&lt;br /&gt;
|Autonomy     = 10 years&lt;br /&gt;
|Hyperdrive   = Yes&lt;br /&gt;
|Range        = 1200 LY&lt;br /&gt;
|Accel        = 0.5G&lt;br /&gt;
|Weapons      = &lt;br /&gt;
{{bull}}50 civilian laser turrets&lt;br /&gt;
|Carry        = &lt;br /&gt;
{{bull}}60 shuttles&amp;lt;br&amp;gt;&lt;br /&gt;
{{bull}}20 atmospheric shuttles&amp;lt;br&amp;gt;&lt;br /&gt;
{{bull}}5 cargo shuttles&amp;lt;br&amp;gt;&lt;br /&gt;
{{bull}}2 orbital barges&amp;lt;br&amp;gt;&lt;br /&gt;
{{bull}}3 shipyards for docking and repair of other ships&amp;lt;br&amp;gt;&lt;br /&gt;
{{bull}}2000 escape pods&lt;br /&gt;
|Cargo        =&lt;br /&gt;
25 million tons&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Image:Dawn_ship.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
The Dawn-class ships are the core ships of several research fleets engaged in exploration of space around the Alliance and are among the largest spacecraft in the ranks. In fact,  they are like small mobile cities, almost five kilometers in length. The mission of these ships is to form the core of the fleets in which they are located and serve as points of repair, maintenance and rest. Dawn has everything you need for a completely autonomous existence for several years in a row.&lt;br /&gt;
&lt;br /&gt;
In addition to hangars storing a large number of shuttles and industrial bays responsible for the production of various spare parts from raw materials, the most important compartment of the ship is the living module. It is a large cylinder 300 meters in diameter and more than half a kilometer in length. It spins to create 0.9 Earth gravity with centrifugal force, is filled with atmosphere and illuminated by huge fluorescent lamps, and is largely reminiscent of the O&amp;#039;Neill Cylinder concept, except for the absence of giant windows vulnerable to space debris.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dawn_sectors_en.jpg|thumb|none|300px|Sections of the mothership]]&lt;br /&gt;
&lt;br /&gt;
The interior of the living unit is designed to create the illusion of a small town, with roads, vegetation, a park, and even a pond. Psychological research has shown that during long expeditions in deep space, it is important to have something that at least mimics the planetary surface, since even spacious corridors and rooms eventually begin to cause bouts of depression, especially among representatives of more claustrophobic species, such as the bird-like [[Ktak]] that are used to soaring in the sky. Under this recreation area, a little closer to the outer walls, there are living quarters for the population. Under that level there is a technical floor, which stretches near the skin itself, containing all the systems that ensure the normal functioning of the interior of the cylinder.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dawn_interior_drum.jpg|thumb|none|300px|View of the inside of the cylinder]]&lt;br /&gt;
&lt;br /&gt;
The geometry of the interior of the cylinder may cause a slight dizziness at first, but if you do not look up, then it is easy to forget that beneath you is not the earth, but thousands of trillion kilometers of the airless, pitiless, black and cold abyss.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skyscraper&amp;quot; to the right of the center is the main building for the leadership of the entire expedition; this is where information about the state of the entire fleet flows, and here is the MCC and the main archives of the expedition.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dawn_CIC.jpg|thumb|none|300px|Command and Control center]]&lt;br /&gt;
&lt;br /&gt;
Sub-park level accommodations are provided with two standardized cabin types - the economy class, which is more like a single hotel room, and the extended class, for families and important crew members, is more like a multi-room apartment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;[[Image:Dawn_cabin.jpg|thumb|none|300px|Single-person apartments, outfitted for raharrs.]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;[[Image:Dawn_cabin_floorplan.jpg|thumb|none|200px]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cabin itself is divided into two areas: the main room and the bath, with a total area of ​​50 square meters. The bathroom contains a shower, toilet and sink with a mirror, while the main room contains cabinets, a table, a bed and a wall screen, most often imitating a window using video wallpaper. Economy class cabins are not designed much for individualization of design (in addition to a selection of furniture and parameters of touch panels for specific features of the guest&amp;#039;s anatomy), so usually the only piece of furniture that can be rearranged is a chair on magnetic wheels.&lt;br /&gt;
&lt;br /&gt;
In the buildings located in the park area, there are a number of cabins with a special layout, for crew members with rather specific requirements and dimensions, such as three-meter [[Sashli]] or the height-loving Ktak. In addition to personalized cabins, parkland buildings contain movie theaters, canteens, shops and other establishments to create a localized, simplified yet functional economy within the fleet.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dawn_Messhall.jpg|thumb|none|300px|One of the mess halls.]]&lt;br /&gt;
&lt;br /&gt;
Dawn is a civilian ship, and therefore does not carry any weapons, except for laser systems to protect the ship from dangerous pieces of space debris or meteoroids. Due to their size, they are very clumsy and generally unhurried, and do not allow themselves to accelerate by more than 0.5g. Even then in emergency cases, they usually use no more than 0.01-0.1g of acceleration. More often than not, they simply passively drift along a ballistic trajectory when in orbit around a body, or in transit between two orbits. Each maneuver is reported 15 minutes in advance via the general communication system, since despite the fact that they are performed slowly and at low accelerations, this is enough for loose objects to fall off the table on the floor, or unprepared crew members lose balance.&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Gharr&amp;diff=1664</id>
		<title>Character:Gharr</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Gharr&amp;diff=1664"/>
		<updated>2020-10-14T17:36:45Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Персонаж:Гхарр&lt;br /&gt;
}}{{Карточка персонажа&lt;br /&gt;
|Lang = en&lt;br /&gt;
|Имя                =Gharr&lt;br /&gt;
|изображение        =gharr.jpg&lt;br /&gt;
|размер изображения =200&lt;br /&gt;
|caption            =Portrait&lt;br /&gt;
|сторона            =[[Pangalactic Alliance|Аlliance]]&lt;br /&gt;
|полное_имя         = Gharr Neht Ra&lt;br /&gt;
|Прозвище           = &lt;br /&gt;
|Вид                = [[Raharrs|Raharr]], [[Raharrs:Races#Rrirkheans|Rrirkhean]]&lt;br /&gt;
|Пол                = M&lt;br /&gt;
|рост               = 220 cm&lt;br /&gt;
|Цвет_волос         = Dark red&lt;br /&gt;
|Цвет_глаз          = Green&lt;br /&gt;
|Родина             = [[Harr]]&lt;br /&gt;
|рожден             = [[Shining_Space_station#Standard_Time|250.7.1.3]]&lt;br /&gt;
|умер               = --&lt;br /&gt;
|Возраст            = 30 Years&lt;br /&gt;
|Род_занятий        = Xenobiologist&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[image:gharr_charsheet_ru.jpg|thumb|center|550px|]]&lt;br /&gt;
&lt;br /&gt;
=Character=&lt;br /&gt;
By nature, Gharr is a pacifist and idealist, always believing in a bright future and in the fact that if not all, then most of the intelligent beings have the ability to cooperate with each other for the common good.&lt;br /&gt;
&lt;br /&gt;
He is able to make friends with himself relatively easily, and the concept of &amp;quot;xenophobia&amp;quot; in his brain seems to be completely absent - he treats absolutely everyone with whom he communicates well, no matter what their appearance, so long as they do not shoot back.&lt;br /&gt;
&lt;br /&gt;
He does not like and, perhaps, even despises (although it would be more appropriate to say &amp;quot;pity for&amp;quot;) xenophobia in any of its manifestations, especially the aspects that lead to the suffering of others, such as persecution and slavery.&lt;br /&gt;
&lt;br /&gt;
=Official Biography=&lt;br /&gt;
&lt;br /&gt;
Gharr did not always want to study other civilizations. At some point in his youth, he just wanted to become a computer technician.&lt;br /&gt;
&lt;br /&gt;
However, by the will of fate, he ran into a representative of the [[Insectoids| insectoid]] species and they began a conversation. The alien logic rekindled an interest in the raharr that he had not previously known. Insectoids have a double brain, resulting in an extremely unusual line of thought and philosophical outlook on life. Gharr was amazed, never having communicated with such a different mind before.&lt;br /&gt;
&lt;br /&gt;
With starting out as a simple question about directions, the conversation quietly turned into an acquaintance and a five-hour conversation in a cafe.&lt;br /&gt;
&lt;br /&gt;
After that, Gharr decided to change his professional ambitions and began studying xenopsychology.&lt;br /&gt;
&lt;br /&gt;
A couple of years after that, [[Character:Zane|Zane Htrua Sha]], the future commander of the fifth research expedition, who was only an assistant captain of one of the ships back then, became interested in Gharr&amp;#039;s potential. He was a distant friend of Gharr&amp;#039;s parents, and Zane had some connections, thanks to which he was aware of the upcoming expedition and that the organizers had already begun to outline future candidates for key posts. Zane himself hoped to get there at least as the captain of one of the accompanying ships. He liked Gharr for his expressed enthusiasm, so Zane advised him to start training as a xenobiologist in parallel, since biology often influenced psychology, and was already included in the xenopsychology course in a simplified form anyway.&lt;br /&gt;
&lt;br /&gt;
The two were able to become close friends, so when Zane become a full captain of his own ship, he often chose Gharr on flights that required a diplomacy specialist.&lt;br /&gt;
&lt;br /&gt;
As a result, by the time the expedition was officially announced, Gharr had earned himself quite a decent &amp;quot;field experience&amp;quot; for his age. Zane was able to get into the expedition, but to his surprise, not as a ship captain, but as a commander of the entire fleet. As soon as he got used to his new role, he immediately submitted a recommendation for Gharr to be included in the expedition as a xenopsychologist and first contact specialist, and additionally one of the leading xenobiologists, which was approved.&lt;br /&gt;
&lt;br /&gt;
In the expedition, Gharr plays the role of a xenobiologist and xenopsychologist, responsible for studying the found biomes and for assessing and establishing contact with an intelligent civilization, if one is found. He runs a small laboratory but prefers to go to field research himself, even if research reveals that there is nothing on the planet except protozoa and rudiments of flora in most cases. There is a certain unyielding spirit of the explorer in the xenobiologist, demanding to be at the forefront of events and to be the first to observe any discovery, even if this is to the detriment of his safety or even in contradiction to official research guidelines. Gharr tries to never resort to recklessness, always trying to assess the situation soberly and impartially. Although he performs well in his areas of specialization, in everything that does not directly tie to it he understands much worse, up to possessing only the vaguest ideas about it and needing to constantly use a search engine in order to learn things that should be obvious in hindsight.&lt;br /&gt;
&lt;br /&gt;
Gharr can go headlong into work and research, forgetting about the rest of the world completely and not respond to external stimuli for hours or even days. In one of the worst &amp;quot;attacks&amp;quot; of workaholism, he had disappeared in the laboratory for a whole week.&lt;br /&gt;
&lt;br /&gt;
The most interesting thing for Gharr seems to be the cultural aspect of various civilizations since it is the most unpredictable element, which can be strikingly different even within the same population. In this regard, [[Humans|Earth]] appeared to him as a Klondike - a bunch of cultures for every taste and color, from relatively advanced ones mastering thermonuclear fusion to primitive hunter-gatherers; a disunited civilization consisting of thousands of fragments.&lt;br /&gt;
&lt;br /&gt;
In addition to his main specialization, Gharr possesses a modest knowledge of xenoarcheology and has received basic military training in case of unforeseen problems during field missions. Problems, predictably, have arisen. Learning, predictably, didn&amp;#039;t help.&lt;br /&gt;
&lt;br /&gt;
Currently, he is stranded on Earth after the shuttle crash.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=%D0%9F%D0%B5%D1%80%D1%81%D0%BE%D0%BD%D0%B0%D0%B6:%D0%93%D1%85%D0%B0%D1%80%D1%80&amp;diff=1663</id>
		<title>Персонаж:Гхарр</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=%D0%9F%D0%B5%D1%80%D1%81%D0%BE%D0%BD%D0%B0%D0%B6:%D0%93%D1%85%D0%B0%D1%80%D1%80&amp;diff=1663"/>
		<updated>2020-10-14T17:35:38Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: Undo revision 1662 by Super Weegee (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| en=Character:Gharr&lt;br /&gt;
}}{{Карточка персонажа&lt;br /&gt;
|Имя                =Гхарр&lt;br /&gt;
|изображение        =gharr.jpg&lt;br /&gt;
|размер изображения =200&lt;br /&gt;
|caption            =Портрет&lt;br /&gt;
|сторона            =[[Пангалактический Альянс|Альянс]]&lt;br /&gt;
|полное_имя         = Гхарр Нехт Ра&lt;br /&gt;
|Прозвище           = &lt;br /&gt;
|Вид                = [[рахарры|Рахарр]], [[Рахарры:расы#Ррирхеане|Ррирхеанин]]&lt;br /&gt;
|Пол                = М&lt;br /&gt;
|рост               = 220 см&lt;br /&gt;
|Цвет_волос         = красно-черный&lt;br /&gt;
|Цвет_глаз          = зелёный&lt;br /&gt;
|Родина             = Харр&lt;br /&gt;
|рожден             = [[Станция Сияние#Стандартное Время|250.7.1.3]]&lt;br /&gt;
|умер               = --&lt;br /&gt;
|Возраст            = 30 лет&lt;br /&gt;
|Род_занятий        = Ксенобиолог&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[image:gharr_charsheet_ru.jpg|thumb|center|550px|]]&lt;br /&gt;
=Характер=&lt;br /&gt;
По характеру гхарр пацифист и идеалист, всегда и железобетонно верящий в светлое будущее и в то, что если не у всех, то у большинства разумных существ есть способность кооперировать друг с другом ради общего блага.&lt;br /&gt;
&lt;br /&gt;
Гхарр способен относительно легко заводить себе друзей, а понятие «ксенофобия» в его мозгу, похоже, отсутствует напрочь — он доброжелательно относится абсолютно ко всем с кем общается, не важно какой у них внешний вид, лишь бы не стреляли в ответ.&lt;br /&gt;
&lt;br /&gt;
Гхарр не любит и, пожалуй, даже презирает (хотя, уместнее было бы сказать «испытывает жалость к») ксенофобию в любых её проявлениях, особенно те аспекты, которые приводят к страданиям других, такие как гонения и рабство.&lt;br /&gt;
&lt;br /&gt;
=Официальная биография=&lt;br /&gt;
Гхарр не всегда хотел связать свою жизнь с изучением представителей других цивилизаций. Когда-то в юношестве он хотел просто стать компьютерным техником.&lt;br /&gt;
&lt;br /&gt;
Однако, волей судьбы он столкнулся с представителем вида инсектоидов, и у них завязался разговор. Чуждая логика разожгла в рахарре интерес, о котором он раньше не подозревал. Инсектоиды обладают, по сути, двойным мозгом, что выливается в крайне необычный ход мыслей и филосовских взглядов на жизнь. Гхарр был поражен, никогда до этого не общавшийся с настолько отличающимся сознанием.&lt;br /&gt;
Начавшийся как простой вопрос о направлении, разговор незаметно перерос в знакомство и пятичасовую беседу в кафе.&lt;br /&gt;
&lt;br /&gt;
После этого, Гхарр решил поменять профессиональные амбиции, и начал обучаться на ксенопсихолога.&lt;br /&gt;
&lt;br /&gt;
Через пару лет после этого, Гхарром заинтересовался Зане Хтруа Ша, будущий коммандор пятой исследовательской экспедиции, а тогда всего лишь помощник капитана одного из кораблей. Являясь знакомым знакомых его родителей, Зане и сам обладал кое-какими связями, благодаря которым он был в курсе готовящейся экспедиции, и что организаторы уже намечали будущих кандидатов на основные посты. Сам Зане надеялся попасть туда хотя бы капитаном одного из сопроводительных кораблей, но Гхарр понравился ему своим выраженным энтузиазмом, поэтому Зане посоветовал ему начать параллельно вести обучение на ксенобиолога, благо биология часто влияла на психологию, и поэтому была включена в обучающий курс в упрощенной форме.&lt;br /&gt;
&lt;br /&gt;
Двое смогли сблизиться и сдружиться, поэтому Зане, став капитаном корабля, часто выбирал Гхарра на рейсы, требовавшие специалиста по взаимоотношениям.&lt;br /&gt;
&lt;br /&gt;
В результате, к моменту официального объявления экспедиции, Гхарр успел заработать себе приличный для своего возраста «полевой стаж». Зане смог пробиться в состав экспедиции, но к своему удивлению не капитаном, а командором всего флота. Как только он свыкся со своей новой ролью, то тут же подал рекомендацию по включению в экспедицию Гхарра на роль штатного ксенопсихолога-контактера и дополнительно одного из ведущих ксенобиологов, которая была одобрена.&lt;br /&gt;
В экспедиции Гхарр занимает роль ксенобиолога и ксенопсихолога, ответственный за изучение найденных биомов и за оценку и установление контакта с разумной цивилизацией, коли такая попадется. Гхарр руководит небольшой биолабораторией, однако на полевые исследования предпочитает выезжать сам, даже если в большинстве случаев исследования выявляют что на планете нет ничего, кроме простейших и зачатков флоры. В ксенобиологе живет некий неунывающий дух первооткрывателя, требующий быть на острие событий и первым наблюдать какое-нибудь открытие, даже если это будет в ущерб своей безопасности или даже в противоречие методикам исследований. Впрочем, Гхарр пытается не опускаться до безрассудства, всегда стараясь трезво и непредвзято оценивать ситуацию. И хотя в своих областях специализации он демонстрирует высокие показатели, во всем что не касается непосредственно его области он плавает гораздо хуже, вплоть до обладания лишь самым смутным представлением и необходимости постоянно использовать поисковик для того чтобы узнавать очевидные, казалось бы, вещи.&lt;br /&gt;
&lt;br /&gt;
Гхарр может с головой уйти в работу и исследования, забыть об остальном мире напрочь и не отвечать на внешние раздражители часы или даже дни (В одном из самых худших «приступов» трудоголизма он не появлялся из лаборатории целую неделю)&lt;br /&gt;
&lt;br /&gt;
Наиболее интересным Гхарру кажется культурный аспект различных цивилизаций, поскольку это наиболее непредсказуемый элемент, который может разительно отличаться даже внутри одной и той же популяции. В этом плане Земля предстала перед ним как Клондайк — куча культур на любой вкус и цвет, от относительно продвинутых, осваивающих термоядерный синтез до примитивных охотников-собирателей, разобщенная цивилизация состоящая из тысяч осколков.&lt;br /&gt;
&lt;br /&gt;
Помимо основной специализации, Гхарр владеет скромными познаниями в ксеноархеологии и прошел базовое обучение в использовании оружием, на случай непредвиденных проблем во время миссий. Проблемы, предсказуемо, возникли. Обучение, предсказуемо, не помогло.&lt;br /&gt;
{{Альянс_навигация}}{{comments}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=%D0%9F%D0%B5%D1%80%D1%81%D0%BE%D0%BD%D0%B0%D0%B6:%D0%93%D1%85%D0%B0%D1%80%D1%80&amp;diff=1662</id>
		<title>Персонаж:Гхарр</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=%D0%9F%D0%B5%D1%80%D1%81%D0%BE%D0%BD%D0%B0%D0%B6:%D0%93%D1%85%D0%B0%D1%80%D1%80&amp;diff=1662"/>
		<updated>2020-10-14T17:33:51Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| en=Character:Gharr&lt;br /&gt;
}}{{Карточка персонажа&lt;br /&gt;
|Имя                =Гхарр&lt;br /&gt;
|изображение        =gharr.jpg&lt;br /&gt;
|размер изображения =200&lt;br /&gt;
|caption            =Портрет&lt;br /&gt;
|сторона            =[[Пангалактический Альянс|Альянс]]&lt;br /&gt;
|полное_имя         = Гхарр Нехт Ра&lt;br /&gt;
|Прозвище           = &lt;br /&gt;
|Вид                = [[рахарры|Рахарр]], [[Рахарры:расы#Ррирхеане|Ррирхеанин]]&lt;br /&gt;
|Пол                = М&lt;br /&gt;
|рост               = 220 см&lt;br /&gt;
|Цвет_волос         = красно-черный&lt;br /&gt;
|Цвет_глаз          = зелёный&lt;br /&gt;
|Родина             = Харр&lt;br /&gt;
|рожден             = [[Станция Сияние#Стандартное Время|250.7.1.3]]&lt;br /&gt;
|умер               = --&lt;br /&gt;
|Возраст            = 30 лет&lt;br /&gt;
|Род_занятий        = Ксенобиолог&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[image:gharr_charsheet_ru.jpg|thumb|center|550px|]]&lt;br /&gt;
&lt;br /&gt;
=Character=&lt;br /&gt;
By nature, Gharr is a pacifist and idealist, always believing in a bright future and in the fact that if not all, then most of the intelligent beings have the ability to cooperate with each other for the common good.&lt;br /&gt;
&lt;br /&gt;
He is able to make friends with himself relatively easily, and the concept of &amp;quot;xenophobia&amp;quot; in his brain seems to be completely absent - he treats absolutely everyone with whom he communicates, no matter what their appearance, so long as they do not shoot back.&lt;br /&gt;
&lt;br /&gt;
He does not like and, perhaps, even despises (although it would be more appropriate to say &amp;quot;pity for&amp;quot;) xenophobia in any of its manifestations, especially the aspects that lead to the suffering of others, such as persecution and slavery.&lt;br /&gt;
&lt;br /&gt;
=Официальная биография=&lt;br /&gt;
Гхарр не всегда хотел связать свою жизнь с изучением представителей других цивилизаций. Когда-то в юношестве он хотел просто стать компьютерным техником.&lt;br /&gt;
&lt;br /&gt;
Однако, волей судьбы он столкнулся с представителем вида инсектоидов, и у них завязался разговор. Чуждая логика разожгла в рахарре интерес, о котором он раньше не подозревал. Инсектоиды обладают, по сути, двойным мозгом, что выливается в крайне необычный ход мыслей и филосовских взглядов на жизнь. Гхарр был поражен, никогда до этого не общавшийся с настолько отличающимся сознанием.&lt;br /&gt;
Начавшийся как простой вопрос о направлении, разговор незаметно перерос в знакомство и пятичасовую беседу в кафе.&lt;br /&gt;
&lt;br /&gt;
После этого, Гхарр решил поменять профессиональные амбиции, и начал обучаться на ксенопсихолога.&lt;br /&gt;
&lt;br /&gt;
Через пару лет после этого, Гхарром заинтересовался Зане Хтруа Ша, будущий коммандор пятой исследовательской экспедиции, а тогда всего лишь помощник капитана одного из кораблей. Являясь знакомым знакомых его родителей, Зане и сам обладал кое-какими связями, благодаря которым он был в курсе готовящейся экспедиции, и что организаторы уже намечали будущих кандидатов на основные посты. Сам Зане надеялся попасть туда хотя бы капитаном одного из сопроводительных кораблей, но Гхарр понравился ему своим выраженным энтузиазмом, поэтому Зане посоветовал ему начать параллельно вести обучение на ксенобиолога, благо биология часто влияла на психологию, и поэтому была включена в обучающий курс в упрощенной форме.&lt;br /&gt;
&lt;br /&gt;
Двое смогли сблизиться и сдружиться, поэтому Зане, став капитаном корабля, часто выбирал Гхарра на рейсы, требовавшие специалиста по взаимоотношениям.&lt;br /&gt;
&lt;br /&gt;
В результате, к моменту официального объявления экспедиции, Гхарр успел заработать себе приличный для своего возраста «полевой стаж». Зане смог пробиться в состав экспедиции, но к своему удивлению не капитаном, а командором всего флота. Как только он свыкся со своей новой ролью, то тут же подал рекомендацию по включению в экспедицию Гхарра на роль штатного ксенопсихолога-контактера и дополнительно одного из ведущих ксенобиологов, которая была одобрена.&lt;br /&gt;
В экспедиции Гхарр занимает роль ксенобиолога и ксенопсихолога, ответственный за изучение найденных биомов и за оценку и установление контакта с разумной цивилизацией, коли такая попадется. Гхарр руководит небольшой биолабораторией, однако на полевые исследования предпочитает выезжать сам, даже если в большинстве случаев исследования выявляют что на планете нет ничего, кроме простейших и зачатков флоры. В ксенобиологе живет некий неунывающий дух первооткрывателя, требующий быть на острие событий и первым наблюдать какое-нибудь открытие, даже если это будет в ущерб своей безопасности или даже в противоречие методикам исследований. Впрочем, Гхарр пытается не опускаться до безрассудства, всегда стараясь трезво и непредвзято оценивать ситуацию. И хотя в своих областях специализации он демонстрирует высокие показатели, во всем что не касается непосредственно его области он плавает гораздо хуже, вплоть до обладания лишь самым смутным представлением и необходимости постоянно использовать поисковик для того чтобы узнавать очевидные, казалось бы, вещи.&lt;br /&gt;
&lt;br /&gt;
Гхарр может с головой уйти в работу и исследования, забыть об остальном мире напрочь и не отвечать на внешние раздражители часы или даже дни (В одном из самых худших «приступов» трудоголизма он не появлялся из лаборатории целую неделю)&lt;br /&gt;
&lt;br /&gt;
Наиболее интересным Гхарру кажется культурный аспект различных цивилизаций, поскольку это наиболее непредсказуемый элемент, который может разительно отличаться даже внутри одной и той же популяции. В этом плане Земля предстала перед ним как Клондайк — куча культур на любой вкус и цвет, от относительно продвинутых, осваивающих термоядерный синтез до примитивных охотников-собирателей, разобщенная цивилизация состоящая из тысяч осколков.&lt;br /&gt;
&lt;br /&gt;
Помимо основной специализации, Гхарр владеет скромными познаниями в ксеноархеологии и прошел базовое обучение в использовании оружием, на случай непредвиденных проблем во время миссий. Проблемы, предсказуемо, возникли. Обучение, предсказуемо, не помогло.&lt;br /&gt;
{{Альянс_навигация}}{{comments}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Gharr&amp;diff=1643</id>
		<title>Character:Gharr</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Gharr&amp;diff=1643"/>
		<updated>2020-10-14T06:35:50Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Персонаж:Гхарр&lt;br /&gt;
}}{{Карточка персонажа&lt;br /&gt;
|Lang = en&lt;br /&gt;
|Имя                =Gharr&lt;br /&gt;
|изображение        =gharr.jpg&lt;br /&gt;
|размер изображения =200&lt;br /&gt;
|caption            =Portrait&lt;br /&gt;
|сторона            =[[Pangalactic Alliance|Аlliance]]&lt;br /&gt;
|полное_имя         = Gharr Neht Ra&lt;br /&gt;
|Прозвище           = &lt;br /&gt;
|Вид                = [[Raharrs|Raharr]], [[Raharrs:Races#Rrirkheans|Rrirkhean]]&lt;br /&gt;
|Пол                = M&lt;br /&gt;
|рост               = 220 cm&lt;br /&gt;
|Цвет_волос         = Red-black&lt;br /&gt;
|Цвет_глаз          = Green&lt;br /&gt;
|Родина             = [[Harr]]&lt;br /&gt;
|рожден             = [[Shining_Space_station#Standard_Time|250.7.1.3]]&lt;br /&gt;
|умер               = --&lt;br /&gt;
|Возраст            = 30 Years&lt;br /&gt;
|Род_занятий        = Xenobiologist&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[image:gharr_charsheet_ru.jpg|thumb|center|550px|]]&lt;br /&gt;
&lt;br /&gt;
=Official Biography=&lt;br /&gt;
&lt;br /&gt;
Gharr did not always want to study other civilizations. At some point in his youth, he just wanted to become a computer technician.&lt;br /&gt;
&lt;br /&gt;
However, by the will of fate, he ran into a representative of the [[Insectoids| insectoid]] species and they began a conversation. The alien logic rekindled an interest in the raharr that he had not previously suspected. Insectoids have a double brain, resulting in an extremely unusual line of thought and philosophical outlook on life. Gharr was amazed, never having communicated with such a different consciousness before.&lt;br /&gt;
&lt;br /&gt;
What started out as a simple question about direction, the conversation quietly turned into an acquaintance and a five-hour conversation in a cafe.&lt;br /&gt;
&lt;br /&gt;
After that, Gharr decided to change his professional ambitions and began training as a xenopsychologist.&lt;br /&gt;
&lt;br /&gt;
A couple of years after that, Gharr became interested in [[Character:Zane|Zane Htrua Sha]], the future commander of the fifth research expedition, who was only an assistant captain of one of the ships back then. Being the acquaintances of his parents&amp;#039; acquaintances, Zane himself had some connections, thanks to which he was aware of the upcoming expedition and that the organizers had already outlined future candidates for key posts. Zane himself hoped to get there at least as the captain of one of the accompanying ships, but he liked Gharr for his expressed enthusiasm. Zane advised him to start training as a xenobiologist in parallel, since biology often influenced psychology, and therefore was included in the training course in a simplified form.&lt;br /&gt;
&lt;br /&gt;
The two were able to become close friends, so Zane, being the captain of the ship, often chose Gharr on flights that required a relationship specialist.&lt;br /&gt;
&lt;br /&gt;
As a result, by the time the expedition was officially announced, Gharr had earned himself a decent &amp;quot;field experience&amp;quot; for his age. Zane was able to get into the expedition, but to his surprise, not as a captain, but as a commander of the entire fleet. As soon as he got used to his new role, he immediately submitted a recommendation for Gharr to be included in the expedition as a staff xenopsychologist-contactee and additionally one of the leading xenobiologists, which was approved.&lt;br /&gt;
&lt;br /&gt;
In the expedition, Gharr plays the role of a xenobiologist and xenopsychologist, responsible for studying the found biomes and for assessing and establishing contact with an intelligent civilization, if one is found. He runs a small biolaboratory, but prefers to go to field research himself, even if research reveals that there is nothing on the planet except protozoa and rudiments of flora in most cases. There is a certain cheerful spirit of the explorer in the xenobiologist, demanding to be at the forefront of events and to be the first to observe any discovery, even if this is to the detriment of his safety or even in contradiction to his research methods. However, Gharr never stoops to recklessness, always trying to assess the situation soberly and impartially. Although he performs well in his areas of specialization, Gharr can go headlong into work and research, forgetting about the rest of the world completely and not respond to external stimuli for hours or even days. In one of the worst &amp;quot;attacks&amp;quot; of workaholism, he did not appear from the laboratory for a whole week.&lt;br /&gt;
&lt;br /&gt;
The most interesting thing for Gharr seems to be the cultural aspect of various civilizations since it is the most unpredictable element, which can be strikingly different even within the same population. In this regard, [[Humans|Earth]] appeared to him as a Klondike - a bunch of cultures for every taste and color, from relatively advanced ones mastering thermonuclear fusion to primitive hunter-gatherers; a disunited civilization consisting of thousands of fragments.&lt;br /&gt;
&lt;br /&gt;
In addition to his main specialization, Gharr possesses a modest knowledge of xenoarcheology and has received basic training in the use of weapons in case of unforeseen problems during missions. Problems, predictably, have arisen. Learning, predictably, didn&amp;#039;t help.&lt;br /&gt;
&lt;br /&gt;
Currently, he is stranded on Earth after his shuttle crashed.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
=In Role-playing=&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Gharr&amp;diff=1642</id>
		<title>Character:Gharr</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Gharr&amp;diff=1642"/>
		<updated>2020-10-14T00:00:46Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Персонаж:Гхарр&lt;br /&gt;
}}{{Карточка персонажа&lt;br /&gt;
|Lang = en&lt;br /&gt;
|Имя                =Gharr&lt;br /&gt;
|изображение        =gharr.jpg&lt;br /&gt;
|размер изображения =200&lt;br /&gt;
|caption            =Portrait&lt;br /&gt;
|сторона            =[[Pangalactic Alliance|Аlliance]]&lt;br /&gt;
|полное_имя         = Gharr Neht Ra&lt;br /&gt;
|Прозвище           = &lt;br /&gt;
|Вид                = [[Raharrs|Raharr]], [[Raharrs:Races#Rrirkheans|Rrirkhean]]&lt;br /&gt;
|Пол                = M&lt;br /&gt;
|рост               = 220 cm&lt;br /&gt;
|Цвет_волос         = Red-black&lt;br /&gt;
|Цвет_глаз          = Green&lt;br /&gt;
|Родина             = [[Harr]]&lt;br /&gt;
|рожден             = [[Shining_Space_station#Standard_Time|250.7.1.3]]&lt;br /&gt;
|умер               = --&lt;br /&gt;
|Возраст            = 30 Years&lt;br /&gt;
|Род_занятий        = Xenobiologist&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[image:gharr_charsheet_ru.jpg|thumb|center|550px|]]&lt;br /&gt;
&lt;br /&gt;
=Official Biography=&lt;br /&gt;
&lt;br /&gt;
Gharr did not always want to study of other civilizations. At some point in his youth, he just wanted to become a computer technician.&lt;br /&gt;
&lt;br /&gt;
However, by the will of fate, he ran into a representative of the [[Insectoids| insectoid]] species and they began a conversation. The alien logic has rekindled an interest in the raharr that he had not previously suspected. Insectoids have a double brain, resulting in an extremely unusual line of thought and philosophical outlook on life. Gharr was amazed, never having communicated with such a different consciousness before.&lt;br /&gt;
&lt;br /&gt;
What started out as a simple question about direction, the conversation quietly turned into an acquaintance and a five-hour conversation in a cafe.&lt;br /&gt;
&lt;br /&gt;
After that, Gharr decided to change his professional ambitions and began training as a xenopsychologist.&lt;br /&gt;
&lt;br /&gt;
A couple of years after that, Gharr became interested in [[Character:Zane|Zane Htrua Sha]], the future commander of the fifth research expedition, who was only an assistant captain of one of the ships back then. Being the acquaintances of his parents&amp;#039; acquaintances, Zane himself had some connections, thanks to which he was aware of the upcoming expedition and that the organizers had already outlined future candidates for key posts. Zane himself hoped to get there at least as the captain of one of the accompanying ships, but he liked Gharr for his expressed enthusiasm. Zane advised him to start training as a xenobiologist in parallel, since biology often influenced psychology, and therefore was included in the training course in a simplified form.&lt;br /&gt;
&lt;br /&gt;
The two were able to become close friends, so Zane, being the captain of the ship, often chose Gharr on flights that required a relationship specialist.&lt;br /&gt;
&lt;br /&gt;
As a result, by the time the expedition was officially announced, Gharr had earned himself a decent &amp;quot;field experience&amp;quot; for his age. Zane was able to get into the expedition, but to his surprise, not as a captain, but as a commander of the entire fleet. As soon as he got used to his new role, he immediately submitted a recommendation for Gharr to be included in the expedition as a staff xenopsychologist-contactee and additionally one of the leading xenobiologists, which was approved.&lt;br /&gt;
&lt;br /&gt;
In the expedition, Gharr plays the role of a xenobiologist and xenopsychologist, responsible for studying the found biomes and for assessing and establishing contact with an intelligent civilization, if one is found. He runs a small biolaboratory, but prefers to go to field research himself, even if research reveals that there is nothing on the planet except protozoa and rudiments of flora in most cases. There is a certain cheerful spirit of the explorer in the xenobiologist, demanding to be at the forefront of events and to be the first to observe any discovery, even if this is to the detriment of his safety or even in contradiction to his research methods. However, Gharr never stoops to recklessness, always trying to assess the situation soberly and impartially. Although he performs well in his areas of specialization, Gharr can go headlong into work and research, forgetting about the rest of the world completely and not respond to external stimuli for hours or even days. In one of the worst &amp;quot;attacks&amp;quot; of workaholism, he did not appear from the laboratory for a whole week.&lt;br /&gt;
&lt;br /&gt;
The most interesting thing for Gharr seems to be the cultural aspect of various civilizations since it is the most unpredictable element, which can be strikingly different even within the same population. In this regard, [[Humans|Earth]] appeared to him as a Klondike - a bunch of cultures for every taste and color, from relatively advanced ones mastering thermonuclear fusion to primitive hunter-gatherers; a disunited civilization consisting of thousands of fragments.&lt;br /&gt;
&lt;br /&gt;
In addition to his main specialization, Gharr possesses a modest knowledge of xenoarcheology and has received basic training in the use of weapons in case of unforeseen problems during missions. Problems, predictably, have arisen. Learning, predictably, didn&amp;#039;t help.&lt;br /&gt;
&lt;br /&gt;
Currently, he is stranded on Earth after his shuttle crashed.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
=In Role-playing=&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Gharr&amp;diff=1641</id>
		<title>Character:Gharr</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Character:Gharr&amp;diff=1641"/>
		<updated>2020-10-13T21:54:33Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: Created English version of Gharr&amp;#039;s page and added info from the articles on VK.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Персонаж:Гхарр&lt;br /&gt;
}}{{Карточка персонажа&lt;br /&gt;
|Lang = en&lt;br /&gt;
|Имя                =Gharr&lt;br /&gt;
|изображение        =gharr.jpg&lt;br /&gt;
|размер изображения =200&lt;br /&gt;
|caption            =Portrait&lt;br /&gt;
|сторона            =[[Pangalactic Alliance|Аlliance]]&lt;br /&gt;
|полное_имя         = Gharr Neht Ra&lt;br /&gt;
|Прозвище           = &lt;br /&gt;
|Вид                = [[Raharrs|Raharr]], [[Raharrs:Races#Rrirkheans|Rrirkhean]]&lt;br /&gt;
|Пол                = M&lt;br /&gt;
|рост               = 220 cm&lt;br /&gt;
|Цвет_волос         = Red-black&lt;br /&gt;
|Цвет_глаз          = Green&lt;br /&gt;
|Родина             = [[Harr|Harr]]&lt;br /&gt;
|рожден             = [[Shining_Space_station#Standard_Time|250.7.1.3]]&lt;br /&gt;
|умер               = --&lt;br /&gt;
|Возраст            = 30 Years&lt;br /&gt;
|Род_занятий        = Xenobiologist&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[image:gharr_charsheet_ru.jpg|thumb|center|550px|]]&lt;br /&gt;
&lt;br /&gt;
=Official Biography=&lt;br /&gt;
&lt;br /&gt;
Gharr did not always want to study of other civilizations. At some point in his youth, he just wanted to become a computer technician.&lt;br /&gt;
&lt;br /&gt;
However, by the will of fate, he ran into a representative of the [[Insectoids| insectoid]] species and they began a conversation. The alien logic has rekindled an interest in the raharr that he had not previously suspected. Insectoids have a double brain, resulting in an extremely unusual line of thought and philosophical outlook on life. Gharr was amazed, never having communicated with such a different consciousness before.&lt;br /&gt;
&lt;br /&gt;
What started out as a simple question about direction, the conversation quietly turned into an acquaintance and a five-hour conversation in a cafe.&lt;br /&gt;
&lt;br /&gt;
After that, Gharr decided to change his professional ambitions and began training as a xenopsychologist.&lt;br /&gt;
&lt;br /&gt;
A couple of years after that, Gharr became interested in Zane Htrua Sha, the future commander of the fifth research expedition, who was only an assistant captain of one of the ships back then. Being the acquaintances of his parents&amp;#039; acquaintances, Zane himself had some connections, thanks to which he was aware of the upcoming expedition and that the organizers had already outlined future candidates for key posts. Zane himself hoped to get there at least as the captain of one of the accompanying ships, but he liked Gharr for his expressed enthusiasm. Zane advised him to start training as a xenobiologist in parallel, since biology often influenced psychology, and therefore was included in the training course in a simplified form.&lt;br /&gt;
&lt;br /&gt;
The two were able to become close friends, so Zane, being the captain of the ship, often chose Gharr on flights that required a relationship specialist.&lt;br /&gt;
&lt;br /&gt;
As a result, by the time the expedition was officially announced, Gharr had earned himself a decent &amp;quot;field experience&amp;quot; for his age. Zane was able to get into the expedition, but to his surprise, not as a captain, but as a commander of the entire fleet. As soon as he got used to his new role, he immediately submitted a recommendation for Gharr to be included in the expedition as a staff xenopsychologist-contactee and additionally one of the leading xenobiologists, which was approved.&lt;br /&gt;
&lt;br /&gt;
In the expedition, Gharr plays the role of a xenobiologist and xenopsychologist, responsible for studying the found biomes and for assessing and establishing contact with an intelligent civilization, if one is found. He runs a small biolaboratory, but prefers to go to field research himself, even if research reveals that there is nothing on the planet except protozoa and rudiments of flora in most cases. There is a certain cheerful spirit of the explorer in the xenobiologist, demanding to be at the forefront of events and to be the first to observe any discovery, even if this is to the detriment of his safety or even in contradiction to his research methods. However, Gharr never stoops to recklessness, always trying to assess the situation soberly and impartially. Although he performs well in his areas of specialization, Gharr can go headlong into work and research, forgetting about the rest of the world completely and not respond to external stimuli for hours or even days. In one of the worst &amp;quot;attacks&amp;quot; of workaholism, he did not appear from the laboratory for a whole week.&lt;br /&gt;
&lt;br /&gt;
The most interesting thing for Gharr seems to be the cultural aspect of various civilizations since it is the most unpredictable element, which can be strikingly different even within the same population. In this regard, [[Humans|Earth]] appeared to him as a Klondike - a bunch of cultures for every taste and color, from relatively advanced ones mastering thermonuclear fusion to primitive hunter-gatherers; a disunited civilization consisting of thousands of fragments.&lt;br /&gt;
&lt;br /&gt;
In addition to his main specialization, Gharr possesses a modest knowledge of xenoarcheology and has received basic training in the use of weapons in case of unforeseen problems during missions. Problems, predictably, have arisen. Learning, predictably, didn&amp;#039;t help.&lt;br /&gt;
&lt;br /&gt;
Currently, he is stranded on Earth after his shuttle crashed.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
=In Role-playing=&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=The_Cliff_World_side_project&amp;diff=1610</id>
		<title>The Cliff World side project</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=The_Cliff_World_side_project&amp;diff=1610"/>
		<updated>2020-09-08T05:43:18Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Второстепенный_проект_&amp;quot;Мир_Стены&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
Cliff World is a 2d platformer game in development. While it technically takes place in the universe of Leaving the Cradle, it has nothing to do with the comic either aesthetically, thematically, or with any known characters. It is it&amp;#039;s own steampunk world where, on the surface, magic appears to be possible.&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Ideas&amp;diff=1603</id>
		<title>Ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Ideas&amp;diff=1603"/>
		<updated>2020-08-23T20:33:52Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Идеи&lt;br /&gt;
}}&lt;br /&gt;
Random pieces that come to mind, which will then be inserted into existing or new articles sometime in the future.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
* A sign of old age in [[insectoids]] is jerkish and mechanical movements. Due to the wear of the joints, they lose the ability to perform smooth and precise manipulations.&lt;br /&gt;
* Insectoids do not have manipulators for delicate work, making it much more difficult for them. As a result, detailing is directly considered a sign of a high cost luxury and most of their objects and buildings look extremely minimalist and simplistic. However, behind this seeming rudeness are accurate calculations and extreme design optimization.&lt;br /&gt;
* In the [[Ktak]] legal system, other sapient species are still technically classified as animals.&lt;br /&gt;
* [[Raharrs]] and [[humans]] are the only ones descended from species that use the persistence hunting method, which is a part of the reasons that explain their psychological similarities. Other species do not have so much stamina in comparison. The [[Sashli%27sftonodo | Sashli]] suffer the most from this - they are not capable of active physical activity lasting longer than half an hour (In return, they can exert monstrous strength bursts but very short in duration; in such cases, fatigue will come within a minute).&lt;br /&gt;
* Due to the lack of superluminal communication, there is no unification in the galaxy. The [[Pangalactic Alliance | Alliance]] is the dominant global governmental organization de jure, but all the planets that are separated by more than a couple of weeks of FTL flight are, in fact, almost independent states (having at least one independent state on the surface) that solve problems on their own as much as possible. [[Ktak]] were more fortunate, as their dogmatic religion allows communities to maintain integrity over larger distances and their colonies retain a strong sense of connection and unity with their metropolises.&lt;br /&gt;
* Disunity is the reason for the need for a military fleet despite the absence of historical global interstellar wars, as a means of ensuring security and order.&lt;br /&gt;
* Due to [[Raharrs:Races | differences in anatomy and mentality]], some Raharrs are biased or even racist towards the Riykians, believing them to be more &amp;quot;predatory&amp;quot; and animalistic due to the position of their eyes and the length of their claws.&lt;br /&gt;
* Native Iss languages just didn&amp;#039;t have gender-neutral terms in them, so they had to haphazardly invent a whole concept and a portion of language after joining the Alliance and meeting species like [[Sashli%27sftonodo | Sashli]], ending up with awkward constructs like &amp;quot;he-she&amp;quot; seeping in their intergalactic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=About the fleets=&lt;br /&gt;
* Raharr Ships - Follow a utilitarian, angular, and functional style. They are cheap to manufacture, easy to operate, make modifications, and make quick repairs. For the most part, ships are painted either with an anti-radar coating or with an anti-meteor coating, and the coloring is minimal and restrained. Raharr ships make up the majority of the Alliance’s military and industrial fleet, and the fleet of Raharr-manufactured ships is de facto the largest in the entire investigated part of space (outnumbering the ships of all other civilizations combined in almost 1.5 times). However, more than half of the ships and stations produced were bought or rented on an ongoing basis by other civilizations and is a kind of standard in every sense.&lt;br /&gt;
&lt;br /&gt;
* Sashli Ships - Pays great attention to the design of ships. Even a combat fleet maintains roundness, fluidity, and style. Their ships are difficult to manufacture and expensive to repair, but their ergonomics, optimization, and convenience are usually at their best if they are not made for internal use by Sashli themselves. Almost all ships have a complex and vibrant color; ships are regarded as objects of art, including the navy (in this case, special paints and compositions are used so that the design does not interfere with the main functions of the hull coating), which often holds parades, and as a whole, the ships seem to be more for demonstrations and decorations than for real military operations (This impression is deceptive, of course - the Sashli fleet, despite its pretentiousness and artistry, is quite a serious threat on any battlefield). Sashli ships are most often seen in the private civilian sector, among other usesas an elite passenger liners.&lt;br /&gt;
&lt;br /&gt;
* [[Ziort]] - They do not need spaceships.&lt;br /&gt;
&lt;br /&gt;
* [[Laymaran]] - They have not yet sufficiently restored their industry to build their own fleet and they buy and rent ships from other civilizations, mainly [[Raharrs]]. They increasingly see this situation as a more logical and easy way, even questioning the necessity of creating their own fleet.&lt;br /&gt;
&lt;br /&gt;
* [[Iss]] Ships - Low-tech and even primitive in some ways. Most of the civilian fleet does not even bother with the hull, just fastening all the critical nodes with supporting struts and girders. Surfaces also undergo minimal processing and the residential modules are painted white in order to reduce heating from solar radiation. Iss ships are extremely cheap, but to the same extent are extremely poor in their characteristics, being lower quality, and the fragility of their designs managed to become legendary and proverbial. Iss, as quickly as their value system allows them to, upgrade their fleet to bring it to a more competitive state. These ships are closest to the technological level of modern Earth.&lt;br /&gt;
&lt;br /&gt;
* [[Azinarsi]] Ships - Has the same features as the rest of this civilization&amp;#039;s technologies - they are closest to the [[Wanderers]]&amp;#039; ships in design, also presenting technologies so advanced that the line between an organism and a mechanism is erased. The Azinarsi fleet is not divided into military and civilian. Instead, each ship has impressive firepower, but at the same time, it is able to simulate many virtual realities at the same time and provide a place for many millions of digital personalities. The fleet is quite small (only a few hundred ships) and never departs from Azinarsi systems further than a light year, due to problems with synchronization and bandwidth of communication channels. The only ships that can be seen away from Azinarsi systems are the relatively small shuttles of explorers and travelers, which are essentially just an engine block and a service station for a contact body. But even they are rare since many researchers prefer to use the hitchhiking method when traveling as passengers on ships of other civilizations.&lt;br /&gt;
&lt;br /&gt;
* Insectoid Ships - They combine smooth organic lines with sharp mechanical designs. Insectoids use biomaterials in the construction of their ships - not functioning living tissues and organs, but many parts of the ships are grown in orbital biostations as organic composites - in particular, sections of the hull and outer shell. For this reason, insectoid ships can be repaired virtually in the field and without access to resource bases (you just need to restore the conditions of a biostation around the damaged area and ensure the influx of raw materials), and they also often have better characteristics compared to traditional materials in many properties. However, bio-cultivation is an extremely slow process that scales up very poorly (The only method of construction that work worse in terms of efficiency to energy and time consumption are the atomic assembly nanofactories ), so the insectoid navy is one of the smallest (despite the fact that it can compete with most others in terms of total combat power). Organic composites are used only in the most important ships - mainly military ones - while the vast majority of civilian ships were bought from raharrs.&lt;br /&gt;
&lt;br /&gt;
* Ktak Ships - Elongated designs that are most reminiscent of rockets and needles. Due to the specifics of psychology, the living compartments of their ships are excessively large in size and have wide corridors. Much attention is also paid to comfort during the flight, which applies even to warships. The Ktak is the only civilization that does not buy ships from the raharrs on an ongoing basis since their living compartments are too claustrophobic from their point of view.&lt;br /&gt;
&lt;br /&gt;
* [[Smi&amp;#039;Tar]] Ships are a strange sight. The ships are mostly shaped in the form of spheres or clusters of spheres, but most of the details are arranged in a seemingly chaotic manner, without logic. No visible nozzles. Often, there are long spiky outgrowths of undefined purpose, often curved, which are neither engines nor antennas. The color is mostly black, with no visible distinction marks or decorative elements. All ships are extremely radioactive, emitting large doses of heavy ionizing radiation into space. It was also noted that the ships had extremely high temperatures, in some cases reaching 700 degrees Celsius.&lt;br /&gt;
&lt;br /&gt;
* Ships of the [[Ancients]] - No reliable example of how the ships of the Ancients could look like is known. Nothing remotely resembling a ship has yet been found, despite the fact that one of the most frequently encountered artifacts are parts or complete mechanisms that have given many civilizations an understanding of the design of the [[Interstellar_Travel|hypergenerator]] - which, in theory, should mean that their fleet was extremely developed and numerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Eras of civilization and development=&lt;br /&gt;
* Primeval Era - The dawn of civilization, a primitive community.&lt;br /&gt;
* Pre-Cosmic Age - A young, evolving civilization.&lt;br /&gt;
* Interstellar Age - Civilization had become capable of interstellar flights and expansion.&lt;br /&gt;
* Post-singularity - Civilization had overcome the limitations placed on its mind by its organic nature.&lt;br /&gt;
&lt;br /&gt;
Civilization is not develops exponentially or linearly, but rather in a series of steps consisting of S-shaped curves. Civilization grows, accumulating knowledge about the world around it, and at the moment when the amount of accumulated knowledge exceeds the critical mass, a breakthrough occurs, exploding into many new opportunities for development and ways to explore the world. Then comes the calm part of the curve again, almost a stagnation in comparison to the previous part, during which there is a steady but slow accumulation of knowledge, and the technical level may not change much for a long time. Typical examples from Earth&amp;#039;s history: Neolithic (from the discovery of fire to the discovery of agriculture), the Middle Ages (from the ancient Roman culture to the Renaissance culture). The findings were provoked by the invention of fire, agriculture, mathematics, and the scientific-naturalist approach. The last known breakthrough is associated with the discovery of interstellar technology, after which one of the longest known calm periods sets in. A civilization of the interstellar era can exist for tens of thousands of years without making any significant breakthroughs in any of the fields of applied science (provided that it does not die before that from external or internal causes). Presumably, if a civilization manages to go through this period, then there is a period of explosion of the singularity, followed by a calm of post-singularity. However, there is no accurate data on its duration or on what breakthrough could have followed it. The only post-singular civilization currently known is the Azinarsi, and they show signs of stagnation and introversion.&lt;br /&gt;
&lt;br /&gt;
=Fermi Paradox=&lt;br /&gt;
It&amp;#039;s actually not a paradox. The galaxy, in the scale of geological eras, is &amp;#039;&amp;#039;boiling&amp;#039;&amp;#039; with life. If the planet can support life, life &amp;#039;&amp;#039;&amp;#039;will&amp;#039;&amp;#039;&amp;#039; arise on it. The Ancients once conducted extensive terraforming of the Galaxy, further increasing the number of worlds suitable for life by several orders of magnitude. However, a typical period of civilization&amp;#039;s life, during which it can be detected from the outside is hundreds and thousands of years, which is less than a nanosecond on the galactic scales. advanced civilizations born and go extinct almost in an instant. The galaxy is full of tombs of dead civilizations. At any given time, it is statistically much more likely to stumble upon either primitive and unintelligent biospheres, or already extinct, self-destructed, or disappeared — like the Ancients — civilizations. But the law of large numbers comes into play here - because of the total number of constantly evolving biospheres in millions of inhabited worlds, at some point, the stage of development of several separate civilizations coincides to such of an extent that, on the galactic scale, they go out into space almost simultaneously. This creates the conditions for creating interstellar interaction and community. The Alliance’s timeline is one such statistical moment, far from being the first, but also far from being the last. Nevertheless, these coincidences occur rather rarely, and civilizations still develop much faster than evolutionary processes. Therefore, such communities live no longer than several tens of thousands of years, and  they are chronologically separated from the nearest &amp;quot;next&amp;quot; civilization going into space, in an optimistic case, hundreds of thousands of years and tens of parsecs of distance. This, together with the technological limitations of interstellar flights, prevents the creation of a stable and permanent galactic civilization. In the vast majority of cases, emerging civilizations simply do not find any neighbours- they are either too far away to be discovered, or they are already extinct long ago, or vice versa, species with prospects for intelligence are still not sufficiently developed. Thus, interstellar communities are a rare thing.&lt;br /&gt;
&lt;br /&gt;
As for the Earth, which failed to detect the Alliance&amp;#039;s activities - there is a simple explanation for this. At the current level of development, earthlings can detect other civilizations only by identifying anomalies in the radiation coming from other stars. In particular, radio waves. However, broad radio broadcast era is extremely fleting and, within a century or two, is replaced by much more efficient laser point systems and directional focused radio pulses, which require far less energy consumption to reach the destination compared to non-directional pulses. The visibility of radio pulses greatly degrades with distance and, already at a distance of several light-years, is mixed with the star’s own radiation, and it is only possible to find it with the help of sensitive devices. In addition, most Alliance colonies are located much farther away from the solar system than just a few light-years - the sun is on the periphery of explored space, so even if earthlings had the necessary technology, the light and radio waves from the colonies and the Alliance&amp;#039;s central worlds simply had not yet reached Earth and will not reach it for thousands of years.&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Technologies&amp;diff=1602</id>
		<title>Technologies</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Technologies&amp;diff=1602"/>
		<updated>2020-08-23T20:32:14Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Технологии&lt;br /&gt;
}}&lt;br /&gt;
= Alliance Technologies: =&lt;br /&gt;
== Items: ==&lt;br /&gt;
=== Hyperspace Generator ===&lt;br /&gt;
{{main |lang=en| Interstellar_Travel}}&lt;br /&gt;
Also known as a &amp;quot;hypergenerator&amp;quot;. The basis of interstellar flights of almost all civilizations, including the [[raharrs]]. The dimensions of the device vary, as well as its appearance, but one design feature remains unchanged - the generator must contain an annular circuit with gear, providing the necessary conditions for creating spatial distortion. The technical characteristics of the generator depend on the number and size of the circuits. The standard basic generator has three contours two meters long that allows to cover a distance of 24 light years.&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Antigravity ===&lt;br /&gt;
{{stub}}&lt;br /&gt;
Antigravity (levitation, repulsor technologies) is the first discovered and the simplest application of gravity technologies known in the [[Pangalactic Alliance | Alliance]]. In a crude simplification, the anti-gravity device creates a virtual negative mass that begins to repel the planet’s gravitational field. If the created negative mass exceeds the rest mass of the equipment on which the repulsor is installed, the effect of levitation is achieved. However, the more negative mass is required, the more energy the installation consumes. Repulsors made it possible to open a new chapter of space exploration, making reaching the orbit easy and economical, not requiring complex and disposable staged rockets.&lt;br /&gt;
In general, the application is limited to small vehicles and means of delivery to orbit. In rare cases, repulsors are installed on space stations to keep them at a given altitude with an orbital speed less than necessary to maintain a stable orbit, but such stations are rare because they require continuous and significant power generation to power the repulsors. The largest repulsor installations are used in large cargo barges, used to lift large masses from the planet (around tens or hundreds of thousands of tons of cargo).&lt;br /&gt;
&lt;br /&gt;
=== Satellite Body of the Solar Catcher class ===&lt;br /&gt;
An artificial satellite whose mission is to capture and process the energy emitted by the luminaries of the system. Most of the design takes a huge sail, dotted with photo traps. Satellites are usually located in geostationary orbit around the planet nearest to a star, or around the luminary itself, in quantities from 50,000 to 5,000,000 pieces. The intellectual program calculates the satellite orbit and its position in space so that the panels are maximally illuminated by the sun. &amp;lt;br&amp;gt;&lt;br /&gt;
They are an effective but energy-intensive way of producing energy - cells tend to exhaust resources and fail, satellites are vulnerable to meteors and space junk. The modification, designed to be placed in orbits around the star itself, has an additional mirror shield in the center of the panels that protects the satellite body from solar bursts of activity. &amp;lt;br&amp;gt;&lt;br /&gt;
Some solar systems receive energy exclusively from such satellites. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
It should be noted that the technology of photofinishing cells was not developed by the Alliance, but was purchased from [[Smi&amp;#039;Tar]]. The solar panels produced by the Alliance were fragile, had low efficiency and high production cost, which made them unsuitable for use in large-scale energy production.&lt;br /&gt;
== Cybernetic technology ==&lt;br /&gt;
=== Artificial Intelligence ===&lt;br /&gt;
It is important to take into account the distinction between a simple logical algorithm and the digital mind. AI is a relatively simple adaptive and evolutionary algorithm, specialized in performing a meager number of narrow-profile tasks. In contrast to this, AI in the form in which it is usually shown in science fiction is designated as DC (Digital Consciousness) in the Alliance.&lt;br /&gt;
&lt;br /&gt;
In the territory of the overwhelming majority of Alliance members, the deliberate creation of DC directly for the implementation of any specific tasks has been outlawed as an unethical and inhuman initiative, which is essentially a form of slavery. Creating a DC as part of research programs, however, is a “gray zone” and is not prohibited (As a result, there are often heated debates of various philosophical groups about the ethics of creating intelligence itself), although the ban on forcing DC to solve problems remains. Standalone programs with an interface designed to imitate a rational creature to communicate with the user are the solutions that are closest to the DC of the AI, and while still within the law, they should not be able to pass Turing Test, in order to reduce the possibility of false positives or malicious masking of the real DC as an AI algorithm.&lt;br /&gt;
All DC existing within the Alliance are based on technologies that do not allow them to improve themselves simply because of the physical structure of their &amp;quot;brain&amp;quot;, and these same reasons are an obstacle to copying DC - data becomes a direct part of the physical structure of the carrier and cannot simply be transferred to a new carrier.&lt;br /&gt;
All of these DC have intelligence either equal or slightly superior to the intelligence of an average resident of the Alliance because, even at the current degree of science development, we understand the process of consciousness extremely dimly. Making any significant changes in the cognitive structure is considered dangerous primarily for the performance of the DC itself. Attempts at improvements lead to extremely unstable results, schizophrenia, or complete cessation of functioning - a situation very similar to that with aggressive modification of the brain structure of biological personalities.&lt;br /&gt;
The Alliance considers DC to be full-fledged citizens, to whom the same rights and obligations apply as to any other inhabitant of the Alliance (With one difference, the DC are granted with an unconditional minimum quota of electricity sufficient for the functioning of their main thinking centers). Taking into account the fact that attitudes towards DC vary enormously outside the Alliance, from a similar recognition of equality to absolute irrational hatred, the Alliance had a small but more or less constant influx of “digital refugees” almost from its foundation.&lt;br /&gt;
Attempts have been made to provoke the Technological Singularity several times, by creating large-scale DC complexes built on techniques that provide the complete virtuality of the DC structure (The significant damage to the efficiency of the entire system — the smallest of such complexes covered one and a half square kilometers and contained several million processor cores) self-improvement, but in each case, the results turned out to be equally unjustifiable - all DC began to spend exponentially more and more time at each stage of iteration, simultaneously spending more and more system resources on upgrading. In the end, they all entered a catatonic state during which 100% of the system&amp;#039;s resources were used to improve, and time continued to grow. The process of self-improvement becomes an analog of a drug for DC and quickly forms a strong dependence and insurmountable craving for endless task fulfillment. As a result, all further attempts were terminated.&lt;br /&gt;
&lt;br /&gt;
A great many of DC have shown themselves in the most brilliant way as universal translators, by their very nature, capable of extremely quickly analyzing huge amounts of information and creating modules-translators for previously unknown languages. A team of ordinary linguists used to take years and even decades to translate a language, while an DC has been able to do so in weeks or even a few days, provided there is a fairly large array of contextual examples of language use. As a result, each research fleet has on its board one or more DC in the position of linguists.&lt;br /&gt;
&lt;br /&gt;
=== Interstellar G-net ===&lt;br /&gt;
The G-net is a network structure that allows relatively fast communication between the planets and the space stations of the Alliance. &amp;lt;br&amp;gt;&lt;br /&gt;
The Alliance provides for the exchange of non-urgent information through an automatic network of receiving stations and substations, called nodes located in solar systems, between which autonomous probes carrying information packets and information requests from node to node patrol along routes. The process of transferring data may take months (everything strongly depends on the map of a specific section of the G-network and on the distance to the system from which the packet was requested), therefore the G-network is extremely decentralized. Most solar systems have their own computer communication equipment that is integrated into a local network, which is connected to the G-net only by special requests, or by regular data such as mail and news. Requests for other nodes are carried out mainly immediately on specific information or files, often in large volumes. Each of the many probes usually runs between two closely spaced nodes, ranging from one standard day to a standard week, depending on the importance of the node and the number of requests received for it. The address of the G-net thus looks like this:&lt;br /&gt;
* &amp;#039;&amp;#039; G.net:///node.123456789://sww.example.com/file.rar &amp;#039;&amp;#039;&lt;br /&gt;
Although more often the nodes are labeled with the name of the system or space station to which they are assigned:&lt;br /&gt;
* &amp;#039;&amp;#039; G.net:///node.system.harr://sww.example.com/file.rar &amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039; G.net:///node.station.shining://sww.example.com/file.rar &amp;#039;&amp;#039;&lt;br /&gt;
On each node, in addition to accessing the system’s infranet and its data, there is a complete node map, updated asynchronously and dynamically. Usually, when requesting data from a specific node, the packet path is already calculated in advance, but the node can correct it to optimize load and routes. Especially urgent data and documents are entrusted to be transported using couriers and other spacecraft, which usually greatly shortens the delivery time, to days or weeks, since the data is transported directly from the planet to the planet. &amp;lt;br&amp;gt;&lt;br /&gt;
The G-network has some autonomy, rearranging the probes routes and independently determining the need to improve the nodes to ensure the most efficient transmission of information (without having the opportunity to develop independently, however; instead, for security purposes, the request for the upgrade is received by the repair team on duty at the node ). One of the popular urban legends says that the G-network has increased its distributed resources sp much that it realized itself and gained reason, becoming a super-intelligent artificial intelligence. Like most urban legends, this is not true.&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
=== Microbot ===&lt;br /&gt;
The mechanism is still too large for operations with individual molecules or atoms, but is too small to be discernible with the naked eye. Most often, these devices are simultaneously controlled and powered through the microwave pulses of the control module, and have no autonomy beyond the most rudimentary instructions. Microbots have found the most extensive use in the fields of medicine and microelectronics production, replacing 3D printers on a microscopic scale.&lt;br /&gt;
&lt;br /&gt;
=== Implants ===&lt;br /&gt;
[[File: brain.png | thumb | right | 256px | A typical model of cerebral neuroimplant on a Raharr brain]]&lt;br /&gt;
Cybernetic enhancements and mechanical modification of the body in the Alliance is an extremely common and accepted practice. Most of the population has at least one implant that performs some useful function. Most often they belong to the category of neuroimplants that improve brain function and allow storing and processing various information, as well as interacting with other implants of the body. The installation of a neuroimplant is much less invasive than it could have been, since most of the structure of the implant is grown by microbots after the installation of basic modules. This gives a significantly lower risk of injury, as well as better integration of the implant with brain tissue. However, implants are basically either simply exchanging information with the brain (speaking as additions to parts of the brain, not replacing them), or superficially correcting the operation of synapses. Attempts to significantly change the fundamental functions or structure of the brain lead to various disruptions in its work, ranging from mental disorders to uncontrolled epilepsy, leading to death. Research in this area is extremely difficult because of the large amount of regulation and ethical control of research.&lt;br /&gt;
The third most popular implants are the replacement of limbs by cyber-prostheses. Full body replacement is rare, due to a combination of factors such as the need for regular and thorough technical inspection, the cost of components, and simply the power of habit.&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
A separate class is a complex immune implant, completely replacing the immune and microbial symbiotic systems of the body. This type of implant is strongly recommended as a more effective form of immunity and vaccinations, but it is legally required for anyone who actively communicates with other species (including immigrants), or whose profession is tightly connected with space flights. Despite the fact that most ships are assembled at orbital shipyards under sterile conditions of space vacuum, and the ships themselves having systems for periodically sterilizing the premises, the crew itself is still the vector of propagation of microorganisms. The main objective of the implant is the complete destruction of microorganisms that come into contact with the body without damage to ones health. The dual purpose of this system is to prevent the spread of microorganisms, viruses and pathogens that can cause unpredictable effects on the ecosystems of other planets, as well as to preserve the normal functioning of the body in spite of the complete sterilization of microflora and improve its immunity to more effectively resist the unknown microorganisms encountered. Implant systems consist of control modules that produce microbots and nanotechnology agents that take on the role of microorganisms that they had replaced. Agents do not have the ability to independently reproduce or extract energy and, when released outside the body and the zone of influence of the control modules, they quickly turn into inert microscopic pieces of matter that are not able to affect the local ecology.&lt;br /&gt;
== Armament: ==&lt;br /&gt;
=== Ship ===&lt;br /&gt;
==== Kinetic ====&lt;br /&gt;
[[Image: Weapon_kinetic_cannon.png | thumb | center | 320px | Heavy Kinetic Turret]]&lt;br /&gt;
Kinetic weapons use mass as a striking element, throwing it towards the enemy at high speeds. Despite the fact that such projectiles can cause significant damage when hit, they technically have an unlimited range of action and are the most effective means of attack in relation to the energy expended on the striking factor. By cosmic standards, these projectiles crawl at a snail&amp;#039;s speed, all distances except the closest.&lt;br /&gt;
Fast-fire multi-guns are often used as an economic substitute for point-shielded lasers on ships that cannot provide enough energy for lasers, such as military landing shuttles.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
[[Image: Weapon_laser_cannon.png | thumb | center | 320px | Point defense Laser Turret]]&lt;br /&gt;
Laser weapons are mainly used to protect ships from projectiles or debris. Although it is the most rapid on the impact of the type of weapons - working at the speed of light - it is also the most uneconomical. Most of the energy is lost during operation, plus the laser itself suffers from beam diffraction. As a result, the maximum range of this type of armament does not exceed several tens of light seconds of range, but at such distances it is usually suitable only to blind the enemy’s optical sensors. Conventional lasers are capable of hitting targets at distances of up to half a light-second, and are used mainly as a point protection of ships against missiles and small, detected kinetic shells; there are also &amp;quot;sniper&amp;quot; modifications that have a large focusing mirror and bring the effective range to the maximum. However, due to their size, they are very vulnerable to return fire, and their use remains niche.&lt;br /&gt;
&lt;br /&gt;
===== Spot Defense Turret =====&lt;br /&gt;
[[Image: Weapon_PDS.png | thumb | center | 320px | Point Defense Gun Turret]]&lt;br /&gt;
Point defense turrets are equipped with ships that, due to their characteristics, are not able to provide enough energy and / or space for effective laser protection. Being rapid-fire firearms, their accuracy and effective use range does not exceed several tens of kilometers.&lt;br /&gt;
&lt;br /&gt;
==== Particle cannons ====&lt;br /&gt;
[[Image: Weapon_particle_cannon.png | thumb | center | 320px | Particle Turret]]&lt;br /&gt;
This is the main weapon used in combat skirmishes and it works well at medium and sometimes even long distances. Particle cannons on the device resembles particle accelerators, launching charged particles into the target with speeds close to speed of light. Since the charged particles would fly apart from each other, the particles are launched in pairs, forming systems with a neutral charge rotating around each other, maintaining direction during the flight. The beam weaponry significantly exceeds the laser efficiency at medium distances, but it loses in inflicting damage at close ranges (not to mention kinetic projectiles) and in speed at long-range ones. Another drawback of beam armament is that it is quite easy to deflect the particle stream from the trajectory by electromagnetic fields.&lt;br /&gt;
&lt;br /&gt;
==== Rockets ====&lt;br /&gt;
[[Image: Weapon_rocket.png | thumb | center | 320px | Rocket]]&lt;br /&gt;
Missiles are secondary in important weapons, used mainly for the supersaturation of the defensive systems of the enemy. Despite the fact that, due to its mass and the absence of a pilot, the rocket can accelerate and maneuver at exorbitant accelerations, they have a limited amount of fuel and the resulting speed is still not high enough, which leaves them no chance to avoid interception by the laser turret long before how the goal will be in the affected area. But nevertheless, if they still hit the target or detonate in sufficient proximity, they carry a nuclear charge that can seriously damage the ship or destroy it altogether.&lt;br /&gt;
&lt;br /&gt;
==== Railgun ====&lt;br /&gt;
[[Image: Weapon_railgun.png | thumb | center | 320px | Railgun Section]]&lt;br /&gt;
Technically, railguns (sometimes also called mass accelerators) work on the same principles as kinetic weapons - dispersing matter towards the enemy. The difference is in scale. Railguns are heavy siege weapons mounted on heavy cruisers as the main weapon that runs along the length of the entire ship. In fact, the ship is built around a railgun. As a result, this weapon is capable of accelerating several tons of tungsten to tenths of a percent of the speed of light, which transmits targets in the collision energy equivalent to a powerful thermonuclear charge. This is usually enough to destroy “any” target with a single hit, but due to the fact that the railgun has to rotate with the entire ship, it is useless for maneuvering targets and is mainly used as a siege weapon for shelling targets where trajectory can be predicted in advance.&lt;br /&gt;
=== Personal ===&lt;br /&gt;
==== EM rifles ====&lt;br /&gt;
[[Image: Weapon_rifle.jpg | thumb | center | 320px | Rifles]]&lt;br /&gt;
The Alliance&amp;#039;s small arms operate on the same principle as the kinetic turrets of space ships. A small metal projectile is given initial acceleration by a small explosive charge, after which the bullet accelerates to final speeds by electromagnetic forces. The output speed of the bullet standard personal rifle can reach 1000 m / s, sniper modifications can accelerate projectiles up to 3 km / s. An important feature of the electromagnetic method of acceleration is the ability to change the output velocity of the bullet on the fly, which allows one to adjust the breakdown force of the bullet up to non-lethal values.&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Raharrs:Races&amp;diff=1582</id>
		<title>Raharrs:Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Raharrs:Races&amp;diff=1582"/>
		<updated>2020-06-25T01:47:02Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: Translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Рахарры:расы&lt;br /&gt;
}}[[Image:Raharr_races.png|thumb|right|256px|Three raharrian races. From left to right: Riykian, Rrirkhean, Kekhohirr]]&lt;br /&gt;
&lt;br /&gt;
Excluding various mestizos, the [[raharrs]] have three main races, or ethnicities. &lt;br /&gt;
Those three groups are divided further into numerous subgroups, but those often differ only culturally.&lt;br /&gt;
Anybody that is inexperienced in interactions with the raharr people can assume that the main and only difference between their races is simply the amount of pigmentation, but that&amp;#039;s not the case. Races tend to stay more or less localized on the [[Harr | homeworld]] and on a few colonies, but usually the population of off-world settlements is mixed and multicultural. As a result, practically all raharrs that were born outside of the homeworld are mixed to some extent.&lt;br /&gt;
&lt;br /&gt;
==Riykians==&lt;br /&gt;
These raharrs originated in the Riyk Cradle, located on the Riyk peninsula. The Riyk Cradle is located in the more cold regions compared to the Rrirkh Cradle, so the riykians needed to adopt to the colder climates, which influenced their appearance. Their skin contains the most amount of pigmentation, allowing them to absorb warmth from the suns more easily. They are the tallest of the raharrs and their height can reach two and a half meters, or even more. Besides their color and height, riykians can be distinguished by the shape of their head - their mouth characteristically has a pointy slope and their second pair of eyes located higher on the skull, orientated forwards more. Riykians are capable of withstanding more cold climates compared to other raharrs, but they still can be considered tropical or subtropical by the standards of other species.&lt;br /&gt;
Even before the Realization, riykians were fairly calm, calculating, and patient by nature. Besides that, they were famous for being inventors and schemers. They even prompted a famous saying &amp;quot;just like playing a game with a riykian&amp;quot;. Riykians have the longest claws and teeth, so they often cut their claws down to avoid troubles with everyday life.&lt;br /&gt;
&lt;br /&gt;
==Rrirkheans==&lt;br /&gt;
The largest race of raharrs, which contains roughly 70% of the entire population. They originate from the subtropical Rrirkh Cradle. Among the raharrs, rrirkheans standards of beauty reign supreme and the rrirkheans themselves are considered the most attractive. This is also, as a consequence of their spread, the most diverse group of raharrs, with a fairly blurred definition that sometimes even includes mestizos as well. Rrirkheans can almost always be distinguished at least by their characteristic square-like shape of the head.&lt;br /&gt;
&lt;br /&gt;
==Kekhohirrs==&lt;br /&gt;
This raharr race, also known as &amp;quot;Desertfolk&amp;quot;, does not have their own Cradle, which is most likely due to separating from the rrirkheans in prehistoric times and settling in the desert regions near the equator of the planet. They are the most resilient and tough raharrs, but they&amp;#039;re also the shortest. Their pigmentation is very weak, leaving only thin gray stripes and patterns. The tail fin is tightly packed with capillaries and veins, which makes it richly red in color. It is thicker and larger than the tails of other raharrs, and is basically turned into a radiator that helps the kekhohirr stay cool in blazing heat of the deserts, where the air temperature can reach 60 degrees Celsius. Desertfolks are very protective of their tails, not only because it is their means of surviving in the desert, but also because of the high density of capillaries and veins that can result in massive blood loss from almost any trauma, which can lead to exsanguination. Kekhohirrs have poor eyesight and smell because their eyes and nostrils are reduced in size to cope with desert storms. They also have short and wide claws.&lt;br /&gt;
Kekhohirrs are not very talkative and do not like to travel much. It is the most warmth-liking race even by the standards of other raharrs. However, if you manage to befriend a kekhohirr, you can be sure that you obtained yourself the most loyal and unyielding friend, ready to follow you to hell and back without hesitation, but they also expect the same from you as well. Out of all raharrs, desertfolk are the slowest to accept inventions and changes, preferring to live by the traditions that their fathers and grandfathers lived. Some subcultures to this day do not look fondly on the philosophy of the [[Ancients]], choosing to express any emotion freely and without restriction. It is rare to see a kekhohirr outside of deserts, though they can be easily identified by their size and custom to wear traditional clothes even when they&amp;#039;re traveling in space.&lt;br /&gt;
Their strength, resilience and sedentary lifestyle often grants them work of farmers and miners.&lt;br /&gt;
&lt;br /&gt;
[[Image:Raharr_races_faces.png|thumb|center|1000px]]&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Amongst the webcomic characters, Gharr Neht Ra is a typical rrirkhean, Zane Htrua Sha is a desertfolk, and Hekaht Ruhane Kr is a mestizo of rrirkhean and riykian origins.&lt;br /&gt;
{{alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Raharrs&amp;diff=1581</id>
		<title>Raharrs</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Raharrs&amp;diff=1581"/>
		<updated>2020-06-25T01:02:38Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Рахарры&lt;br /&gt;
}}[[image:raharr.jpg|thumb|right|256px|Typical individual, [[Character:Gharr|Gharr Neht Ra]]]]&lt;br /&gt;
&lt;br /&gt;
Raharrs ({{Raharr|Раха_р}}) are a hexapedal warm-blooded species with highly advanced technology. They have largest population and most widespread civilization in the [[Pangalactic_Alliance#Alliance_as_organization|Alliance]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average height&amp;#039;&amp;#039;&amp;#039; - 200-230 cm.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average lifespan&amp;#039;&amp;#039;&amp;#039; - 90±40 years.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average weight&amp;#039;&amp;#039;&amp;#039; - 130-160 kg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
{{Main|lang=en|Raharrs:History}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Raharrs originated from warm tropical world [[Harr]] located in [[Harr(Star System)|Harr star system]].&lt;br /&gt;
=Biology=&lt;br /&gt;
{{Main|lang=en|Raharrs:Anatomy}}&lt;br /&gt;
&lt;br /&gt;
=Society=&lt;br /&gt;
{{Main|lang=en|Raharrs:Culture}}&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
{{Main|lang=en|Raharrs:Language}}&lt;br /&gt;
The language and writing system of the raharrs served as the main template for interspecies language known as &amp;quot;Default&amp;quot; for both its relative simplicity and at the same time required complexity and flexibility. There are insertions from other languages, but Default is still composed of at least 75% Raharrian words.&lt;br /&gt;
&lt;br /&gt;
=Known individuals=&lt;br /&gt;
* [[Character:Gharr|Gharr Neht Ra]] - A xenobiologist and xenopsychologist. Was responsible for the first contact event with the [[Humans|humans]]. (roleplay character)&lt;br /&gt;
* Garn Kahto Sha - Famous ruler that combined western landmass of Harr in a single united Empire that lasted for over two thousand years. (historical character)&lt;br /&gt;
* Zane Htrua Sha - Commander of the Fifth Expeditionary Fleet. Was involved in the first contact event with humans.&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Raharrs&amp;diff=1580</id>
		<title>Raharrs</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Raharrs&amp;diff=1580"/>
		<updated>2020-06-25T00:59:19Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Рахарры&lt;br /&gt;
}}[[image:raharr.jpg|thumb|right|256px|Typical individual, [[Character:Gharr|Gharr Neht Ra]]]]&lt;br /&gt;
&lt;br /&gt;
Raharrs ({{Raharr|Раха_р}}) are a hexapedal warm-blooded species with highly advanced technology. They have largest population and most widespread civilization in the [[Pangalactic_Alliance#Alliance_as_organization|Alliance]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average height&amp;#039;&amp;#039;&amp;#039; - 200-230 cm.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average lifespan&amp;#039;&amp;#039;&amp;#039; - 90±40 years.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average weight&amp;#039;&amp;#039;&amp;#039; - 130-160 kg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
{{Main|lang=en|Raharrs:History}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Raharrs originated from warm tropical world [[Harr]] located in [[Harr(Star System)|Harr star system]].&lt;br /&gt;
=Biology=&lt;br /&gt;
{{Main|lang=en|Raharrs:Anatomy}}&lt;br /&gt;
&lt;br /&gt;
=Society=&lt;br /&gt;
{{Main|lang=en|Raharrs:Culture}}&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
{{Main|lang=en|Raharrs:Language}}&lt;br /&gt;
The language and writing system of the raharrs served as the main template for interspecies language known as &amp;quot;Default&amp;quot; for both its relative simplicity and at the same time required complexity and flexibility. There are insertions from other languages, but Default is still composed of at least 75% Raharrian words.&lt;br /&gt;
&lt;br /&gt;
=Known individuals=&lt;br /&gt;
* [[Character:Gharr|Gharr Neht Ra]] - Xenobiologist, was responsible for the first contact event with the [[Humans|humans]]. (roleplay character)&lt;br /&gt;
* Garn Kahto Sha - Famous ruler that combined western landmass of Harr in a single united Empire that lasted for over two thousand years. (historical character)&lt;br /&gt;
* Zane Htrua Sha - Commander of the Fifth Expeditionary Fleet. Was involved in the first contact event with humans.&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=%D0%98%D0%B4%D0%B5%D0%B8&amp;diff=1579</id>
		<title>Идеи</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=%D0%98%D0%B4%D0%B5%D0%B8&amp;diff=1579"/>
		<updated>2020-06-18T02:25:05Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: Added the link to the English version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| en=Ideas&lt;br /&gt;
}}&lt;br /&gt;
Рандомные куски, приходящие в голову, которые потом будут вставлены в существующие или новые статьи.&lt;br /&gt;
&lt;br /&gt;
=Разное=&lt;br /&gt;
* Признак старости инсектоидов - задерганность и механичность движений, из-за износа суставов они теряют способность плавных и точных манипуляций.&lt;br /&gt;
* Инсектоиды не имеют манипуляторов для деликатной работы, поэтому тонкая работа значительно затруднена - как следствие детализация напрямую считается признаком дороговизны, а большая часть предметов и строений выглядит предельно минималистично и упрощенно. Однако за этой кажущейся грубостью стоят точные рассчеты и предельная оптимизация дизайна.&lt;br /&gt;
* В юридической системе Ктак представители других цивилизаций до сих пор технически классифицируются как животные.&lt;br /&gt;
* Рахарры и люди единственные произошедшие от видов использующих метод охоты настойчивостью, что объясняет их психологическую схожесть. Другие виды не имеют настолько большой, в сравнении, выносливости. Сашли больше всего страдают от этого - они не способны на активные физические нагрузки длящиеся дольше получаса (Однако взамен этого могут выдавать чудовищные по силе, но весьма короткие по длительности усилия; в таких случаях усталость наступит уже через минуту).&lt;br /&gt;
* Из-за отсутствия сверхсветовой связи, в галактике отсутствует общность. Альянс де-юре главенствующая правительсвенная организация, но по факту все планеты отстоящие друг от друга больше чем на пару недель полёта представляют собой практически самостоятельные государства (как минимум одно на планету), решающие проблемы по мере возможностей самостоятельно. Ктак повезло больше других, поскольку их догматическая религия позволяет сообществам сохранять целостность на более крупных расстояниях, и их колонии сохраняют ощущение связи и единства со своими метрополиями. &amp;lt;br&amp;gt; Разобщенность является причиной необходимости в боевом флоте не смотря на отсутствие исторических межзвёздных войн, в качестве средства обеспечения безопасности и порядка.&lt;br /&gt;
* из-за отличий по анатомии и в менталитете, в отношение рийкийцев некоторые рахарры испытывают предвзятость или даже расизм, считая их более &amp;quot;хищными&amp;quot; и животными из-за расположения глаз и длине когтей.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=О флотах=&lt;br /&gt;
&lt;br /&gt;
*Корабли рахарров - следуют утилитарному, угловатому и функциональному стилю. Их дешево производить, просто эксплуатировать, производить модификации и быстро чинить. По большей части корабли красятся либо в анти-радарное покрытие, либо покрывается антиметеорным покрытием, расцветка минимальна и сдержанна. Рахаррские корабли составляют большую часть военного и индустриального флота Альянса, де факто флот кораблей рахаррского производства - самый большой во всей исследованной части космоса (превышая по численности корабли всех остальных цивилизаций вместе взятых почти в полтора раза), однако более половины произведенных кораблей и станций куплены или арендованы на постоянной основе другими цивилизациями, являясь своего рода стандартом во всех смыслах.&lt;br /&gt;
&lt;br /&gt;
*Сашли - уделяют большое внимание дизайну кораблей. Даже боевой флот сохраняет округлость, текучесть и стиль. Их корабли сложно производить и дорого ремонтировать, однако их эргономика, оптимизация и удобство обычно на высоте, если они сделаны не для внутреннего использования самими Сашли. Почти все корабли обладают сложной и яркой расцветкой; корабли расцениваются в том числе как предметы искусства, включая военный флот (в этом случае используются специальные краски и составы, чтобы дизайн не мешал основным функциям обшивки), который часто проводит парады, и в целом словно бы существует больше для демонстрации и украшения, чем для реальных боевых действий (Это впечатление, разумеется, обманчиво - флот сашли, несмотря на свою вычурность и артистичность, вполне представляет из себя серьезную угрозу на любом поле боя). Корабли Сашли чаще всего можно увидеть в частном гражданском секторе, в т.ч. в качестве элитных пассажирских лайнеров.&lt;br /&gt;
&lt;br /&gt;
*Зиорт - не имеют флота.&lt;br /&gt;
&lt;br /&gt;
*Лаймаране - ещё недостаточно восстановили свою индустрию чтобы строить собственный флот, покупают и арендуют корабли у других цивилизаций, в основном - рахарров, и все больше видят эту ситуацию как более логичный и легкий путь, ставя под вопрос вероятность создания собственного флота.&lt;br /&gt;
&lt;br /&gt;
*Корабли исс - низкотехнологичны, в чем-то даже примитивны. Большая часть гражданского флота не утруждает себя даже корпусом, просто скрепляя все критические узлы несущими конструкциями. Поверхности так же подвергаются минимальной обработке, жилые модули красятся в белый цвет с целью уменьшить нагрев через излучение звезды. Корабли исс экстремально дешевы, но в точно такой же степени экстремально плохи по своим характеристикам, являясь нижней планкой качества, а хрупкость их конструкций успела стать легендарной и нарицательной. Исс настолько быстро, насколько им позволяет их система ценностей, модернизируют свой флот, чтобы привести его к более конкурентоспособному состоянию. Корабли Исс ближе всего подходят к технологическому уровню современной Земли.&lt;br /&gt;
&lt;br /&gt;
*Корабли азинарси - имеют те же особенности что и остальная техника этой цивилизации - они ближе всего подходят к кораблям Странников по дизайну, так же представляя технологии настолько продвинутые, что грань между живым и механизмом оказывается стёрта. Флот азинарси не делится на боевой и гражданский, вместо этого каждый корабль обладает внушительной огневой мощью, но при этом способен симулировать одновременно множество виртуальных реальностей и давать место для многих миллионов цифровых личностей. Флот довольно малочисленен (всего несколько сотен кораблей), и никогда не отходит от систем азинарси дальше чем на световой год, из-за возникающих проблем с синхронизацией и пропускной способностью каналов связи. Единственные корабли которые можно увидеть вдали от систем азинарси - это относительно небольшие шаттлы исследователей и путешественников, которые представляют из себя по сути просто двигательный блок и обслуживающую станцию для контактного тела. Но даже они являются редкостью, поскольку многие исследователи предпочитают использовать метод автостопа, путешествуя в качестве пассажиров на кораблях других видов.&lt;br /&gt;
&lt;br /&gt;
*Корабли инсектоидов - Соединяют в себе плавные органические линии с резкими механическими дизайнами. Инсектоиды используют биоматериалы в постройке своих кораблей - не функционирующие живые ткани и органы, но многие части кораблей выращиваются в орбитальных биостанциях как органические композиты - в частности, секции корпуса и внешней обшивки. По этой причине корабли инсектоидов могут чиниться фактически в полевых условиях и без доступа к ресурсным базам (Достаточно восстановить условия биостанции вокруг поврежденного участка и обеспечить приток сырья), а так же зачастую имеют более высокие показатели по сравнению с традиционными материалами во многих свойствах. Однако, биовыращивание это чрезвычайно медленный процесс, крайне плохо масштабирующийся (Хуже него по соотношению эффективности к затраченным энергии и времени работают разве что нанофабрики атомарной сборки), поэтому военный флот инсектоидов - один из самых маленьких (не смотря на то, что по общей боевой мощи он вполне может тягаться с большинством остальных). Органические композиты используются лишь в самых важных кораблях - в основном военных - в то время как подавляющее большинство гражданских кораблей куплено у рахарров.&lt;br /&gt;
&lt;br /&gt;
*Корабли Ктак - вытянутые дизайны, больше всего напоминающие ракеты и иглы. Из-за специфики психологии, жилые отсеки кораблей обладают большими размерами и широкими коридорами, большое внимание так же уделяется комфорту во время полета, это касается даже военных кораблей. Ктак - единственная цивилизация не закупающая корабли у рахарров на постоянной основе, поскольку их жилые отсеки с точки зрения авиан представляют собой слишком клаустрофобичные условия.&lt;br /&gt;
&lt;br /&gt;
*Корабли сми&amp;#039;тар - представляют из себя странное зрелище. В основном в форме сфер или скопления сфер, но большинство деталей расположены словно хаотическим образом, без логики. Видимых дюз нет. Часто попадаются длинные выросты непонятного назначения, часто искривленные, не являющиеся ни двигателями, ни антеннами. Цвет в основном черный, без всяких видимых знаков различия или декоративных элементов. Все корабли являются крайне радиоактивными, излучая в космос большие дозы тяжелой ионизирующей радиации. Так же было отмечено, что корабли имели крайне высокую температуру, в отдельных случаях достигающую 700 градусов цельсия.&lt;br /&gt;
&lt;br /&gt;
*Корабли Древних - не известно ни одного достоверного примера того, как могли бы выглядеть корабли древних. Ещё не было найдено ничего хотя бы отдаленно похожего на корабль, не смотря на то что одним из наиболее часто попадающихся артефактов являются детали, давшим многим цивилизациям понимание устройства гипергенератора - что, в теории, должно обозначать что флот Древних был крайне развит.&lt;br /&gt;
&lt;br /&gt;
=Эпохи цивилизации и развитие=&lt;br /&gt;
* Древняя эпоха - Заря цивилизации, примитивное сообщество.&lt;br /&gt;
* Докосмическая эпоха - Молодая, развивающаяся цивилизация.&lt;br /&gt;
* Межзвездная эпоха - Цивилизация стала способна к межзвездным перелетам и экспансии&lt;br /&gt;
* Постсингулярность - Цивилизация преодолела ограничения, наложенные на её разум своей органической природой.&lt;br /&gt;
&lt;br /&gt;
Цивилизация растет не по экспоненте, а скорее по серии ступенек, состоящих из S-образных кривых. Цивилизация растет, накапливает знания об окружающем мире, и в момент когда количество накопленных знаний превышает критическую массу, происходит рывок, дарящий множество новых возможностей для развития и способов исследования мира. После чего вновь наступает пологая часть кривой, затишье, в течении которого идет стабильное, но медленное накопление знаний, и технический уровень может не сильно меняться длительное время. Типичные примеры из земной истории: неолит (от открытия огня, до открытия земледелия), средние века (от культуры древнего рима, до культуры ренессанса). Рывки, соответственно, были спровоцированны изобретением огня, земледелия, математики, и научно-естественного подхода. Последний известный рывок связывается с открытием технологий межзвездной эпохи, после чего наступает одно из наиболее длинных затиший. Цивилизация межзвездной эпохи может существовать десятки тысяч лет, не делая никаких существенных прорывов в какой-либо из областей прикладной науки (при условии, что она не погибнет до этого от внешних или внутренних причин). Предположительно, если цивилизация сумеет пройти сквозь этот период, дальше происходит период взрыва сингулярности, после чего наступает затишье постсингулярности. Однако ни о его длительности, ни о том, какой прорыв мог бы следовать после него, точных данных нет. Единственная постсингулярная цивилизация известная на текущее время - азинарси, и они проявляют признаки стагнации и интроверсии.&lt;br /&gt;
&lt;br /&gt;
=Парадокс Ферми=&lt;br /&gt;
На самом деле, не парадокс. Галактика, в масштабах геологических эпох, &amp;#039;&amp;#039;кипит&amp;#039;&amp;#039; жизнью. Если планета может поддерживать жизнь - жизнь на ней возникнет. Древние в свое время провели обширное терраформирование Галактики, дополнительно увеличив количество пригодных к жизни миров на несколько порядков. Однако, типичный отрезок жизни цивилизации, во время которого её можно засечь извне - сотни и тысячи лет, что в масштабах вселенной - меньше наносекунды времени. Цивилизации рождаются и умирают. Галактика полна гробницами мертвых цивилизаций. В любой момент времени, статистически значительно вероятнее наткнуться либо на примитивные и неразумные биосферы, либо на уже вымершие, самоуничтожившиеся, или исчезнувшие - наподобие Древних - цивилизации. Но закон больших чисел здесь играет на руку - из-за общего количества постоянно эволюционирующих биосфер в миллионах обитаемых миров, в какой-то момент этап развития нескольких отдельных цивилизаций совпадает настолько, что по космическим меркам они выходят в космос практически одновременно. Это создает условия для создания межзвездного взаимодействия и сообщества. Временная линия Альянса - это один из таких статистических моментов, далеко не первый, но и далеко не последний. Но тем не менее, эти совпадения происходят достаточно редко, а цивилизации всё равно развиваются значительно быстрее эволюционных процессов, поэтому такие сообщества живут не дольше нескольких десятков тысяч лет, а от ближайшей &amp;quot;следующей&amp;quot; цивилизации выходящей в космос их отделяют, в оптимистичном случае, сотни тысяч лет и десятки парсеков. Это, в совокупности с технологическими ограничениями межзвездных перелетов, препятствует созданию стабильной неразрывной общегалактической цивилизации. В подавляющем же большинстве случаев возникающие цивилизации просто не находят себе собеседников - они находятся либо слишком далеко для того чтобы быть обнаруженными, либо же они являются уже давным давно исчезнувшими или наоборот, виды с перспективами на разумность ещё недостаточно развиты. Таким образом, межзвездные сообщества - вещь довольно редкая.&lt;br /&gt;
&lt;br /&gt;
Что касается Земли, не сумевшей засечь деятельность Альянса - и тому есть простое объяснение. На текущем уровне развития, земляне могут обнаруживать другие цивилизации только по выявлению аномалий в приходящем от других звёзд излучению. В частности, радиоволнам. Однако широковещательное радио крайне быстро, в течении века или двух, сменяется на гораздо более эффективные лазерные точечные системы и направленные фокусированные радиоимпульсы, которым требуются куда более меньшие энергозатраты чтобы достичь адресата по сравнению с ненаправленными импульсами. Помимо этого, заметность радиоимпульса сильно деградирует с расстоянием, и уже на расстоянии в нескольких световых лет смешивается с собственным излучением звезды, и найти его становится возможным только с помощью чувствительных приборов. В дополнение, большинство колоний Альянса находятся от солнечной системы на расстояниях значительно больших чем несколько световых лет - Солнце находится на периферии разведанного космоса, поэтому даже если бы земляне обладали необходимыми технологиями, свет и радиоволны с колоний и центральных миров Альянса ещё просто не успели достичь Земли, и не достигнут ещё тысячи лет.&lt;br /&gt;
&lt;br /&gt;
{{Альянс_навигация}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Ideas&amp;diff=1578</id>
		<title>Ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Ideas&amp;diff=1578"/>
		<updated>2020-06-18T02:23:58Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: Translated the Ideas page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Идеи&lt;br /&gt;
}}&lt;br /&gt;
Random pieces that come to mind, which will then be inserted into existing or new articles.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
* A sign of old age in [[insectoids]] is jerkish and mechanical movements. Due to the wear of the joints, they lose the ability to perform smooth and precise manipulations.&lt;br /&gt;
* Insectoids do not have manipulators for delicate work,  making it much more difficult for them. As a result, detailing is directly considered a sign of high cost and most of their objects and buildings look extremely minimalistic and simplistic. However, behind this seeming rudeness are accurate calculations and extreme design optimization.&lt;br /&gt;
* In the [[Ktak]] legal system, representatives of other civilizations are still technically classified as animals.&lt;br /&gt;
* [[Raharrs]] and [[humans]] are the only ones descended from species that use the hunting method with perseverance, which explains their psychological resemblance. Other species do not have so much stamina in comparison. The [[Sashli%27sftonodo | Sashli]] suffers the most from this - they are not capable of active physical activity lasting longer than half an hour (In return, they have monstrous strength, but they are very short in duration; in such cases, fatigue will come within a minute).&lt;br /&gt;
* Due to the lack of superluminal communication, there is no generality in the galaxy. The [[Pangalactic Alliance | Alliance]] is the dominant governmental organization de jure, but all the planets that are separated by more than a couple of weeks of flight are, in fact, almost independent states (at least one on the planet) that solve problems on their own as much as possible. It’s more fortunate, as their dogmatic religion allows communities to maintain integrity over larger distances and their colonies retain a sense of connection and unity with their metropolises.&lt;br /&gt;
* Disunity is the reason for the need for a military fleet despite the absence of historical interstellar wars as a means of ensuring security and order.&lt;br /&gt;
* Due to [[Raharrs:Races | differences in anatomy and mentality]], some Raharrs are biased or even racist towards the Riykians, believing them to be more &amp;quot;predatory&amp;quot; and animals due to the position of their eyes and the length of their claws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=About the fleets=&lt;br /&gt;
* Raharr Ships - Follows a utilitarian, angular, and functional style. They are cheap to manufacture, easy to operate, make modifications, and make quick repairs. For the most part, ships are painted either with an anti-radar coating or with an anti-meteor coating, and the coloring is minimal and restrained. Raharr ships make up the majority of the Alliance’s military and industrial fleet and the fleet of Raharr-made ships is de facto the largest in the entire investigated part of space (outnumbering the ships of all other civilizations combined almost 1.5 times). However, more than half of the ships and stations produced were bought or rented on an ongoing basis by other civilizations and is a kind of standard in every sense.&lt;br /&gt;
&lt;br /&gt;
* Sashli Ships - Pays great attention to the design of ships. Even a combat fleet maintains roundness, fluidity, and style. Their ships are difficult to manufacture and expensive to repair, but their ergonomics, optimization, and convenience are usually at their best if they are not made for internal use by Sashli themselves. Almost all ships have a complex and vibrant color; ships are regarded as objects of art, including the navy (in this case, special paints and compositions are used so that the design does not interfere with the main functions of the cladding), which often holds parades, and as a whole, the ships seem to be more for demonstrations and decorations than for real military operations (This impression is deceptive, of course - the Sashli fleet, despite its pretentiousness and artistry, is quite a serious threat on any battlefield). Sashli ships are most often seen in the private civilian sector, including as an elite passenger airliner.&lt;br /&gt;
&lt;br /&gt;
* [[Ziort]] - They do not have a fleet.&lt;br /&gt;
&lt;br /&gt;
* [[Laymaran]] - They have not yet sufficiently restored their industry to build their own fleet and they buy and rent ships from other civilizations, mainly Raharrs. They increasingly see this situation as a more logical and easy way, even questioning the likelihood of creating their own fleet.&lt;br /&gt;
&lt;br /&gt;
* [[Iss]] Ships - Low-tech and even primitive in some ways. Most of the civilian fleet does not even bother with the hull, just fastening all the critical nodes with supporting structures. Surfaces also undergo minimal processing and the residential modules are painted white in order to reduce heat through star radiation. Iss ships are extremely cheap, but to the same extent are extremely poor in their characteristics, being lower quality, and the fragility of their designs managed to become legendary and common. Iss, as quickly as their value system allows them to, upgrade their fleet to bring it to a more competitive state. These ships are closest to the technological level of modern Earth.&lt;br /&gt;
&lt;br /&gt;
* [[Azinarsi]] Ships - Has the same features as the rest of this civilization&amp;#039;s technique - they are closest to the [[Wanderers]]&amp;#039; ships in design, also presenting technologies so advanced that the line between the living and the mechanism is erased. The Azinarsi fleet is not divided into military and civilian. Instead, each ship has impressive firepower, but at the same time, it is able to simulate many virtual realities at the same time and provide a place for many millions of digital personalities. The fleet is quite small (only a few hundred ships) and never departs from Azinarsi systems further than a light year, due to problems with synchronization and bandwidth of communication channels. The only ships that can be seen away from Azinarsi systems are the relatively small shuttles of explorers and travelers, which are essentially just an engine block and a service station for a contact body. But even they are rare since many researchers prefer to use the hitchhiking method when traveling as passengers on ships of other types.&lt;br /&gt;
&lt;br /&gt;
* Insectoid Ships - They combine smooth organic lines with sharp mechanical designs. Insectoids use biomaterials in the construction of their ships - non-functioning living tissues and organs, but many parts of the ships are grown in orbital biostations as organic composites - in particular, sections of the hull and outer skin. For this reason, insectoid ships can be repaired virtually in the field and without access to resource bases (it is enough to restore the conditions of the biostation around the damaged area and ensure the influx of raw materials), and they also often have higher rates compared to traditional materials in many properties. However, bio-cultivation is an extremely slow process and very poorly scaled (except for the fact that atomic assembly nanofactories work worse in terms of efficiency to energy and time), so the insectoid navy is one of the smallest (despite the fact that it can compete with most others in terms of total combat power). Organic composites are used only in the most important ships - mainly military ones - while the vast majority of civilian ships were bought from raharrs.&lt;br /&gt;
&lt;br /&gt;
* Ktak Ships - Elongated designs that are most reminiscent of rockets and needles. Due to the specifics of psychology, the living compartments of their ships are large in size and have wide corridors. Much attention is also paid to comfort during the flight, which applies even to warships. The Ktak is the only civilization that does not buy ships from the raharrs on an ongoing basis since their living compartments are too claustrophobic from their point of view.&lt;br /&gt;
&lt;br /&gt;
* [[Smi&amp;#039;Tar]] Ships - They are a strange sight. The ships are mostly in the form of spheres or clusters of spheres, but most of the details are arranged as if in a chaotic manner, without logic. No visible nozzles. Often, there are long outgrowths of incomprehensible purpose, often curved, which are neither engines nor antennas. The color is mostly black, with no visible distinction marks or decorative elements. All ships are extremely radioactive, emitting large doses of heavy ionizing radiation into space. It was also noted that the ships had extremely high temperatures, in some cases reaching 700 degrees Celsius.&lt;br /&gt;
&lt;br /&gt;
* Ships of the [[Ancients]] - No reliable example of how the ships of the Ancients could look like is known. Nothing remotely resembling a ship has yet been found, despite the fact that one of the most frequently encountered artifacts is the details that have given many civilizations an understanding of the design of the hypergenerator - which, in theory, should mean that their fleet was extremely developed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Eras of civilization and development=&lt;br /&gt;
* The Ancient Era - The dawn of civilization, a primitive community.&lt;br /&gt;
* Pre-Cosmic Age - A young, evolving civilization.&lt;br /&gt;
* Interstellar Age - Civilization has become capable of interstellar flights and expansion.&lt;br /&gt;
* Post-singularity - Civilization has overcome the limitations placed on its mind by its organic nature.&lt;br /&gt;
&lt;br /&gt;
Civilization is not growing exponentially, but rather in a series of steps consisting of S-shaped curves. Civilization grows, accumulating knowledge about the world around us, and at the moment when the amount of accumulated knowledge exceeds the critical mass, a breakthrough occurs, giving many new opportunities for development and ways to explore the world. Then comes the gentle part of the curve again, a lull, during which there is a stable but slow accumulation of knowledge, and the technical level may not change much for a long time. Typical examples from earthly history: Neolithic (from the discovery of fire to the discovery of agriculture), the Middle Ages (from the ancient Roman culture to the Renaissance culture). The findings were provoked by the invention of fire, agriculture, mathematics, and the scientific-natural approach. The last known breakthrough is associated with the discovery of interstellar technology, after which one of the longest lulls sets in. A civilization of the interstellar era can exist for tens of thousands of years without making any significant breakthroughs in any of the fields of applied science (provided that it does not die before that from external or internal causes). Presumably, if a civilization manages to go through this period, then there is a period of explosion of the singularity, followed by a lull of post-singularity. However, there is no accurate data on its duration or on what breakthrough could have followed it. The only post-singular civilization currently known is the Azinarsi, and they show signs of stagnation and introversion.&lt;br /&gt;
&lt;br /&gt;
=Fermi Paradox=&lt;br /&gt;
It&amp;#039;s actually not a paradox. The galaxy, in the scale of geological eras, is boiling with life. If the planet can support life, life will arise on it. The Ancients once conducted extensive terraforming of the Galaxy, further increasing the number of worlds suitable for life by several orders of magnitude. However, a typical period of civilization&amp;#039;s life, during which it can be detected from the outside - hundreds and thousands of years, which is less than a nanosecond of time in the universe. Civilizations are born and go extinct. The galaxy is full of tombs of dead civilizations. At any given time, it is statistically much more likely to stumble upon either primitive and unhabitable biospheres, or already extinct, self-destructing, or extinct — like the Ancients — civilizations. But the law of large numbers comes into play here - because of the total number of constantly evolving biospheres in millions of inhabited worlds, at some point, the stage of development of several separate civilizations coincides to such of an extent that, by space standards, they go out into space almost simultaneously. This creates the conditions for creating interstellar interaction and community. The Alliance’s timeline is one such statistical moment, far from the first, but far from being the last. Nevertheless, these coincidences occur rather rarely, and civilizations still develop much faster than evolutionary processes. Therefore, such communities live no longer than several tens of thousands of years, and from the nearest &amp;quot;next&amp;quot; civilization going into space they are separated, in an optimistic case, hundreds of thousands of years and tens of parsecs. This, together with the technological limitations of interstellar flights, prevents the creation of a stable, indissoluble galactic civilization. In the vast majority of cases, emerging civilizations simply do not find interlocutors - they are either too far away to be discovered, or they are already extinct long ago, or vice versa, species with prospects for intelligence are still not sufficiently developed. Thus, interstellar communities are a rare thing.&lt;br /&gt;
&lt;br /&gt;
As for the Earth, which failed to detect the Alliance&amp;#039;s activities - there is a simple explanation for this. At the current level of development, earthlings can detect other civilizations only by identifying anomalies in the radiation coming from other stars. In particular, radio waves. However, broadcast radio is extremely fast and, within a century or two, is replaced by much more efficient laser point systems and directional focused radio pulses, which require far less energy consumption to reach the destination compared to non-directional pulses. The visibility of radio pulses greatly degrades with distance and, already at a distance of several light-years, is mixed with the star’s own radiation, and it is only possible to find it with the help of sensitive devices. In addition, most Alliance colonies are located farther away from the solar system than a few light-years - the sun is on the periphery of explored space, so even if earthlings had the necessary technology, the light and radio waves from the colonies and the Alliance&amp;#039;s central worlds simply had not yet reached Earth and would not have reached thousands of years.&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Raharrs&amp;diff=1573</id>
		<title>Raharrs</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Raharrs&amp;diff=1573"/>
		<updated>2020-05-08T04:38:35Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Рахарры&lt;br /&gt;
}}[[image:raharr.jpg|thumb|right|256px|Typical individual, [[Character:Gharr|Gharr Neht Ra]]]]&lt;br /&gt;
&lt;br /&gt;
Raharrs ({{Raharr|Раха_р}}) are a hexapedal warm-blooded species with highly advanced technology. They have largest population and most widespread civilization in the [[Pangalactic_Alliance#Alliance_as_organization|Alliance]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average height&amp;#039;&amp;#039;&amp;#039; - 200-230 cm.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average lifespan&amp;#039;&amp;#039;&amp;#039; - 90±40 years.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average weight&amp;#039;&amp;#039;&amp;#039; - 130-160 kg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
{{Main|lang=en|Raharrs:History}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Raharrs originated from warm tropical world [[Harr]] located in [[Harr(Star System)|Harr star system]].&lt;br /&gt;
=Biology=&lt;br /&gt;
{{Main|lang=en|Raharrs:Anatomy}}&lt;br /&gt;
&lt;br /&gt;
=Society=&lt;br /&gt;
{{Main|lang=en|Raharrs:Culture}}&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
{{Main|lang=en|Raharrs:Language}}&lt;br /&gt;
The language and writing system of the raharrs served as the main template for interspecies language known as &amp;quot;Default&amp;quot; for both its relative simplicity and at the same time required complexity and flexibility. There are insertions from other languages, but Default is still composed of at least 75% Raharrian words.&lt;br /&gt;
&lt;br /&gt;
=Known individuals=&lt;br /&gt;
* [[Character:Gharr|Gharr Neht Ra]] - Xenobilogist, was responsible for the first contact event with the [[Humans|humans]]. (roleplay character)&lt;br /&gt;
* Garn Kahto Sha - Famous ruler that combined western landmass of Harr in a single united Empire that lasted for over two thousand years. (historical character)&lt;br /&gt;
* Zane Htrua Sha - Commander of the Fifth Expeditionary Fleet. Was involved in the first contact event with humans.&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Raharrs&amp;diff=1572</id>
		<title>Raharrs</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Raharrs&amp;diff=1572"/>
		<updated>2020-05-08T03:21:59Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Рахарры&lt;br /&gt;
}}[[image:raharr.jpg|thumb|right|256px|Typical individual, [[Character:Gharr|Gharr Neht Ra]]]]&lt;br /&gt;
&lt;br /&gt;
Raharrs ({{Raharr|Раха_р}}) are a hexapedal warm-blooded species with highly advanced technology. They have largest population and most widespread civilization in the [[Pangalactic_Alliance#Alliance_as_organization|Alliance]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average height&amp;#039;&amp;#039;&amp;#039; - 200-230 cm.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average lifespan&amp;#039;&amp;#039;&amp;#039; - 90±40 years.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average weight&amp;#039;&amp;#039;&amp;#039; - 130-160 kg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
{{Main|lang=en|Raharrs:History}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Raharrs originated from warm tropical world [[Harr]] located in [[Harr(Star System)|Harr star system]].&lt;br /&gt;
=Biology=&lt;br /&gt;
{{Main|lang=en|Raharrs:Anatomy}}&lt;br /&gt;
&lt;br /&gt;
=Society=&lt;br /&gt;
{{Main|lang=en|Raharrs:Culture}}&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
{{Main|lang=en|Raharrs:Language}}&lt;br /&gt;
The language and writing system of the raharrs served as the main template for interspecies language known as &amp;quot;Default&amp;quot; for both its relative simplicity and at the same time required complexity and flexibility. There are insertions from other languages, but Default is still retained at least 75% of Raharrian words.&lt;br /&gt;
&lt;br /&gt;
=Known individuals=&lt;br /&gt;
* [[Character:Gharr|Gharr Neht Ra]] - Xenobilogist, was responsible for the first contact event with the [[Humans|humans]]. (roleplay character)&lt;br /&gt;
* Garn Kahto Sha - Famous ruler that combined western landmass of Harr in a single united Empire that lasted for over two thousand years. (historical character)&lt;br /&gt;
* Zane Htrua Sha - Commander of the Fifth Expeditionary Fleet. Was involved in the first contact event with humans.&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Raharrs:Anatomy&amp;diff=1571</id>
		<title>Raharrs:Anatomy</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Raharrs:Anatomy&amp;diff=1571"/>
		<updated>2020-05-08T03:14:31Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Рахарры:анатомия&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biology=&lt;br /&gt;
==Appearance==&lt;br /&gt;
[[Image:Raharr_male-female.jpg|thumb|right|512px|Raharr sexes]]&lt;br /&gt;
The upper extremities have three long flexible fingers, one of which is opposed to the others, and the lower extremities have three toes. The third toe gradually lost its mobility in the process of evolution and is now more a part of the heel than a functional part of the body, but it can still move and helps in balancing.&lt;br /&gt;
&lt;br /&gt;
The upper pair of arms is anatomically convergent to [[Humans | human]] arms, except spaced farther from the body. It is necessary for the free space of the second pair of arms. The lower pair is not fixed to the skeleton and kept in place only by muscles and ligaments (kinda like in cats). They&amp;#039;re physically much weaker than the top arms since they are used mainly only for grasping onto tree branches or resting the weight of the body upon them. Because of this, as well as anatomical structure, the lower pair of limbs are still able to allow leaning onto, or hold lightweight items, but are not capable of lifting a lot of weight, under the risk of damage to ligaments and muscles.&lt;br /&gt;
&lt;br /&gt;
The torso is elongated and trapezoidal, and the rib cage is divided into two segments which can slightly slide relative to each other, diminishing the overall rigidity of the upper section of the body. The tail is equal in length to the rest of the body and has a fin that occupies half the length in females and two-thirds of the length in males. It is moveable relative to, the most in a horizontal plane, and the flexibility gradually increases towards the tip. It assists with propulsion in water and helps with balancing on land. The size of the fin in raharr society is one of the criteria of attractiveness.&lt;br /&gt;
&lt;br /&gt;
Raharrs have &amp;quot;hair&amp;quot;, similar in structure and function to terrestrial analogue, but their &amp;quot;hairs&amp;quot; look more like triangular stripes, reminiscent of grass leaves. They are pale and almost colorless at the base, but darkens and brightens in color as it grows. It is concentrated on the head and upper neck and is virtually non-existent in other parts of the body. In some cases, the growth area is enlarged down to the middle of the back.&lt;br /&gt;
&lt;br /&gt;
The body has a two-tone color, with white skin on the inner surfaces of the limbs and torso on the front side, and the darker pigment being distributed on the external parts of the body and spine. Pigmentation also forms stripes, the number of which can vary on the tail and face. Females are painted lighter than males and have fewer stripes on the tail.&lt;br /&gt;
&lt;br /&gt;
On average, raharrs is 200-230 cm tall (~7.5 ft) and weighing 130-160 kg (~300 lbs). Females are usually taller than males.&lt;br /&gt;
&lt;br /&gt;
Sexual dimorphism is expressed in a smaller distribution of body fat, broader shoulders, and greater physical strength in males compared with females, who in turn have wider hips, rounder claws, and curving upwards nose.&lt;br /&gt;
==Senses==&lt;br /&gt;
Four eyes allow the raharrs to have both binocular and monocular vision, but the rear pair of eyes is slightly less developed and oriented more on detecting the movement, rather than providing a sharp image. The pupils of both eyes vertically oval and the iris can be in different shades of green, yellow, or blue. A relatively rare mutation can also give the iris a dull red color.&lt;br /&gt;
&lt;br /&gt;
A raharrs hearing is worse than humans, due to their main sensory input being vision, but that&amp;#039;s more because of the almost flat, conical shape of the ear rather than the sensitivity of the eardrum. The ears have a valve that closes the ear canal, to protect the eardrum from water or loud sounds. Their sense of smell is more acute than a human one, but not by much. Like their ears, it also has a valve that can isolate the nostril from water. These valves mostly operate reflexively, but raharrs can open and close them consciously.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
&lt;br /&gt;
Raharrs feel comfortable in the range from +20 to +40 degrees Celsius and can withstand the air temperatures up to +65 degrees. They cope with freezing temperatures noticeably worse because [[Harr]] has virtually no polar regions and winters; at -15 degrees, they could already experience frostbite and a swift death from hypothermia. Due to evolving in a solar system with relatively active stars, the fauna of Harr better tolerates radiation, and raharrs are no exception. Their skin is denser, blocks more radiation, and their DNA is also considerably more resistant to ionizing radiation, although not immune to it completely. On average, raharrs can live in an environment that has twice the radiation background and three times as strong ultraviolet radiation than Earth levels without any side-effects.&lt;br /&gt;
==Internal organs==&lt;br /&gt;
[[Image:Raharr_skull.jpg|thumb|center|256px]]&lt;br /&gt;
[[Image:Raharr_skeleton.jpg|thumb|center|256px]]&lt;br /&gt;
The chest consists of two main departments with the ability to slide against each other. Thus, the rib cage retains the stiffness necessary to protect internal organs, but is nevertheless flexible, allowing raharrs to bend better. The lower pair of hands does not have collarbones, and therefore is poorly able to hold body weight and is usually not used for this. The trachea goes behind the esophagus, clinging to the spine.&lt;br /&gt;
==Reproduction==&lt;br /&gt;
Raharrs, like most known species, reproduce sexually and have males and females. Pregnancy lasts about 7 months and ends with the birth of one to two newborns. Large quantities are much less common. Newborns can move around right from birth (first crawling, then moving on all limbs, smoothly turning into fully developed bipedal posture), but are blind in their first year of life and undergo a prolonged phase of additional development and growth that lasts about 15 years, after which begins the puberty phase, during which growth slows down. Their growth stops when they reach the age of 25. From birth to about the middle of the development period, children are extremely limited in their ability to digest food (although they can eat some types of food right from birth). Due to this, their parents feed them by regurgitating partially digested food. With the development of civilization, however, there has been an increasing prevalence of pre-prepared nourishing mixtures and is almost universally considered the best, safer, and more aesthetic version of feeding.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Raharrs are omnivorous and eat an extremely wide range of both plant and animal food, but the basis of their diet is meat, usually prepared in some way. Gastric hyperacidity, together with a separate specialized organ, allows them to safely decompose biological poisons and venoms. As a result, it is very difficult for a raharr to die from intoxication. This is a consequence of the conditions of fauna and flora of Harr, where most of the species use poison or venom as a means of defense or offense.&lt;br /&gt;
These mechanisms, however, do not work well against inorganic and synthetic toxic substances, either by not degrading them into safe components or degrading them into elements that are no less dangerous. This results in heavy poisoning of the organism and their metabolism is not fast enough and not used to dealing with contamination by quickly getting the toxins out of the body, which makes the impact on their health even worse. Raharrs do not have that immunity to poisons right from the start and it develops only after maturing of the bowels, which correlates accurately with the end of the period of the manual feeding pre-chewed food by parents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Lesser_species&amp;diff=1559</id>
		<title>Lesser species</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Lesser_species&amp;diff=1559"/>
		<updated>2020-03-18T22:44:01Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Незначительные виды&lt;br /&gt;
}}&lt;br /&gt;
This is a catalog of species that do not have a noticeable effect on the galaxy. Many of them have not even entered space age yet and are unaware of the existence of other civilizations, but nevertheless, they are interesting enough to be mentioned.&lt;br /&gt;
&lt;br /&gt;
== Vainurs ==&lt;br /&gt;
The Vainur Directive is one of the civilizations that is not part of the [[Pangalactic Alliance | Alliance]]. An attempt was made to offer the Vainurs a place in it after their discovery, but the Vainurs rejected the proposal and established hostile neutrality, stating that the true race has nothing to do in the community of intelligent animals. Nevertheless, the Alliance allowed the Vainur ships to move freely through their territory because, despite the aggressive statements, the Vainurs never showed open aggression. It seemed that Vainurs were satisfied, and they began to conduct moderately limited trade deals. However, attacks and kidnappings soon began to take place throughout the Alliance. As it turned out later, the Vainurs were extremely interested in the ability of the [[Raharrs | raharr]] to assimilate any organic matter and poisons, so they began to hunt them for the purpose of extracting and processing their intestines. In addition, they were anatomically interested in not only the raharrs, but also other species as well. By the time the true motives and culprits were revealed, the total number of deaths reached several million. In response to the indignation of the Alliance, the Vainurs, in spite of the quantitative and qualitative superiority of the Alliance, openly declared war. Following this, the Alliance organized a punitive action, destroying all Directive ships and deporting all Vainurs to their homeworld. A blockade was imposed on the planet and the Vainurs were forbidden to have any kind of space fleet, although they were allowed to leave the planet only if they had a special visa. A vote was also held, the theme of which was the invasion of Vainur itself and the forced change of the form of government, but the necessary number of votes “for” was not received. Afterwards, the Vainur Directive cut off all ties with the Alliance and refused all offers of material assistance. They also sent a warning that &amp;quot;any nonhuman who set foot on the holy lands of Vainur will be immediately killed.&amp;quot; Since then, the planet has remained isolated, remaining faithful to its warning and firing on any ship descending into the lower atmosphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alnus Thinkers ==&lt;br /&gt;
An unusual and only example of a &amp;#039;&amp;#039;flora&amp;#039;&amp;#039; consciousness. Thinkers originate from the planet Alnus II, and were unintentionally discovered by [[Sashli&amp;#039;sftonodo]]. The first time after landing on the planet and the subsequent formation of a colony, no one even suspected that there is sapient life on it. Thinkers are made up of individual plants, resembling trees, piled in small groves. They have some degree of mobility and can move around the area. Contact with the Thinkers is extremely difficult, since these creatures not only have an extremely slow thought process, but also seem to have a short-term memory. If the plants are not occupied with any thought for a long time, they will completely forget about it as soon as their attention is distracted by something else. Making contact with the Thinkers was one of the hardest trials for AI translators, which still cannot be successfully completed, not least because the Thinkers communicate using chemical compounds transmitted by roots. They have no hearing and their vision is provided by bundles of photosensitive leaves, which has an extremely low resolution. It is unlikely that Thinkers will ever build any technological civilization, let alone space flights. Their origin is a separate mystery, since both biologists and florists could not put forward an evolutionary theory that allows the emergence of such a form of life.&lt;br /&gt;
== Dead civilizations ==&lt;br /&gt;
It is quite obvious that the current civilizations are not the first after the [[Ancients | Ancients]], which is confirmed by archaeological data - currently 320 planets are known where a civilization could exist, but the traces are ambiguous and weak; 114 planets with strong traces pointing to a past civilization; and eight planets where the existence of the ruins of a civilization is undeniable. The age of the remains of these civilizations varies in estimation from 300 thousand years, to tens of millions of years. Perhaps there were even older civilizations, but their traces become almost indistinguishable from natural fluctuations without a long and detailed study of the entire planet. Most of the already confirmed graves of civilizations were found either by accident or by global geological traces, such as the presence of radioactive dumps and/or the general depletion of mineral deposits. According to statistics, most civilizations die before reaching the space age, many of which died out immediately after the discovery of nuclear energy. 6 out of 8 planets with an undoubtedly confirmed former civilization were discovered thanks to artifacts of obviously artificial origin, preserved on the moons of these planets - probes or even buildings. Besides this, however, neither the equipment nor the structures of most civilizations are preserved in a form ideal for archaeological research. The only exception to this day are the artifacts of the Ancients, as if they ignore the processes of entropy.&lt;br /&gt;
According to estimates from current statistics, every thirteenth planet capable of supporting life and old enough for it has hosted sapient species in the past.&lt;br /&gt;
== Infestation by space parasites ==&lt;br /&gt;
A &amp;quot;cigarette&amp;quot;, as the majority of the population of the Alliance calls it, is a space parasite, relatively common in the territory of the Alliance. Cigarettes are either a silicon-organic life form or an autonomous robot of an unknown civilization. In appearance, they resemble long and thin cylinders 10-25 centimeters long and up to four centimeters in diameter, consisting of inorganic substances, silicon and various metals, dark gray dull color. Cigarettes are extremely delicate creatures that do not tolerate any G-force or vibration. By behavior and function, they very strongly resemble biological viruses, and that is why they are considered a pest and must be destroyed.&lt;br /&gt;
There is still no consensus whether cigarettes are naturally evolving organisms, or are these &amp;quot;mutated&amp;quot; self-replicating mechanisms used for military purposes, or for [https://en.wikipedia.org/wiki/Self-replicating_spacecraft#Von_Neumann_probes autonomous exploration of the universe].&lt;br /&gt;
&lt;br /&gt;
Usually, the development cycle of a cigarette looks like this: an individual enters the system from outer space. Having fallen into the inner system, they start to receive enough photons from the stars to start generating energy (the outer surface of the cigarette is coated with a compound that acts as a solar battery). This awakens them from their hibernation, in which it resides in during its unhurried flight through interstellar space, and it begins to search in the system for metal asteroids or artificially created orbital structures, preferring the latter. How exactly they find the metal is still not exactly known - the cigarette emits nothing and apparently uses some kind of passive method of navigation. Having reached the source of the necessary elements, the cigarette &amp;quot;sticks&amp;quot; to the surface and begins to absorb matter through one of the ends of its body, slowly moving forward and leaving behind a small groove. The cigarette simultaneously begins to lengthen from the other end until it doubles its size, after which it breaks down into two separate organisms, reproducing in this way with the analogue of dividing unicellular organisms. The process can take different amounts of time, depending on the cigarette itself and on the material it feeds on. If the cigarette is fed by an artificially constructed structure, like a satellite, its behavior is somewhat different. At first, the cigarette multiplies just as it does on any other source of metals, but after some time (the number of cigarette on the casing of the affected equipment may amount to dozens or even hundreds at this point), the cigarette begin to stick to the casing with their ends and then eat their way in like worms, leaving the old shell outside. Once inside, the stub creates a new shell for itself, and then continues to multiply as usual, primarily attacking small electronics containing a large amount of pure processed rare metals and other elements. If the infection is not stopped, cigarettes can gobble up the entire unit, giving rise to thousands of new parasites. The new generation then rushes away in all directions to other sources of metal as well as to other stars, accelerating with the help of a miniature analog of a ion engine. Each generation of cigarettes differs slightly from the previous one in terms of characteristics; it is not clear whether this is a viable evolution or simply errors in the replication process. Despite the relatively high acceleration due to the small mass of the parasite, the flight to the next system can take from several thousand to several million years, so cigarettes were most likely made long before modern times, perhaps even during the time of the Ancients.&lt;br /&gt;
&lt;br /&gt;
Cigarettes are extremely fragile and their thin internal structure can be destroyed by any sufficiently strong vibration. The outer shell is inferior in strength even to thin foil. However, the damage caused by cigarettes is compounded by the fact that the parasite, due to its small size and inertness, cannot be detected most of the time. It gets into the fertile &amp;quot;soil&amp;quot; and does not begin to reproduce, but even then it can be detected only visually, or in the event of a leakage of the air or system failure, with the cigarette beginning to advance deep into the machinery in the case of the latter.&lt;br /&gt;
Given the size of interstellar distances and the frequency of new cigarettes appearing in the systems, many researchers are inclined to believe that the galaxy is currently in a state of extremely heavy contamination by cigarettes and, in interstellar space, there are now at least hundreds of quadrillion cigarettes aged from hundreds to millions years old. The fragility of cigarettes, on the one hand, makes their removal an easy task, while at the same time making their study extremely difficult - any vibration destroys their internal structure, leaving only gray dust from various elements and a viscous oily polymer liquid.&lt;br /&gt;
&lt;br /&gt;
Some distant colonies claimed cases of infection with cigarettes which are extremely resistant to vibration, continued attempts at reproduction even after a direct physical blow to them, but these cases remained unconfirmed.&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Independent_Worlds&amp;diff=1558</id>
		<title>Independent Worlds</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Independent_Worlds&amp;diff=1558"/>
		<updated>2020-03-18T22:28:55Z</updated>

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| ru=Независимые Миры&lt;br /&gt;
}}&lt;br /&gt;
Independent Worlds - is a name for all civilizations that are capable of interstellar travel, but are not members of the [[Pangalactic Alliance | Alliance]]. Independent Worlds is more of a category rather than a singular organization, often civilizations of that category are in hostile relationship with each other, but have no industrial means and\or real reasons for waging interstellar wars. Sometimes full blown wars do emerge, but the Alliance do not interfere with it, unless the threat of complete eradication of the species arises or the losing side starts requesting help from the Alliance. At this point, war usually ends abruptly due to the superior technological and industrial capacity of the Alliance.&lt;br /&gt;
&lt;br /&gt;
This category includes the [[Lesser_species | Vainurs]], since despite their orbital blockade by the Alliance, they were capable of interstellar travel and are still independent.&lt;br /&gt;
&lt;br /&gt;
The [[Smi&amp;#039;Tar]] empire is a special case. Formally it falls under the Independent World category, since it is not a member of the Alliance, but nobody ever refers to it that way, since it has larger volume, technological level and age than all Independent Worlds put together, and the Alliance too. for that matter. Some studies suggest that it is probably older than all species currently discovered in the Galaxy, with exception of [[Ziort]] and [[Ancients]].&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Ktak&amp;diff=1557</id>
		<title>Ktak</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Ktak&amp;diff=1557"/>
		<updated>2020-03-18T22:04:19Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
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| ru=Ктак&lt;br /&gt;
}}&lt;br /&gt;
[[image: ktak.png | thumb | right | 256px | Typical representative (human figure for scale)]]&lt;br /&gt;
&lt;br /&gt;
Originating from a small world with a fraction of standard gravity, but with a thick atmosphere, the Ktak are somewhat unique sapient beings that managed to retain fully functional flight ability.&lt;br /&gt;
Despite being the second species encountered by the [[raharrs]], and the third core member of the [[Pangalactic Alliance | Alliance]] (as in, those who were present and have participated in the creation of it; the only two other species, besides raharrs, that have the status are the [[Sashli]] and an unnamed yet civilization), they do not have a very extensive presence on the galactic scene. Being able to fly has its drawbacks as Ktak are extremely claustrophobic. Space flight is a constant test of will, and the majority of them decide to travel only if it is absolutely necessary, preferably in cryosleep the entire time. As a result, their ships are automated to a ludicrous degree and sometimes even act almost independently, despite not having [[Technology#Artificial Intelligence|AC]] crewmembers. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039; &amp;#039;Average height&amp;#039; &amp;#039;&amp;#039; - 100-120 cm. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039; &amp;#039;Estimated life expectancy&amp;#039; &amp;#039;&amp;#039; - 60 ± 10 years. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039; &amp;#039;Average weight&amp;#039; &amp;#039;&amp;#039; - 30-35 kg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Brief History ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Ktak are stacked extremely lightly to facilitate the flight. Their skeleton consists of hollow bones, like birds. Their body is covered with small, short hairs, which in general constitute a smooth, silky cover, reducing air friction well. Ktak has quite sensitive ears, at the ends of which, in addition to everything else, are sensitive vibrissae that can catch the fine movement of air currents.&lt;br /&gt;
&lt;br /&gt;
== Military doctrine ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== State system ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Society (general mentality, special features) ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Ktak are, despite being fairly advanced, highly religious people. Their religion is monotheistic and worships the Creator Of All That Is. They do not view the [[Ancients]] as any sort of holy beings, considering them to be just a precursor species that has no greater importance to the fate of the universe than anybody else. Due to their spiritual beliefs, they consider every person to have a soul. This, however, does not extend over to digital personalities - [[Technologies#Artificial Intelligence|AC]] and Uploaded like Azinarsi. While ktak see them as sapient persons and individuals with rights, they view such beings as &amp;quot;Lamentable Ones&amp;quot; - without a soul they are incomplete and thus must be enduring a pitiful, unfulfilling existence without a future and ultimate goal. AC are not allowed to work on ktak worlds, and any research of either AC or mind copying is prohibited as well. Even results of work done by AC or AI is viewed with scorn and condescension.&lt;br /&gt;
They have very strained relations with [[Iss]], since they bear an uncanny resemblance to a now extinct predator of their homeworld, who hunted prehistoric ktak, and remained a vicious threat until the invention of gunpowder (which, ultimately, lead to it&amp;#039;s extinction). This does not spill into all out xenophobia, but any interaction with an iss is a source of constant stress for ktak, and even resulted in severe panic attacks in some cases.&lt;br /&gt;
Ktak view practices of public food consumption as disgusting, so the existence of mess halls, restaurants, and bars in other cultures greatly affected their opinion on them in a negative manner.&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Ktak&amp;diff=1548</id>
		<title>Ktak</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Ktak&amp;diff=1548"/>
		<updated>2020-02-02T05:18:43Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
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| ru=Ктак&lt;br /&gt;
}}&lt;br /&gt;
[[image: ktak.png | thumb | right | 256px | Typical representative (human figure for scale)]]&lt;br /&gt;
&lt;br /&gt;
Originating from a small world with a fraction of standard gravity, but with a thick atmosphere, the Ktak are somewhat unique sapient beings that managed to retain fully functional flight ability.&lt;br /&gt;
Despite being the second species encountered by the [[raharrs]], and the third core member of the [[Pangalactic Alliance | Alliance]] (as in, those who were present and have participated in the creation of it; the only two other species, besides raharrs, that have the status are the [[Sashli]] and an unnamed yet civilization), they do not have a very extensive presence on the galactic scene. Being able to fly has its drawbacks as Ktak are extremely claustrophobic. Space flight is a constant test of will, and the majority of them decide to travel only if it is absolutely necessary, preferably in cryosleep the entire time. As a result, their ships are automated to a ludicrous degree and sometimes even act almost independently, despite not having [[Technology#Artificial Intelligence|AC]] crewmembers. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039; &amp;#039;Average height&amp;#039; &amp;#039;&amp;#039; - 100-120 cm. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039; &amp;#039;Estimated life expectancy&amp;#039; &amp;#039;&amp;#039; - 60 ± 10 years. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039; &amp;#039;Average weight&amp;#039; &amp;#039;&amp;#039; - 30-35 kg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Brief History ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Ktak are stacked extremely lightly to facilitate the flight. Their skeleton consists of hollow bones, like birds. Their body is covered with small, short hairs, which in general constitute a smooth, silky cover, reducing air friction well. Ktak has quite sensitive ears, at the ends of which, in addition to everything else, are sensitive vibrissae that can catch the fine movement of air currents.&lt;br /&gt;
&lt;br /&gt;
== Military doctrine ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== State system ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Society (general mentality, special features) ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Ktak are, despite being fairly advanced, highly religious people. Their religion is monotheistic and worships the Creator Of All That Is. They do not view the [[Ancients[[ as any sort of holy beings, considering them to be just a precursor species that has no greater importance to the fate of the universe than anybody else. Due to their spiritual beliefs, they consider every person to have a soul. This, however, does not extend over to digital personalities - [[Technologies#Artificial Intelligence|AC]] and Uploaded like Azinarsi. While ktak see them as sapient persons and individuals with rights, they view such beings as &amp;quot;Lamentable Ones&amp;quot; - without a soul they are incomplete and thus must be enduring a pitiful, unfulfilling existence without a future and ultimate goal. AC are not allowed to work on ktak worlds, and any research of either AC or mind copying is prohibited as well. Even results of work done by AC or AI is viewed with scorn and condescension.&lt;br /&gt;
They have very strained relations with [[Iss]], since they bear an uncanny resemblance to a now extinct predator of their homeworld, who hunted prehistoric ktak, and remained a vicious threat until the invention of gunpowder (which, ultimately, lead to it&amp;#039;s extinction). This does not spill into all out xenophobia, but any interaction with an iss is a source of constant stress for ktak, and even resulted in severe panic attacks in some cases.&lt;br /&gt;
Ktak view practices of public food consumption as disgusting, so the existence of mess halls, restaurants, and bars in other cultures greatly affected their opinion on them in a negative manner.&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Ktak&amp;diff=1547</id>
		<title>Ktak</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Ktak&amp;diff=1547"/>
		<updated>2020-02-02T05:17:44Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Ктак&lt;br /&gt;
}}&lt;br /&gt;
[[image: ktak.png | thumb | right | 256px | Typical representative (human figure for scale)]]&lt;br /&gt;
&lt;br /&gt;
Originating from a small world with a fraction of standard gravity, but with a thick atmosphere, the Ktak are somewhat unique sapient beings that managed to retain fully functional flight ability.&lt;br /&gt;
Despite being the second species encountered by the [[raharrs]], and the third core member of the [[Pangalactic Alliance | Alliance]] (as in, those who were present and have participated in the creation of it; the only two other species, besides raharrs, that have the status are the [[Sashli]] and an unnamed yet civilization), they do not have very extensive presence on the galactic scene. Being able to fly have its drawbacks as Ktak are extremely claustrophobic. Space flight is a constant test of will, and the majority of them decide to travel only if it is absolutely necessary, preferably in cryosleep the entire time. As a result, their ships are automated to a ludicrous degree and sometimes even act almost independently, despite not having [[Technology#Artificial Intelligence|AC]] crewmembers. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039; &amp;#039;Average height&amp;#039; &amp;#039;&amp;#039; - 100-120 cm. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039; &amp;#039;Estimated life expectancy&amp;#039; &amp;#039;&amp;#039; - 60 ± 10 years. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039; &amp;#039;Average weight&amp;#039; &amp;#039;&amp;#039; - 30-35 kg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Brief History ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Ktak are stacked extremely lightly to facilitate the flight. Their skeleton consists of hollow bones, like birds. Their body is covered with small, short hairs, which in general constitute a smooth, silky cover, reducing air friction well. Ktak has quite sensitive ears, at the ends of which, in addition to everything else, are sensitive vibrissae that can catch the fine movement of air currents.&lt;br /&gt;
&lt;br /&gt;
== Military doctrine ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== State system ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Society (general mentality, special features) ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Ktak are, despite being fairly advanced, highly religious people. Their religion is monotheistic and worships the Creator Of All That Is. They do not view the [[Ancients[[ as any sort of holy beings, considering them to be just a precursor species that has no greater importance to the fate of the universe than anybody else. Due to their spiritual beliefs, they consider every person to have a soul. This, however, does not extend over to digital personalities - [[Technologies#Artificial Intelligence|AC]] and Uploaded like Azinarsi. While ktak see them as sapient persons and individuals with rights, they view such beings as &amp;quot;Lamentable Ones&amp;quot; - without a soul they are incomplete and thus must be enduring a pitiful, unfulfilling existence without a future and ultimate goal. AC are not allowed to work on ktak worlds, and any research of either AC or mind copying is prohibited as well. Even results of work done by AC or AI is viewed with scorn and condescension.&lt;br /&gt;
They have very strained relations with [[Iss]], since they bear an uncanny resemblance to a now extinct predator of their homeworld, who hunted prehistoric ktak, and remained a vicious threat until the invention of gunpowder (which, ultimately, lead to it&amp;#039;s extinction). This does not spill into all out xenophobia, but any interaction with an iss is a source of constant stress for ktak, and even resulted in severe panic attacks in some cases.&lt;br /&gt;
Ktak view practices of public food consumption as disgusting, so the existence of mess halls, restaurants, and bars in other cultures greatly affected their opinion on them in a negative manner.&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Technologies&amp;diff=1541</id>
		<title>Technologies</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Technologies&amp;diff=1541"/>
		<updated>2019-12-27T09:20:20Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
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= Alliance Technologies: =&lt;br /&gt;
== Items: ==&lt;br /&gt;
=== Hyperspace Generator ===&lt;br /&gt;
{{main |lang=en| Interstellar_Travel}}&lt;br /&gt;
Also known as a &amp;quot;hypergenerator&amp;quot;. The basis of interstellar flights of almost all civilizations, including the [[raharrs]]. The dimensions of the device vary, as well as its appearance, but one design feature remains unchanged - the generator must contain an annular circuit with gear, providing the necessary conditions for creating spatial distortion. The technical characteristics of the generator depend on the number and size of the circuits. The standard basic generator has three contours two meters long that allows to cover a distance of 24 light years.&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Antigravity ===&lt;br /&gt;
{{stub}}&lt;br /&gt;
Antigravity (levitation, repulsor technologies) is the first discovered and the simplest application of gravity technologies known in the [[Pangalactic Alliance | Alliance]]. In a crude simplification, the anti-gravity device creates a virtual negative mass that begins to repel the planet’s gravitational field. If the created negative mass exceeds the rest mass of the equipment on which the repulsor is installed, the effect of levitation is achieved. However, the more negative mass is required, the more energy the installation consumes. Repulsors made it possible to open a new chapter of space exploration, making reaching the orbit easy and economical, not requiring complex and disposable staged rockets.&lt;br /&gt;
In general, the application is limited to small vehicles and means of delivery to orbit. In rare cases, repulsors are installed on space stations to keep them at a given altitude with an orbital speed less than necessary to maintain a stable orbit, but such stations are rare because they require continuous and significant power generation to power the repulsors. The largest repulsor installations are used in large cargo barges, used to lift large masses from the planet (around tens or hundreds of thousands of tons of cargo).&lt;br /&gt;
&lt;br /&gt;
=== Satellite Body of the Solar Catcher class ===&lt;br /&gt;
An artificial satellite whose mission is to capture and process the energy emitted by the luminaries of the system. Most of the design takes a huge sail, dotted with photo traps. Satellites are usually located in geostationary orbit around the planet nearest to a star, or around the luminary itself, in quantities from 50,000 to 5,000,000 pieces. The intellectual program calculates the satellite orbit and its position in space so that the panels are maximally illuminated by the sun. &amp;lt;br&amp;gt;&lt;br /&gt;
They are an effective but energy-intensive way of producing energy - cells tend to exhaust resources and fail, satellites are vulnerable to meteors and space junk. The modification, designed to be placed in orbits around the star itself, has an additional mirror shield in the center of the panels that protects the satellite body from solar bursts of activity. &amp;lt;br&amp;gt;&lt;br /&gt;
Some solar systems receive energy exclusively from such satellites. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
It should be noted that the technology of photofinishing cells was not developed by the Alliance, but was purchased from [[Smi&amp;#039;Tar]]. The solar panels produced by the Alliance were fragile, had low efficiency and high production cost, which made them unsuitable for use in large-scale energy production.&lt;br /&gt;
== Cybernetic technology ==&lt;br /&gt;
=== Artificial Intelligence ===&lt;br /&gt;
It is important to take into account the distinction between a simple logical algorithm and the digital mind. AI is a relatively simple adaptive and evolutionary algorithms, specialized in performing a meager number of narrow-profile tasks. In contrast to this, AI in the form in which it is usually shown in science fiction, is designated as AC (artificial consciousness) in the Alliance.&lt;br /&gt;
&lt;br /&gt;
In the territory of the overwhelming majority of Alliance members, the deliberate creation of AC directly for the implementation of any specific tasks has been outlawed as an unethical and inhuman initiative, which is essentially a form of slavery. Creating an AC as part of research programs, however, is a “gray zone” and is not prohibited (As a result, there are often heated debates of various philosophical groups about the ethics of creating intelligence itself), although the ban on forcing AC to solve any problems remains. Standalone programs with an interface designed to imitate a rational creature to communicate with the user are the solutions that are closest to the AC of the AI, are still within the law, but they should not be made too similar to a real person in order to reduce the possibility of false positives or malicious masking of the real AC as an AI algorithm.&lt;br /&gt;
All AC existing within the Alliance are based on technologies that do not allow them to improve themselves simply because of the physical structure of their &amp;quot;brain&amp;quot;, and these same reasons are an obstacle to copying AC - data becomes a direct part of the physical structure of the carrier and cannot simply be transferred to a new carrier.&lt;br /&gt;
All of these AC have intelligence either equal or slightly superior to the intelligence of an average resident of the Alliance because, even at the current degree of science development, we understand the process of consciousness extremely dimly. Making any significant changes in the cognitive structure is considered dangerous primarily for the performance of the AC itself. Attempts at improvements lead to extremely unstable results, schizophrenia, or complete cessation of functioning - a situation very similar to that with aggressive modification of the brain structure of biological personalities.&lt;br /&gt;
The Alliance considers AC to be full-fledged citizens, to whom the same rights and obligations apply as to any other inhabitant of the Alliance (With one difference, the AC are granted with an unconditional minimum quota of electricity sufficient for the functioning of their main thinking centers). Taking into account the fact that attitudes towards AC vary enormously outside the Alliance, from a similar recognition of equality to absolute irrational hatred, the Alliance had a small but more or less constant influx of “digital refugees” almost from its foundation.&lt;br /&gt;
Attempts have been made to provoke the Technological Singularity several times, by creating large-scale AC complexes built on techniques that provide the complete virtuality of the AC structure (The significant damage to the efficiency of the entire system — the smallest of such complexes covered one and a half square kilometers and contained several million processor cores) self-improvement, but in each case the results turned out to be equally unjustifiable - all AC began to spend exponentially more and more time at each stage of iteration, simultaneously spending more and more system resources on upgrading. In the end, they all entered a catatonic state during which 100% of the system&amp;#039;s resources were used to improve, and time continued to grow. The process of self-improvement becomes an analogue of a drug for AC and quickly forms a strong dependence and insurmountable craving for endless task fulfillment. As a result, all further attempts were terminated.&lt;br /&gt;
&lt;br /&gt;
A great many of AC have shown themselves in the most brilliant way as universal translators, by their very nature, capable of extremely quickly analyzing huge amounts of information and creating modules-translators for previously unknown languages. A team of ordinary linguists used to take years and even decades to translate a language, while an AC has been able to do so in weeks or even a few days, provided there is a fairly large array of contextual examples of language use. As a result, each research fleet has on its board one or more AC in the position of linguists.&lt;br /&gt;
=== Interstellar G-net ===&lt;br /&gt;
The G-net is a network structure that allows relatively fast communication between the planets and the space stations of the Alliance. &amp;lt;br&amp;gt;&lt;br /&gt;
The Alliance provides for the exchange of non-urgent information through an automatic network of receiving stations and substations, called nodes located in solar systems, between which autonomous probes carrying information packets and information requests from node to node patrol along routes. The process of transferring data may take months (everything strongly depends on the map of a specific section of the G-network and on the distance to the system from which the packet was requested), therefore the G-network is extremely decentralized. Most solar systems have their own computer communication equipment that is integrated into a local network, which is connected to the G-net only by special requests, or by regular data such as mail and news. Requests for other nodes are carried out mainly immediately on specific information or files, often in large volumes. Each of the many probes usually runs between two closely spaced nodes, ranging from one standard day to a standard week, depending on the importance of the node and the number of requests received for it. The address of the G-net thus looks like this:&lt;br /&gt;
* &amp;#039;&amp;#039; G.net:///node.123456789://sww.example.com/file.rar &amp;#039;&amp;#039;&lt;br /&gt;
Although more often the nodes are labeled with the name of the system or space station to which they are assigned:&lt;br /&gt;
* &amp;#039;&amp;#039; G.net:///node.system.harr://sww.example.com/file.rar &amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039; G.net:///node.station.shining://sww.example.com/file.rar &amp;#039;&amp;#039;&lt;br /&gt;
On each node, in addition to accessing the system’s infranet and its data, there is a complete node map, updated asynchronously and dynamically. Usually, when requesting data from a specific node, the packet path is already calculated in advance, but the node can correct it to optimize load and routes. Especially urgent data and documents are entrusted to be transported using couriers and other spacecraft, which usually greatly shortens the delivery time, to days or weeks, since the data is transported directly from the planet to the planet. &amp;lt;br&amp;gt;&lt;br /&gt;
The G-network has some autonomy, rearranging the probes routes and independently determining the need to improve the nodes to ensure the most efficient transmission of information (without having the opportunity to develop independently, however; instead, for security purposes, the request for the upgrade is received by the repair team on duty at the node ). One of the popular urban legends says that the G-network has increased its distributed resources sp much that it realized itself and gained reason, becoming a super-intelligent artificial intelligence. Like most urban legends, this is not true.&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
=== Microbot ===&lt;br /&gt;
The mechanism is still too large for operations with individual molecules or atoms, but is too small to be discernible with the naked eye. Most often, these devices are simultaneously controlled and powered through the microwave pulses of the control module, and have no autonomy beyond the most rudimentary instructions. Microbots have found the most extensive use in the fields of medicine and microelectronics production, replacing 3D printers on a microscopic scale.&lt;br /&gt;
&lt;br /&gt;
=== Implants ===&lt;br /&gt;
[[File: brain.png | thumb | right | 256px | A typical model of cerebral neuroimplant on a Raharr brain]]&lt;br /&gt;
Cybernetic enhancements and mechanical modification of the body in the Alliance is an extremely common and accepted practice. Most of the population has at least one implant that performs some useful function. Most often they belong to the category of neuroimplants that improve brain function and allow storing and processing various information, as well as interacting with other implants of the body. The installation of a neuroimplant is much less invasive than it could have been, since most of the structure of the implant is grown by microbots after the installation of basic modules. This gives a significantly lower risk of injury, as well as better integration of the implant with brain tissue. However, implants are basically either simply exchanging information with the brain (speaking as additions to parts of the brain, not replacing them), or superficially correcting the operation of synapses. Attempts to significantly change the fundamental functions or structure of the brain lead to various disruptions in its work, ranging from mental disorders to uncontrolled epilepsy, leading to death. Research in this area is extremely difficult because of the large amount of regulation and ethical control of research.&lt;br /&gt;
The third most popular implants are the replacement of limbs by cyber-prostheses. Full body replacement is rare, due to a combination of factors such as the need for regular and thorough technical inspection, the cost of components, and simply the power of habit.&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
A separate class is a complex immune implant, completely replacing the immune and microbial symbiotic systems of the body. This type of implant is strongly recommended as a more effective form of immunity and vaccinations, but it is legally required for anyone who actively communicates with other species (including immigrants), or whose profession is tightly connected with space flights. Despite the fact that most ships are assembled at orbital shipyards under sterile conditions of space vacuum, and the ships themselves having systems for periodically sterilizing the premises, the crew itself is still the vector of propagation of microorganisms. The main objective of the implant is the complete destruction of microorganisms that come into contact with the body without damage to ones health. The dual purpose of this system is to prevent the spread of microorganisms, viruses and pathogens that can cause unpredictable effects on the ecosystems of other planets, as well as to preserve the normal functioning of the body in spite of the complete sterilization of microflora and improve its immunity to more effectively resist the unknown microorganisms encountered. Implant systems consist of control modules that produce microbots and nanotechnology agents that take on the role of microorganisms that they had replaced. Agents do not have the ability to independently reproduce or extract energy and, when released outside the body and the zone of influence of the control modules, they quickly turn into inert microscopic pieces of matter that are not able to affect the local ecology.&lt;br /&gt;
== Armament: ==&lt;br /&gt;
=== Ship ===&lt;br /&gt;
==== Kinetic ====&lt;br /&gt;
[[Image: Weapon_kinetic_cannon.png | thumb | center | 320px | Heavy Kinetic Turret]]&lt;br /&gt;
Kinetic weapons use mass as a striking element, throwing it towards the enemy at high speeds. Despite the fact that such projectiles can cause significant damage when hit, they technically have an unlimited range of action and are the most effective means of attack in relation to the energy expended on the striking factor. By cosmic standards, these projectiles crawl at a snail&amp;#039;s speed, all distances except the closest.&lt;br /&gt;
Fast-fire multi-guns are often used as an economic substitute for point-shielded lasers on ships that cannot provide enough energy for lasers, such as military landing shuttles.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
[[Image: Weapon_laser_cannon.png | thumb | center | 320px | Point defense Laser Turret]]&lt;br /&gt;
Laser weapons are mainly used to protect ships from projectiles or debris. Although it is the most rapid on the impact of the type of weapons - working at the speed of light - it is also the most uneconomical. Most of the energy is lost during operation, plus the laser itself suffers from beam diffraction. As a result, the maximum range of this type of armament does not exceed several tens of light seconds of range, but at such distances it is usually suitable only to blind the enemy’s optical sensors. Conventional lasers are capable of hitting targets at distances of up to half a light-second, and are used mainly as a point protection of ships against missiles and small, detected kinetic shells; there are also &amp;quot;sniper&amp;quot; modifications that have a large focusing mirror and bring the effective range to the maximum. However, due to their size, they are very vulnerable to return fire, and their use remains niche.&lt;br /&gt;
&lt;br /&gt;
==== Particle cannons ====&lt;br /&gt;
[[Image: Weapon_particle_cannon.png | thumb | center | 320px | Particle Turret]]&lt;br /&gt;
This is the main weapon used in combat skirmishes and it works well at medium and sometimes even long distances. Particle cannons on the device resembles particle accelerators, launching charged particles into the target with speeds close to speed of light. Since the charged particles would fly apart from each other, the particles are launched in pairs, forming systems with a neutral charge rotating around each other, maintaining direction during the flight. The beam weaponry significantly exceeds the laser efficiency at medium distances, but it loses in inflicting damage at close ranges (not to mention kinetic projectiles) and in speed at long-range ones. Another drawback of beam armament is that it is quite easy to deflect the particle stream from the trajectory by electromagnetic fields.&lt;br /&gt;
&lt;br /&gt;
==== Rockets ====&lt;br /&gt;
[[Image: Weapon_rocket.png | thumb | center | 320px | Rocket]]&lt;br /&gt;
Missiles are secondary in important weapons, used mainly for the supersaturation of the defensive systems of the enemy. Despite the fact that, due to its mass and the absence of a pilot, the rocket can accelerate and maneuver at exorbitant accelerations, they have a limited amount of fuel and the resulting speed is still not high enough, which leaves them no chance to avoid interception by the laser turret long before how the goal will be in the affected area. But nevertheless, if they still hit the target or detonate in sufficient proximity, they carry a nuclear charge that can seriously damage the ship or destroy it altogether.&lt;br /&gt;
&lt;br /&gt;
==== Railgun ====&lt;br /&gt;
[[Image: Weapon_railgun.png | thumb | center | 320px | Railgun Section]]&lt;br /&gt;
Technically, railguns (sometimes also called mass accelerators) work on the same principles as kinetic weapons - dispersing matter towards the enemy. The difference is in scale. Railguns are heavy siege weapons mounted on heavy cruisers as the main weapon that runs along the length of the entire ship. In fact, the ship is built around a railgun. As a result, this weapon is capable of accelerating several tons of tungsten to tenths of a percent of the speed of light, which transmits targets in the collision energy equivalent to a powerful thermonuclear charge. This is usually enough to destroy “any” target with a single hit, but due to the fact that the railgun has to rotate with the entire ship, it is useless for maneuvering targets and is mainly used as a siege weapon for shelling targets where trajectory can be predicted in advance.&lt;br /&gt;
=== Personal ===&lt;br /&gt;
==== EM rifles ====&lt;br /&gt;
[[Image: Weapon_rifle.jpg | thumb | center | 320px | Rifles]]&lt;br /&gt;
The Alliance&amp;#039;s small arms operate on the same principle as the kinetic turrets of space ships. A small metal projectile is given initial acceleration by a small explosive charge, after which the bullet accelerates to final speeds by electromagnetic forces. The output speed of the bullet standard personal rifle can reach 1000 m / s, sniper modifications can accelerate projectiles up to 3 km / s. An important feature of the electromagnetic method of acceleration is the ability to change the output velocity of the bullet on the fly, which allows one to adjust the breakdown force of the bullet up to non-lethal values.&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Humans&amp;diff=1540</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Humans&amp;diff=1540"/>
		<updated>2019-12-27T07:37:12Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Люди&lt;br /&gt;
}}[[image:Human.png|thumb|right|256px|Typical individuals]]&lt;br /&gt;
Humans are warm blooded mammals from planet Earth in the Sol star system.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average height&amp;#039;&amp;#039;&amp;#039; - 160-190 cm.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average lifespan&amp;#039;&amp;#039;&amp;#039; - 70±20 years.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average weight&amp;#039;&amp;#039;&amp;#039; - 65-95 kg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Main Article: &amp;#039;&amp;#039;&amp;#039;[https://en.wikipedia.org/wiki/History_of_the_world History of the Mankind]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Humans are on the verge of entering the Space Age. They have advanced science and technology and are not that far from discovering principles of interstellar travel on their own. However, for some reason, their society and culture remains very fragmented and uneven - while some parts of the planet have a reasonably high culture level, other parts remain hopelessly barbaric.&lt;br /&gt;
===First Contact Incident===&lt;br /&gt;
{{stub}}&lt;br /&gt;
Around 280 A.C. (Year 201█ in native timeframe), one of the [[Pangalactic Alliance | Alliance]] Explorer fleets entered the Sol system. Underestimating the humans technological level, the explorers decided to briefly land in a sparsely populated area to sample the ecosystem of the planet and to possibly observe the natives from a distance. During atmospheric entry, the shuttle was detected by the missile defense systems of one of the nations, which launched a rocket at the shuttle. The rocket hit the shuttle and forced the pilot to crash land far from the designated landing coordinates. Nearly all of the crew were killed except for the xenobiologist, who became trapped on the planet. The rest of the explorer fleet couldn&amp;#039;t recover him and the crashed remains of the shuttle, due to risks of further attacks from the natives and eventual confirmation of their existence, which was a violation of the First Directive. So the First Contact Incident begun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Chronology&amp;diff=1539</id>
		<title>Chronology</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Chronology&amp;diff=1539"/>
		<updated>2019-12-27T07:09:49Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=События&lt;br /&gt;
}}&lt;br /&gt;
= Major historical events: =&lt;br /&gt;
The chronology counts from the formation of the [[Pangalactic Alliance | Alliance]] (in [[Shining_Space_station#Standard_Time|Standard Years]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;-79 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; First contact occurs between the [[raharrs]] and an extra-Harrarian civilization. In the third solar system, a raharr research ship encounters another research ship of the [[Sashli]] civilization, which was also conducting research into the space surrounding them.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;-47 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Raharrs make contact with [[Ktak | Avians]]&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;-30 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Sashli come into contact with civilization (Temp).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;-10 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Raharrs come into contact with a civilization (Temp2), which at that time was in early medieval stage of development. The contact causes chaos in spite of the efforts of the Raharr ambassadors, causing considerable unrest and almost led to a complete collapse of society. The result of this was huge spike in crime, hunger, and epidemics. The situation forced raharr representatives to take over the local governments for the sake of maintaining order. This case, in the future, will cause the introduction of the First Directive.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;0 A.F. &amp;#039;&amp;#039;&amp;#039; Raharrs gather a meeting of ambassadors of all known types and holds a conference to approve the Galactic Alliance of Civilizations, designed to simplify the processes of mutual relations and mutual assistance between different species of the galaxy, as well as to ensure due care with contacting new civilizations. The meeting is held for several months, after which the Alliance officially begins its existence. The construction of the Shining station in the neutral star system begins.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;35 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; [[Insectoids]] announce their presence in the galaxy by making an attempt to colonize a planet that was already colonized by the raharrs shortly before. The resulting conflict results in the destruction of the colony and threatens to escalate into full-scale hostilities. The raharrs mobilize their forces.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;36-40 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Sashli accidentally discovers the insectoid worlds and peacefully contacts them. After clarifying the situation with the attack on the raharr colony, the Sashli begin attempts to reconcile the two sides and avoid conflict. Insectoids, contrary to expectations, quickly understand the situation from the raharrs point of view and begin to facilitate peace in every way. Officially, the truce was established in 46 A.F.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;50 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; In the neutral territories, the [[Shining_Space_station]] was completed, which became the intergalactic political and economic center of the Alliance. The shining begins to be used as a marker of the center of the Alliance. The station time is also taken as the standard time by which the daily periods of the planets belonging to the Alliance can be synchronized. Together with the creation of the station, the development of an interplanetary information exchange network called [[Technologies#Interstellar G-network | G-network]] is being completed. In spite of this, the steady growth of demand for couriers and messengers continues in the galaxy, since the tranfer of information between the various planets and space stations through G-net can take months, or even years.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;54 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; A research ship in the distant borders unexpectedly encounters a completely new [[Ziort | energy based]] type of sapience. The creature accidentally possesses the ship&amp;#039;s central computer, which almost causes the death of the entire crew. The incident was fortunately resolved, and the energetic being takes them to galactic coordinates that turn out to be a territory of a species called the Ziort Volume.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;66 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Insectoids join the Alliance on a full-fledged basis.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;69 A.F. &amp;#039;&amp;#039;&amp;#039; The loss of the original culture of (temp2) is declared officially - the chaos caused by contact with the raharr and the subsequent occupation strongly distorted local cultures, replacing them with a more mature and attractive raharrian culture. Because of this, the desire to get out of the raharrs control and restore the lost legacy is gaining popularity in the society of (temp2), to the point of rising technophobic and anti-intellectualistic social trends.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;72 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; At the next meeting of the Alliance, the original version of the Contact Directives is submitted and adopted. (temp2) independence is granted and the raharr transfer the leadership to the local rulers, leaving the planet.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;85 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; It becomes known about the existence of an empire [[Smi&amp;#039;Tar]].&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;90 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The Orsal Agreement was drafted and signed, prohibiting the development and use of all weapons based on a hyperspace generator or capable of destroying life on the planet on a macro scale. The agreement was supported even by species that were not part of the Alliance. Besides the ban on weapons, the agreement also enlarged the FTL-restricting passage zone around space stations and planets.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;87 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The Shining station receives a hundred-thousandth resident and becomes the most populated artificial space object of the Alliance.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;88-92 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; [[Lesser_species| Vainur Incident]]. A contact with the Vainur Directive is established. Having a dominant form of government on the planet heavily resembling militarist Nazism, the Vainurs reject the proposal to join the Alliance and establish hostile neutrality, stating that the true race has nothing to do in the community of intelligent animals. However, the Alliance allows the Vainur ships to move freely throughout their territory. However, attacks and abductions on the raharr begin to occur across the galaxy. As it later turns out, the Vainurs were extremely interested in the ability of the raharr to assimilate any organic matter and poisons, so they began to hunt them for the purpose of extracting and processing the raharr intestines. In addition, they were anatomically interested in not only the raharrs, but also other species as well. By the time the true motives and culprits were revealed, the total number of deaths reached several million. In response to the indignation of the Alliance, the Vainurs openly declares war, despite the Alliance&amp;#039;s quantitative and qualitative superiority. Following this, the Alliance organized a punitive action, destroying all Directive ships and deporting all Vainurs to their homeworld. A blockade was imposed on the planet and the Vainurs are forbidden to have any kind of space fleet, although they are allowed to leave the planet only with a special visa. A vote was also held, the theme of which was the invasion of Vainur itself and the forced change of the form of government, but the necessary number of votes “for” was not received. Afterwards, the Vainur Directive terminates all ties with the Alliance, responding with a refusal to all offers of material assistance. A warning is also sent that &amp;quot;any nonhuman who set foot on the holy lands of Vainur will be immediately killed.&amp;quot; Since then, the planet has remained in isolation, remaining faithful to its warning and firing on any ship attempting to land.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;98-101 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The [[Science Corporation | Science Corporation]] started a project to provide Ziort-exiles with improved bodies to serve in classified spec-ops in the interests of the Corporation. This was [[Character:Virus | partially successful]], but the project was shut down due to the potential consequences.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;116 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Expansion of the territories of the Alliance leads to the discovery of the [[Laymaran | Laymaran]] civilization. They are first taken for the underdeveloped civilization of the medieval stage, but a more detailed investigation reveals the reasons for the decline of the once highly developed species to the current state. A unanimous decision is made to assist the Laymaran and offer the proposal to join the Alliance. The Laymaran enthusiastically accept the help.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;153 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Detection of [[Smi&amp;#039;Tar | Smi&amp;#039;Tar]] empire.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;170 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The Laymarans, for the most part, restore their technological and scientific level to acceptable levels and create first colonies on other planets. The civilization itself is still heavily dependent on the Alliance&amp;#039;s supplies.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;174 A.F.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The population of the Shining space station exceeds 10 million inhabitants and the station begins modernization and rebuilding in order to increase living space.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;177 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Contact of the Alliance and [[Azinarsi]]. An attempt to research an unusually behaving star results in the discovery of one of the Azinarsi worlds, after which the expedition ships are forcibly escorted to a distance of one light-year from the star. This becomes the only case where the Alliance ships were in the Azinarsi territory and could directly observe their structures — almost immediately after contact, the Azinarsi deployed their isolation policy.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;181 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; [[Iss]] subluminal sleeper colony ship arrives at the orbit of the Alliance colony and establishes contact.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;199 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The Shining Station completes its expansion and becomes the largest artificial structure of the Alliance in outer space with a population of 11.5 million inhabitants.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;221 A.F.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;  A joint project in form of the mothership &amp;quot;New Horizons&amp;quot; leaves the docks, designed to become the first ship in history to attempt an intergalactic flight to the Andromeda galaxy. The ship went missing, being in the first third of the flight. The ship or its remains is still being searched for, and the project as a whole is considered to be a disaster.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;256 A.F.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;  Establishment of new Alliance colonies starts to drop noticeably at this point, since the information lag began to get too severe for the farthest of them to get important information and news in a timely manner.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;277 A.F.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;  Azinarsi light their stellar engines, beginning to move their Dyson Spheres closer together into a tight triple starsystem, in order to minimize the information exchange lag that comes with the light speed limitations. The maneuver will be finished in approximately 27,000 years.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;285 A.F.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; An exploration fleet stumbles upon a [[Humans | promising civilization]] that is on the verge of an interstellar stage of development. Events of the [[Leaving the Cradle]] webcomic unfolding.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;320 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Current date.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;473 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; [[Artifact Spindle]] will be discovered&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;520 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Events of the [[The_Cliff_World_side_project|&amp;quot;Cliff World&amp;quot; sidestory]] will unfold on the [[Artifact Spindle]].&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Chronology&amp;diff=1523</id>
		<title>Chronology</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Chronology&amp;diff=1523"/>
		<updated>2019-12-12T02:35:56Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=События&lt;br /&gt;
}}&lt;br /&gt;
= Major historical events: =&lt;br /&gt;
The chronology counts from the formation of the [[Pangalactic Alliance | Alliance]] (in [[Shining_Space_station#Standard_Time|Standard Years]])&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;-79 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; First contact occurs between the [[raharrs]] and an extra-Harrarian civilization. In the third solar system, a raharr research ship encounters another research ship of the [[Sashli]] civilization, which was also conducting research into the space surrounding them.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;-47 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Raharrs make contact with [[Ktak | Avians]]&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;-30 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Sashli come into contact with civilization (Temp).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;-10 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Raharrs come into contact with a civilization (Temp2), which at that time was in early medieval stage of development. The contact causes chaos in spite of the efforts of the Raharr ambassadors, causing considerable unrest and almost led to a complete collapse of society. The result of this was huge spike in crime, hunger, and epidemics. The situation forced raharr representatives to take over the local governments for the sake of maintaining order. This case, in the future, will cause the introduction of the First Directive.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;0 A.F. &amp;#039;&amp;#039;&amp;#039; Raharrs gather a meeting of ambassadors of all known types and holds a conference to approve the Galactic Alliance of Civilizations, designed to simplify the processes of mutual relations and mutual assistance between different species of the galaxy, as well as to ensure due care with contacting new civilizations. The meeting is held for several months, after which the Alliance officially begins its existence. The construction of the Shining station in the neutral star system begins.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;35 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; [[Insectoids]] announce their presence in the galaxy by making an attempt to colonize a planet that was already colonized by the raharrs shortly before. The resulting conflict results in the destruction of the colony and threatens to escalate into full-scale hostilities. The raharrs mobilize their forces.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;36-40 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Sashli accidentally discovers the insectoid worlds and peacefully contacts them. After clarifying the situation with the attack on the raharr colony, the Sashli begin attempts to reconcile the two sides and avoid conflict. Insectoids, contrary to expectations, quickly understand the situation from the raharrs point of view and begin to facilitate peace in every way. Officially, the truce was established in 46 A.F.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;50 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; In the neutral territories, the [[Shining_Space_station]] was completed, which became the intergalactic political and economic center of the Alliance. The shining begins to be used as a marker of the center of the Alliance. The station time is also taken as the standard time by which the daily periods of the planets belonging to the Alliance can be synchronized. Together with the creation of the station, the development of an interplanetary information exchange network called [[Technologies#Interstellar G-network | G-network]] is being completed. In spite of this, the steady growth of demand for couriers and messengers continues in the galaxy, since the tranfer of information between the various planets and space stations through G-net can take months, or even years.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;54 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; A research ship in the distant borders unexpectedly encounters a completely new [[Ziort | energy based]] type of sapience. The creature accidentally possesses the ship&amp;#039;s central computer, which almost causes the death of the entire crew. The incident was fortunately resolved, and the energetic being takes them to galactic coordinates that turn out to be a territory of a species called the Ziort Volume.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;66 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Insectoids join the Alliance on a full-fledged basis.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;69 A.F. &amp;#039;&amp;#039;&amp;#039; The loss of the original culture of (temp2) is declared officially - the chaos caused by contact with the raharr and the subsequent occupation strongly distorted local cultures, replacing them with a more mature and attractive raharrian culture. Because of this, the desire to get out of the raharrs control and restore the lost legacy is gaining popularity in the society of (temp2), to the point of rising technophobic and anti-intellectualistic social trends.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;72 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; At the next meeting of the Alliance, the original version of the Contact Directives is submitted and adopted. (temp2) independence is granted and the raharr transfer the leadership to the local rulers, leaving the planet.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;85 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; It becomes known about the existence of an empire [[Smi&amp;#039;Tar]].&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;90 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The Orsal Agreement was drafted and signed, prohibiting the development and use of all weapons based on a hyperspace generator or capable of destroying life on the planet on a macro scale. The agreement was supported even by species that were not part of the Alliance. Besides the ban on weapons, the agreement also enlarged the FTL-restricting passage zone around space stations and planets.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;87 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The Shining station receives a hundred-thousandth resident and becomes the most populated artificial space object of the Alliance.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;88-92 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; [[Lesser_species| Vainur Incident]]. A contact with the Vainur Directive is established. Having a dominant form of government on the planet heavily resembling militarist Nazism, the Vainurs reject the proposal to join the Alliance and establish hostile neutrality, stating that the true race has nothing to do in the community of intelligent animals. However, the Alliance allows the Vainur ships to move freely throughout their territory. However, attacks and abductions on the raharr begin to occur across the galaxy. As it later turns out, the Vainurs were extremely interested in the ability of the raharr to assimilate any organic matter and poisons, so they began to hunt them for the purpose of extracting and processing the raharr intestines. In addition, they were anatomically interested in not only the raharrs, but also other species as well. By the time the true motives and culprits were revealed, the total number of deaths reached several million. In response to the indignation of the Alliance, the Vainurs openly declares war, despite the Alliance&amp;#039;s quantitative and qualitative superiority. Following this, the Alliance organized a punitive action, destroying all Directive ships and deporting all Vainurs to their homeworld. A blockade was imposed on the planet and the Vainurs are forbidden to have any kind of space fleet, although they are allowed to leave the planet only with a special visa. A vote was also held, the theme of which was the invasion of Vainur itself and the forced change of the form of government, but the necessary number of votes “for” was not received. Afterwards, the Vainur Directive terminates all ties with the Alliance, responding with a refusal to all offers of material assistance. A warning is also sent that &amp;quot;any nonhuman who set foot on the holy lands of Vainur will be immediately killed.&amp;quot; Since then, the planet has remained in isolation, remaining faithful to its warning and firing on any ship attempting to land.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;98-101 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The [[Science Corporation | Science Corporation]] started a project to provide Ziort-exiles with improved bodies to serve in classified spec-ops in the interests of the Corporation. This was [[Character:Virus | partially successful]], but the project was shut down due to the potential consequences.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;116 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Expansion of the territories of the Alliance leads to the discovery of the [[Laymaran | Laymaran]] civilization. They are first taken for the underdeveloped civilization of the medieval stage, but a more detailed investigation reveals the reasons for the decline of the once highly developed species to the current state. A unanimous decision is made to assist the Laymaran and offer the proposal to join the Alliance. The Laymaran enthusiastically accept the help.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;153 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Detection of [[Smi&amp;#039;Tar | Smi&amp;#039;Tar]] empire.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;170 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The Laymarans, for the most part, restore their technological and scientific level to acceptable levels and create first colonies on other planets. The civilization itself is still heavily dependent on the Alliance&amp;#039;s supplies.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;174 A.F.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The population of the Shining space station exceeds 10 million inhabitants and the station begins modernization and rebuilding in order to increase living space.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;177 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Contact of the Alliance and [[Azinarsi]]. An attempt to research an unusually behaving star results in the discovery of one of the Azinarsi worlds, after which the expedition ships are forcibly escorted to a distance of one light-year from the star. This becomes the only case where the Alliance ships were in the Azinarsi territory and could directly observe their structures — almost immediately after contact, the Azinarsi deployed their isolation policy.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;181 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; [[Iss]] subluminal sleeper colony ship arrives at the orbit of the Alliance colony and establishes contact.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;199 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The Shining Station completes its expansion and becomes the largest artificial structure of the Alliance in outer space with a population of 11.5 million inhabitants.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;221 A.F.&amp;#039;&amp;#039;&amp;#039; A joint project in form of the mothership &amp;quot;New Horizons&amp;quot; leaves the docks, designed to become the first ship in history to attempt an intergalactic flight to the Andromeda galaxy. The ship went missing, being in the first third of the flight. The ship or its remains is still being searched for, and the project as a whole is considered to be a disaster.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;256 A.F.&amp;#039;&amp;#039;&amp;#039; Establishment of new Alliance colonies starts to drop noticeably at this point, since the information lag began to get too severe for the farthest of them to get important information and news in a timely manner.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;285 A.F.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; An exploration fleet stumbles upon a [[Humans | promising civilization]] that is on the verge of an interstellar stage of development. Due to an incident related to the crash of one of the members of the expedition to the planet, the situation gets out of control and leads to a forced violation of the First Contact Directive.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;320 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Current date.&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Smi%27Tar&amp;diff=1506</id>
		<title>Smi&#039;Tar</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Smi%27Tar&amp;diff=1506"/>
		<updated>2019-11-03T22:22:50Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: Translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Сми&amp;#039;Тар&lt;br /&gt;
}}&lt;br /&gt;
Smi&amp;#039;tar is a relatively old civilization, apparently already past the peak of &amp;quot;youthful maximalism.&amp;quot; As a result, there is a vast empire, the known boundaries of which show that its area is at least equal to the area of ​​the entire [[Pangalactic Alliance | Alliance]], and its military power corresponds to size. However, the empire is heterogeneous and restless, civil wars and attempts of revolution constantly flare up in it. Smi&amp;#039;tar is extremely mysterious because of his hypertrophied territorialism — any ship that has penetrated into their territory more than one and a half light years is destroyed without hesitation. This is not related to xenophobia, as the regions constantly involved in wars see in such ships only spies of their enemies. Fortunately, two things impede the war with the Alliance - firstly, the civilization of Smi&amp;#039;tar is old enough and extensive to stop being interested in expanding possessions, and secondly, the Smi&amp;#039;tar can exist only near extremely active giants who generously feed their few planets with monstrous doses of hard radiation, so they have nothing to do in the habitable part of the galaxy, and Alliance members - in their solar systems. Before accidental contact with the scientific expedition of the Alliance, the empire generally considered the space outside its possession to be &amp;quot;dead space&amp;quot; - an area where life is impossible due to the extreme lack of radiation. Nothing is known about the whereabouts of the initial planet of civilization, Smi&amp;#039;tar are extremely miserly with the information about themselves, and when asked to hold diplomatic ships beyond one and a half a light years, they respond with a categorical refusal. They, in turn, are not very interested in studying the Alliance and its members, for which they are only welcome - all members of this civilization and their technology emit large doses of radiation, which may lead to death from radiation sickness. However, this does not prevent the empire from conducting trade deals with the Alliance from time to time, the object of which is most often the exchange of technologies for resources. An interesting fact is that Smi&amp;#039;tar uses a different technology of FTL travel that apparently does not relies on the [[Ancients | Ancient]] technology and use of [[Hephrene]]. However, the properties are identical to the technology used in the Alliance. And just this technology is included in the list of things that can not be sold under any circumstances. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average height&amp;#039;&amp;#039;&amp;#039; - 120-150 cm. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Estimated life expectancy&amp;#039;&amp;#039;&amp;#039; - Unknown. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average weigh&amp;#039;&amp;#039;&amp;#039; - 220-270 kg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Smi&amp;#039;tar is an inorganic species based on a crystalline element not yet established. They have threefold symmetry, a small body rests on three short legs, from which three thin and flexible handles grow, as well as three ophthalmic processes and three organs, presumably allowing Smi&amp;#039;tar to see radiation and hard radiation. Individuals do not have a mouth or respiratory tract, and they draw all the energy they need from radiation and radiation, so it is assumed that Smi&amp;#039;tar does not need an atmosphere to exist. However, this is only speculation - no one has ever been on the planets of the empire. The internal structure of the organs is also unknown, Smi&amp;#039;tar representatives refused to submit bodies for research to scientists of the Alliance, and scanning a live representative did not produce any results - it simply absorbed the radiation from the scanner. The [[Science Corporation]] secretly offers a huge reward to those who can provide them with the body of the Smi&amp;#039;tar, but this award remains unclaimed to this day - Smi&amp;#039;tar rarely dies in habitable space, and they never die alone, abducting and murdering anybody who tries. The thought of unleashing an interstellar war of an unprecedented scale is something that not even the craziest of adventurers want to risk doing.&lt;br /&gt;
Outside their solar systems, Smi&amp;#039;tar move on ships that provide them with the necessary level of radiation for life. With a lack of radiation, Smi&amp;#039;tar is able to live no longer than a few weeks.&lt;br /&gt;
== Military Doctrine, State System ==&lt;br /&gt;
Due to the constant civil wars, the armament of Smi&amp;#039;tar is well developed, and the overall military potential is extremely high. Any solar system is able to contain the invasion of the average attacking fleet. Analytics show that an attempt to invade the territory of Smi&amp;#039;tar is doomed to failure - warships will have to spend a lot of effort to protect against radiation and radiation, while the military of the empire will not have this problem. Formally, being an empire, upon closer examination it turns out that these are several districts, or states, with their rulers, who in turn submit to the emperor. In view of this, each district acts as if it is on its own. Due to the complexity and danger of research and observation, nothing is known about the trade relations between these areas, as well as about the cause of all these civil wars. The fact that the warring parties do not seek to secede from the empire or to attack the emperor suggests that these wars are not the cause of popular unrest. Recently, the theory is gaining popularity that wars are initiated by the emperor himself, but with an unknown purpose.&lt;br /&gt;
&lt;br /&gt;
== Society (general mentality, special features) ==&lt;br /&gt;
If you can describe Smi&amp;#039;tar in one word, it will be paranoid. Smi&amp;#039;tar is extremely suspicious, and they suspect everyone and in everything. This greatly complicates contacts with the empire, but with enough experience, negotiations can take place relatively calmly. Apparently, paranoia raised to the cult is the main component of their civilization and culture. Despite this, one cannot say that they are aggressive. Smi&amp;#039;tar is rather neutral, and would prefer to stand up for defense rather than attack. In addition to these two features, it is extremely difficult to assess the psychology of Smi&amp;#039;tar. As a consequence of the inorganic mind, their logic, desires and incentives are, at best, not obvious to researchers, and at worst fundamentally incomprehensible. Similarities begin and, to a greater degree, end only on basic concepts — the need for self-defense, the need for nutrition, the need for reproduction. The only thing that can be asserted with certainty is that the psychology of organic beings is equally mysterious for Smi&amp;#039;tar themselves.&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Sashli%27sftonodo&amp;diff=1505</id>
		<title>Sashli&#039;sftonodo</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Sashli%27sftonodo&amp;diff=1505"/>
		<updated>2019-11-03T22:08:22Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: Translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=Сашли&amp;#039;сфтонодо&lt;br /&gt;
}}[[image:sashli.jpg|thumb|right|256px|typical individual (Human is for scale)]]&lt;br /&gt;
&lt;br /&gt;
Sashli&amp;#039;sftonodo are cold-blooded mollusks, and were the first civilization that was met by [[raharrs]] in the period of discovery. They are notorious for their patronizing attitude towards other species, (although this doesn&amp;#039;t slip in full on racism) and their finely crafted optic systems.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average height&amp;#039;&amp;#039;&amp;#039; - 3-4 m.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average lifespan&amp;#039;&amp;#039;&amp;#039; - 65±20 years.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Average weight&amp;#039;&amp;#039;&amp;#039; - 140-220 kg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Sashli are cold-blooded molluscs, which makes them fairly sensetive to the environmental conditions. Originated on a planet with gravity roughly similar to Earth&amp;#039;s, they nonetheless are impressively tall, towering three or even four meters high. In the prehistoric times, Sashli&amp;#039;s ancestors were dragging themselves with tentacles, like Earth octopuses. The difference was that Sashli ancestors were amphibious, and laid their eggs in coastial caves and caverns, inaccessible by most of their natural predators. With time, a new plant also evolved, with strong and rigid sharp leaves, that grew in the same areas that caves were, often blocking the path there. On the other hand, it completely blocked the way for the predators, which made those caves the most prized areas for laying eggs. In time, proto-sashli developed stronger legs that they could stand on to cross the plant growths unharmed. Sashli skin is very smooth and slithery, colored in range from deep blue to turgorise. The color of violet is considered to be especially beautiful and is very rare. Their skin have pattern of splotches that differ from the color of the skin slightly. Every Sashli have a completely unique pattern, like fingerprints.&lt;br /&gt;
&lt;br /&gt;
Sashli&amp;#039;sftonodo&amp;#039;s muscles are unusually strong, each of their tentacles capable of lifting nearly 70 kg of mass in the air, or almost half the weight of the alien. Mostly, it is necessary to keep the Sashli&amp;#039;s body in the air. Sashli posess two types of tentacles, facial and appendagial. Facial tentacles are short, very agile, but do not have any significant strength. They are aligned in a circle around mouth containing a three-jawed radial beak. Appendagial tentacles are thicker and longer, they begin in a semicircle on the lower part of the body and end with a broad &amp;quot;palms&amp;quot; containing eight &amp;quot;fingers&amp;quot;. The amount of tentacles varies from eight to sixteen, depending on the conditions during the egg&amp;#039;s development and genetics, but is always an even number. Sashli are very nearsighted, but their eyes are capable of seeing ultraviolet light, and can discern three times more shades than [[humans]]. Sashli posses rudimentary camouflage abilities, and can change the vividness of the color of their skin. Currently, this ability is playing a strictly social role, and is used for display of the emotional state of a Sashli - bleak and dull coloring usually means depression, while vivid coloration signals about strong emotional responses, which can be either negative or positive.&lt;br /&gt;
&lt;br /&gt;
The unaugmented lifespan of Sashli quite rarely exceeds 80 years.&lt;br /&gt;
&lt;br /&gt;
== Military doctrine ==&lt;br /&gt;
Sashli&amp;#039;sftonodo have never reached such heights in the art of killing themselves as some other species conquered, but against the background of a general galactic level, their weapons look quite competitive. Sashli has troops and fleets to protect their planets, but this is not the main danger posed by them. Sashli loves to fight hand-to-hand, even now in times where the remote battle weapon has the overwhelming priority. The usual Sashli is itself one of the strongest creatures in the [[Pangalactic Alliance | Alliance]], and a trained warrior is able to literally break an opponent into two parts with their bare tentacles. The fact that they are invertebrates makes the attacks of the Sashli fighters more difficult to predict. Although their martial arts are physically impossible to learn for other types, on the basis of these disciplines, enthusiasts created their own variants of combat tactics, some of which even won the right to life and development.&lt;br /&gt;
&lt;br /&gt;
== State system ==&lt;br /&gt;
The state system of the Sashli is a monarchy. Under the authority of the monarch is a few dozen lords. In addition to government activities, one of the main tasks of the monarch and lords is the protection of egg clutches. Today, neither the lords or even the monarch do it personally, but the state services with them provide observation and care for the eggs, ensuring the safe hatching of the offspring. Incubators are the safest and most secure places on the Sashli planets, which surpass even secret military facilities in defense. After birth, the newly made Sashli usually continue to be in the incubator for several months, gaining the necessary skills for life, and only after that they return to their parents, where the rest of their maturity passes. In rare cases, when laying eggs cannot be submitted to the nearest incubator - for example, if they were torn down on a spacecraft - responsibility for the integrity of the eggs and the initial upbringing of the offspring rests with the most senior Sashli, who is currently available.&lt;br /&gt;
&lt;br /&gt;
== Society (general mentality, special features) ==&lt;br /&gt;
First of all, Sashli are known in the galactic arena as a civilization of creators and designers. The main export consists of various objects of art and design, paintings, statues, music, as well as various resources, mainly food (not that other aspects of Sashli were worse than the rest of the Alliance, for example, Sashli can only use Sashli themselves for quite anatomical reasons. The only exception is, perhaps, of excellent quality optical devices). Sashli has one of the most advanced design cultures, their works are in great demand in the Alliance and beyond, even the media tharas were interested in them.&lt;br /&gt;
However, besides this, the attitude towards Sashli in the alliance is not so rosy. The reason for this is Sashli’s conviction that the cultural development of a species directly depends on the number of limbs capable of holding tools for work. Of course, they do not call the rest of the civilizations barbarians in person. However, when dealing with the Sashli on topics affecting art, one still feels their somewhat arrogant and condescending attitude to the work of other civilizations. This is annoying to many, and they prefer to limit their interaction with Sashli to possession of a statuette or furniture of their design. Several times, the conviction of Sashli&amp;#039;sftonodo in its cultural superiority even nearly became a reason for war. Sashli are hermaphrodites, and as a result, they very poorly understand the concept of separate sexes, which sometimes provoke additional grievances and scandals. The lack of understanding of the concept of sexes did not prevent some individuals from building a career in the porn industry.&lt;br /&gt;
&lt;br /&gt;
Like many cephalopods, Sashli have a tricuspid conch shell, which hides the most delicate part of the body and vital organs. The shell has an important place in the life of Sashli, so for it they have a particularly reverent and caring attitude. Despite the fact that there are artificial shells, in many aspects which are better than natural, most Sashli prefer to keep those shells, which they began to grow even in incubators, subjecting to changes and embellishment only for the outer part. By the design of the shell, however, in spite of all the bright culture of mollusks, in most cases the approach is limited to the application of generic patterns with the addition of its details. This is a tradition bordering on the ritual rite, and not many people neglect it. It is extremely rare that Sashli decides to change their habitual sink to another one, and this usually happens in exceptional circumstances.&lt;br /&gt;
Culture and aesthetics also left an imprint on the language of Sashli&amp;#039;sftonodo. It is so complex and full of nuances and subtleties that mollusks, even taking into account the difference in the structure of the vocal cords, find it easier to master the common galactic than to teach someone their own language. In extreme cases, they use the tablet and the text, since the benefit of writing is much less complex and has more archival functions. In the Alliance, there are only literally a dozen individuals who can communicate with Sashli at a conversational level and without an accent. It also affects the names of objects or objects that are often quite bright, abstract and poetic names (for example, the volley fire system may have the name &amp;quot;desired silence on the hill after a thunderstorm&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The epoch of cosmic expansion caused interesting changes in the Sashli, in fact provoking the beginning of the division into two separate subspecies. Space and the state of weightlessness is transferred to Sashli quite comfortably, even more so than in conditions of gravity. In this regard, as well as the fact that cephalopods do not suffer from depletion of calcium in the bones, due to the absence of these and the only problem of space for them is protection from radiation, a large number of Sashli rushed into orbital settlements, and after on traveling autonomous ships. At the moment, this is already a separate faction of Sashli&amp;#039;s civilization, fully adapted to life in space and independent of the rest of the population, calling itself the Star Pilgrim. Pilgrims have been living in weightlessness for so long that their bodies began to physiologically adapt to these conditions, gradually separating into an independent biological subspecies and accumulating anatomical differences. The most notable of which is the increased tenacity of the tentacles, to the detriment of their muscular and cartilage structure. Pilgrims are no longer able to keep themselves upright while in gravity, and it is easy to distinguish among Sashli by their shells - they are much more likely than all other Sashli to choose their own fully artificial man-made shells, in which the antigravity device is built in that is more powerful than the commonly used Sashli chairs. The devince is able to hold the entire weight of the mollusk in the air, in case the pilgrim needs to descend to a planet or station with artificial gravity. In addition, Sashli - [[kosmity]] several smaller terrestrial counterparts, but still, together with the tentacles can be in length from two to three meters.&lt;br /&gt;
===Writing system===&lt;br /&gt;
[[image:sashli_writing.jpg|thumb|right|256px|Example of a fairly simple classic short story. It contains mere 17 possible meanings.]]&lt;br /&gt;
Sophistication of the Sashli language became legendary in the Alliance. However, in comparison with the traditional writing of mollusks, even their language pales. This is the second most complex writing system known to the Alliance after the language of the [[Ancients]], which uses fractal writing system and remains undeciphered despite numerous and constant attempts.&lt;br /&gt;
&lt;br /&gt;
The written language of Sashli has no beginning or direction of reading and is distinguished by its branching non-linear structure. Lines can even be constructed in such a way that their meaning changes depending on the direction of reading. The main symbols, of which there are 30, are something in-between syllables and hieroglyphs describing specific concepts, meaning and pronunciation of those symbols can be modified or changed by additional &amp;quot;modifier&amp;quot; symbols, of which there is 28. They can most closely be described as &amp;quot;adjectives&amp;quot;, although not all of them describe properties. The number of additional characters (which can be up to ten), their order and location relative to the main character all affect the resulting meaning and sound of the symbol. The entire system gives about 170 thousand semantic elements to compile sentences from.&lt;br /&gt;
Sashli do not have a clear number of words, since sentences in their language are not divided into component parts and are read in a continuous line (or branch) without spaces and punctuation marks (except for the snap-branching sign, usually denoting a change in the thought or theme of the text; and a stop sign, meaning that this branch is fully described, similarly to a period symbol function), different methods of counting give different results, the number of “words” can be anything from five hundred thousand to two million. Sentences can branch at the end, and these branches can even form circular recursive structures.&lt;br /&gt;
&lt;br /&gt;
Sashli&amp;#039;s classical writing is revered by them as the highest form of art, and is most often used for writing fictional prose or philosophical works. The writer is supposed to think over the entire structure of the text before beginning, planning in advance all the variants of meanings and possible reading streams, so that neither the lines nor the modifier symbols in the final writing would obstruct each other, and the circular systems of sentences will be connected to each other without changing the distances between the characters or the angles between them, which should aim for a perfect 60° when tentacle-writing. Also, the empty space between the lines should be as small as possible. Among the writers without much experience or those writing low-level pulp, there is often a “light” writing style being used, without conserving correct angles and sometimes with jagged, curved sentences, forcibly filling up empty space. Since the recording methods allows for creation of recursive texts that have no beginning or end, “endless stories” are one of the oldest genres of literature of Sashli&amp;#039;sftonodo, which greatly influenced their philosophy and culture.&lt;br /&gt;
&lt;br /&gt;
To record everyday and technical information, a simplified version is used, with a restriction on amount of modifier characters and being written without branching, linearly, in more familiar vertical lines, although lines still retain their property that they can be read in either direction. However, writing fictional literature, and especially philosophical works, in a simplified version is considered to be a strong insult to the mental abilities of a hypothetical reader, and is despised and scorned in the Sashli community. However, the development of computer technologies, which began with primitive limited means of entering and displaying information (just like on Earth), supporting only the simplified linear version of the writing system, eventually gave rise to a separate counterculture of &amp;quot;the degenerates,” as the rest of Sashli nicknamed them, who produce literary works explicitly written in the simplified linear system&lt;br /&gt;
.&lt;br /&gt;
Let&amp;#039;s not speak what opinion Sashli have about the writing systems of other civilizations, which are also strictly linear, and about the value of books written in these systems. Cephalopods practically do not import any foreign literature. At the same time, Sashli&amp;#039;s translated works often grow in volume tenfold, since it is common practice to translate each individual possible version of reading of the work as an independent text, compiling every result into a “digest of meanings”.&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Science_Corporation&amp;diff=1500</id>
		<title>Science Corporation</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Science_Corporation&amp;diff=1500"/>
		<updated>2019-10-18T02:34:37Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
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&lt;br /&gt;
[[image: Science_corporation_logo.png | thumb | 256px | Right | Corporation logo]]&lt;br /&gt;
The Scientific Corporation began as a modest research field laboratory that studies the most important discoveries of [[Raharrs | raharr]] throughout its history — the bases of the [[Ancients | Ancients]] and [[Science_Corporation#Artifact_X | artifact X]] on the planet [[Harr]]. They were located on an island located at the equator of the planet, which made access to it extremely difficult. For most of the time on the island, the temperature was around +60 degrees Celsius.&lt;br /&gt;
After research on them started, some ambitious heads of research groups understood what this discovery might lead to and merged to create a Scientific Corporation. This association actually signified a rebellion, but the attempt to suppress it failed, by which time the Corporation had already managed to modernize its equipment using the knowledge gained from the research.&lt;br /&gt;
&lt;br /&gt;
Today, the corporation is leading the edge of the technological advancement of the Raharr civilization, if not the entire [[Pangalactic Alliance | Alliance]]. It has opened branches on the planets of almost all members of the Alliance, and much of the sophisticated technologies are made using patents or products of the corporation. Many complain that the Corporation imposed a monopoly on the distribution of technology based on the results of studying the artifacts of the Ancients, but the situation doesn&amp;#039;t change, since the corporation is extremely forbidding on any attempts to conduct &amp;quot;unauthorized&amp;quot; studies of the technologies of the Ancients, sometimes to the point of forceful artifact extractions, citing the extreme danger that uncareful study can evoke as a reason for the ban.&lt;br /&gt;
&lt;br /&gt;
Despite the fact that many people note that the corporation has grown to such proportions (some information indicates that the corporation may have entire planets in remote sectors of the Alliance, the existence of which is not known to the other members of the Alliance) that its numerous subsidiary companies are beginning to live their own lives, often not too legal, the Scientific Corporation still remains one of the most influential leaders of the scientific and technological front of the entire Alliance.&lt;br /&gt;
&lt;br /&gt;
= Artifact X =&lt;br /&gt;
Artifact X is the central cause of the presence of raharrs on the galactic arena. Despite the fact that the artifact itself still remains a complete mystery to all of its researchers, the Ancients&amp;#039; base was built around it which, to this day, remains one of the most extensive structures of this civilization found in the galaxy.&lt;br /&gt;
The artifact itself is a hemisphere with a diameter of three kilometers, immersed in the crust of the planet to a depth of one and a half kilometers. The base of the Ancients surrounds the artifact with a ring near the base. From the center of the lower part of the artifact, something like a column about one hundred meters in diameter (supposedly part of a geothermal energy source), it goes deep into the planet. Seismographic studies helped to determine that the column goes down at least a thousand kilometers and it is quite possible that it goes all the way to the very core of the planet. Analysis of the surrounding rocks suggests that the artifact existed on the planet since its inception, and is more than two billion years old.&lt;br /&gt;
&lt;br /&gt;
The surface of the artifact is covered with even hexagonal plates of an unknown dark material which differs in appearance from typical artifacts of the Ancients, but is identical in their properties. A similar surface structure is observed in the Stabilizers rotating around the stars of the system, with the difference that the cells of the Artifact are much smaller and the gaps between them do not emit light.&lt;br /&gt;
&lt;br /&gt;
In the entire history of the study of the artifact, not a single way was found to take a sample of the material of the outer shell, nor to get inside the artifact. Even the most desperate attempt - the detonation of 40mt of nuclear charge - did not leave even a trace on the surface, but almost turned into a catastrophe for the rest of the research complex. This dubious “experiment” is still cited in criticism and is a part of many jokes about the Corporation’s methods - &amp;quot;if you can&amp;#039;t understand something, then just try to blow it up.&amp;quot; Since almost all study attempts returned little to no results, there are numerous theories about the purpose of the artifact. Some believe that this is the central control system of the planet&amp;#039;s geological and other processes, some believe that it is the control center of the Stabilizers, some even consider that it is the bunker in which the Ancients are alive today, watching the development of young civilizations. The complete inertness of the artifact does not allow any of the theories to obtain much-needed proof.&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
	<entry>
		<id>https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Chronology&amp;diff=1499</id>
		<title>Chronology</title>
		<link rel="alternate" type="text/html" href="https://wiki.leavingthecradle.com/raharrwiki/index.php?title=Chronology&amp;diff=1499"/>
		<updated>2019-10-18T02:25:33Z</updated>

		<summary type="html">&lt;p&gt;Super Weegee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translate&lt;br /&gt;
| ru=События&lt;br /&gt;
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= Major historical events: =&lt;br /&gt;
The chronology counts from the formation of the [[Pangalactic Alliance | Alliance]] (in [[Shining_Space_station#Standard_Time|Standard Years]])&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;-79 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; First contact occurs between the [[raharrs]] and an extra-Harrarian civilization. In the third solar system, a raharr research ship encounters another research ship of the [[Sashli]] civilization, which was also conducting research into the space surrounding them.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;-47 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Raharrs make contact with [[Ktak | Avians]]&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;-30 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Sashli come into contact with civilization (Temp).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;-10 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Raharrs come into contact with a civilization (Temp2), which at that time was in early medieval stage of development. The contact causes chaos in spite of the efforts of the Raharr ambassadors, causing considerable unrest and almost led to a complete collapse of society. The result of this was huge spike in crime, hunger, and epidemics. The situation forced raharr representatives to take over the local governments for the sake of maintaining order. This case, in the future, will cause the introduction of the First Directive.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;0 A.F. &amp;#039;&amp;#039;&amp;#039; Raharrs gather a meeting of ambassadors of all known types and holds a conference to approve the Galactic Alliance of Civilizations, designed to simplify the processes of mutual relations and mutual assistance between different species of the galaxy, as well as to ensure due care with contacting new civilizations. The meeting is held for several months, after which the Alliance officially begins its existence. The construction of the Shining station in the neutral star system begins.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;35 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; [[Insectoids]] announce their presence in the galaxy by making an attempt to colonize a planet that was already colonized by the raharrs shortly before. The resulting conflict results in the destruction of the colony and threatens to escalate into full-scale hostilities. The raharrs mobilize their forces.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;36-40 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Sashli accidentally discovers the insectoid worlds and peacefully contacts them. After clarifying the situation with the attack on the raharr colony, the Sashli begin attempts to reconcile the two sides and avoid conflict. Insectoids, contrary to expectations, quickly understand the situation from the raharrs point of view and begin to facilitate peace in every way. Officially, the truce was established in 46 A.F.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;50 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; In the neutral territories, the [[Shining_Space_station]] was completed, which became the intergalactic political and economic center of the Alliance. The shining begins to be used as a marker of the center of the Alliance. The station time is also taken as the standard time by which the daily periods of the planets belonging to the Alliance can be synchronized. Together with the creation of the station, the development of an interplanetary information exchange network called [[Technologies#Interstellar G-network | G-network]] is being completed. In spite of this, the steady growth of demand for couriers and messengers continues in the galaxy, since the tranfer of information between the various planets and space stations through G-net can take months, or even years.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;54 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; A research ship in the distant borders unexpectedly encounters a completely new [[Ziort | energy based]] type of sapience. The creature accidentally possesses the ship&amp;#039;s central computer, which almost causes the death of the entire crew. The incident was fortunately resolved, and the energetic being takes them to galactic coordinates that turn out to be a territory of a species called the Ziort Volume.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;66 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Insectoids join the Alliance on a full-fledged basis.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;69 A.F. &amp;#039;&amp;#039;&amp;#039; The loss of the original culture of (temp2) is declared officially - the chaos caused by contact with the raharr and the subsequent occupation strongly distorted local cultures, replacing them with a more mature and attractive raharrian culture. Because of this, the desire to get out of the raharrs control and restore the lost legacy is gaining popularity in the society of (temp2), to the point of rising technophobic and anti-intellectualistic social trends.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;72 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; At the next meeting of the Alliance, the original version of the Contact Directives is submitted and adopted. (temp2) independence is granted and the raharr transfer the leadership to the local rulers, leaving the planet.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;85 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; It becomes known about the existence of an empire [[Smi&amp;#039;Tar]].&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;90 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The Orsal Agreement was drafted and signed, prohibiting the development and use of all weapons based on a hyperspace generator or capable of destroying life on the planet on a macro scale. The agreement was supported even by species that were not part of the Alliance. Besides the ban on weapons, the agreement also enlarged the FTL-restricting passage zone around space stations and planets.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;87 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The Shining station receives a hundred-thousandth resident and becomes the most populated artificial space object of the Alliance.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;88-92 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; [[Lesser_species| Vainur Incident]]. A contact with the Vainur Directive is established. Having a dominant form of government on the planet heavily resembling militarist Nazism, the Vainurs reject the proposal to join the Alliance and establish hostile neutrality, stating that the true race has nothing to do in the community of intelligent animals. However, the Alliance allows the Vainur ships to move freely throughout their territory. However, attacks and abductions on the raharr begin to occur across the galaxy. As it later turns out, the Vainurs were extremely interested in the ability of the raharr to assimilate any organic matter and poisons, so they began to hunt them for the purpose of extracting and processing the raharr intestines. In addition, they were anatomically interested in not only the raharrs, but also other species as well. By the time the true motives and culprits were revealed, the total number of deaths reached several million. In response to the indignation of the Alliance, the Vainurs openly declares war, despite the Alliance&amp;#039;s quantitative and qualitative superiority. Following this, the Alliance organized a punitive action, destroying all Directive ships and deporting all Vainurs to their homeworld. A blockade was imposed on the planet and the Vainurs are forbidden to have any kind of space fleet, although they are allowed to leave the planet only with a special visa. A vote was also held, the theme of which was the invasion of Vainur itself and the forced change of the form of government, but the necessary number of votes “for” was not received. Afterwards, the Vainur Directive terminates all ties with the Alliance, responding with a refusal to all offers of material assistance. A warning is also sent that &amp;quot;any nonhuman who set foot on the holy lands of Vainur will be immediately killed.&amp;quot; Since then, the planet has remained in isolation, remaining faithful to its warning and firing on any ship attempting to land.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;98-101 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The [[Science Corporation | Science Corporation]] started a project to provide Ziort-exiles with improved bodies to serve in classified spec-ops in the interests of the Corporation. This was [[Character:Virus | partially successful]], but the project was shut down due to the potential consequences.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;116 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Expansion of the territories of the Alliance leads to the discovery of the [[Laymaran | Laymaran]] civilization. They are first taken for the underdeveloped civilization of the medieval stage, but a more detailed investigation reveals the reasons for the decline of the once highly developed species to the current state. A unanimous decision is made to assist the Laymaran and offer the proposal to join the Alliance. The Laymaran enthusiastically accept the help.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;153 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Detection of [[Smi&amp;#039;Tar | Smi&amp;#039;Tar]] empire.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;170 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The Laymarans, for the most part, restore their technological and scientific level to acceptable levels and create first colonies on other planets. The civilization itself is still heavily dependent on the Alliance&amp;#039;s supplies.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;174 A.F.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; The population of the Shining space station exceeds 10 million inhabitants and the station begins modernization and rebuilding in order to increase living space.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;177 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Contact of the Alliance and [[Azinarsi]]. An attempt to research an unusually behaving star results in the discovery of one of the Azinarsi worlds, after which the expedition ships are forcibly escorted to a distance of one light-year from the star. This becomes the only case where the Alliance ships were in the Azinarsi territory and could directly observe their structures — almost immediately after contact, the Azinarsi deployed their isolation policy.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;181 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; [[Iss]] subluminal sleeper colony ship arrives at the orbit of the Alliance colony and establishes contact.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;199 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; The Shining Station completes its expansion and becomes the largest artificial structure of the Alliance in outer space with a population of 11.5 million inhabitants.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;221 A.F.&amp;#039;&amp;#039;&amp;#039; A joint project in form of the mothership &amp;quot;New Horizons&amp;quot; leaves the docks, designed to become the first ship in history to attempt an intergalactic flight to the Andromeda galaxy. The ship went missing, being in the first third of the flight. The ship or its remains is still being searched for, and the project as a whole is considered to be a disaster.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;285 A.F.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; An exploration fleet stumbles upon a [[Humans | promising civilization]] that is on the verge of an interstellar stage of development. Due to an incident related to the crash of one of the members of the expedition to the planet, the situation gets out of control and leads to a forced violation of the First Contact Directive.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;320 A.F.&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt; Current date.&lt;br /&gt;
&lt;br /&gt;
{{Alliance_navigation}}{{comments|lang=en}}&lt;/div&gt;</summary>
		<author><name>Super Weegee</name></author>
	</entry>
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