Nralakk Federation

=Jargon Federation= Headed by Weashbi Jrugl, the Jargon Federation is governed by a Grand Council that aims to uplift the Skrell in all aspects - Socially, Politically and Economically. Since its formation in 900 CE, it has accomplished great feats that have propelled the ancient race across the Orion Spur - however - a looming reminder of the past still clings dearly to the species. Ruled by the tyrannical Glorsh-Omega, a manipulative intelligence that nearly rendered the Skrell extinct through the use of infertility, until its disappearance in 2192 CE that thrust the Skrell into a modern dark age that was difficult to recover from.

Now, with a profound emphasis on securing its own interests, the Federation has managed to grow its influence throughout the Orion Spur; through the use of an elusive branch of their military, known as  Ruupkala, and diplomacy. Despite utilizing various technological advances to ensure that dissent is rare.

Government Structure
The Jargon Federation has most of its power centred around the Federal Government, the central body that legislates and governs for the Federation as a whole which is led by the Grand Council. While the Federal Government oversees external relations as well as the overall governing of the Federation, the Sector Government oversees the regular day-to-day operations of a sector and its systems and planets, and is led by the Sector Councillor.

Positions within the Government follow a strict hierarchical structure, outlined below:


 * Borough Councillor - This is the lowest and most local Government position recognised by the State. The definition varies, but boroughs are typically divisions of a town or city, with the number varying based on size. How the division is decided is based entirely on the local Mayor, with the Planetary Governor giving permission on the final proposal. The borough councils are set up in a triumvirate structure, and typically provide local services such as garbage collection and community event organisation. They are also responsible for cooperating with Federal Officials when it comes to auditing C'thurian hive-cells living in the borough or having local Diona prepare for their citizenship exam. Borough councils together form the local town or city council, where they make decisions that will affect the entire locality, rather than just their own borough.


 * Magistrate - A Magistrate's role can be seen as similar to a Mayoral position. Their main responsibilities involve organising the local boroughs and providing guidance where required, as well as heading ceremonial duties and council meetings. Magistrates also act on behalf of their locality by forming the main council for the Regional Governor.


 * Regional Governor - A Regional Governor oversees entire regions on a planet. Typically this is divided by continent, but can also be divided by island chains or other geographic lines. Regional Governors will provide the main administrative decision-making for their region, ensuring that the region they govern performs to an acceptable standard. Regional Governors answer to the Planetary Governor.


 * Planetary Governor - The Planetary Governor oversees the administration of entire planets in a system. They follow the directives of the System Councillor, ensuring that a planet is productive and adheres to the Federation Standard for their Sector.


 * Installation Directors - Installation Directors govern installations, which can vary from habitats or industrial facilities orbiting populated planets, to large structures in systems that are only exploited for their resources. As such, the position of this role in the hierarchy is entirely dependent on the facility itself; Directors of a facility orbiting a populated planet being considered Regional Governors, and Directors who run installations in systems with no colonies being given the same authority as Planetary Governors, with one Director being assigned the role of System Councillor by the Federal Government.


 * System Councillor - System councillors administrate entire systems. They are responsible for ensuring that the planets in their system are providing their assigned portion of the system quota as outlined by their Sector Councillor, as well as ensuring that requests for Federal assistance in the form of funding, disaster relief, or other resources are sent through the proper channels.


 * Sector Councillor - The six Sector Councillors govern one of the Sectors assigned to them by the Grand Councillor’. They are responsible for ensuring that each sector is able to achieve the agenda as set out by Grand Council, which they are a part of.


 * Xrim Consular - This is a unique role in that it's a governorship of a planet, but it answers directly to the Grand Council, making it technically the only Federal Position a Diona can hold. The Xrim Consul is a gestalt selected for their loyalty to the Federation, with their prime directive to manage the planet Xrim and its inhabitants, while taking measures to stop the proliferation of the worship of The First Consciousness.

Grand Council
Wuqrnjeq-Qu'Nralakk (Grand Council of the Jargon Federation) is the supreme ruling body of the entirety of the Jargon Federation. The Council will utilize subspace communication frequencies to delegate during non-essential meetings, however, are expected to return to Qerrbalak to attend an annual meeting held in Kal’lo. The Grand Council is renowned for their swift, and successful, response to the events that occur within the Federation, with support of the Council typically been incredibly high, but as the years continue, especially with the growing presence of The Resistance, has begun to dwindle.

History
First formed in 900 CE, after the unification of the Alliance, it was designed to oversee matters such as colonization, space exploration and to create a monolithic approach to society. Positions were quickly filled by those elected by their peers - with most coming from the precursor nations; the Heshyu Council, the Tzqul Republic, and the Weshqi Republic. The first iteration would see itself subsumed after the rise of Glorsh-Omega who deemed it unnecessary as the it could easily, and much more quickly, respond to any issues that would arise - even preventing issues entirely through the use of predictive algorithms.

After Glorsh-Omega had seemingly disappeared, it left the remnants of the Federation scrambling. It wasn’t until 2310 CE, that the Grand Council was reinstated. The aims of such were exceptionally different from those that had guided the Skrell almost a millennia ago, with importance being placed on reintroducing the fragmented colonies back into the fold, reactivate the Nlom Relays disabled by the singularity caused by Glorsh-Omega and reestablish their dominance of the stars.

It wasn't until the Tresja Agreement that it was decided upon that a Head of State would be required, prompting the creation of the Grand Councillor title; a Skrell expected to lead the Federation into eras of prosperity, and ensure its continued existence. The very first Grand Councillor, elected due to their proposal on a blanket ban on any artificial intelligence within the borders of the Federation, was widely supported by almost all the Skrell across the Federation and has since been immortalised in Kal'lo Square where a memorial is dedicated to Grand Councillor  Tiipis Yla has been erected.

Composition
The composition of the Grand Council is as follows:


 * Grand Councillor:

The titleholder is expected to engage with the respective branches of the Federation: Executive, Judicial and Legislative. They are to utilize such to ensure sustainable development of all aspects in Skrell Society.


 * Sector Councillors:

These are essentially the ‘Governors’ of the six sectors throughout the Federation. They are expected to co-operate with the Grand Councillor, and relay information to and from the systems they oversee.


 * Advisory Council:

The advisory council is comprised of Skrell that are selected by the Grand Councillor to provide advice when requested. Typically selected among idols that have made a profound impact in their respective fields.


 * Public Sector:

The Public Sector is devised of Skrell important to the functioning of society; composed of Representatives,  Idols and Bureaucrats.

Authority of Sector and Federal Government
The authority of Sector and Federal Government are clearly distinct, with little to no overlap between the two to ensure efficiency when legislating new laws and policies.

The biggest difference is that Federal law is absolute, and supersedes any sector law that conflicts with it. Sectors are able to enact new laws that are not legislated by the Federal Government; Sectors can enact laws like littering ordinances, or tweak Federal laws where the wording allows for it such as maximum hours in a workweek (the Federal maximum being 35 hours), or private gun ownership (illegal unless on a colony with a sizeable hostile xenofauna population).

Law Enforcement Between Sectors
The Nlomkala is divided based on sector, with each subdivision answering to the main body based in the core systems. This division is strictly upheld in order to prevent corruption and bureaucratic errors when processing a criminal, making communication between divisions key in order to uphold the law.

In practice, this means that Nlomkala officers only work within their assigned sector and collaborate with other Nlomkala officers when criminals attempt to flee to a different Sector. Sector laws only apply to the Sector itself, meaning that while a criminal may be wanted for a sector crime, they are not in immediate danger of being caught until the Nlomkala put in a request to extradite them to the original Sectors Nlomkala division. Once a criminal is successfully extradited, they can be charged for their local crimes as well as have a Federal charge applied for fleeing the Sector, making their overall sentence much harsher.

Breaking local laws overall does not harm a citizens social credit as much compared to Federal laws. A citizen charged with breaking a sector law may see a small drop in their social credit score, but a Federal crime has the potential for the citizen to drop an entire point or even become a lower numerical.

Major Planets

 * Qerrbalak, the Skrell Homeworld. It has some of the largest cities on land and underwater - each with unique aspects, and houses both the Federation's headquarters, as well as the largest Solarian Embassy. The capital, Kal'lo, is often the most likely place for decisions to be made by the Grand Council, as well as diplomatic engagements with foreign heads of states.


 * Qerr'Malic, the moon of the Homeworld. Qerr’Malic is a bustling population centre, as well as a popular destination for aspiring engineers. It is home to dozens of warehouses that help facilitate trade throughout the Federation, as well as transport goods to and from other interstellar nations across the Orion Spur.


 * Aliose, largely considered the heart of the Federation’s scientific endeavours, with most research conducted by the Aliose University of Medical Sciences. Its frosty composition makes its inhabitants easily noticed due to their cold, white and thick skin derived from genetic treatments to greatly increase their ability to inhabit the planet.


 * Aweiji, the first Skrell Colony established outside of Nralakk. Whilst initially much rocker and drier than Homeworld, in 1050 BCE the Skrell initiated a vast terraforming program to convert the planet into an Eden in the Homeworld's own image. The very first colonists settled on their new home in 938 BCE, in a plain located between vast mountain ranges, which soon become the bustling city of Tresja. It was eventually selected for the location of the largest political meeting in the Jargon Federation’s history, the renowned Tresja Agreement.


 * Glorashi, comprised of various outposts that dedicate their time to research, and military aims. It houses a large population of the C'thur - due to the presence of the species'  High Queen being maintained on round-the-clock life-support provided by the Jargon Federation. Whilst the system is not vital to the Federation, it is paramount to the  C'thur who assist the Skrell in various ways to repay for the care given to their  High Queen.

Technology
The Skrell have some of the most advanced technology across the Orion Spur, with little capable of rivalling them. Skrell hospitals and medical research facilities are considered to be the best, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. One example of such is the technology of "flash-cloning" - growth of perfectly genetically identical limbs and organs in the span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.

Another example are widely used "youth serums", anti-ageing medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist. The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adopt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.

Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes. Members of the Kala, for example, typically receive modifications. Depending on their branch, augments will be installed to amplify their already adept skills. Those in high positions will often be equipped with a Loyalty Implant, not unlike those issued by Nanotrasen.

Many of these augments are also available to civilians, though not required as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrell Culture of prioritization of constructive endeavours. There is a recent trend where Skrell can have small, colourful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the results are unique and impressive.

Spaceflight
Being one of the oldest species within the Orion Spur with a reverence of the galaxy, it was inevitable that the Skrell would eventually have the stars within their grasp. With the successful launch of the first Skrellian satellite in 1224 BCE, the possibility of stellar habitation became a very real possibility. In due course, this ushered in an age of enlightenment as research and resources were poured into aeronautics, and almost three millennia later, the Skrell continue to dominate the stars, spreading themselves over approximately one thousand, two hundred stars throughout the westernmost segment of the Orion Spur. During the colonisation era of the Skrell people, a name would be coined for those born en route to their interstellar destination - ‘Horizon Children’ quickly became the popular term.

History
By 1224 BCE, the Skrell achieved landmark advancements in the field of spaceflight. Weishy 790, the first Skrell satellite to reach low orbit, was an accomplishment celebrated by the entirety of the species. The possibility that further advancements would allow the Skrell to breach the Homeworld's atmosphere in order to explore the stars drove further funding and manpower to aeronautic research.

The degrading environment of Qerrbalak pushed for the expansion across Nralakk, leading to the eventual colonisation of its moon, Qerr'Malic, by 1109 BCE. Crude and archaic by modern standards, the first colonies across Qerr'Malic alleviated the mineral crisis that plagued the Skrell and allowed even further innovation. While technological barriers were torn down, the very real threat of extinction grew. In 561 BCE, the warpdrive was invented and facilitated an unprecedented level of Skrellian colonization, no longer hindered by sub-light travel.

Over the next millennia, the Skrell managed to garner influence as their borders expanded, and the discovery of humanity in 2332 CE prompted the formation of a scientific alliance. This intermingling promoted the exchange of culture, knowledge, and ideas, which would further encourage Skrellian research. The discovery of phoron, and subsequently bluespace drives, heralded an era of newfound prosperity as travel times were cut nearly in half across the Orion Spur. However, gradual phoron scarcity has pushed for many Skrell to voice their concerns, some requesting the species return to using warpdrives - whilst slower, they are often much more reliable and cheaper.

Propulsion Methods
Spacecraft propulsion is any method used to accelerate spacecraft and satellites. It exclusively deals with propulsion systems used in the vacuum of space, such as the warpdrive or bluespace drive. Several methods have been developed, though each has its own drawbacks and advantages. The Skrell use a mixture of both methods in different classes of spacecraft, a small few even using an advanced hybrid of bluespace and warp.

STL
Most vessels before the invention of the warpdrive would travel at sublight speeds, meaning decades could pass before reaching their intended destination. This gave rise to habitation vessels - more commonly called 'Generational Spacecrafts'. The original occupants of these crafts would spend their entire lives aboard the vessel, training their offspring to replace them, before finally dying. The creation and subsequent implementation of the warpdrive halved the time it took to travel these distances - however, instead of phasing out the generation ships, the Jargon Federation modernised them, rebranding them as educational opportunities and research crafts. Volunteers would be able to apply for a variety of studies, and spend the rest of their journey completing their education, refining their skills before they began colonization efforts.

The culture of generational spacecraft eventually evolved into a nomadic society, the Skrell of which detaching from Jargon Federation - rather than devoting their lives to maintain the original purpose of the ship, these Skrell embraced a lifestyle of freedom and opportunity. With varying ambitions and destinations, these vessels are usually found travelling within the depths of the Traverse, or outside of the Jargon Federation, these ships 'continue' their maiden voyage. Some eventually settle after centuries of exploration. Depending on their experiences, and time spent within space, cultures can vary; their customs, traditions and habits are unique to specific groupings. Those that choose this nomadic lifestyle have been dubbed 'Genners' by contemporary Skrell society.

Warpdrive
A method of FTL travel, the warpdrive was considered the foundation of space exploration. The ability to breach the speed of light had been a driving force of Skrell aeronautics for centuries, as long, expensive travel costs led to the desire to make space travel much faster than it previously had been. Eventually, the warpdrive was invented by Noliq Preles in 561 BCE, which has since become substantially more advanced. Some advancements, including less power-intensive drives allowing for faster and cheaper travel, and a pioneering navigation system, still keep the warpdrive relevant in some sectors. Though the introduction of bluespace drives has resulted in only small crafts retaining warpdrives, these engines aren't necessarily discarded when compared to their bluespace counterparts - even still, the Skrell's technological capabilities have allowed their spacecraft to maintain steady speeds double that of humanity's.

Bluespace
The discovery of Phoron led to the access of bluespace, resulting in a retrofitting of military class vessels and interstellar freights. With higher efficiency and lower total mass, the advantage of bluespace drives become increasingly apparent. The implementation of these drives also led to an influx of Bluespace Mappers' - individuals dedicated to making calculations and plotting trajectories manually, instead of using artificial intelligence. The decision to rapidly outfit new and old ships with bluespace drives has now proven an issue, as the Phoron Scarcity continues to threaten all modern bluespace travel. Systems across the Jargon Federation are beginning to suffer, while piracy and shortages within the traverse are leading to an unprecedented decrease in the Grand Councillor's approval ratings.

Economy
The Jargon Federation, as a whole, operates as an authoritarian planned economy - where investment, production and the allocation of resources are distributed according to nation-wide economic plans and production plans. Usually, the quotas are set during the first few months of the year, whereupon they are expected to be fulfilled by state-owned-enterprises: a business where the Jargon Federation has significant control.

Currency
The Jargon Federation utilizes minted coins and paper bills, called sqiips, as currency. Sqiips in their coin form can be stacked and locked together thanks to their special magnetic properties for easy transportation. Higher valued sqiips will come in a paper form, printed on different types of water-safe seaweed, as multiple coins quickly become unwieldy. The coins and paper form will have markings of aquatic life on them to denote their value (shells, molluscan, buurgis, cosmozans, etc.). Tau Ceti lacks a word for the currency; however, when they are not called sqiips they are often called "shells". This slang has caught on outside of the Jargon Federation and many who do not speak Nral'malic would not even know the currency's true name.

1 sqiip = 3 credit

State-Owned Enterprises
Due to the incredibly advanced age of the species, some of the state-owned enterprises have been established for millennia - with different aims and goals to fulfil to keep the Jargon Federation functioning to its best ability. Each is essential to the Federation, and is considered a foundation for all economic activity to originate from.


 * Qerr'Zolvq Industries, created shortly after the founding of the first Federation in 907 CE, is responsible for all aspects of power generation and resource extraction. Before its establishment, the private sector both dominated and cornered the market, however after the establishment of Qerr'Zolvq Industries - it all changed. Backed by state subsidies that reduced its cost of production across Qerrbalak, it saw itself rise from a fledgeling company to an empire of sorts. Technological advances only saw its growth continue exponentially as asteroid mining became a commonality, as well as renewable sources of power that'd be capable of sustaining the unparalleled growth of the Skrell. Those with any knowledge in Mining, and  Engineering, are most likely to have been employed by Qerr'Zolvq Industries. It is headed by  Chancellor Xul Lurg.


 * Tuz'qlip Researchers, an enterprise established after the formation of the first Federation in 902 CE, oversees all aspects of Research, Development and Healthcare across the entirety of the Federation. Preceding its formation, each nation across Qerrbalak had something similar - however - after the formation of the Federation, the requirement for a unified front for all aspects of science and medical care was needed. Eventually, facilities across the Federation were amalgamated underneath Tuz'qlip Researchers; who now works hand in hand with Zeng-Hu Pharmaceuticals, sharing their research in various fields - a key byproduct of the Solarian-Jargon Alliance. Mostly comprised of Skrell that are educated in the fields of Science, and  Healthcare, Tuz'qlip Researchers is considered the main provider of healthcare across the Federation - with most if not all medical equipment bearing their logo. It is headed by  Overseer Nalo Gir-Roq


 * Nralakk Logistics, yet another enterprise founded after the formation of the first Federation in 905 CE, manages telecommunications and logistics across the Federation. Its creation was deemed necessary as the Skrell continued to expand across the stars; established interstellar communication and logistics network would allow for colonisation to continue steadily. Nralakk Logistics typically manages shipping routes, observation posts, and Nlom Relays throughout the entirety of the Federation. Most Skrell that have been educated in the fields of Science,  Logistics and  Engineering, are likely to have been employed by Nralakk Logistics. It is headed by  President Alot Sonq


 * Xomor, an enterprise established to construct vessels for the Federation in 901 CE. Whilst the industry was largely privatised, the Federation pursued interest in a nationalised enterprise that would supply them with Colonisation, Exploratory and Navy crafts, successfully doing so after the creation of Xomor. Xomor was responsible for a large portion of Skrell expansion in its early days, however, after the rise of Glorsh-Omega was transformed into a company specialising in advancing the capacity of the intelligence - be it through constructing probes, or devices for intelligence gathering. Slowly, the company began to become increasingly dependant on  Glorsh-Omega with the bulk of their resources going into said intelligence. When  Glorsh-Omega disappeared in 2192 CE Xomor was greatly affected - with a large majority of the workforce being laid-off, pushing the Skrell into high unemployment levels. It eventually saw a revival after the enterprise was reintroduced, with goals of scrapping the remnants of  Glorsh-Omega and produce military spacecraft, capable of defending the Jargon Federation from internal and external threats. Those with an education in  Security,  Engineering and  Science are most likely to have been employed by Xomor. It is headed by  Director Vraka Xora-Nel

Dionae Relations
While Dionae are generally treated well in the Federation, they are in a unique situation where issues can arise. Given their immunity to the Wake, Dionae have difficulty interacting with many aspects of Skrell life - such as shared dreamscapes and psionic links.

Dionae are capable of holding plenty of positions inside the Federation - however, are barred from Law Enforcement positions. While they are employed in the Qukala, their aversion to violence often has Dionae employed in utility or support roles on ships and in bases. Dionae enjoy a great deal of respect within the Federation - assisting in both unskilled and skilled labour, however, this does not stop the Federation from observing them. Dionae are typically monitored directly - usually in the large spiral gardens where the majority of the Federation’s Dionae will inhabit. Citizenship can be achieved within the Federation relatively easily when compared to other species, however, they restrict the number of nymphs that can be a part of the gestalt - which is twenty. The Dionae must first pass a series of tests created by the Federation before they are capable of emigrating - mental and physical.

Due to the lack of presence in the Wake, the Federation takes more active measures to ensure that the species conforms to its ideals. The most widespread and accepted way of doing this is through ‘adoption’. While there’s no official adoption agency, Skrell are encouraged to take in newborn nymphs and raise them as part of their family unit. Over the course of several years, it’s the duty of the quya to instil the same ideals and positive qualities the Federation looks for in its citizens into the Dionae they’ve adopted. No two cases are the same, but it’s typically agreed that once the nymph has become a gestalt, and is able to complete its citizenship test and find employment, they are ready to join the Federation as an independent citizen rather than seen as dependents of their quya (or as some outside observers have mentioned, as pets).

Adoption is also the Federations preferred method of dealing with the Dionae from Xrim that worship ‘The First Consciousness’. Typically taken in by more older Skrell who lived during the time of Glorsh-Omega. The gestalts are encouraged to take blood samples from their host family in order to experience what happened centuries before, and are slowly taught the truth behind their ‘deity’. Not many older Skrell who lived through this era are willing to relive their past and assist in this endeavour, but those that do take the duty seriously.

For a more detailed overview, please see the Diona in the Federation page.