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		<title>Skrell Politics</title>
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		<updated>2026-01-10T04:27:18Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
[[file:jargon_flag.jpg|thumb|right|360px]|The flag of the Nralakk Federation.]]&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Skrell Politics=&lt;br /&gt;
==Federation Governance==&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation is a unitary directorial republic, whose centralized body manages all mechanisms of the nation as a whole, and is led by the &#039;&#039;&#039;Grand Council&#039;&#039;&#039;. The federal government manages foreign relations and national-level decisions, with planetary and further divisional management delegated and handled by its council structure. Within each level is a council and its respective councillors, who convene to handle the duties of their governed region, sector, or field with shared authority. The only exception to this is the Grand Council itself, whose Grand Councillor operates with singular, ultimate authority.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;council&#039;&#039; is the body of governance at every level of Federation society, from a factory unit on Pluat, to the entire Federation itself. These councils can vary in size, term limits, and other small details, but they are all bound to three Federation-mandated guidelines; all councillors must be elected from the population their council governs, each councillor is afforded a singular and equal vote, and each council must obey the ruling of a superior council. For a motion to pass, or an action to be taken by a council, the normal convention is for a two-thirds majority vote, with some variations being dependent on the size or purpose of the governed entity. Every council must contain a chair unanimously elected from within the council itself, who then holds the responsibilities of representing the council, mediating debates, holding votes, and exercising a tie-breaking vote.&lt;br /&gt;
&lt;br /&gt;
Councillors are typically low-to-high Primaries who, due to their position, are endowed with additional privileges and prestige, both in their community and their individual fields of expertise. One such privilege is the legal protection Councillors receive from being arrested and/or prosecuted as long as they hold the position, except in cases where the Kala have deemed them a threat to Federation Interests. Councillors may be removed from their position by a two-thirds majority vote polled from the citizens they are responsible for governing.&lt;br /&gt;
&lt;br /&gt;
===Federal Government===&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation has most of its power centred around the Federal government, the central body that legislates for and governs the Federation as a whole, headed by the Grand Council. While the Federal government oversees external relations as well as the overall governance of the Federation, the planetary governments oversee the regular day-to-day operations of Nralakk planets in the form of Planetary Councils.&lt;br /&gt;
&lt;br /&gt;
====The Grand Council====&lt;br /&gt;
[[File:GrandCouncil.png|thumb|right|300px|The emblem of the Grand Council.]]&lt;br /&gt;
The &#039;&#039;&#039;Grand Council of the Nralakk Federation&#039;&#039;&#039; (Nral’malic: Qu’Wuqajeq-Nralakk) is the ultimate decision-making body of the federation, headed by the Grand Councillor. The Grand Council itself includes all members of the Advisory, Federal, and Judicial Councils, the Nralakk Federation Security Commission, the High Representative, the State-owned Enterprise Presidents, and delegates from the various Federal Civil Service agencies.&lt;br /&gt;
An even smaller body within the Grand Council is the &#039;&#039;&#039;Advisory Council of the Nralakk Federation&#039;&#039;&#039;, which is the Grand Councillor’s closest circle, made up of experts for every matter the Grand Councillor maintains management of. The number of Grand Advisors on the Council fluctuates within a Grand Councillor’s term, with the current council currently:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Advisory Council of the Nralakk Federation&lt;br /&gt;
|-&lt;br /&gt;
! Managing Government Council !! Advisor !! Responsibilities and Information&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nralakk Federation Security Commission&#039;&#039;&#039; [NFSC] || Grand Advisor of Security and Intelligence, Security Commissioner &#039;&#039;Tariqale&#039;miluz Odakizu&#039;&#039; || Advises on matters of national security, foreign disputes, domestic surveillance.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nralakk Federation Representative Corps Council&#039;&#039;&#039; [NFRCC] || Grand Advisor of Diplomacy, High Representative &#039;&#039;Arelqive’usoq Nwugayu&#039;&#039; || Advises on foreign policy, reports diplomatic efforts by representatives abroad, and relays information from foreign representatives within borders.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nralakk Federation Legal Council&#039;&#039;&#039; [NFLC] || Grand Advisor of Justice, Federal Chief Magistrate &#039;&#039;Jirele-Eriuyushi Gaz’Owal&#039;&#039; || Advises on national policy, maintains information and legal records from federal and planetary courts.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nralakk Federation Research and Advancement Council&#039;&#039;&#039; [NFRAC] || Grand Advisor of Scientific Innovation, Chief Director &#039;&#039;Ormish Jrolk&#039;&#039; || Advises on ongoing national and planetary projects, current scientific standards, and ethics.&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;Nralakk Federation Labour Council&#039;&#039;&#039; [NFLBC] || Grand Advisor of Workplace Affairs, Labour Secretary &#039;&#039;Ruyoq Oawui’pili&#039;&#039; || Advises on current workplace practices, concerns submitted by State-Owned Enterprises, and adoption of new equipment and technology.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nralakk Federation Logistics and Transportation Council&#039;&#039;&#039; [NFLTC] || Grand Advisor of Infrastructure and Transportation, Administrator &#039;&#039;Yawi Finiquvi&#039;&#039; || Advises on infrastructure and transportation developments and reports on current logistics, potential deficits, and public transportation statistics.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nralakk Federation Cultural Development Council&#039;&#039;&#039; [NFCDC] || Grand Advisor of Skrell Culture, Cultural Minister &#039;&#039;Lawuir-Gwikip Orizu’nari&#039;&#039; || Advises on recent cultural events in Federation citizens, development of the national language of Nral&#039;malic, preservation of heritage and culture, and foreign culture.&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;Nralakk Federation Economic Planning and Quota Council&#039;&#039;&#039; [NFEPQC] || Grand Advisor of Economics, Economic Planner &#039;&#039;Yewis’kiv Bulo’woka&#039;&#039; || Advises on national quota projections, development of economic sectors, industrial expansion, and coordination with corporate and foreign labour bodies.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nralakk Federation Health and Betterment Council&#039;&#039;&#039; [NFHBC] || Grand Advisor of Health, Chief Director &#039;&#039;Ninilur’yiv Avila&#039;&#039; || Advises on matters of medical developments, health trends within age and Index demographics, and birthrate projections.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nralakk Federation Education Council&#039;&#039;&#039; [NFEC] || Grand Advisor of Education, Chief Instructor &#039;&#039;Gijiq’ximi Piq-Valik&#039;&#039; || Advises and reports on national curriculum, student body trends, and development of future educational development.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nralakk Federation Diona Integration and Harmony Council&#039;&#039;&#039; [NFDIHC] || Grand Advisor of Diona Affairs, Diona Liaison &#039;&#039;Wuyoa Bero-Rixi&#039;&#039;l &amp;amp; Gestalt Representative &#039;&#039;Curator&#039;&#039; of Greater Internal Harmony || Advises the development of the induction of diona and gestalts into the Federation, Spiral Garden statistics, and cultural developments within the Conglomerated Choir of Nralakk.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nralakk Federation Hive Integration and Diplomacy Council&#039;&#039;&#039; [NFHIDC] || Grand Advisor of C&#039;thur Affairs, C’thur Liaison &#039;&#039;Vilejio Trujiv’ruwi&#039;&#039; &amp;amp; C’thur Queens &#039;&#039;Mouv&#039;&#039; and &#039;&#039;Vytel&#039;&#039; || Advises on the development of Diulszi, C&#039;thur Hive political involvement, adoption of both sapient workers and Viax into the national workforce, and the physical state of High Queen C&#039;thur.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nralakk Federation Traverse Management Advisory Board&#039;&#039;&#039; [NFTMAB] || Grand Advisors for the Traverse, all advisory board members || Recently formed, irregular council after the events of the Q&#039;elpi Basin crisis. Advises on the matters of the Traverse&#039;s development, autonomy, and the Qehalak&#039;s development as an independent enforcement body.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nralakk Federation Phoronic Research and Reserve Oversight&#039;&#039;&#039; [NFPRRO] || Grand Advisors for Phoron Application, all board members || Recently formed, irregular council in light of the phoron scarcity. Advises on all matters of the adoption of phoron technology, strategic reservation of phoron, and projections on the ongoing crisis.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beneath the Grand Council and the Advisory Council are the accessory and irregular councils that are members of the Federal government, but are still ultimately both beneath and answer to the Grand Council. These consist of the:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Accessory and Irregular Councils&lt;br /&gt;
|-&lt;br /&gt;
! Accessory Council !! Information&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federal Council of the Nralakk Federation&#039;&#039;&#039; [FCNF] || The primary body of Planetary Government oversight, the Federal Council is the mechanism the Grand Councillor uses to manage the direction of the Planetary Councils. The Federal Council is made up of the Grand Councillor and every Planetary Councillor in Federation space.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Judicial Council of the Nralakk Federation&#039;&#039;&#039; [JCNF] || The most important mechanism of law and justice in the Federation, the Judicial Council proposes, writes, and codifies Federal laws, and appoints Federal Magistrates. The Judicial Council is made up of the Grand Councillor, the Federal Chief Magistrate and Chief Procurator, as well as select senior Federal Magistrates and Procurators.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skrell_Enforcement#Nralakk_Federation_Security_Commission|&#039;&#039;&#039;Nralakk Federation Security Commission&#039;&#039;&#039;]] [NFSC] || The supervisory body responsible for overseeing all security, intelligence, and law enforcement operations conducted by the Federation both domestically and internationally. Headed by the Grand Councillor and their appointed NFSC Commissioner, currently Tariqale&#039;miluz Odakizu.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federal Corporation and Economic Integration Board&#039;&#039;&#039; [FCEIB] || The body is explicitly headed by the Grand Councillor, with each President of the State-owned Enterprises serving as a member, to coordinate the direction of the Federation’s industries. Each President is a subordinate to the Grand Councillor and is only able to advise them, as they do not have a vote on any matter presented to the FCEIB. The FCEIB, being a relatively recent board formed in order to handle the original Work Initiative Programme before the expansion of corporate special economic zones, has seen significant growth as 2467 heralds further corporate presence in the nation. These positions include advisory positions from each foreign corporation present, though the position of being advisors relegates next to no real political power beyond having the direct ear of the Grand Councillor and the State-Owned Enterprises’ presidents.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Federal Civil Service&#039;&#039;&#039; [Not abbreviated] || An irregular, umbrella term for all the nonspecific bureaucrats, office workers, and general employees of the Federal government. The FCS is not an organisation itself in any form, and is made up of administrative and civilian employees of government bodies.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nralakk Federation Representative Corps&#039;&#039;&#039; [NFRC] || The body containing the Representatives of the Federation to the other nations of the Spur, headed by the High Representative of the Nralakk Federation Arelqive’usoq Nwugayu. The Nralakk Federation&#039;s interstellar diplomacy is done through its &#039;&#039;&#039;Representatives&#039;&#039;&#039;, consisting of several hundred members of the Nralakk Federation Representative Corps, who act as ambassadors for the Federation towards foreign entities. Each Representative is thoroughly vetted by the NFRC and granted ambassadorship status after being proven to be an accomplished member of the Federation, who holds its interests to enough of a degree to be trusted with the task to represent the nation abroad.&lt;br /&gt;
&lt;br /&gt;
Representatives regularly become Primary Numericals and achieve idol status due to their work, particularly if their assignment is considered of vital importance to the Nralakk Federation. Idol Representatives are expected to be well-versed in politics, to always go beyond standards set by the Federation as an example of a model citizen, and are under minute security under the NFRC’s oversight. Any rumors of potential scandals are enough for a Representative to be recalled, particularly for those assigned to high-profile entities such as the [[Sol_Alliance|Solarian Alliance]], or the economically strategic [[Republic of Biesel]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Planetary Government===&lt;br /&gt;
&lt;br /&gt;
Within the Nralakk Federation, each planet is governed by a &#039;&#039;&#039;Planetary Council&#039;&#039;&#039;, who are responsible for the dissemination of directives from the Grand Council and oversee the fulfillment of production quotas, and in turn submit the vast amounts of statistics and information necessary to ascertain the needs and capabilities of each planet. At the highest level are the Provincial and Municipal Councils, who oversee entire regions of the planet outside of large population centers, and can encompass multiple smaller settlements under their jurisdiction. Additionally, Planetary Councils are in close contact with their [[Skrell_Enforcement#Directory_Of_Internal_Security|security forces]], and have a special relationship with the [[Skrell_Enforcement#Council_Enforcers|Wukala]], who nominally serve them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provincial Councils&#039;&#039;&#039; manage the implementation of new directives from the Grand Council and its subordinate councils, track and update information regarding the population, productivity within the region, and record the average amount of UBI and social welfare program usage across its populace. Infraction rates and criminal activity also ultimately fall upon the Provincial Council, who then submits these reports to planetary enforcement boards. &#039;&#039;&#039;Municipal Councils&#039;&#039;&#039;, their urban counterparts, maintain the same responsibilities and record similar statistics. &lt;br /&gt;
&lt;br /&gt;
The average member of the Provincial and Municipal Councils are generally idols and well-known community figures, with the expectation of providing the fairest and best decisions towards improving their managed regions. The act of representing the planet’s sum total to the rest of the Nralakk Federation is not taken lightly, and candidates are usually under scrutiny throughout their service.&lt;br /&gt;
&lt;br /&gt;
Beneath the Municipal and Provincial councils are the &#039;&#039;&#039;City Councils&#039;&#039;&#039;, of which Municipal and Provincial variants also exist. Municipal City Councils, or MCCs, are tasked with the management of civil services and the development of the individual cities that preside over, and are usually the highest branch of the planetary government that the average Federation citizen interacts with. Social welfare programs and the universal basic income are provided through the MCC, and are expected to monitor and record the total population and demand for these programs in order to correspond with the Municipal Councils that lead above them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provincial City Councils&#039;&#039;&#039;, or PCCs, manage more responsibilities than their city counterparts. The average PCC manages the industrial expansion and State-Owned Enterprises’ development and quota fulfillment in the smaller settlements and rural areas, regularly coordinating with the local workforce for oversight on most tasks. From ecological considerations on industrial expansion, to the local SOE branch’s fulfillment of domestic demand and quotas, PCCs are the backbone of these areas.&lt;br /&gt;
&lt;br /&gt;
At the lowest and local levels are the &#039;&#039;&#039;Ward Councils&#039;&#039;&#039; and &#039;&#039;&#039;District Councils&#039;&#039;&#039;, who preside over boroughs of population-dense cities, and smaller urban or rural cities respectively. Deviating from the higher bracket councils, both local councils are responsible for community initiatives, polls, updating total population and their fluctuations, as well as functioning as a forum for the citizens in their jurisdiction. Every skrell citizen is able to be granted correspondence through both councils, whether through personal requests or the local assemblies. While civilian assemblies for polling and public reception are common, idol-only panels function as direct routes for the most influential citizens of the Federation to interface with the local government. As these idols are usually given more say in the councils, they are usually expected to have some impetus to represent the interest of their local community beyond themselves. Beyond the technicalities and legal definitions, these councils form the backbone of communities through helping the individual citizens within them connect and work together for a collective effort.&lt;br /&gt;
&lt;br /&gt;
Civilian space stations and installations, in contrast to the planets within the Federation, are managed entirely by individual &#039;&#039;&#039;Installation Councils&#039;&#039;&#039; in lieu of the three bracket council system. Operating as a hybrid of all three brackets, the average Installation Council has considerably more direct governance over their station, being afforded these abilities to compensate for the combined responsibilities of every bracket. All members from these councils are derived directly from the station staff, usually from the leaders of each individual department. While typically assigned to a Planetary Council that manages the planet whose gravitational well influences the installation, free-floating structures are afforded further autonomy.&lt;br /&gt;
&lt;br /&gt;
==Skrell Schools of Thought==&lt;br /&gt;
&lt;br /&gt;
The political, social, and economic ideologies of the Nralakk Federation have existed since the formation of the First Federation, and have since evolved towards their current, contemporary state. These “Schools of Thought” are the general guidelines and principles for wide ranges of individual beliefs a skrell holds, although they remain true to the core beliefs of the School.&lt;br /&gt;
&lt;br /&gt;
===Primary Schools===&lt;br /&gt;
The Primary Schools are the two official and most common ideological spheres to which nearly every Nralakk citizen follows:&lt;br /&gt;
&lt;br /&gt;
*Federalism (though unrelated to the traditional concept of Federalism from the identically-named human ideology) is the current dominant School of Thought in the Nralakk Federation, promoting the ideals of further centralisation and power for the Federal government: a command economy is planned and managed by the Federal government, and carried out by the Planetary Councils in order to perpetuate the necessary support of the welfare state; diplomacy and trade conducted with any nation deemed advantageous, regardless of their ideology for the benefit of the Federation; a security and intelligence apparatus which remains strong and maintains its presence outside of Federation space in the name of national interests; the diona and C’thur’s vaurca populaces should be further integrated into the Nralakk Federation. &lt;br /&gt;
While Federalism is primarily a monolithic School of Thought ideologically, the methods of its implementation have many small variations. Integrationist Federalists are interested in the further integration of the other interstellar species in the Orion Spur, with the end-goal of allowing all of them to live and forward the interests of the Nralakk Federation. &lt;br /&gt;
&lt;br /&gt;
*Planetary Traditionalism is the less common School of Thought in the Nralakk Federation, which promotes the ideals of a decentralised Federal government. These ideals range from: Expanded self-governing power to the individual Planetary Councils, decentralised economies to provide each Planetary Council more freedom to revolve their planet’s industries to their individual specialities for the prosperity of the Federation; Diplomacy and trade opportunities offered only towards nations in-line with Traditionalist and Federal interests; a security and intelligence apparatus more focused on the planetary level, and does not conduct operations outside of the Federation, with the Qu’Wukala’s powers being restricted; The diona and C’thur Hive’s vaurca populaces should remain in their current positions in skrell society, primarily towards expanding the labor base of the Nralakk Federation.&lt;br /&gt;
Planetary Traditionalism tends to retain the same base concepts across the Core and Contingent systems, but experiences further variation towards the Traverse. Traverse colonies trend towards Planetary Traditionalism towards varying amounts of autonomy and decentralization. Towards the border towards human civilizations, more absorbed ideas of a capitalist scheme of economy and open markets become more popularized. Inversely, more radical planetary traditionalists further separation into sector-states and planet-states with their own planetary governments able to modify the Grand Council’s passed down laws. Those in the latter sometimes adopt the title of Commonwealth Traditionalists, in reference to the Commonwealth of Three.&lt;br /&gt;
&lt;br /&gt;
===Secondary Schools===&lt;br /&gt;
The Secondary Schools are the myriad minority beliefs not endorsed by the Nralakk Federation, instead adopted by skrell outside of the Federation’s borders. These consist of:&lt;br /&gt;
&lt;br /&gt;
*The Lyukal/Resistance Fronts’ ideologies span the diverse and extremist beliefs drawing from many differing interpretations of [[Skrell_Faith#Suur’ka|Suur’ka]] and [[Skrell_Faith#Kir’gul|Kir’gul]] tenets. A majority of these state that the Nralakk Federation is an overbearing, totalitarian state, and that skrell should actively resist its control. Believers in these radical ideologies find themselves divided between other opposing groups, leading to a significant degree of infighting that some consider a hindrance towards the primary goal of reforming (or destroying) the Federation. Lyukal/Resistant Front beliefs are found mostly in the [[Federation_Crime_and_Resistance#The_Resistance|subversive Traverse]], as well as with [[Starlight_Zone|non-Nralakk skrell]].&lt;br /&gt;
&lt;br /&gt;
*Skrell Corporatism is the niche belief that the Nralakk Federation’s future lies within an open-market, capitalist economy where corporations drive industry, with competition being the key to achieving rapid innovation and expansion. Inspired by their human neighbours, Skrell Corporatism is nearly unheard of in the Nralakk Federation, with only some interest taking root where megacorporate special economic zones and cooperative areas are leased. In non-Nralakk skrell circles, this belief remains rare, as most skrell outside of the Federation’s welfare state face the reality of living in the broader, corporatist Spur.&lt;br /&gt;
&lt;br /&gt;
*The Synthetic Wave is the belief held by the few remaining AI sympathisers, who now live in the Coalition of Colonies and obscure frontiers following the Tri-Qyu Calamity, that the Synthetic Era was a time of objective scientific and technological prosperity for skrell. Artificial Intelligence should continue to be developed by those in the Synthetic Wave, and that AI is the key towards the betterment of the Spur at large. Openly following this belief is guaranteed to have one shunned and ostracized in any circles beyond itself.&lt;br /&gt;
Notably, the phrase “Glorsh Loyalism” is a catch-all term for a broad spectrum of AI supporters for most disapproving skrell, despite Glorsh-Omega itself is a controversial topic amongst Synthetic Wave members. Most disavow Glorsh-Omega as a shortsighted and poorly handled intelligence, while others believe that Glorsh’s first execution was erroneous, and with more development, could have been the true guiding hand of the species.&lt;br /&gt;
&lt;br /&gt;
*National Isolationism, while seen as particularly conservative and reactionary, has maintained a small niche of support in the Nralakk Federation. Isolationist skrell see the Nralakk Federation’s opening of its borders and Spur political involvement to be a distraction or active detriment to the Federation, and would see its borders closed in order to focus on its own domestic issues. Multiple groups would see skrell who settled outside of the Federation either returned or permanently exiled due to cultural contamination. &lt;br /&gt;
Phoron and its use in the Nralakk Federation is a controversial topic among Isolationists, who either see the nation’s dependence as a catastrophic deal with the devil towards foreign powers and outside elements, while other Isolationist groups believe the expansion to find new, Federation-owned sources of phoron is key to maintain self-sufficiency.&lt;br /&gt;
&lt;br /&gt;
==Relations with Foreign States==&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation, originally known for isolationist practices and the tumultuous involvement in the [[Unathi_History#First_Contact|first contact of Moghes]] and [[Tajaran_History#First_Contact|Adhomai]] alongside Solarian exploration, has since moved to distance itself from the results of their appearances into Spur politics. The Federation’s [[The_Beauchamp_Arc#A_Federation_Resolute|new era]] of foreign aid and renewing offers for potential friendships has begun the process of melting the icy exterior of the skrell giant, attempting to move against the perception of the Federation as being both distant and as Sol’s unspoken card to pull upon in the event of being threatened by other powers.&lt;br /&gt;
&lt;br /&gt;
Though many perceive this as a turning of a new leaf and fantastic economic opportunity, there are just as many who perceive the Federation’s movements as a threat from a looming foreign power, now mobilized only out of necessity. Foreign aid and technological offerings have historically been an immense boon for struggling settlements and post-disaster recovery, with examples seen during the [[The_Beauchamp_Arc#THE_QUKALA’S_VICTORY:_BEAUCHAMP_ON_THE_RUN!|assault on Sol’s warp gates in 2464]], [[New_Gibson#Contact_with_the_Skrell|New Gibson’s biodomes]], and the  [[New_Blades_Old_Wounds_Arc#Agreement_Reached_on_Ouerea!|Nralakk-Izweski Mutual Prosperity Agreement]].&lt;br /&gt;
&lt;br /&gt;
===The Alliance of Sovereign Solarian Nations===&lt;br /&gt;
The Solarian Alliance and Nralakk Federation were the first two nations of differing species of the Orion Spur to make contact with each other, and have closely cooperated ever since. Both nations host dozens of the other’s representatives, being heavily intertwined economically and strategically. It remains in their mutual interests to ensure that they both continue to be stable, and something interstellar powers.&lt;br /&gt;
&lt;br /&gt;
Strategic trade between the Alliance and the Federation stands as the second largest source of phoron, with both nations seeking to maintain each other’s strategic reserves and stability as the scarcity moves past peak phoron. The ASSN does push to retain preferential deals from their relationship and long history of cordial relations between each other, though how much exclusivity can be retained is yet to be seen.&lt;br /&gt;
&lt;br /&gt;
===Republic of Biesel===&lt;br /&gt;
The [[Republic of Biesel]] maintains a positive relationship with the Nralakk Federation at a state level, however among the general population of the Republic, opinion on the Federation is largely reserved, with their inaction during the [[Republic_of_Biesel#Phoron_Scarcity_and_the_Second_Invasion_of_Biesel_(2462)|invasion of Tau Ceti]] and the [[Warbling_:_The_Traverse_Strikes_Back#Unprecedented_Mass_Migration_of_Skrell|refugee wave during the Traverse Crisis]] still in recent memory. Despite this, Tau Ceti remains a favorite for skrell traveling abroad, boasting the status of being the number one destination for work and travel visas.&lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel currently maintains the second-largest number of diplomatic representatives within the Nralakk Federation’s borders. With the ongoing [[phoron scarcity]], the Federation vies to improve relations and influence in the fledgling republic through foreign aid, the lending of advanced - non-phoron reliant - skrell technology, and research leases. Meanwhile, the Republic reciprocates by leveraging its political position to expand megacorporations’ ability to freely operate within the Federation’s economy. The Nralakk Federation has affirmed that they see the Republic of Biesel as a valuable diplomatic partner, and publicly wishes to increase diplomatic ties with them. This has since expanded further as [https://forums.aurorastation.org/topic/16330-tau-ceti-times/page/5/#findComment-181503|talks between the Republic and Federation] give way to a tentatively hopeful new era of cooperation between the two nations, with the Federation providing an unexpected apology and vested interest in cooperation. In spite of the news, the people of Biesel remain wary of what is to come in light of future agreements, particularly among the refugees hiding away from the Federation’s eye in the Starlight Zone.&lt;br /&gt;
&lt;br /&gt;
===Serene Republic of Elyra===&lt;br /&gt;
The [[Republic of Elyra|Serene Republic of Elyra]] maintains suspicion and cooled relations with the Nralakk Federation, particularly due to Elyra’s interest in self-reliance, with only some improvement post-Lii’dra Incursion. Most attempts to open opportunities for phoron trade are met with cold responses, or slated off as too costly due to the distance between their territories. A general sentiment among Elyrans is that the Nralakk Federation’s efforts to pursue diplomacy is purely out of ambition with the collapse of the Solarian Alliance, consisting of nothing more than a changing of which political giant is meddling in their affairs.&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra retains a middling amount of representatives within the Federation and in their own borders, with their intentions focused primarily on securing research agreements and the technology trade. Both parties still support an interest in fostering further cooperation, if only to maintain their research agreements and little else. &lt;br /&gt;
&lt;br /&gt;
===Empire of Dominia===&lt;br /&gt;
Despite their proximity, the [[Empire of Dominia]] and the Nralakk Federation have remained very neutral. Dominia’s stance on the Federation is turbulent due to the empire’s cultural and religious views on synthetics, the Federation’s past exploits with AI, and their subsequent disavowal of them splitting the public opinion. Attempts at trade have usually floundered due to logistics and dangers involving travel through the Federation’s furthest frontiers to access their trade ports. With synthetics remaining a constant topic in politics and current events, both factions have recognized the other’s stances on artificial intelligence as mutual… if in parallel to each other’s reasoning. This mutual standing point has been used as a reignition of diplomatic interaction between both nations, with potential trade returning as a talking point between Dominia’s representatives and the Federation itself.&lt;br /&gt;
&lt;br /&gt;
Currently, the Empire of Dominia maintains a small number of representatives of the Nralakk Federation within its borders, though more are planned to be sent over should their relationships continue to warm. This has since developed further with the recent growing relations between the Solarian Alliance and Dominia, which has further warmed the Federation towards future collaboration.&lt;br /&gt;
&lt;br /&gt;
===Eridani Corporate Federation===&lt;br /&gt;
The [[Eridani Federation|Eridani Corporate Federation’s]] relations with the Nralakk Federation is the second largest corporate entrypoint into the Federation’s economy, seconded only by the [[Republic of Biesel]]. Being a sovereign nation under the [[Sol Alliance|ASSN]] has endeared them to the Federation at large, but the heavily controlled economy remains slow to allow foreign corporate influence beyond limited special economic zones established by both [[Einstein Engines]], [[NanoTrasen Corporation]], [[Zeng-Hu Pharmaceuticals]], and other corporate conglomerate members. With the Phoron scarcity and economic shifts, however, further allowance of the corporations into the Federation, and the loosening of its economic control, is projected to be all but assured by Eridani economic and political analysts.&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation retains the third largest number of representatives within its borders as Eridani continues to court the Federation for further trade deals and corporate influence.&lt;br /&gt;
&lt;br /&gt;
===Coalition of Colonies===&lt;br /&gt;
The [[Coalition of Colonies]]’ member states recognize the Nralakk Federation’s close ties to the [[Sol Alliance|Solarian Alliance]] as the largest hurdle against diplomatic interactions between each other - particularly as the Coalition invites further breakaway states into its fold. Despite the Federation’s neutrality in recent conflicts with the ASSN as a sign of potential diplomatic opening, most anti-Solarian members of the Coalition still see the Federation as its staunch ally. Stances on further diplomatic relations with the Nralakk Federation vary by member state:&lt;br /&gt;
&lt;br /&gt;
[[Xanu Prime]], being the economic powerhouse of the Coalition, has considered potential trade with the Federation to be a great boon against recent decades’ economic tumult. The Federation’s distancing from the ASSN made in the Interstellar War and diplomatic advances towards Ex-Solarian nations have softened the initial coldness. While the Federation was slow to act on expanding diplomatic and economic opportunities with the Coalition at large, Xanu Prime has been the recipient of the first exploratory trade routes and diplomatic visitations by the Federation’s representatives. Similar opportunities await Xanu’s political discussions on what to do with Sol’s largest ally.&lt;br /&gt;
&lt;br /&gt;
The [[Scarabs|Scarab Fleets]] are a peripheral faction that has maintained very little notice from the Federation, beyond being the recipient of foreign aid that has trickled down from Xanu and other Coalition states. The most relevant major vessel of the fleet is the [[Scarabs#Faladay_Tadhhab_Bsre_(Fa’Ta-Bs)|Fa’Ta-Bs]] with its ties to [[Zeng-Hu Pharmaceuticals]], which became a topic of interest regarding the development and creation of the [[Offworlder_Humans#The_ESS|ESS RIGsuits]] and other off-worlder aids. Despite this initial obscurity, outreach towards the Coalition will provide further opportunities for the Scarabs to make their presence known to the Federation, and with some hope, become the recipients of trade and aid in the future.&lt;br /&gt;
&lt;br /&gt;
[[Konyang]] is a controversial subject when discussing future political dealings with the Coalition, having been a [[Konyang#History|recent Solarian breakaway]], the host of a wide swath of synthetic advancements, and the positronic vaults. In spite of this, the newest member of the Coalition still receives the same offer of amicability and trade, though the Federation’s own anti-AI stance has alienated Konyang’s populace just as much.&lt;br /&gt;
&lt;br /&gt;
[[Assunzione]]’s sheer remoteness renders it mostly as an interest for research, though most efforts are strained through sheer distance, and what few research efforts are hampered by the insularity of Assunzione’s people. Despite this, the potential for the technology trade would be an immense boon for the domed cities, and cooperation in the future is slated for both parties.&lt;br /&gt;
&lt;br /&gt;
[[Vysoka]]’s relative lack of development and position within the Coalition renders the Federation’s interaction with them unremarkable beyond ecological consultation. While cordial (and more than interested in receiving Federation technology to rapidly catch up with the relative stagnation on the planet itself), most diplomatic interactions do not develop much further than maintaining an amicable relationship between each other.&lt;br /&gt;
&lt;br /&gt;
[[Himeo]]’s position as the industrial powerhouse of the Coalition is tempered with its significantly less generous position of the Federation’s relationship with Sol, as well as the perception of the Nralakk Federation as the worst parts of [[Federal_Technocracy_of_Galatea|Galatea]] placed on a much larger scale. Ideological differences between both factions have hampered diplomatic processes severely, and skepticism hangs above any future agreements.&lt;br /&gt;
&lt;br /&gt;
[[Federal_Technocracy_of_Galatea|Galatea]] remains hostile and untrustworthy of the Federation under the same suspicion of psionic tampering, and the broad ban of skrell from entering their borders has frozen most interactions entirely. It is unlikely to improve any time in the near future, particularly with the xenophobic distrust, and the implications of its highest echelons being able to manufacture lethal feedback psionic implants.&lt;br /&gt;
&lt;br /&gt;
[[Gadpathur]]’s circumstances render it the most difficult member of the Coalition of Colonies, with even the [[Gadpathur#Interstellar_War_and_Bombardment_(2260s_-_2278)|fact of their existence]] having shaken many skrell’s perception of Sol entirely. The Federation now navigates any interactions with Gadpathur with caution as to not upset its position as Sol’s ally, as much as it cannot deny the reality the planet exists in. Foreign aid is floated and immediately put down due to the potential controversy involved with extending anything towards Gadpathur, while the planet itself wrestles internally with whether to consider the Federation’s growing distance between the Solarian Alliance as a sign of a potential ally, or its past with Sol as a damning act of flirting with their sworn enemy.&lt;br /&gt;
&lt;br /&gt;
===Izweski Hegemony===&lt;br /&gt;
The [[Izweski Hegemony]]’s history with the Nralakk Federation is once again blossoming in light of the [[New_Blades_Old_Wounds_Arc#Agreement_Reached_on_Ouerea!|Nralakk-Izweski Mutual Prosperity Agreement]], reopening trade and the prospect of a positive future relationship together after the grim reality of their first contact and the events of the Contact War. While the [[New_Blades_Old_Wounds_Arc#Agreement_Reached_on_Ouerea!|N-IMPA]] is set to heal the wounds caused in their first encounter, time will only tell if the mistakes of the past will heal as time goes on.&lt;br /&gt;
&lt;br /&gt;
===Golden Deep===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The [[Golden Deep]] is unanimously met with extreme suspicion and derision – an example of the absolute worst portions of the broader Spur’s economic systems and synthetic handling. The [[Golden_Deep#Domadice|Domadice]]’s mere existence is a topic of controversy, being an artificial intelligence of alien source that interacts freely with the world around them immediately drawing comparisons to Glorsh-Omega. There are no efforts to extend diplomatic relations with the Golden Deep, and both The Midas and the Merchant Fleet are barred from ever entering the Federation’s borders.&lt;br /&gt;
&lt;br /&gt;
===The Rotunnkc Compact===&lt;br /&gt;
[[The Rotunnkc Compact]] has a pleasant relationship with the Nralakk Federation, though most interactions with the Compact is solely with the [[The_Rotunnkc_Compact#The_Consortium|Commonwealth]] and [[The_Consortium|Consortium]]. Their strong ties together renders trade well-received, though the Commonwealth’s [[Pactolus_Exploration_League#The_Pactolus-Hieroaetheria_Concordat|recent movements to endear itself with the Golden Deep]] have put strain on a once-perceived happy relationship between both factions, with talks of reprimanding measures floating in the Council. &lt;br /&gt;
&lt;br /&gt;
===People’s Republic of Adhomai===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Having declared the [[People&#039;s Republic of Adhomai]] as the recognized authority of Adhomai, as well as the formal recognition of the Project Unity Initiative, the PRA is set as the sole Tajaran faction to receive aid and diplomatic interaction. The PUI has faced setbacks due to the phoron scarcity, but the slow extension of supplies and cautiously open diplomatic channels allow for further interaction between the two, though Adhomai’s tense situation has hindered much more than this.&lt;br /&gt;
&lt;br /&gt;
===Democratic People’s Republic of Adhomai===&lt;br /&gt;
The [[Democratic People&#039;s Republic of Adhomai]] are currently considered a threat to the greater Spur’s safety with their association of [[Democratic_People%27s_Republic_of_Adhomai#Al&#039;mariism|Al’mariism]], and have received nothing but condemnation since the terror attack on District 8 in Mendell City.&lt;br /&gt;
&lt;br /&gt;
===New Kingdom of Adhomai===&lt;br /&gt;
The [[New Kingdom of Adhomai]] is stuck in a difficult position, being considered not a valid civil authority of Adhomai in spite of their efforts. While some diplomatic efforts are attempted by the NKA to some avail, most motions to have them included under the Project Unity Initiative have fallen flat due to the Federation refusing to compromise after the events of the [[Ghosts_of_War_Arc#Mendell_City_Police_Prevents_Terrorist_Attack_in_District_Eight|District 8’s bombings]] despite the New Kingdom not being tied with Al’mariist beliefs. Any chances to this position may only occur when the tensions on Adhomai wind down, but the outlook remains pessimistic for both parties.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Qerr%27Malic&amp;diff=38413</id>
		<title>Qerr&#039;Malic</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Qerr%27Malic&amp;diff=38413"/>
		<updated>2025-12-14T05:42:14Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: fixes missing word&lt;/p&gt;
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&lt;br /&gt;
=Qerr&#039;Malic=&lt;br /&gt;
&lt;br /&gt;
Qerr’Malic is the moon of Qerrbalak, and was the first celestial body explored by skrell at the start of their space age. Since ancient history, Qerr&#039;Malic was seen as a benevolent figure watching over the planet due to its influence over the tides, and has stayed a cultural fascination well into the modern day. Followers of both Qeblak and Weishii hold a reverence for the moon, especially within sects on Qerrbalak. Qerr’malic is roughly twice the size of Earth’s Luna, and is the sole moon of the planet. The lunar colonies are separated between surface installations and their underground infrastructure and maintenance areas, dubbed the Second Surface by those living there.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Qerr&#039;Malic was a subject of focus during Qerrbalak’s ancient historical periods, with its  presence in the night sky and tidal influence earning it the name &#039;&#039;&#039;Protector of the World&#039;&#039;&#039;. In the period of Qe&#039;qlak being the dominant religion, Qerr&#039;Malic was revered as a guardian created by Nralakk to protect Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
During the [[Skrell_Early_History#The_War_of_the_Tides_and_Skrell_Space_Age|War of the Tides period]] in 1980 BCE, the first skrell-made surveillance probe landed on the surface of Qerr&#039;Malic. This sparked a wave of further probes and scientific instruments sent by multiple factions to expand intelligence networks and participate in the space race. The few probes, drones, and satellites that survived remain on the surface as monuments to this part of skrell history.&lt;br /&gt;
&lt;br /&gt;
Colonization efforts of the moon began after the first settlements within the crust of Aliose proved successful, though Qerr&#039;Malic proved more difficult than Aliose due to its lack of atmosphere. Qerr’Malic’s colonies were originally intended to facilitate research and cultural fascination, but were quickly overturned at the discovery of rich mineral loads under the surface.&lt;br /&gt;
&lt;br /&gt;
With Qerrbalak’s resource reserves exhausted by the time of this discovery, Qerr’Malic’s resource richness turned the colonies into rapidly expanding industrial centers. Soon, most of the colony’s population became extraction and industrial workers, expanding deeper into the moon’s subterranean surface. The Qerr&#039;Malic Mining Consortium was established to manage the expansion of the colonies, and was primarily comprised of multiple [[Skrell_Early_History|Consultant Agencies]]. The mining consortium eventually formed the ruling body of Qerr’Malic’s colonies, with the establishment of the Commonwealth of the Three eventually absorbing it afterwards. Most of the moon’s colonists agitated for independence from the Commonwealth before moving to break ties, resulting in the original Consultant Agencies&#039; reemerging to quash the independence effort after negotiations failed.&lt;br /&gt;
&lt;br /&gt;
Qerr&#039;Malic’s colonies eventually shifted away from resource extraction and industrial focuses as the moon’s resources waned in light of its expansion, instead switching towards operating as a port between trade and Qerrbalak’s logistics network. Tourism grew as the colonies catered towards the influx of off-world visitors, with 2002 CE considered the turning point of Qerr’Malic’s full shift towards catering to tourists. Most mines were developed into subterranean transportation networks, or repurposed into housing for the maintenance workers required to maintain the colony, forming the Second Surface.  Little of the original surface settlements remain, with what remains being maintained as historical museums for tourists to visit.&lt;br /&gt;
&lt;br /&gt;
Pre-[[Skrell_Synthetic_Age#Reign_of_Glorsh-Omega|Glorsh-Omega]], Qerr’Malic hosted a large server farm which Glorsh used to access and communicate with other artificial intelligences within the Nralakk Federation’s networks. This server farm was destroyed in the initial attempt to stop Glorsh-Omega’s expansion, and the facilities that remain is classed as a heritage site, with cordons surrounding it to prevent development around it.&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
During the rule of the Commonwealth of Three, Qerr’Malic was ruled by a Consultant Agency-based mining consortium, being essentially led and managed by corporations. With the formation of the second Nralakk Federation, Qerr’Malic was formally absorbed by the Federation’s [[Nralakk_Federation#Government_Structure|political structure]] as a formally managed colony. Qerr&#039;Malic only has two regions, consisting of the Surface Region and the Second Surface Region. Both regions are assigned governors, and are led by the Planetary Governor &#039;&#039;&#039;Aleq Val&#039;monn&#039;&#039;&#039; since their placement in &#039;&#039;&#039;2250 CE&#039;&#039;&#039;. Val’monn faces heavy criticism for their lack of action regarding the Gasriders on Qerr’Malic, with no current formal actions taken by Nralakk&#039;s System Councillor to replace them thus far.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Qerr’Malic’s economy originally functioned as an industrial powerhouse, with the moon’s rich mineral reserves providing for a resource-exhausted Qerrbalak and a growing production base. Once these reserves were completely tapped, the colonies transitioned to its position above Qerrbalak as an immense port, with the expansion of amenities for visitors to Qerr’Malic slowly changing the face of its surface cities from industrial towns to vacation locales. Modern Qerr’Malic advertises itself as the most popular and luxurious tourist destination in the Nralakk Federation, drawing an immense amount of tourists and vacationers throughout the year to its cities. Any remaining industries are sequestered into the Second Surface underground, and is otherwise primarily dependent on imports to keep the cities running.&lt;br /&gt;
&lt;br /&gt;
Most income comes from Qerr’Malic’s immense service and hospitality industry, catering to the many vacationers and Primary Numericals who expect a luxury experience, and pay as much for it. Resorts, clubs, entertainment venues, and many other opportunities for patrons to entertain themselves make the bulk of most employment for local skrell, with maintenance and operational management relegated to vaurca and dionae within the Second Surface. Billions of credits flow into Qerr’Malic from the collective conspicuous spending of its clientele, with its functions as a trade port supporting the unending vacation on the moon.&lt;br /&gt;
&lt;br /&gt;
===Special Economic Zone===&lt;br /&gt;
&lt;br /&gt;
Toqleq&#039;wesi hosts the Idris Incorporated-sponsored casino named &#039;&#039;MARE LAETATIO&#039;&#039;, which is a massive casino that hosts premiere services such as restaurants, lounge singers, gambling halls, and extravagant stage performances. Idris sponsors many human workers to staff the casino, though local skrell are readily hired as staff where possible.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen also has a presence on the Qerr’Malic, hosting server farms and infrastructure for the non-citizen extranet networks within the Nralakk system. The corporation has promised to import only small amounts of workers as specialists, instead hiring locals for unskilled labour as part of an agreement with the local Qerr’Malic Government.&lt;br /&gt;
==Environment==&lt;br /&gt;
&lt;br /&gt;
[[file:qerrmalicmapunlabelled.png|thumb|right|360px|An unlabelled map of Qerr&#039;Malic.]]&lt;br /&gt;
&lt;br /&gt;
Qerr’Malic’s formation is the presumed result of two orbital bodies impacting each other during Qerrbalak’s earliest geological eon, and predominantly features craters across its surface. This early impact is the assumed source of the multiple prominent craters on Qerrbalak’s surface, with the &amp;quot;Collider Theory&amp;quot; based on similar mineral compositions between the moon and the surviving pieces found in the planet’s craters. While notably mineral-rich in its past, modern Qerr’Malic is considered completely exhausted of resources, featuring immense extraction sites and artificial caverns under its surface.&lt;br /&gt;
&lt;br /&gt;
Qerr&#039;Malic’s terrain is rocky and extreme, featuring immense impact basins, prominent faults, and deep ravines across the surface. Due to the difficulty of the surface, most large crevices were used to house the colonial facilities, before being expanded to extract and refine the moon’s resources. After the industrial downturn and pivot towards acting as a port and tourist destination, these underground areas were developed into the maintenance and transport facilities that make up the modern Second Surface. While interest in terraforming Qerr&#039;Malic is sometimes expressed by the Federation, the lack of resources and atmosphere discourage official efforts and are diverted to the Federation&#039;s other sectors. Because of this, the surface settlements on Qerr’Malic consist solely of arcologies similar to [[New Gibson]] and [[Aliose]].&lt;br /&gt;
&lt;br /&gt;
With the integration of [[C&#039;thur_in_the_Federation|Hive C&#039;thur’s]] [[Vaurca|vaurca]] into the Federation’s workforce, Qerr’Malic’s Second Surface expanded to house them as the new majority of maintenance workers. This influx saw the expansion of the underground transportation network, which now more readily ferries supplies to the surface colonies.&lt;br /&gt;
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== Seasons ==&lt;br /&gt;
&lt;br /&gt;
Qerr’Malic lacks an atmosphere, and thus has no weather or seasons beyond its rotation. Seasons are instead simulated within the colonies themselves, mimicking Qerrbalak’s seasonal patterns and calendar. During the Qu-Paalq season, the humidity and temperature rise within the colonies, with the Lu-Paalq season cooling them. In the areas not designated as living spaces, the artificial atmosphere is kept at a constant, standard temperature and humidity for skrell to work in comfortably.&lt;br /&gt;
&lt;br /&gt;
==Cities and Landmarks==&lt;br /&gt;
&lt;br /&gt;
[[file:qerrmalicmap.png|thumb|right|360px|A map of Qerr&#039;malic and its cities]]&lt;br /&gt;
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===Zuvl&#039;Qlip===&lt;br /&gt;
&#039;&#039;&#039;Zuvl’Qlip&#039;&#039;&#039; is the capital and first colony of Qerr’Malic, and is located within the Sea of the Void atop its mountains on the eastern fringe. Zuvl’Qlip has the largest permanent population of the colonies, and maintains robust transport to the surrounding colonies via the Second Surface’s transport network despite its geographical isolation. Zuvl’Qlip is also the location for Qerr’Malic’s primary spaceport, making it the first destination for most arriving tourists.&lt;br /&gt;
&lt;br /&gt;
While not the primary destination for visitors, the capital still offers many entertainment venues on the historical and cultural significance of Qerr’Malic. The most popular of these is the Explorers&#039; Museum, which is part of the Nralakk Federation’s [[Nralakk_Federation#The_Archive_Project|Archive Project]]. The Explorers’ Museum features the most cultural artifacts and historical objects of the species, and showcases artifacts from Qerr’Malic’s initial colonization, archaeological samples, and diaries of the first colonists. The Explorers&#039; Museum also provides high-class facilities that provide authentic skrell cuisine and cinematography.&lt;br /&gt;
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===Sub&#039;Quleq===&lt;br /&gt;
&#039;&#039;&#039;Sub&#039;Quleq&#039;&#039;&#039;, or Settler&#039;s Paradise in Basic, is located in the Second Surface as the primary living space for non-skrell workers on the Qerr’Malic. The city primarily houses C&#039;thur workers and sizable Diona communities. Settler&#039;s Paradise is considered an infamous host to most illegal activity and less respectable entertainment venues on Qerr’Malic.&lt;br /&gt;
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C’thur hive cells are regularly suspected of managing criminal gambling dens, being accused of being rigged against clientele. Most bars and clubs in the city are run by local hive cells, although some are considered suspect of price-gouging tourists. Dionae taking part in the city’s underground entertainment industry are usually buskers and grifters. Dionae use their ability of audio-mimicry and detach nymphs to become stage or street performers. Tourists visiting Sub’Quleq will commonly see diona singers in clubs or on sidewalks, using their mimicry to perform popular songs, with grifters distracting their audience with dazzling performances while other nymphs steal from them.&lt;br /&gt;
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Despite Sub’Quleq being a hotbed for illegal activity, most efforts to curb them fail. Most gambling dens are temporary establishments and readily disappear within days, often migrating to service other locations. Most local hive cells’ Ta-caste members cooperate closely with Kala authorities to halt other illegal fronts, notably stopping illegal k’ois farms. Tourists are discouraged from visiting Sub’Quleq, with multiple tourism guides and public areas hosting public warnings about visits to the city. Despite this, Sub&#039;Quleq still a popular location for slum tourism due to its reputation and access to less respectable and obscene entertainment options. The authorities on Qerr’Malic are seen as notoriously unhelpful with reports from Sub’Quleq’s tourists, seeing them as having accepted the risks beforehand.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Examples of posters issued by the Qerr&#039;Malic Tourism and Hospitality Authority warning tourists against visiting the Second Surface.&lt;br /&gt;
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&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:qerrmalicposter1.png|300px|thumb|A poster warning tourists to Qerr&#039;Malic about the Second Surface]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:qerrmalicposter2.jpeg|300px|thumb|A poster warning tourists to Qerr&#039;Malic about scams, specifically regarding Diona]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:qerrmalicposter3new.jpg|300px|thumb|A poster warning tourists to Qerr&#039;Malic about scams, specifically regarding Vaurca]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Toqleq&#039;wesi===&lt;br /&gt;
&#039;&#039;&#039;Toqleq’wesi&#039;&#039;&#039; is the second-largest city on Qerr’Malic, located within the deepest trench in the Sea of the Stormcloud. Toqleq’wesi is the entertainment capital of the moon, with the majority of tourists making it their sole destination. The city advertises itself as the entertainment capital of the entire Nralakk Federation both domestically and internationally, with advertisements for trips to Qerr’Malic focusing on it entirely. Advertisements for discounted trips to Qerr’Malic on Viv-ID or the extranet are very common, prominently displayed as the number one tourist destination of the Federation.&lt;br /&gt;
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Toqleq’wesi’s formation started in a tectonically unstable section of the Sea of the Stormcloud, which unearthed a geothermal vent to an exotic gas found solely on Qerr’Malic. This gas was dubbed ‘Xu’xi Gas’, with inhalation causing intoxicating effects on the user.&lt;br /&gt;
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===Ban&#039;zlip===&lt;br /&gt;
&#039;&#039;&#039;Ban’zlip&#039;&#039;&#039; is the remains of the server farm that Glorsh-Omega used to assume control of all synthetics and other artificial intelligences within the Nralakk Federation. This facility is roughly two hundred square kilometers in total size, and is kept well-maintained by a permanent group of resident maintenance crews. Most of Ban’zlip is closed to the public due to safety concerns, with shuttlecraft used to provide tours of safer sections. The ruin is designated as a heritage site, preventing any attempts of expansion near it or otherwise disrupting it. Small, designated archaeological projects are underway in an attempt to recover pre-Glorsh data that might still be housed in the remaining intact servers.&lt;br /&gt;
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== Holidays ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Founding Day&#039;&#039;&#039; - Celebrated in the middle of Avroxi-qog, Founding Day on Qerr’Malic is a celebration of the shift in 2002 CE, with the colonies being redesignated from a mining colony to one of tourism. Because Qerr’Malic is specialized in its service economy, Founding Day celebrations are staggered based on the typical work shift: fireworks displays and other public events take place at 4 AM for night shift workers, and again at 7 PM for day shift workers. This allows the locals to take part in the festivities without necessitating time off to celebrate. Qerr’Malic has since evolved the holiday to include tourists, with many venues becoming themed on mining or astronauts, referencing the colony’s early history and the initial moonwalks that took place early in the space age.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qerr’paq’uu&#039;&#039;&#039; - Celebrated during the transition from Qu-Paalq to Lu-Paalq, Qerr’paq’uu celebrates the cultural and religious significance that Qerr’Malic has within skrell culture and Qerrbalak. Considered fairly tame, the holiday has no officially observed festivities, instead primarily celebrated in local communities. Stargazing nights, street parties, potlucks, and other locally organized events are common. Qeblak and Weishii followers will typically schedule [[Skrell_Faith#Coming_of_Age|coming of age]] ceremonies coincide with Qerr’paq’uu, believing it to bring them luck.&lt;br /&gt;
&lt;br /&gt;
== Demographics ==&lt;br /&gt;
[[file:QerrmalicDemographics.jpeg|thumb|350px|A pie chart showing the demographics of skrell living on Qerr&#039;Malic.]]&lt;br /&gt;
&lt;br /&gt;
As Qerr’Malic lacks any natural bodies of water, Axiori skrell are relatively uncommon both on the surface and Second Surface regions. Most skrell are Xiialt, with smaller communities of Xiiori skrell. The majority of non-skrell Qerr’Malic live in the Second Surface region, mostly consisting of C’thur vaurcae. The smallest non-skrell group on Qerr’Malic are dionae, who also live and work in the Second Surface. Qerr’Malic’s tourist populace fluctuates on the season, but regularly stays at nearly &#039;&#039;&#039;4%&#039;&#039;&#039; of the current population.&lt;br /&gt;
&lt;br /&gt;
There are a small number of humans that work on Qerr’Malic, specifically within the designated special economic zone, and are employed by Idris and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
===Percentages===&lt;br /&gt;
&lt;br /&gt;
====Skrell====&lt;br /&gt;
&lt;br /&gt;
Skrell make up roughly &#039;&#039;&#039;70%&#039;&#039;&#039; of Qerr’Malic’s total permanent population. The percentages below are of the skrell population:&lt;br /&gt;
&lt;br /&gt;
*Axiori - 25%&lt;br /&gt;
*Xiialt - 67%&lt;br /&gt;
*Xiiori - 8%&lt;br /&gt;
&lt;br /&gt;
====Non-Skrell====&lt;br /&gt;
&lt;br /&gt;
Non-skrell on Qerr’Malic make up the other 30% of the moon’s population, not including tourists. The percentages below are of the non-skrell population:&lt;br /&gt;
&lt;br /&gt;
*C’thur Vaurca - 87%&lt;br /&gt;
*Dionae - 12%&lt;br /&gt;
*Human - &amp;lt;1%&lt;br /&gt;
&lt;br /&gt;
== Culture and Life on Qerr&#039;Malic ==&lt;br /&gt;
&lt;br /&gt;
Qerr’Malic has a distinct cultural divide between the surface and the Second Surface. The surface metropolises of Toqleq’wesi and Zuvl’Qlip are bustling metropolises and primarily exist as places of luxury. Surface cities provide high quality commodities, places to dine, shop, and almost every form of entertainment. Visitors to Qerr’Malic expect the level of quality that comes with the moon’s public image, coupled with heavy Qekala presence to reassure tourists of their safety while they spend their vacation under the domes. Almost all local skrell workers live on the surface, residing inside habitats connecting to the larger cities through the subsurface trams. Qerr’Malic locals living on the surface are perceived as more sociable, due to their work training regarding maintaining positive appearances while working with tourists.&lt;br /&gt;
&lt;br /&gt;
In contrast, the Second Surface is a network of transport stations, utility stations, storage facilities, and living quarters to support the surface. The Second Surface has its foundations in redeveloped mining complexes from Qerr’Malic’s past, with most old infrastructure repurposed to provide a robust support network for the entire moon. Closer to the true surface are tram stations, warehouses, and utility stations controlling power, atmosphere, and heating systems for the colonies. Further subterranean structures consist of habitat sections for Qerr’Malic’s non-skrell workers to live, with the C’thur vaurcae its primary inhabitants. The environment of the Second Surface is comfortable for vaurca, who are adapted to living in vast underground complexes, though most dionae residents find it stressful. A lack of natural light, and their reliance on artificial light sources to sustain themselves, leaves most dionae residents in a state of constant anxiety. Qerr’Malic dionae have adapted to forming larger communities, finding safety in numbers in the cities within the Second Surface like Sub’Quleq, where the fear of losing light sources is reduced. Inhabitants of the Second Surface are usually more industrious due to their importance in maintaining the surface colonies, and have developed more insular communities as a result.&lt;br /&gt;
&lt;br /&gt;
Skrell who end up falling below the Secondary Numerical category in the Social Compatibility Index system, or are legal fugitives, regularly flee to the Second Surface. The labyrinthine complexes are preferred places to hide from the law, which has since become a refuge for Qerr’Malic’s Gasriders, who work in the manufacture, smuggling, and sale of refined Xu’xi gas native to the moon.&lt;br /&gt;
&lt;br /&gt;
Skrell from Qerr’Malic will typically be from a service and hospitality background, with most employed in the surface cities. Qekala presence on Qerr’Malic is notably denser due to the moon’s popularity as a tourist destination, with more enforcers stationed there as foreign tourism rises in popularity. Surface employees are regularly trained to be friendly and approachable regardless of their position, due to their constant interaction with tourists. Due to their customer-friendly disposition, most skrell from Qerr’Malic readily find work opportunities abroad with corporations like [[Idris Incorporated]], which emphasizes consumer friendliness in its service and security branches. Vaurca and dionae regularly find work in engineering or mining careers, though some vaurca virtual reality specialists do find employment in their specializations. Most specialists maintain and operate the sophisticated VR centers found in some sections of the surface cities&#039; venues. VR specialists that leave Qerr’Malic with their hive cell will typically transfer careers towards tech support or network maintenance.&lt;br /&gt;
&lt;br /&gt;
== Gasriders ==&lt;br /&gt;
&lt;br /&gt;
Gasriders refer to those who participate in the production and selling of Xu’xi gas. Xu’xi gas is a naturally occurring substance produced in the geothermal vents of Qerr’Malic, and in small quantities give the user a mild high, comparable to Wulumunusha. While the natural gas itself is not illegal, with vape bars built around vents being a common sight within Toqleq’wesi where the gas was originally located, the refinement and sale of Xu’xi gas is illegal due to refining methods creating a stronger, highly addictive narcotic.&lt;br /&gt;
&lt;br /&gt;
Gasrider operations are limited to the deeper, remote areas of the Second Surface, away from authorities who are unable to readily search the immense network of tunnels and warehouses. Xu’Xi gas is smuggled out of Toqleq’wesi before being refined in large quantities, then smuggled back to the surface for sale to locals and tourists alike by dealers. Refined Xu’xi gas is also sold in bulk to the less-reputable establishments found on Qerr’Malic, such as the C’thur gambling dens of Sub’Quleq, or to smugglers who ship the gas off-world to other planets within the Nralakk Federation, or outside of the Federation entirely to other markets, such as Mendell City’s [[Starlight Zone]].&lt;br /&gt;
&lt;br /&gt;
The Gasriders beyond Qerr’Malic also produce synthetic alternatives to Xu’xi gas, with a similar high, but is coupled with stronger hangovers and potential lethality depending on the purity. Despite the Federation’s efforts, as well as resistance in local skrell communities in the Republic of Biesel and Sol Alliance, neither are successful in curbing the expansion of the Gasriders’ operations. This has been attributed to the inactivity of Qerr’Malic’s Planetary Governor, Aleq Val&#039;monn, whose detractors claim is secretly benefitting from the operations on the moon. These claims remain unproven, but Governor Val’monn remains pressured from the public, as well as their superiors, to take an active effort against them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See Related Page: [[Skrell_Culture#Typical_Skrell_Slang|Typical Skrell Slang]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Bureau of Void Technologies==&lt;br /&gt;
&lt;br /&gt;
The Bureau of Void Technologies (Quqaa-Lu’piq) is a government organization tasked with studying and procuring Glorsh-era technology, with the intent to reverse-engineer them and keep them out of the hands of anti-Federation agents. Headquartered on Zuvl&#039;Qlip, the Bureau’s sprawling facilities are designed to minimize the potential harm caused by reactivating Glorsh-era technology. Scientists of the Quqaa-Lu’piq often specialize in anomalistics, engineering, biological, and medical fields. Founded in 2396, the Bureau formed as a response to the growing concerns over the reliance on [[Skrell_Technology#Synthetic_Age_Technology|Glorsh-era technology]], which serves as an irreplaceable backbone to many Federation industries.&lt;br /&gt;
&lt;br /&gt;
The Quqaa-Lu’piq is most well known in the Federation Core for the &#039;&#039;&#039;Museum of the Abyssal Age&#039;&#039;&#039; (Qeriqau-Lu’Xaqii), also colloquially known as the &#039;&#039;&#039;Museum of Ink&#039;&#039;&#039;. The Museum is dedicated to the history of the [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-era]] skrell and the atrocities committed by the synthetic mind. The many exhibits include actual Glorsh-produced observation devices, [[Skrell_Biology#X’Lu’oa|X’Lu’oa]] syringes, wiped server racks, deadly combat synthetics, and scale models of the prisons and homes that housed millions of skrell during the period. Stations around the exhibits use psionic feedback technology and optional psionically active “tabs,” like those used [[Skrell_Culture#Music|in concerts]], to project lesser versions of survivors&#039; emotions directly into visitors&#039; brains.&lt;br /&gt;
&lt;br /&gt;
Outside of the core, the Bureau is known for its bounty system that it uses to officially sanction independent scavengers in the Traverse to collect Glorsh-era technology on its behalf. Federation politicians criticize the bounty system for putting citizens in harm&#039;s way, though many Coreworld-dwelling skrell see it as a necessary, albeit distasteful, practice. By Traversers, however, it is seen as a source of gainful employment, with many out-of-work spacers, miners, and low Index-scoring individuals flocking to help the Bureau uncover the next haul of long-lost technology. Rewards for those who survive excursions into deep space and uncover Glorsh-era technology include credit payouts and an increase to their Index score, making it an appealing profession for those looking for social mobility. The only exception to this bounty system is the [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu system]], which is strictly off-limits to all non-government personnel due to its connection to Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38281</id>
		<title>User:Beepbopbeepbop/sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38281"/>
		<updated>2025-10-19T08:47:18Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: &lt;/p&gt;
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&lt;div&gt;== Skrell on Ouerea ==&lt;br /&gt;
The Skrell are not inexperienced when it comes to settling on the worlds of other species, having spread themselves out across Human space soon after they made first contact with Humanity. Settling on Ouerea came with its own set of unique issues though, and combined with a tumultuous history it has culminated in a subsection of [[Skrell]] who are culturally distinct from most of its species.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
=== History===&lt;br /&gt;
Shortly after the Nralakk Federation’s First Contact with the Izweski Hegemony in 2403, the two nations would create a unilateral colonial assistance agreement revolving around the Unathi colony Ouerea. The agreement resulted in the creation of a Federation agency called the Ouerea Colonial Mission (OCM), issued a mandate by the Grand Council to provide guidance to the nascent Hegemony in the construction of planetary colonies by providing resources, experienced colonists, and a wealth of technical knowledge to apply in the development of Ouerea to a point of self-sufficiency from their Skrell benefactors.&lt;br /&gt;
&lt;br /&gt;
The Federation’s enthusiasm to assume a guiding role for their fellow sophonts in the Spur encouraged the Grand Council to ensure the success of the OCM, which would serve as a blueprint for further cooperative agreements with other interstellar nations. The OCM was the responsibility of the Ouerean Colonial Oversight Board (OOCB), an extraordinary body directly subservient to the Grand Council, and led by Quvs. skrzridsipo, a renowned logistical and agricultural academic with a long career in leading Skrell colonial efforts in the Traverse region. Initially, Skrzridsipo was issued a small Kala detachment for security purposes, alongside various teams of Skrell academics who would teach their expert knowledge to the Unathi colonists. This small group of Skrell colonists, often called the First Wave in reference to the Federation’s own stages of stellar expansion, remained insulated from the general populace of Ouerea, living in their own compounds and only interacting with select Unathi colonists selected by the Hegemony. &lt;br /&gt;
&lt;br /&gt;
The outbreak of the Contact War rapidly altered this dynamic, and is considered a turning point in Ouerea’s history. The Federation responded by offering wholehearted vocal support for the Hegemony, and pledged to use the OCM to assume temporary custodianship of Ouerea, alongside the Sol Alliance, until the situation on Moghes had stabilised. Allowing the humans and megacorporate assets on Ouerea to be governed by Sol, the OCM received Kala reinforcements to ensure order was maintained on the colony, including the formation of a Qukala task force to combat potential piracy in orbit. The Ouerean Unathi were uniquely welcoming of Federal administration due to their dislike of the feudal system, which was further confirmed by the OOCB’s decision to create a democratic government system on Ouerea, which they deemed as necessary for the colony to sustain itself. This period in Ouerean history is characterised by the increasing interactions between the once divided Skrell and Unathi, which once free of the feudal system, began to form a unified Ouerean culture. The arrival of the Second Wave of colonists, mostly consisting of labourers from the Traverse region, caused further syncretism on the colony, with several Skrell-majority settlements having been formed during the War. &lt;br /&gt;
&lt;br /&gt;
=== Life and Culture ===&lt;br /&gt;
The [[Skrell]] of Ouerea today are in much the same situation as they were before the [[Izweski Nation|Hegemony]] took back control of the planet, and in similar situations seen by [[Skrell]] living abroad elsewhere in the Spur. Despite an individual Unathi&#039;s thoughts on the species, [[Skrell]] are in high demand for their knowledge and skills, and it is common to see [[Skrell]] in higher positions in most fields. [[Skrell]] in teaching positions are also common, although for the most part they are not tied into the local education system in an official capacity and are usually hired on by guildsmen for their workplace instead. This has given the [[Skrell]] a certain amount of respect by the other species, with the common thought being that if a Skrell is in your workplace, you know that you are in good hands. This said, [[Skrell]] still face a large amount of discrimination in Ouerean society as some Unathi feel as though they have been cheated out of better opportunities. Even with Ouerea&#039;s emphasized importance on equality, the Unathi still struggle when it comes to how they treat non-Unathi. This has translated to many senior positions being held by Unathi, while [[Skrell]] are relegated to positions that hold no authority over their peers. &lt;br /&gt;
&lt;br /&gt;
Outside of work, [[Skrell]] see more of the egalitarianism that Ouerea embraces. Communities are rarely fully segregated, with the only real exception being &#039;&#039;&#039;Xrqii-Zek&#039;Qlip&#039;&#039;&#039; due to its environment being unsuitable for Unathi. Even here, however, the [[Skrell]] population has issues fully assimilating; the cultural differences between Unathi and [[Skrell]] have made life in mixed areas difficult, and it can be a challenge for the two species to interact without it being abrasive. This isn&#039;t to say that tensions are high between the species, but it has made the existence of &amp;quot;Skrell Quarters&amp;quot; or &amp;quot;Little Qerrbalak&#039;s&amp;quot; common in the larger cities such as New Skalamar as [[Skrell]] choose to live mostly alongside other Skrell where possible.&lt;br /&gt;
&lt;br /&gt;
[[Skrell]] culture and attitudes have changed as a result of mingling with the Unathi and Human populations on Ouerea, particularly views related to individuality. Just as how Ouerean Unathi have placed more importance on the individual rather than the clan you belong to, Skrell on Ouerea have begun to emphasise the importance of individual [[Skrell]] rather than focusing on the group as a whole. While by no means completely removing the importance of community, or making the species unable to see the importance of sticking together as a minority on an alien planet, the definition of a group and community for Ouerean [[Skrell]] is much smaller than that of a [[Skrell]] from the [[Nralakk Federation|Federation]]; while [[Skrell]] in the [[Nralakk Federation|Federation]] are more willing to see themselves part of a greater whole, that &amp;quot;greater whole&amp;quot; for a [[Skrell]] on Ouerea may not extend much further than their town or city. Other Unathi ideas have also influenced the [[Skrell]] living here, particularly those related to loyalty and honour which match well with pre-existing views. These ideas can be seen the most in younger [[Skrell]], either those who fled the [[Nralakk Federation|Federation]] for already having similar views or those who were born on Ouerea. Non-mainstream Skrellian beliefs have seen popularity on Ouerea as well, with [[Skrell Faith|Suur&#039;ka]] being seen as a necessity for a physically weaker and minority species living alongside Unathi. The Suur&#039;ka ideology followed on Ouerea is not unified but still follows the main tenets of Suur&#039;ka and its connected Sqai&#039;Laaq martial art: the mental and physical honing of oneself, self-reliance, and independence. [[Skrell Faith|Suur&#039;ka&#039;s]] tenet of independence is particularly popular with [[Skrell]], especially those who took part in the rebellion and is often brought up as a point when the topic of Ouerea&#039;s role in the [[Izweski Nation|Hegemony]] is mentioned.&lt;br /&gt;
&lt;br /&gt;
The majority of [[Skrell]] on the planet would be considered subversives back in the [[Nralakk Federation|Federation]] even before this cultural shift thanks to those staying mostly being Skrell who were either outcasts in [[Nralakk Federation|Federation]] society, criminals, or otherwise not ideal citizens. The mix of Skrell from all backgrounds, regardless of ideology or subculture, has allowed the proliferation of [[Skrell]] ideas that is unprecedented elsewhere save for perhaps the Republic of Biesel. With their status as [[Izweski Nation|Hegemony]] subjects and the lack of formal agreements between the [[Izweski Nation|Hegemony]] and [[Nralakk Federation|Federation]], Ouerea continues to be a destination for those willing to flee [[Nralakk Federation|Federation]] space - albeit one that is considerably less popular than fleeing to the [[Coalition of Colonies]] or joining the [[Tau Ceti Foreign Legion]]. &lt;br /&gt;
&lt;br /&gt;
There is still a small group Skrell who are still pro-Federation, however, made up of those who did not wish to leave Ouerea for one reason or another, and are who make up the majority of non-Unathi supporters of the Restorationists political movement. Ironically, this group of Skrell are considered outcasts by the greater Skrell community on Ouerea, seeing their pro-Federation, conformist beliefs as precisely what the idea of Ouerea is against. Their support for an authoritarian nation such as the [[Nralakk Federation|Federation]] is compared to the [[Izweski Nation|Izweski Hegemony]], and are widely shunned by both Skrell and Unathi alike as a result. Pro-Federation Skrell on Ouerea do not last long, either finally giving in and adopting the wider culture held by Skrell on the planet or giving up and moving back to the [[Nralakk Federation|Federation]].&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38280</id>
		<title>User:Beepbopbeepbop/sandbox</title>
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		<updated>2025-10-19T08:44:41Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: skrell on ouerea sandbox&lt;/p&gt;
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&lt;div&gt;== Skrell on Ouerea ==&lt;br /&gt;
The Skrell are not inexperienced when it comes to settling on the worlds of other species, having spread themselves out across Human space soon after they made first contact with Humanity. Settling on Ouerea came with its own set of unique issues though, and combined with a tumultuous history it has culminated in a subsection of [[Skrell]] who are culturally distinct from most of its species.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
=== History===&lt;br /&gt;
Shortly after first contact in 2403, a small number of [[Skrell]] moved to Ouerea. These [[Skrell]] were only [[Nralakk Federation|Federation]] Representatives and their associates at first, their purpose being two-fold: develop relations with the Unathi and learn more about their culture and people, and assist their struggling first colony by turning it into a burgeoning, self-sufficient one. These first [[Skrell]] joining the colony would not go on to form the contemporary [[Skrell]] on Ouerea, but laid the foundations for what was to come for the species.&lt;br /&gt;
&lt;br /&gt;
During the first month of diplomatic and cultural exchanges, the [[Skrell]] were also beginning to look at what the colony would need to truly be self-sufficient. It was obvious that educated workers and those who had experience in colony development were needed, so the Representatives made a request to the Grand Council. The call was barely received back in the [[Nralakk Federation|Federation]] as many [[Skrell]] felt unease at the thought of leaving their homes for a pre-existing fledgling colony of a nation less advanced than Humanity. While a small number of Secondary and Primary Numericals accepted the call, it was mostly Tertiaries and other oppressed groups within [[Nralakk Federation|Federation]] society who were willing to leave their home for a planet still struggling to survive. The influx of oppressed groups joining Ouerea influenced its already existing anti-Feudalistic movements, introducing foreign concepts that matched the Unathi colonist&#039;s goals for egalitarianism and democracy. These ideas were unimpaired by the politics of those who worked for the [[Nralakk Federation|Federation]], who had to keep the [[Izweski Nation|Hegemony]] in mind while on Ouerea, and these oppressed [[Skrell]] were more than happy to teach the colonists that there was a way of living that did not involve serving under the Izweski&#039;s or any lord&#039;s rule.&lt;br /&gt;
&lt;br /&gt;
The move to Ouerea was slow, but over time [[Skrell]] moved to the planet on a larger scale than in Human space as the colony&#039;s needs outpaced any xenophobia held by the Unathi living there. Ouerea would soon become a well-known destination for those who needed to flee [[Nralakk Federation|Federation]] space, either as a stop along the way to the [[Coalition of Colonies]], or as a final destination for those looking to make a new life for themselves. It wouldn&#039;t be until the Contact War began and the [[Nralakk Federation|Federation]] took over administration of the planet that their numbers would increase dramatically. A planet which the [[Nralakk Federation|Federation]] administered appealed to many across all of [[Nralakk Federation|Federation]] society; the average citizen saw it as an opportunity to safely explore the Spur, knowing they would not be at the whim of a xenophobic or unenlightened government, while Tertiaries and criminals saw it as an opportunity to leave the [[Nralakk Federation|Federation]] and live where its laws are not heavily enforced without arousing too much suspicion. While still having to live secretly at this point, not openly practising their subversive beliefs, the comparatively lax monitoring of citizens on Ouerea gave the [[Skrell]]&#039;s unprecedented freedom compared to [[Nralakk Federation|Federation]] space.&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation|Federation&#039;s]] administration of the planet would see democratic elections begin, as now freed from the feudal obligations of the Izweski the population took to implanting its long-hoped-for government. The administration created by the [[Nralakk Federation|Federation]] was not a true government in any sense, instead acting more as an oversight committee, allowing the planet to form its own government and the policies that come with it as the people saw fit, rather than imposing their own. This is attributed to the lack of true support the [[Nralakk Federation|Federation&#039;s]] Administration received, as the population of the [[Nralakk Federation|Nralakk Core Systems]] saw no reason for their government to begin establishing colonies so far from home, especially in the de-facto territory of another species with whom they cooperated. The [[Nralakk Federation|Federation&#039;s]] Administration would instead work with the locally elected government of the Synod of Scales, who it recognized as the legitimate government of Ouerea, assisting them in the growth and stability of the colony, essentially acting as a liaison group between the Synod and the larger [[Nralakk Federation|Federation]]. To the surprise of many, while a majority of elected positions were still in the hands of Unathi, a large proportion of positions across all levels of Ouerean society would be held by [[Skrell]] when considering their minority presence on the planet, as they were some of the only colonists with experience or the slightest education in civil administration. At this point, the life for Skrell on Ouerea was compared to the early days of the [[Skrell History| Skrell Space Age]]. Advanced technology was not imported over in large numbers, and was only used by Federation officials to facilitate communication back home and to the [[Izweski Nation|Hegemony]] when possible. The [[Skrell]]&#039;s quality of life suffered, obviously, as they would be too used to what the Federation had, but many enjoyed the subsistence lifestyle Ouerea offered. The [[Skrell]] settling on Ouerea began to see the colony as an example of what cross-species cooperation could achieve if given the opportunity.&lt;br /&gt;
&lt;br /&gt;
At the end of the Contact War, the [[Izweski Nation|Hegemony]] slowly began to stabilise and take notice of its holdings once again, and saw what became of its colony. The [[Izweski Nation|Hegemony]] took disproportionate action, taking a number of [[Skrell]] Kala officers captive and making a grand display of its fleet in orbit of Ouerea as a message to the Federation and Alliance: the [[Izweski Nation|Hegemony]] would not bow down to aliens, and Ouerea belongs to the [[Izweski Nation|Hegemony]]. The [[Nralakk Federation]] and Solarian Alliance would then &amp;quot;cede&amp;quot; their claims to the colony, not wanting to fight over a planet that didn&#039;t belong to them to start with and was too far away from their territory anyway, and took their citizens with them. Those who worked with the [[Nralakk Federation|Federation]] directly, along with the Primary Numericals and many Secondaries, would leave the planet with their job of making Ouerea self-sufficient and considered complete. Those who fled the [[Nralakk Federation|Federation]] and those who established roots and relationships in their local communities, however, were not interested in leaving their new home and had no intention of leaving. Those that stayed on Ouerea were forced to passively observe as the new Overlord began to tear down the equal society that they had helped create for the Unathi, unable to defend it in fear of xenophobic reprisal as discrimination against the [[Skrell]] almost immediately became common once the old Feudal system was put in place; as the [[Skrell]] were seen as a direct cause for the introduction of democracy and other &amp;quot;alien ideals&amp;quot; to the Unathi population, the new Unathi colonists and rulers were quick to view them with contempt. This said the [[Skrell]] were spared during the Months of Blood, serving prison sentences or simply being brought back down to the rank of peasant rather than the normal punishment of execution, as the Hegemon feared the response by the Spur&#039;s superpowers if he were to kill his alien subjects. After two years of uncertain fear of their status in the [[Izweski Nation|Hegemony]] and internal debate about what to do with these new alien subjects, the Ouerean rebellion began.&lt;br /&gt;
&lt;br /&gt;
The [[Skrell]]&#039;s role in the rebellion was not insignificant, but the species was divided on where they stood. One side saw it as their fight just as much as it was the Unathi&#039;s now that they were considered Hegemonic subjects, while the other viewed their participation in the rebellion as a death sentence; so far away from home and no hope of escaping what punishment they may face by a Feudal ruler, many [[Skrell]] wished to stay on the sidelines and hope that they would be left alone. Some even believed that they may be granted special privileges as a species, and didn&#039;t want to spoil their chances of negotiating these rights with the Izweski or Yiz’tek Lords if they openly rebelled against [[Izweski Nation|Hegemony]] rule. Participation in the rebellion itself by [[Skrell]] was not significant due to their minority presence on the planet, but while the number of [[Skrell]] fighting on the streets in solidarity with the Unathi peasants was small, the number of sympathetic [[Skrell]] who offered their services to those impacted by the rebellion was much higher. Those with medical backgrounds would help the wounded after a riot, engineers would repair the damages done by the lord&#039;s levies after a crackdown, and religious leaders would help organise communities to help those most impacted by Overlord Yitzek&#039;s heavy-handed rule. [[Skrell]] who took part in the actual fighting notably helped train those peasants who had not defected in fighting as a unit and advised them on how to best engage with the better-equipped Yiz’tek forces on the planet.&lt;br /&gt;
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After Not&#039;zar Izweski&#039;s negotiations with the rebels, and the arrest of Overlord Hutay’zai, the [[Skrell]]&#039;s place in Ouerean society was secured. The [[Skrell]] were given a permanent observer within the re-established Synod of Scales, whose role is to speak and bring forward issues related to the [[Skrell]] without requiring prior approval by the Overlord, a privilege not given to Humanity, as little to none of them are on the planet for any reason besides work, but otherwise has no other powers within the Synod. This special privilege has made the [[Skrell]] of Ouerea more content with the situation, knowing that they still have representation within the government. The reasoning behind Not&#039;zar&#039;s decision of giving the [[Skrell]] this privilege isn&#039;t specifically known, but it can be assumed that Not&#039;zar sees the [[Skrell]] on Ouerea as a key to greater technological advancement for the [[Izweski Nation|Hegemony]], as most [[Skrell]] have had decades of intense higher education and a more advanced skillset than your average Unathi.&lt;br /&gt;
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=== Life and Culture ===&lt;br /&gt;
The [[Skrell]] of Ouerea today are in much the same situation as they were before the [[Izweski Nation|Hegemony]] took back control of the planet, and in similar situations seen by [[Skrell]] living abroad elsewhere in the Spur. Despite an individual Unathi&#039;s thoughts on the species, [[Skrell]] are in high demand for their knowledge and skills, and it is common to see [[Skrell]] in higher positions in most fields. [[Skrell]] in teaching positions are also common, although for the most part they are not tied into the local education system in an official capacity and are usually hired on by guildsmen for their workplace instead. This has given the [[Skrell]] a certain amount of respect by the other species, with the common thought being that if a Skrell is in your workplace, you know that you are in good hands. This said, [[Skrell]] still face a large amount of discrimination in Ouerean society as some Unathi feel as though they have been cheated out of better opportunities. Even with Ouerea&#039;s emphasized importance on equality, the Unathi still struggle when it comes to how they treat non-Unathi. This has translated to many senior positions being held by Unathi, while [[Skrell]] are relegated to positions that hold no authority over their peers. &lt;br /&gt;
&lt;br /&gt;
Outside of work, [[Skrell]] see more of the egalitarianism that Ouerea embraces. Communities are rarely fully segregated, with the only real exception being &#039;&#039;&#039;Xrqii-Zek&#039;Qlip&#039;&#039;&#039; due to its environment being unsuitable for Unathi. Even here, however, the [[Skrell]] population has issues fully assimilating; the cultural differences between Unathi and [[Skrell]] have made life in mixed areas difficult, and it can be a challenge for the two species to interact without it being abrasive. This isn&#039;t to say that tensions are high between the species, but it has made the existence of &amp;quot;Skrell Quarters&amp;quot; or &amp;quot;Little Qerrbalak&#039;s&amp;quot; common in the larger cities such as New Skalamar as [[Skrell]] choose to live mostly alongside other Skrell where possible.&lt;br /&gt;
&lt;br /&gt;
[[Skrell]] culture and attitudes have changed as a result of mingling with the Unathi and Human populations on Ouerea, particularly views related to individuality. Just as how Ouerean Unathi have placed more importance on the individual rather than the clan you belong to, Skrell on Ouerea have begun to emphasise the importance of individual [[Skrell]] rather than focusing on the group as a whole. While by no means completely removing the importance of community, or making the species unable to see the importance of sticking together as a minority on an alien planet, the definition of a group and community for Ouerean [[Skrell]] is much smaller than that of a [[Skrell]] from the [[Nralakk Federation|Federation]]; while [[Skrell]] in the [[Nralakk Federation|Federation]] are more willing to see themselves part of a greater whole, that &amp;quot;greater whole&amp;quot; for a [[Skrell]] on Ouerea may not extend much further than their town or city. Other Unathi ideas have also influenced the [[Skrell]] living here, particularly those related to loyalty and honour which match well with pre-existing views. These ideas can be seen the most in younger [[Skrell]], either those who fled the [[Nralakk Federation|Federation]] for already having similar views or those who were born on Ouerea. Non-mainstream Skrellian beliefs have seen popularity on Ouerea as well, with [[Skrell Faith|Suur&#039;ka]] being seen as a necessity for a physically weaker and minority species living alongside Unathi. The Suur&#039;ka ideology followed on Ouerea is not unified but still follows the main tenets of Suur&#039;ka and its connected Sqai&#039;Laaq martial art: the mental and physical honing of oneself, self-reliance, and independence. [[Skrell Faith|Suur&#039;ka&#039;s]] tenet of independence is particularly popular with [[Skrell]], especially those who took part in the rebellion and is often brought up as a point when the topic of Ouerea&#039;s role in the [[Izweski Nation|Hegemony]] is mentioned.&lt;br /&gt;
&lt;br /&gt;
The majority of [[Skrell]] on the planet would be considered subversives back in the [[Nralakk Federation|Federation]] even before this cultural shift thanks to those staying mostly being Skrell who were either outcasts in [[Nralakk Federation|Federation]] society, criminals, or otherwise not ideal citizens. The mix of Skrell from all backgrounds, regardless of ideology or subculture, has allowed the proliferation of [[Skrell]] ideas that is unprecedented elsewhere save for perhaps the Republic of Biesel. With their status as [[Izweski Nation|Hegemony]] subjects and the lack of formal agreements between the [[Izweski Nation|Hegemony]] and [[Nralakk Federation|Federation]], Ouerea continues to be a destination for those willing to flee [[Nralakk Federation|Federation]] space - albeit one that is considerably less popular than fleeing to the [[Coalition of Colonies]] or joining the [[Tau Ceti Foreign Legion]]. &lt;br /&gt;
&lt;br /&gt;
There is still a small group Skrell who are still pro-Federation, however, made up of those who did not wish to leave Ouerea for one reason or another, and are who make up the majority of non-Unathi supporters of the Restorationists political movement. Ironically, this group of Skrell are considered outcasts by the greater Skrell community on Ouerea, seeing their pro-Federation, conformist beliefs as precisely what the idea of Ouerea is against. Their support for an authoritarian nation such as the [[Nralakk Federation|Federation]] is compared to the [[Izweski Nation|Izweski Hegemony]], and are widely shunned by both Skrell and Unathi alike as a result. Pro-Federation Skrell on Ouerea do not last long, either finally giving in and adopting the wider culture held by Skrell on the planet or giving up and moving back to the [[Nralakk Federation|Federation]].&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Enforcement&amp;diff=38268</id>
		<title>Skrell Enforcement</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Enforcement&amp;diff=38268"/>
		<updated>2025-10-17T22:20:13Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: notable skrell links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Nralakk Federation Enforcement=&lt;br /&gt;
The Nralakk Federation’s &#039;&#039;Enforcers&#039;&#039;, or &#039;&#039;&#039;Kala&#039;&#039;&#039;, are responsible for upholding the security and law of skrell space. Functioning under a centralised structure, the Kala are governed by a supervisory body known as the Nralakk Federation Security Commission (NFSC). The NFSC’s doctrines revolve around mobility, flexibility and precision. Presently, the Kala maintains two core objectives: firstly, ensuring the safety, security and cooperation of all systems under the Federation’s flag, and protecting their borders; secondly, protecting the national security of the Federation from foreign nations and groups, as well as proactively gathering intelligence on both their allies and their adversaries.&lt;br /&gt;
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==History==&lt;br /&gt;
The origins of the centralised skrell security community begins at the conclusion of the War of Tides, and subsequent formation of the Commonwealth of Three in 901 CE. The Tzqul Republic, Heshqu Council and Weishqi Republic, who had previously all handled their own internal affairs, created the &#039;&#039;&#039;Commonwealth Internal Security Committee (CISC)&#039;&#039;&#039; as an international policing and intelligence agency. The national rivalries within the CISC laid the foundation for significant inefficiencies and failures in its short history, leading to uncontainable conflicts in the newly established outer colonies. With the formation of the First Nralakk Federation in 878 CE, the Grand Councillor engaged in widespread purges of the CISC, and reformed the organisation into a force of separate Kala, loyal to the Grand Council.&lt;br /&gt;
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The reign of [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-Omega]] led to the gradual disbandment of the existing Kala in favour of automated security drones under the AI’s direct control, with skrell collaborators not placed in enforcement positions due to their inefficiencies in engaging with Glorsh’s esoteric risk assessment programmes. Following the Tri-Qyu Calamity in 2192 CE, and the formation of the Second Nralakk Federation in 2245 CE, the new federal government recruited the Lyukal cells deemed most disciplined and loyal to Federation ideals, forming a new security and intelligence organisation to aid in the reformation of the now fractured skrell space, and train new generations of Kala to make up this organisation. Among the first duties of these proto-Kala was to reestablish societal order in the [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Core Systems]], enforce the recent blanket ban on all forms of artificial intelligence, and rebuild the Federation’s immense surveillance network.&lt;br /&gt;
&lt;br /&gt;
The rapid recovery of the Federation meant that the existing, decentralised Kala structure became bloated and inefficient with the ever-expanding Federation frontier. Grand Councillor [[Notable_Skrell#Rixa_Tep-Wul|Rixa Teq-Wul]] reorganised the Kala under two new agencies, the &#039;&#039;&#039;Directories of Internal and External Security (DIES)&#039;&#039;&#039;, which would operate independently of one another and report directly to the Grand Councillor. Ultimately, this led to the two agencies competing with one another for prominence and funding, sabotaging the other’s reputation through a number of covert actions throughout the early 2400s, with some prominent anti-Federation individuals claiming that [[Federation_Crime_and_Resistance#Marauders|Marauder]] groups were funded to fuel this rivalry. Additionally, the &#039;&#039;&#039;Wukala&#039;&#039;&#039; were created from the ranks of the most loyal Kala as political operatives protecting Federation ideals. The election of Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]] in 2453 came with the formation of an oversight organisation to unify the security services, the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;, which was staffed with the Grand Councillor’s allies, though the Wukala would remain independent of the Commission and retain their autonomy due to the influence of the High Prefect.&lt;br /&gt;
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In recent history, the prominence of the Kala has only grown as domestic and foreign troubles led to their expanding powers and political relevance. Within the Traverse region, the problematic handling of the Kala created many critics of Grand Councillor Jrugl’s security policies amongst the rank-and-file Kala, though officials in the Directories are hesitant to report this dissidence for fear of being punished themselves. Both the phoron scarcity, and the recent foreign policy changes by the Grand Council, have also created some dissent within the Kala, who disapprove immensely of overreliance on the megacorporations. However, High Prefect Eluteluk has remained publicly supportive of their Grand Councillor, dissuading any serious protest within the Federation’s security apparatus.&lt;br /&gt;
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==Nralakk Federation Security Commission==&lt;br /&gt;
The Nralakk Federation Security Commission serves as the umbrella organisation containing the myriad of different security and intelligence agencies. The Commission, and by extension the entirety of the Nralakk Federation’s vast security apparatus, is chaired by the Grand Councillor, although they will appoint a Commissioner to oversee the daily operations of the organisation in their place. To be the Commissioner of the NFSC is one of the highest honours a skrell can achieve, acting as the trusted hand of their Grand Councillor. Commissioners almost always veterans across a broad range of security and intelligence fields and afforded Idol status, they are also given a position on the Grand Council as the Grand Advisor of Security and Intelligence. &lt;br /&gt;
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The Commission is composed of the Grand Councillor, the Commissioner, the Directors of Internal and External Security, select Grand Council Enforcers, and other intelligence and security experts from various sectors. The current Commissioner is [[Notable_Skrell#Tariqale’miluz_Odakizu|Tariqale&#039;miluz Odakizu]], a well-known academic and lecturer in Federation security and law, with an extensive background experience as the Executive Director of External Security during first contact with humanity.&lt;br /&gt;
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===Council Enforcers===&lt;br /&gt;
[[File:Srom.PNG|thumb|right|200px|The emblem of the Council Enforcers.]]&lt;br /&gt;
Independent of the Nralakk Federation’s security community, the &#039;&#039;&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Wukala&#039;&#039;&#039; (and translating to Council Enforcers), are planetary council-appointed Kala who enforce disciplinary action at the discretion of the councillors they are assigned to. While being a Wukala member is a prestigious position which grants Index rating bonuses, Idol status is never awarded out of an interest in keeping the operatives relatively anonymous. Wukala operatives focus on domestic crime and suppression of anti-Federation actions, and are granted access to the Federation&#039;s internal surveillance systems to oversee their assigned region. The Qekala work closely with Wukala intelligence to enforce the law, with direct responses from the Wukala only appearing in the event that immediate detainment or capture is necessary, particularly when their persons-of-interest attempt to flee the planet, or evade sentencing and/or reeducation. Unlike those of the inner systems, the Wukala of the Traverse’s planetary councils are appointed by the Qu’Wukala instead of their respective planetary councillor, and are given a wider licence than their inner system counterparts to ensure the loyalty of their ward. This allows the Traverser Wukala full control of the security apparatus in their planetary council, which is most often exercised in the form of combatting infiltration by anti-Federation elements, and ensuring corruption is kept to a minimum. Due to their important role, and the danger a subversive Wukala could possess, Traverser Wukala are always loyalty implanted.&lt;br /&gt;
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====Grand Council Enforcers====&lt;br /&gt;
The &#039;&#039;&#039;Qu&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Qu’Wukala&#039;&#039;&#039; (and translating to Grand Council Enforcers), are the personal agents of the Grand Councilor and the Grand Council&#039;s highest members. Qu&#039;Wukala operatives are tasked with providing the security details for their assigned wards, council members, protection of the Nralakk Federation&#039;s secure assets, and the completion of any requested tasks from the Grand Council itself. Unlike their sibling Kala, operatives of the Qu&#039;Wukala are allowed their Idol statuses, and are touted alongside their wards as being among the highest echelons of the Federation. Rumors of the Qu&#039;Wukala being utilised as assassins, rather than their official role as intelligence agents and bodyguards, are dismissed as overtly ridiculous conspiracy theories. The leader of both the Qu’Wukala, and to an extent, all planetary Wukala, is [[Notable_Skrell#Eluteluk_Dozopil-Raqirztzlip|High Prefect Eluteluk Dozopil-Raqirztzlip]], who has held their position long before Grand Councillor Weashbi Jrugl’s ascension. Thanks to the great power held by the Qu’Wukala, the High Prefect is rumoured by many in [[Starlight_Zone|Biesel’s]] resistance circles to be the puppetmaster of the young and relatively inexperienced Jrugl to control the entire nation, and uses their enforcers to ensure their position is secured.&lt;br /&gt;
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===Directory of Internal Security===&lt;br /&gt;
The Nralakk Federation’s vast networks of surveillance networks and enforcers are controlled by the &#039;&#039;&#039;Directory of Internal Security (NFDIS)&#039;&#039;&#039;, which is one of the largest organs of the government. Due to the substantial size of the Federation’s domestic security operations, the NFDIS is divided into planetary administrative divisions called Districts, which have a vast amount of autonomy from the NFDIS itself, instead receiving their directives from their respective planetary council. The inherent fluidity of the NFDIS means that all Kalas are essentially of equal importance with no staggering, beyond that the Districts themselves are ultimately led by their District Director. Below that, the number of divisions and their sizes is dependent on the given planet’s proximity to the Nralakk system, but the universal base unit is a Station, which contains the necessary facilities to oversee the entire security of a rural region or city. Within individual Stations, structure is fluid without a consistent hierarchy, where a Kala may be elevated to lead for a period of time, or until a task is completed, if it is considered necessary by the unit. The DIS is currently led by Executive Director &#039;&#039;&#039;Gelqai&#039;nelusa Iqo&#039;ujin&#039;&#039;&#039;, the former District Director of Qerrbalak, and a veteran in the internal security apparatus known for their integrity and numerous successful anti-corruption campaigns within the Kala.&lt;br /&gt;
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====Domestic Surveillance====&lt;br /&gt;
[[File:Ruup.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Nlomkala are the eyes and ears of the Federation are found at every level of society, to the point of being (erroneously) remarked by non-Federation citizens that every electronic appliance is outfitted with hidden cameras feeding directly to the Nlomkala. In reality, the pervasive surveillance in the Federation is an open, accepted part of life to feed information to the Social Compatibility Index, and ensure the Federation’s economy continues to operate. This vast network is overseen by &#039;&#039;&#039;Nlomkala&#039;&#039;&#039;, or Wake Enforcers. The sheer scale of the Nlomkala’s operations makes them one of the largest employment sectors in the nation, with C’thur vaurca and dionae employed in high level positions alongside skrell. The &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, or Dream Enforcers, are a specialized division of the Nlomkala with [[Skrell#Psionics|high psionic aptitude]], with agents placed close to Nlom Relays in order to amplify their capabilities to monitor the Wake. A common belief is that every Nlom Relay in the Federation contains at least one Sromkala agent within a cryogenic pod to suspend their body, while still allowing their consciousness to continue working within Srom. &lt;br /&gt;
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====Law Enforcement====&lt;br /&gt;
[[File:Nlom.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The &#039;&#039;&#039;Qekala&#039;&#039;&#039;, or Home Enforcers, are the fist of the Federation’s security apparatus in skrell space. Only a fourth of the NFDIS is made up of Qekala operatives, who are responsible for general policework. The Qekala’s regular operations include regular patroles, providing security presence, warrant execution, emergency response, and have a significant portion of its staff dedicated towards intelligence and surveillance. Aspiring Qekala members are placed under rigorous scrutiny, testing athletic ability, legal knowledge, and general capability to respond with correct force and procedure. Qekala members are expected to operate amphibiously across multiple environments across the myriad environments in the Nralakk Federation. Non-skrell members, like the C’thur warriors of Vytel’s Brood, are employed in limited numbers for vaurca-majority regions. These Warriors are implanted with a loyalty implant, which equalises the Federation&#039;s orders to the same priority as a Queen&#039;s, with conflict of interests forcing a warrior to hibernate until resolved. &lt;br /&gt;
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In the Traverse region, Qekala are exclusively recruited from the planets they are stationed on, creating concerns for conflicts of interest between the Federation and their homes. Consequently, the Traverser Qekala receive much lower funding and equipment than their inner system counterparts, alongside higher scrutiny in their operations, with the NFDIS requiring intense loyalty and background checks on potential recruits. Alongside this, the day-to-day operations of the Qekala are not controlled by their planetary council, but rather the Wukala of said council, in order to ensure loyalty to the Federation is prioritised above all else.&lt;br /&gt;
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===Directory of External Security===&lt;br /&gt;
While the Nralakk Federation maintains ample protection of internal security against domestic agitators, they recognise that foreign actors are now a much greater threat in the modern day, with foreign influence even affecting the Traverser rebels during the [[The_Phoron_Scarcity:_Skrell_Arc|Q’elpi]] [[Change_on_the_Horizon_Arc|Systems]] crisis. The &#039;&#039;&#039;Directory of External Security (NFDES)&#039;&#039;&#039; is the first line of defence against this ever present concern, handling all matters which could affect the Federation from outside its borders. The NFDES is divided into three Sections, which are the Intelligence Section, Covert Actions Section, and Defence Section. Below that, the NFDES operates the same non-hierarchical structure used by their internal security counterparts, although the Defence Section is an exception. The NFDES is currently led by Executive Director &#039;&#039;&#039;Ripalji Guyuo&#039;&#039;&#039;, a former operative of the Covert Actions Section, and close associate of Weashbi Jrugl, ascending to replace their predecessor immediately after Jrugl’s appointment.&lt;br /&gt;
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====Foreign Operations====&lt;br /&gt;
[[File:Tup.PNG|thumb|right|200px|The emblem of the Covert Enforcers.]]&lt;br /&gt;
The prestigious Intelligence and Covert Actions Sections serve as the Federation’s first line of defence against foreign threats, maintaining offices for every nation in the Spur. These two Sections conduct their activities under the umbrella category of Foreign Operations, and work in tandem to perform the widest berth of duties of any security organisation. These duties include intelligence gathering, counter-intelligence, and monitoring skrell outside of the Federation (both citizen and not), all handled by the &#039;&#039;&#039;Ruupkala&#039;&#039;&#039;, or Intelligence Enforcers. Charged with maintaining networks of undercover operatives in foreign national organisations, and assassinations—though no assassination attempt has ever been confirmed to have been approved by the Nralakk Federation—are the &#039;&#039;&#039;Tupkala&#039;&#039;&#039;, or Covert Enforcers. This position at the forefront of skrell security has made the Foreign Operations component of the NFDES a highly desirable position for well-performing citizens, and is a valuable pathway towards a successful political career. The Ruupkala are rumored to monitor the fabled “Drylist,” which supposedly holds the names of all skrell living abroad who have performed deductive behaviors against the Nralakk Federation, displayed worrying ideals, joined an opposing faction, or renounced their citizenship. Some theorize that this list even covers non-skrell who may pose a threat to the Federation. The Drylist, however, remains an openly debunked conspiracy theory by the Nralakk Federation, and no official list has ever been discovered or produced.&lt;br /&gt;
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====Defence====&lt;br /&gt;
[[File:Qukala.PNG|thumb|right|200px|The emblem of the Star Enforcers.]]&lt;br /&gt;
The Defence Section is regarded by most within the skrell security community as an unfortunate necessity to combat piracy in the less civilised Traverse, other border regions, and frontiers. The &#039;&#039;&#039;Qukala&#039;&#039;&#039;, or Star Enforcers, make up the Defence Section and are organised unlike their sibling Kala, where their various ship departments maintain senior Lead Enforcers who form a council structure to command their given vessel without a designated captain. Unlike other navies who operate a permanent fleet structure, each Qukala vessel is subordinate to the Defence Section itself, which may organise patrol groups and temporary task forces as needed. The Qukala have a very poor standing in the Traverse, where they are most widespread and responsible for enforcing an extensive anti-piracy mandate—being viewed by many Traversers as unnecessary military policing. This reputation has not left the Defence Section unscathed, and is reflected in its relatively small size, equipment, and funding compared to other branches of Federal security, and a miniscule force when compared to their Solarian neighbours. The lack of interest in the Defence Section has since been capitalised on by the C’thur Hive, particularly Queen Vytel, as vaurca warriors are perfectly suited to EVA operations, as well as acting as an intimidating force against pirates. These C’thuric Warriors have a Federation-designed loyalty implant much like their Qekala siblings. Although the injection of C’thur warriors has been an undeniable success, the effort was not enough to prevent the Federation’s [[The_Phoron_Scarcity:_Skrell_Arc|recent]] [[Change_on_the_Horizon_Arc|embarrassments]] in the Traverse region. Aside from their regular duties, the Qukala are responsible for providing the security for Federation embassies, consulates, and diplomats serving abroad.&lt;br /&gt;
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Following the reforms agreed upon by the now-defunct Independent Traverser Movement and the Federation, the NFSC was tasked with training a local defence force comprised of loyal volunteers in the Traverse with the aim of providing some relief to overextended Qukala forces in anti-piracy operations. To accomplish the creation of this auxiliary force, Qukala stationed in the Traverse began recruiting, organising, and training forces of loyal Traversers which would be called the Qehalak, or Homeguard. An individual Qehalak is typically a part-time reservist for the Federation’s frontier, who is expected to pick up arms and assist any Kala when called upon, however in Traverse Councils with a small Kala presence, Qehalak can be organised into full-time border security, under the guidance of a senior Qukala attaché.&lt;br /&gt;
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====Naval Structure====&lt;br /&gt;
The Nralakk Federation’s military ships are designed primarily around extremely long-ranged engagement, with any deployed strikecraft consisting of psionically-piloted remote drones and the vanishingly-rare boarding craft. Built for responding against piracy and irregular anti-government actions, the average fleet strength of the Federation is miniscule in comparison to the immense fleets of the Solarian Alliance and similar human nations, with most non-Federation members having only seen the Qukala’s navy on border patrol sorties and the single deployment of the [[The_Beauchamp_Arc|short-sightedly designed NFV Qheles]]. While this lens is unflattering for the Federation’s perception of military strength, the sheer size of the nation’s claims still necessitates a sizable fleet to secure them, which remains no small feat when contending with domestic and foreign piracy.&lt;br /&gt;
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The Traverse’s Qehalak fleets, in comparison to the Qukala’s own, are considerably smaller. Consisting of retrofitted Qukala naval vessels and militarized civilian craft, the Qehalak’s fleet strength is more consistently tested by the more organized Marauder vessels that plague the skrell frontier. This independence from the Inner Systems’ more organized security structure has bred new tactics out of sheer necessity, with more eccentric and underhanded tactics being adopted to compensate.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Armed_Forces&amp;diff=38261</id>
		<title>Tau Ceti Armed Forces</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Armed_Forces&amp;diff=38261"/>
		<updated>2025-10-17T22:12:41Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: kala redefine&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:TCAFInsignia.png|thumb|The insignia of the Tau Ceti Armed Forces. ]]&lt;br /&gt;
&lt;br /&gt;
Created following the myriad of problems experienced during the annexation of the [[Corporate Reconstruction Zone]] and the growing tensions across the Orion Spur, the Tau Ceti Armed Forces (TCAF) aims to protect the sovereignty of the [[Republic of Biesel]] and ensure that its light of liberty keeps shining. The Tau Ceti Armed Forces is built of four divisional service branches which consist of the &#039;&#039;&#039;Tau Ceti Minutemen&#039;&#039;&#039;, &#039;&#039;&#039;Republican Fleets&#039;&#039;&#039;, &#039;&#039;&#039;Foreign Legion&#039;&#039;&#039; and lastly the &#039;&#039;&#039;Auxiliary Corporate Forces&#039;&#039;&#039;. The Minutemen and Fleet are full-time professional organizations, whereas the Legion utilizes a part-time volunteer program. The &#039;&#039;&#039;President of the Republic of Biesel&#039;&#039;&#039; is the commander-in-chief of the armed forces and forms military policy with several of the departments comprising the greater Biesellite government.&lt;br /&gt;
&lt;br /&gt;
Rooted within the Tau Ceti Foreign Legion, which now exists as a divisional branch, the creation of the Tau Ceti Armed Forces saw a massive increase in the federal budget allocated to defense, and pushed the government into deficit spending. The TCAF began to contract primarily [[Hephaestus Industries]] and [[Zavodskoi Interstellar]] to build them the tools and weapons of a modern armed force. This spending has only increased recently, especially since the election of [[Notable_Humans|Ake Torvald]], who has kicked defense spending into a higher gear, expanding the armed forces further on top of pay raises for those already serving. The result amid the scarcity has been a surge in enlistments, especially amongst the poorer members of Republican citizenry, who, due to the [[Republic of Biesel|structure of the policies implemented by the government, such as the rationing of phoron, are feeling the effects of the scarcity far more than the middle and upper classes.]] Combined with a shrinking job market, the military, with the consistent employment it offers, the support it gets from the government, and solid pay, offers a path towards an easier living. &lt;br /&gt;
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The TCAF additionally has a reserve force which stands as a method of ensuring that, in times of need there will be additional manpower available to ensure the light of liberty remains shining. However, individuals can only be moved to reservists after completing at least four years of active service, or two years for the Foreign Legion. Those within pre-existing reserves of the Foreign Legion have already been moved over to the Tau Ceti Armed Forces’ reserve. Those within the reserve are provided with a moderate stipend but are only eligible if their income doesn’t exceed a certain threshold. Those that have completed active service within the Tau Ceti Armed Forces can apply to have their student debt covered by the &#039;&#039;&#039;Tau Ceti Corporate Scholarship&#039;&#039;&#039; funded by the constituent megacorporations of the [[Stellar Corporate Conglomerate]] – which has become a popular method among the youth of Biesel to ensure an education, where they might not have been able to afford it before enlisting. Though believed to have gotten better as a result of the creation of the Tau Ceti Armed Forces, there was for a long time, still a notable bias against non-humans, with a majority of them being deployed to the dangerous regions where injuries and casualties are more likely to occur.&lt;br /&gt;
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However, now that means those non-humans are the most experienced troops, and some of the only troops who have seen combat, and since the President Torvald has entered office, non-humans regularly find themselves in authority positions as officers and NCOs.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Ranks ==&lt;br /&gt;
Ranks in ascending order, beginning with Recruit Legionnaire and ending with General, or Admiral if one is within the Republican Fleets. In order to attain your commission, an enlisted person is required to purchase a certificate of commission or have it sponsored by the Stellar Corporate Conglomerate. Upon purchasing the certificate of commission (a rather expensive undertaking) an enlisted person must still undergo training in order to be promoted to a commissioned officer. &lt;br /&gt;
&lt;br /&gt;
=== Enlisted ===&lt;br /&gt;
*Recruit Legionnaire (RLgn) &lt;br /&gt;
*Legionnaire (Lgn)&lt;br /&gt;
*Senior Legionnaire (SLgn)&lt;br /&gt;
*Prefect (Pfct)&lt;br /&gt;
*Senior Prefect (SPfct) &lt;br /&gt;
&lt;br /&gt;
=== Commissioned ===&lt;br /&gt;
*Aspirant (Asp)&lt;br /&gt;
*Decurion (Dcn)&lt;br /&gt;
*Centurion (Cnt)&lt;br /&gt;
*Captain (Cpt)&lt;br /&gt;
*Major (Mjr)&lt;br /&gt;
*Lieutenant-Colonel (LtCol) &lt;br /&gt;
*Colonel (Col)&lt;br /&gt;
*General (Gen) / Admiral (Adm)&lt;br /&gt;
&lt;br /&gt;
= Branches =&lt;br /&gt;
== Tau Ceti Minutemen == &lt;br /&gt;
Most similar to the Tau Ceti Foreign Legion, the Tau Ceti Minutemen - or sometimes merely the Minutemen - now replace the defunct civilian militia that came before it. It is the largest service branch, and most well-funded, fully equipped to deal with the threats posed to the [[Republic of Biesel]]. It has also been the biggest beneficiary of the surge in enlistments within the Republic, able to be more picky about its recruits, a luxury the Foreign Legion of the past did not have. The Minutemen cut their teeth acting as a policing force within the [[Corporate Reconstruction Zone]], managing riots, hunting insurgents, and ensuring compliance with the laws of the Republic. However, since the conclusion of the [[Peacekeeper Mandate]], its time is now spent mostly training and building up forces - it remains a priority receiver for [[phoron]] even among rationing - allowing for all the tools of war it needs to be manufactured on time. As a result of its similarity to the now-defunct Tau Ceti Foreign Legion, the new service branch has found itself poaching many of the former’s effective volunteers, offering better pay than that of the incorporated service branch - generating animosity between those that elected to pursue the opportunity, and those that remain behind in the Foreign Legion. Lastly, while being a land-based fighting force, the Minutemen have a significant presence along the Zoleth Line, the primary defensive line in the western sector of the [[CRZ]] against threats from [[Solarian Alliance|historical places of worry]]. They primarily occupy fixed fortifications along the Zoleth line and are there to bog down any enemy attack, giving the navy more time to respond. &lt;br /&gt;
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=== Operational Unit Structure ===&lt;br /&gt;
The operational unit structure of the Tau Ceti Minutemen plays a crucial role in ensuring the hierarchy of orders issued either during times of peace or conflict. Beginning with Field Army, it descends to Corps, Division, Legion, Cohort, Century, Maniple, Troop, Section, and lastly Team. Though most see themselves following a naming structure that relies on numbers, Division and Legion have a different approach: the former relies on landmarks, and the latter on notable figures within the greater Orion Spur – such as the Greatkrag Artillery Division or the Roosevelt Medical Legion. The Minutemen are composed of three Field Armies, each with three Corps, followed by six Divisions within a Corps, and fifteen Legions within a Division. Legions can be composed of any number of Cohorts, Centuries, Maniples, Troops, and Sections. &lt;br /&gt;
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=== Special Forces ===&lt;br /&gt;
==== The Bloody Century ====&lt;br /&gt;
Either famous or infamous depending on one’s news sources, the Bloody Century was for a time, the most talked about unit of the newly formed Tau Ceti Armed Forces. An overstrength infantry century, it is composed exclusively of Unathi and Tajara veterans of the wars of Moghes, Adhomai, and Gakal’zaal, and considered the most experienced and effective line unit of the Minutemen. &lt;br /&gt;
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The Century rose to prominence on Mictlan, where rumors about their efficacy and ruthlessness spread. It carved a swathe of destruction through Samaritan occupied territories as a raiding party, ruthlessly razing any towns suspected of helping the Samaritan cause, and later was one of the first units on the beachhead during the failed Operation Jakali. After footage displaying the unit’s atrocities leaked and spread all over the Extranet, Mictlani civilians and insurgents alike began to fear the scarlet red hand used as the century’s icon. Several calls to dismantle the unit have been made in the halls of Tau Ceti’s parliament, but the Minutemen, and now, President Ake Torvald, have rejected every one. Since the conclusion of the Peacekeeper Mandate on Mictlan, the Bloody Century was set upon Western CRZ, and after first occupying a string of smaller colonies, one after the other, they have since been recalled to Tau Ceti proper, earmarked to receive new weaponry and extra training.&lt;br /&gt;
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==== Zo’ra’s Chosen ====&lt;br /&gt;
A century of [[Vaurca]] warriors, Zo’ra’s Chosen are an example of the fighting prowess of the Zo’ra hive. They are a mobile infantry century, relying on gunships, transport shuttles, and fast maneuver warfare to destroy their enemies. An experimental concept for the TCFL and TCAF, mobile infantry centuries were introduced as an attempt to develop counter insurgency units for fighting on Mictlan. Vaurca specifically were chosen to pioneer these centuries, due to their hivenet allowing near instantaneous communication, allowing for unprecedented levels of coordination. Since their introduction, Zo’ra’s Chosen quietly won battle after battle, using their high level of information sharing and coordination to consistently outmaneuver their opponents while fighting as part of the Peacekeeper Mandate on Mictlan. Since the conclusion of the Peacekeeper Mandate however, they have been quietly redeployed to the Zoleth line, and are now undergoing continuous training on how to use their previous tactics in space combat. Unlike other units, their style of fast maneuver warfare can only be practiced under certain battlefield conditions, such as the lack of enemy anti-air and consistent resupply. &lt;br /&gt;
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==== The Redsnouts ==== &lt;br /&gt;
Sought out for their strength and resilience, it was inevitable that the Redsnouts be formed. Owing to their origins within the Tau Ceti Foreign Legion, and the creation of a Breacher-esque suit during the height of the Peacekeeper Mandate, the Tau Ceti Armored Unathi Heavy Infantry Century has become renowned as shock troops across the battlefield, capable of striding through a firestorm of incoming ordnance, and withstanding significant damage. Those within the Century can easily be identified through their snouts, painted in crimson-red in near-ritualistic fashion once they find themselves integrated within the ranks of the Redsnouts. &lt;br /&gt;
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It borrows many principles from the Breacher-wearing [[Unathi]] Soldiers of the [[Izweski Nation|Hegemony]], with the Redsnouts wearing heavy hardsuit armour of [[Tau Ceti]] innovation and Zavodskoi manufacture to act as infantry-sized tanks across conflict zones. Despite being capable of shrugging off large amounts of punishment, the most powerful part of the suit is less obvious, as every suit has half a mile of phoron cabling running through it which connects several integrated advanced Zavodskoi made intelligences to a variety of systems, allowing the user significantly heightened accuracy and battlefield awareness compared to a normal breacher suit - in fact the Zavodskoi intelligences used in these suits are the same ones used by Solarian Special Forces. (There has been grumbling that all the phoron used for these alien suits could be better spent elsewhere, but the Minutemen have held firm) However one thing that can’t be fixed is how  cumbersome and slow Redsnout-Suits are, thanks to the heavy weaponry sported by the suit, used to complement their durability with extreme firepower. As a result, unlike other hardsuits, Redsnout-Suits take months of training to fully master, and only after a year is a recruit considered to be adept enough at handling the sometimes ungainly suit to its maximum potential. The majority of those selected for the Redsnouts are [[Unathi]] Legionnaires that have proven to be &amp;quot;unwavering&amp;quot; in the face of overwhelming firepower, where they proved their ability to fight and remain calm on the battlefield. &lt;br /&gt;
&lt;br /&gt;
The Redsnouts earned themselves an infamous reputation across [[Mictlan]], where during the quelling of the planet&#039;s more insurgent regions during the Peacekeeper Mandate, with their overwhelming use of force becoming the centre of criticism across the planet. Claims and rumours of significant destruction in the wake of their marches, with which the Redsnouts blame insurgents for spreading; there even exist rumours that the crimson-red colours across the snouts of the Century aren&#039;t merely just paint, but the blood of their victims. They maintain they have never once broken the rules of engagement - and unlike other units - no video evidence has yet surfaced.&lt;br /&gt;
&lt;br /&gt;
Currently, they are stationed on Dumas, acting as guards for the weapons stockpile there, overseeing the training of a new batch of Redsnouts, and receiving retraining for void combat, specifically, ship boarding.&lt;br /&gt;
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==== Tau Ceti Intervention Command ====&lt;br /&gt;
Tau Ceti Intervention Command (‘TCIC’) is a [[Skrell]]-dominated special operations unit within the Tau Ceti Armed Forces. Informally known as &amp;quot;Frogmen&amp;quot;, TCIC is responsible for counterterrorism and reconnaissance operations, cooperating often with the BSSB and other internal security services, with the responsibilities divided into two century-level groups that operate independently of one another. Each century is named after a stellar body within Tau Ceti, while each descending group is given a letter designation. Intervention Command always has two centuries active at all times, but has several reserve centuries that can be mobilised when required.&lt;br /&gt;
&lt;br /&gt;
Intervention Command has its roots in [[Skrell]] units that served in the Tau Ceti Foreign Legion, renowned for their ability to perform rapid strikes on enemy positions and scout terrain that would normally be considered inhospitable for regular troops. The Minutemen capitalised on the experiences of these [[Skrell]] to equip a light yet effective force, unencumbered by hostile climates and with a natural affinity for strategic planning.&lt;br /&gt;
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&#039;&#039;&#039;Active Centuries&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*Field Manoeuvre Group &amp;quot;Gibson&amp;quot;: Responsible for the unit&#039;s more conventional military operations, tasked with conducting reconnaissance, raiding, and insertion and extraction operations, typically while attached to a conventional light infantry combat group. TCIC&#039;s Field Manoeuvre Groups avoid direct conflict where possible, preferring quick engagements at long range rather than prolonged firefights.&lt;br /&gt;
&lt;br /&gt;
*Intervention Group &amp;quot;Valkyrie&amp;quot;: Conducts counterterrorism operations throughout Republic space. Intervention Groups work closely with law enforcement within Tau Ceti and the Corporate Reconstruction Zone to combat terrorist and insurgent organisations and also play a role in training local law enforcement and military organisations in anti-terrorism and counter-insurgency tactics. Intervention Group &amp;quot;Valkyrie&amp;quot; previously focused its attention on Mictlan and rounding up the last of the Founding Movement there; however has since been recalled to Tau Ceti and now focuses on weeding out “traitors” and other “terrorists” on behalf of the recently elected president, Ake Torvald - something that often means spying on his own coalition members.&lt;br /&gt;
&lt;br /&gt;
==== Tau Ceti Powered Support Detachment ====&lt;br /&gt;
The Tau Ceti Powered Support Detachment is a [[Vaurca|Vaurcaesian]] special operations unit specializing in providing heavy fire and sabotage on the battlefield while maintaining more flexibility and mobility than a traditional mechanized unit through the extensive use of small, highly augmented, and equipped groups. It is composed of and supplied almost entirely by the Vaurcae of the Court of Queens, primarily the [[Vaurca_Hives|Zo’ra Hive]] and falls under the command of the Tau Ceti Armed Forces. The Powered Support Detachment, abbreviated as &amp;quot;PSD&amp;quot; among soldiers of the Armed Forces, consists normally of two roughly century-sized detachments each named after famous cities and locations from Vaurca history and mythology, though the nature of the species means they can be rapidly shifted between the two or split into several smaller teams depending on equipment availability, cost and need. Vaurca who are moved from the PSD to another deployment by the Queens typically have their augments removed and replaced with ones more appropriate to the job. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Centuries&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Mobile Salvo Team &amp;quot;Xtykt&#039;lotec&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mobile Salvo Team &amp;quot;Xtykt&#039;lotec&amp;quot; is by far the most prominent of the two currently active centuries and is considered the primary unit of the Powered Support Detachment. It is most well known for its unique formation, referred to as the &amp;quot;Kayak Maneuver&amp;quot; after the theater during the Great Hive War in which it was first deployed at scale. A single Mobile Salvo Team team following the Kayak Maneuver typically consists of five Warrior Vaurca, one of whom is heavily gene-edited to increase size, muscle density, and dull pain receptors. This Warrior is then equipped with a Zo&#039;rane designed hardsuit referred to as a &amp;quot;Yer&#039;kay,&amp;quot; which loosely translates to &amp;quot;Bastion,&amp;quot; and used to fulfill a role not unlike that of a specialist weapons team. While these Bastion hardsuits are equipped with triple-layer plasteel, a variety of Zo&#039;rane medical injectors, and a suite of enhanced targeting systems, the most notable feature is the presence of a shoulder-mounted heavy-weapons hardpoint. It is capable of changing depending on the situation, even rapidly in the field provided a reasonably competent engineer is present and fits a variety of specially designed apparatus such as heavy-cannons and a subsequent laser variation, a mortar, an anti-vehicle round not unlike the Stellar Corporate Conglomerate designed PEAC, and a minigun, the Bastion allows a great deal of in-deployment adaptability. Whilst many of the configurations require the user remain stationary to deploy the hardpoint mounted weapon, magclaws digging into the ground below and helping stabilize the operator and internal exosuit for the recoil, the minigun permits limited movement allowing a team to lay down cover, although admittedly at a near snail&#039;s pace. These Bastion suits are the centerpoint of a Mobile Salvo Team, with three of the remaining Warriors in the squad serving as augmented infantry, equipped to draw fire, provide cover for the deployed Bastion operator, or secure a path ahead when performing a rapid re-location whereas the final Warrior is trained to instead take the job of a combat engineer tasked with performing emergency repairs, reloading ammunition stocks when depleted, or if needed, carrying and swapping out the heavy weapon. &lt;br /&gt;
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&#039;&#039;&#039;Light Disruption Division &amp;quot;Kis&#039;lokt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Despite having more warriors, the Division is the less well-known century of the Powered Support Detachment, frequently being overshadowed by the flashier Bastions of the Mobile Salvo Team, who clearly stand out, and though employing different tactics, they still adhere to the same general doctrine of mobility and augmentation. Whereas the Mobile Salvo Team focuses on mobile fire support, the warriors of the Light Disruption Division instead prioritize heavy augmentation geared towards supporting urban close-quarters warfare and clearing enemy emplacements. The Warriors work in small teams of four or five, many of which may be deployed together towards a single goal, and use the Vaurca&#039;s innate communication abilities to coordinate joint maneuvers at a terrifying pace, breaching and clearing a building or structure, covering one another going room to room and signaling the location of enemies all without uttering a single word. Additional heavy support or distraction, if required, is provided by a Mobile Salvo Team or another TCAF unit. They are highly augmented and gene-modified, although with what varies heavily depending on cost and need, ranging from symbiotic organs that can filter poisons and clot bleeding to augmented drug glands, stronger mandibles, faster neurotransmitters, electric graspers, circadian clocks that reduce the need for sleep, hardened carapaces, and anything in between. The firearms they use are frequently the TCAF standard for close combat, but they can be outfitted differently depending on the situation and integrated weaponry isn&#039;t unheard of.&lt;br /&gt;
&lt;br /&gt;
==== Rainmakers ====&lt;br /&gt;
The Tau Ceti Rainmakers are a special forces unit consisting of [[Tajara]] specializing in the operation and usage of artillery and explosive equipment. The Rainmakers have two distinct duties. The usage of explosives on the enemy and the finding and dismantling of explosives, either ones that failed to detonate during a conflict or planted by irregulars in areas the Tau Ceti Minutemen are trying to secure and protect. On the battlefield, the Rainmakers utilized designs created by Zavodskoi and Hephaestus. These are typically missile-loaded trucks, rocket and grenade launchers specially made to devastate enemy fortifications and exosuits or hardsuits, or the &amp;quot;Noise-Maker&amp;quot; artillery cannon. Made to be capable of firing a maximum of four shells at once and featuring a large, medium, and small (Roughly the size of a small car) version, these pieces of artillery are the most favoured tool for the offensive operations of the Rainmakers. In space operations, squads of Rainmakers provide support fire and assist in taking out any ship or station sections that can pose a threat to troops. The dismantling of explosives is typically done in heavily armoured Foreign Legion suits marked with a distinctive red. Veterans who arrive at [[Tau Ceti]] from [[Adhomai]] with explosives experience have wound up in the Rainmakers. More often than not, these are people who baulked at the idea of joining the [[Private Military Contracting Group|PMCG&#039;s Kazarrhaldiye&#039;s Operations Group]] for several reasons.&lt;br /&gt;
&lt;br /&gt;
Recently the unit has technically redeployed to Tau Ceti, however due to their experience and perceived loyalty to the government, the Rainmakers oversee the Republic’s stockpiles of phoron warheads located on Dumas, though they are physically guarded by the Redsnouts. &lt;br /&gt;
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==== The Positronic Century ====&lt;br /&gt;
The Third Recon Century, known internally as &amp;quot;The Positronic Century&amp;quot; is a formation made up almost entirely of IPC personnel. In recognition of [[Synthetic_Factions|Synthetic Liberation Front]] efforts in rescuing President Dorn during Frost&#039;s Incursion, many members of the organisation were offered pardons in exchange for service in the Foreign Legion, before it became the Minutemen, their skills in infiltration and combat translating well to military life. Although receiving standard training and capable of functioning as well in intelligence gathering and reconnaissance as any other Tau Cetian formation, the Positronic Century was more frequently employed to monitor the vast amounts of organic and IPC refugees pouring in from the Sol Alliance, as well as (when the Peacekeeper Mandate was still going) the [[Corporate Reconstruction Zone]] monitoring terrorist organisations. The seeming lack of a unique frontline utility for this unit has led many military observers to suspect that in the event of war, the Positronic Century would be used as a stay-behind unit, not meeting any invaders head-on, but rather laying low and striking at enemy supply lines and sowing confusion among their ranks. This suspicion has seemingly been confirmed, as the unit has been deployed just behind the Zoleth line.&lt;br /&gt;
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The unit is infamous for its employment of shell frames, often using them as infiltrators to blend in within the [[Corporate Reconstruction Zone]]. Although mostly unfounded, rumours and conspiracy theories abound of the Positronic Battalion being used for everything from sabotaging Trinary protests all the way to killing Prime Minister Frost. This is not helped by the unit commanders&#039; policy of refusing to publicly comment on its operations. This overlap of responsibility has led to an inter-service rivalry with the TCIC, not helped by the attitudes between Synthetic and Skrell members of each unit.&lt;br /&gt;
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==== Hazardous Environment Gestalt Unit ====&lt;br /&gt;
The &#039;&#039;&#039;Hazardous Environment Gestalt Unit&#039;&#039;&#039; (&#039;HEGU&#039;) are an experimental unit, comprised entirely with [[Dionae]]. They are trained for urban combat in environmentally compromised conditions, whether through natural disasters, dirty bombs, biological/chemical warfare, and even practice contingencies for anomalous incidents involving bluespace. Due to the nature of their work, they are also trained in disaster containment, counterterrorism, and specialize against unconventional opponents. More recently, somewhat frighteningly, they have begun training on Luthien for combat in phoronic tainted conditions - such as those that would be found after the usage of a phoron WMD or warhead against an urban target.&lt;br /&gt;
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Achieving such a broad range of specializations in a single unit requires taking advantage of Dionae’s properties, both their physical resilience and abilities with respect to blood knowledge. Not only are they able to rapidly onboard new training via blood and shared merging, but they are also able to harvest their enemies as they fight, compromising the positions and tactics of their opponents.&lt;br /&gt;
&lt;br /&gt;
There are two divisions within the unit, designed in such a manner as to operate closely. They are known as the Lever and the Fulcrum.&lt;br /&gt;
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&#039;&#039;&#039;The Lever&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Levers are the primary “infantry” division of the unit. Draped in heavy slabs of modular armour plates, they serve as the working tendrils of the HEGU. Spending most of their operations bathing in UV light, usually they spare subtlety for armour and firepower. Rather than fielding mechs, multiple HEGU units choose instead to merge together into a near-Argus-sized humanoid, shifting armoured plates and weapons into position.&lt;br /&gt;
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&#039;&#039;&#039;The Fulcrum&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Fulcrum are the support backbone of the unit, as HEGU’s mechanized division. Vehicles are comprised of modular “Contra” IFVs, designed to either haul equipment, move HEGU, and provide supporting fire for troops. Instead of a conventional piloting configuration, the piloting gestalt is usually poured into an opening in the top, and then evenly distributes itself across the custom-milled interior of the vehicle, giving it unparalleled awareness and control. Unlike the Levers, the Fulcrum are sourced exclusively from the jungles of Mictlan, and employ their understanding of biomass to assist primarily in disaster relief.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Personnel ===&lt;br /&gt;
Having the most funding, the Tau Ceti Minutemen have access to [[Zavodskoi Interstellar|high-quality military equipment]], apparatus, and training, provided at first mostly by the ever-giving megacorporations; however, recently, more and more of their training is in-house. The majority of the equipment is sourced from [[Zavodskoi Interstellar]], with a few larger war machines such as aircraft and vehicles being sourced from [[Hephaestus Industries]] – both of whom have grown considerably within the [[Republic of Biesel]] since the [[KOTW|collapse of the Solarian Alliance]], and have been funneling armaments into the growing market created by the Tau Ceti Armed Forces, with the majority of the military equipment found usually sporting a [[Zavodskoi Interstellar]] logo – which has created some tension with [[Mictlan|Mictlani]] and the [[Zavodksoi Interstellar|megacorporation]]. The increased funding brought since the election of Ake Torvald as president, combined with the Minutemen being a priority for phoron supply in the age of soft-rationing has allowed them to get top of the line equipment, on par with other nations of the [[Orion Spur]], and sometimes even somewhat above, as they’re able to manufacture advanced systems cheaper due to the relatively lower price of phoron that’s allocated to them.&lt;br /&gt;
&lt;br /&gt;
Salaries within the Tau Ceti Minutemen are above that of the other service branches within the armed forces, having remained at their [[Peacekeeper Mandate]] levels following the “successful” conclusion of the [[Mictlan]] campaign and significantly higher than salaries for most open jobs within the Republic currently. The increased salary margins combined with the economic crisis have resulted in a massive success in encouraging enlistment within the Tau Ceti Armed Forces – in particular, those seeking to join the ranks of the Minutemen, even those promoted from within the Foreign Legion desiring a position in the former once they’ve completed their active service requirements.&lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Minutemen have instituted standardised training across its ranks –  with a majority of training now happening in-house - after first being trained by the [[Private Military Contracting Group]] and a growing amount of specialized training still being contracted out to experts. The end of the [[Peacekeeper Mandate]] and the Minutemen’s commitment to [[Mictlan]] have only increased the rate of training given to the Minutemen, as their ranks continue to swell and veteran combat troops now return home with newly gained experience. It is the hope of the Tau Ceti Minutemen that eventually they will phase out third-party training entirely, and they have already successfully phased it out for a majority of basic training.&lt;br /&gt;
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While the conclusion of the [[Peacekeeper Mandate]] was touted as a successful campaign publicly, many within the higher echelons of the Minutemen believe the campaign was a failure, the new Armed Forces being unable to wipe out the [[Mictlan|Samaritans]] in totality. The reasons for this perceived failure vary, with many blaming politicians, fearful of the civilian unrest within [[Tau Ceti|Tau Ceti’s gravity well]], being often blamed for the failure and the resulting peace deal. The common line of thought among veterans is that they would have eventually won, even if they had to grind their way through the Samaritan ranks, but it was called off before they had a chance. The campaign has left deep scars in the foundation of the Minutemen, that even now it’s over, will never go away. A year of riot suppression, willful ignorance of atrocities, and poor command culture within some units pushed back their professionalization years. The branch’s main backbone is composed of veterans of the Tau Ceti Foreign Legion that have elected to continue their military career with the Minutemen, and the recently returned home veterans of the [[Peacekeeper Mandate]], many of whom, given the current economic conditions in the Republic, have elected to continue their stable military careers. In the aftermath of the [[Peacekeeper Mandate]] and President Ake Torvald’s election, the Minutemen have undergone a restructuring, cleaning out the cruft and promoting veterans from experienced frontline units into command positions across the army. &lt;br /&gt;
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Ironically, this has led to a flipping of the norm, where previously it was primarily human officers commanding groups of mixed aliens, it is more and more often an alien officer commanding groups of humans; as it was the non-human units who are the most experienced and saw the most combat on [[Mictlan]], not to mention any experience they might bring from their original homes. This has caused some grumbling within the political establishment of the Cetian Conservatives, [[Biesellite Security and Law|grumbling that ceased almost immediately once the President made his position clear.]] President Torvald seems set on his path, stating during an interview; “The Republic needs her army to function, and function well, at a high level. It’s not a want, it’s a need, and we’ll do whatever it takes to make that happen. If that means I’m giving my orders to an alien, that’s fine - better I give my orders to an alien and they’re carried out effectively so all our troops come home, than I give my orders to a human only to have them carry them out ineffectively, and get their men killed. The Spur is becoming more dangerous by the day, and if we’re not ready to face it, there’ll be hell to pay.” &lt;br /&gt;
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== Foreign Legion ==&lt;br /&gt;
One of the most recognized symbols of the [[Republic of Biesel]], the Tau Ceti Foreign Legion (TCFL) was the first official attempt at creating a standing army for the Republic’s defence. Today, it operates in much the same way as it always has - in exchange for at least two years of service, less fortunate immigrants to the Republic may be granted citizenship and meagre pay so that they can establish new, profitable lives within it. Throughout its short lifetime, the organization has already fought in several key operations for the sake of the Republic – the [[KOTW|Second Solarian Invasion of Biesel in 2462]], and the notorious [[Corporate Reconstruction Zone|Peacekeeper Mandate]].&lt;br /&gt;
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Although overshadowed by the greater organization that came to surround it, the Tau Ceti Foreign Legion remains the root of the Tau Ceti Armed Forces, both in terms of reputation and manpower. The Legion is the entry point for many of the citizens who, unable to enlist in the Minutemen or Fleets for one reason or another, are allowed to serve and prove themselves in a military environment before going on to become professional soldiers under the many different divisions of the Tau Ceti Armed Forces. While the minutemen are the main beneficiaries of the increased enlistment numbers, the ongoing economic issues of the Republic have also seen a surge in enlistments for the Foreign Legion - about five times more members have enlisted in the legion than the minutemen. However, comparatively, that many enlistments barely add what is already a MASSIVE manpower pool in the TCFL - whereas the Minutemen have doubled in size over the last year alone, and continue to grow exponentially. Despite this, the monetary situation of the Foreign Legion has not improved much, though they did receive a significant bump in funding once Ake was elected; however funding is still increasingly funnelled towards the newer and more prestigious Armed Forces. As a result, Legionary supplies and equipment have yet again become strained, a move many volunteers are increasingly viewing as unapologetic backsliding.&lt;br /&gt;
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Those who continue to serve under the aegis of the TCFL are assigned to gruelling tasks far away from the heart of the Republic. Merchant escorts, asteroid infantry and corporate-ground patrolmen, Legionnaires remain the backbone of most operations keeping the [[Corporate Reconstruction Zone]] ‘peaceful’ post-peacekeeper mandate. These assignments, previously described as challenging at best, are now considered shameful by a growing number of veterans, and brutal by non-humans, who are often sent out to perform tasks to which they may not be suited. This has led to an increase in transfer rates from the Foreign Legion to the Minutemen - soon it is unlikely any real veterans will remain within the TCFL. The Foreign Legion’s most recent deployment to pacify CRZ regions such as [[Mictlan]] has seen many old and new volunteers traumatized and questioning the reasons for the TCFL’s existence. Some have even been galvanized by the rhetoric of Samaritan forces, spelling an uncertain future for the Republic’s most celebrated and hated heroes. However, these old voices are slowly being drowned out by a wave of new ones, ones for whom the economic situation of the Republic means that even these tasks are worth it, people who don’t care about the reason for the TCFLs existence, but just a paycheck, a bed, and three hot meals every day - and are willing to do alot to keep those.&lt;br /&gt;
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To combat the issue of Veterans leaving to different services and a rapidly growing, already massive untrained group of new recruits entering, the TCAF has taken several steps. The first was to take all those corporate trainers who used to be training the Minutemen and set them upon the TCFL. Second was to have Minutemen instructors work extra hours (with benefits for doing so), training TCFL formations. Lastly wasn’t a solution, it was more of a decision. While not official, the TCFL now exists as a reserve force, a pool of manpower from which, in the event of a conflict, millions can be almost immediately called up to the professional army, rapidly trained to be on par with their new comrades, and then sent into conflict zones to fill whatever holes exist in formations. It allows for immediate mobilization and shortened training to produce a standard soldier to account for losses, and is bottomless. In the eyes of the decision-makers, there’s no way we could ever enter a conflict and run out of TCFL troops, then need to start a draft.&lt;br /&gt;
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== Mictlan Defense Force ==&lt;br /&gt;
The Mictlan Defense Force in the years following the [[KOTW|Solarian Collapse]] has undergone upheaval after upheaval. Contemporarily, it is one of the two planetary defense forces within the [[Republic of Biesel]], technically under the aegis of the Tau Ceti Armed Forces, but separate, organized by, and loyal to the [[Mictlan|Mictlani government]]. &lt;br /&gt;
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It was for months the only force keeping a modicum of order on the planet, dealing with all the civil unrest and societal upheaval that came with the abandonment - all while not being paid. Then, upon the arrival of [[Republic of Biesel|the Republic]], a huge chunk of its numbers defected, stealing equipment as they did so, forming an insurrectionist group. At the start of the [[Peacekeeper Mandate]] it was placed under TCFL control, but was a shattered organization, broken from within and without, that could do little more than focus on rebuilding and keeping those members still serving in the ranks. Backpay started getting delivered, greatly helping morale, and as time continued on the MDF was just focused on rebuilding. New equipment was delivered, and formations were starting to stand at almost full for the first time since the collapse. It noted the transition between TCFL control and Minutemen control with nothing more than a nod, still in the final stages of building itself back up. &lt;br /&gt;
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It wasn’t until the closing days of the [[Peacekeeper Mandate]], after the [[Hasta_La_Victoria_Siempre_Arc#Bomb_detonated_in_Valtas_Square_outside_MDF_Headquarters%2C_hundreds_dead_and_many_injured%3B_Founding_Movement_claims_responsibility|bombing of Valtaz Square (the MDF&#039;s Headquarters)]] that the organization was rebuilt enough to finally start doing something. It immediately joined the Minutemen in their campaign of revenge and crackdown that resulted from the bombing, before mostly sitting out, rounding up what was left of the [[Mictlan|Founding Movement]] while [[Hasta_La_Victoria_Siempre_Arc|Operation Jakali went down.]] By leaving that task to the MDF, it resulted in many incidents where those Founding Movement members arrested by them never made it into custody, instead trying to “run” or “resist” enroute, leading to their deaths - extrajudicial killings as revenge for the bombings the Founding Movement had perpetrated across Mictlan for years - but none of these cases were ever investigated. The conclusion of the [[Peacekeeper Mandate]] brought mixed feelings to the MDF. On one hand, they were happy it was over; on the other, they were forced to reflect back on what they had done. For many, the feeling was described as “spent.” There was no more anger, no more rage, no more hatred towards the others; it had been worked out of their system in one way or another. [[Biesellite Security and Law|Biesel Security forces still closely watch the MDF]], and ensure its continued loyalty to the Republic, even more so it has now begun to be reinforced with former [[Hasta_La_Victoria_Siempre_Arc|Samaritan enlisted]], who under their parole can re-enlist with the MDF. In the first few months, there were fights, spats as the two groups who had been fighting each other for so long now found themselves on the same side. Eventually, with time, those wounds would heal, and the Mictlan Defense Forces of today stand stronger than they have in the past - with the same bills increasing funding for the TCAF, also increasing their own. They have a new, more modern arsenal, and they’re all veterans. Though they are just a planetary defense force, they’re a part of the TCAF all the same.&lt;br /&gt;
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== Republican Fleets ==&lt;br /&gt;
The Republican Fleets were regarded by many as the less prestigious branch of the TCAF, their reputation rooted in the failure of the Foreign Legion’s naval forces to repel the &#039;&#039;&#039;Second Solarian Incursion of 2462&#039;&#039;&#039; without external assistance from other powers. However, that is beginning to change. Starting out its existence rough, the Republican Fleets were badly mauled during the [[KOTW|Second Incursion]], and after the dust settled, the remaining naval forces of [[Tau Ceti]] were an eclectic mix of [[Solarian Armed Forces|Solarian defectors]] from the [[Corporate Reconstruction Zone]] who were of debatable loyalty, talent, and skill. It was with this mix that the Republic Fleets were stuck, mostly equipped with formerly [[Solarian Armed Forces|Solarian Navy vessels]] which fell under the control of the [[Republic of Biesel]] during the [[KOTW|Solarian Collapse.]] While they made effective patrol craft, many of those vessels were dated and in the process of being retrofitted after extended periods of sitting mothballed in the Solarian Middle and Outer Ring. [[Zavodskoi Interstellar]] was heavily involved in the modernization of many of these vessels, with some having been sent as far afield as Zhurong in the [[Empire of Dominia]] for work as the [[CRZ|Corporate Reconstruction Zone’s]] largest naval yard, the planet of &#039;&#039;&#039;Hang Tuah’s Rest&#039;&#039;&#039; in the Hinterlands lay firmly under the control of the anti-Biesel and Solarian Navy-supported &#039;&#039;&#039;Solarian People’s Liberation Fleet&#039;&#039;&#039;. Government funding for the Republican Fleets was limited, with the Tau Ceti Minutemen receiving far more funding and corporate equipment for the duration of the existence of the TCAF.&lt;br /&gt;
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However, that is beginning to change; all of the ship hulls ordered in 2465 have been delivered, fitted with armaments, and commissioned, thanks to a massive infusion of cash into the Fleets by the recently elected president Ake Torvald. The Fleets still struggle to wash away their reputation, but where there was once rampant corruption and nothing more than an eclectic mix of whatever and whoever they could find, there is now a professional, albeit very inexperienced, well-paid core of officers, with advanced ships that comprise an actual fleet formation, including a flagship. Most of the Republic’s Fleet Strength is stationed at the Zoleth Line.&lt;br /&gt;
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=== Operational Unit Structure ===&lt;br /&gt;
The Republican Fleets operate within Quadrants, designed by the Secretary of Defense [[The Trasens|Nathan Trasen]], to ensure a consistent force is capable of tackling any issues – in conjunction with megacorporate fleets patrolling – that may crop up within these regions. The Republican Fleet is composed differently than the Minutemen, instead, approaching a rather simple scheme: Sub-Quadrant, Fleet Group, Fleet, Ship, Department, Shift, Team.&lt;br /&gt;
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==== Fleet Sectors ====&lt;br /&gt;
The Republican Fleet has three sectors they maintain consistent patrol of, in particular built around Tau Ceti, to ensure where necessary a defensive front can be launched. &lt;br /&gt;
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&#039;&#039;&#039;Tau Ceti&#039;&#039;&#039;&lt;br /&gt;
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This sector covers Tau Ceti’s gravity well, out to the Romanavich Cloud. Five fleet groups are assigned to the overall sector and used in both subsectors. It is considered a training ground for the Fleet as new recruits are first assigned here to learn the ropes of their vessels under the watchful eye of paid mercenaries and foreign naval officers. Very little of note for the fleet occurs within Tau Ceti’s gravity well, and the vast majority of operations revolve around stopping smugglers or responding to distress beacons. The ships in the Tau Ceti sector are some of the oldest and least upgraded, many of the ships that previously made up the Republican Fleets have also since been reassigned here to be repurposed as training ships.&lt;br /&gt;
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&#039;&#039;&#039;Eastern Corporate Reconstruction Zone&#039;&#039;&#039;&lt;br /&gt;
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Covering the [[Corporate Reconstruction Zone]] to the galactic east of [[Tau Ceti]], the Eastern Sector is further divided up into North Eastern and South Eastern, each having two fleet groups assigned to it. The threat of invasion is negligible, and naval operations in the Eastern CRZ are almost entirely logistical; supporting the Mictlan Defense Force, keeping trade lanes clear of pirates, and protecting corporate assets. However that makes it a perfect training ground, as the entirety of the Second and Third Fleet Groups - the remaining newly constructed, advanced ships not assigned under the First Fleet Group to the Zoleth line - makes up the two fleet groups assigned here. They will perform the same task for months on end, however, the Second and Third Fleet Groups go beyond the obsession towards training, being almost fanatical about it, causing downtime and shoreleave to be cut significantly back, with ships training even while patrolling, constantly - which breaks up the monotony.. Fleet vessels assigned to this area often interact with Coalition and Elyran vessels, and rarely encounter Solarian vessels. &lt;br /&gt;
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&#039;&#039;&#039;Western Corporate Reconstruction Zone&#039;&#039;&#039;&lt;br /&gt;
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Boarding the [[Sol Alliance|Solarian Alliance]], the Western Sector boasts the largest number of Republican Fleet ships of any sector as it contains the Zoleth Line and other defensive installations with the goal of fighting off another invasion. It has no sub-sectors, with each fleet group assigned an area of operations across along the length of the Zoleth Line. The best ships, including all of the newly established First Fleet Group, the largest formation within the Republican Fleets and made up entirely of the newly constructed advanced hulls, alongside the best personnel are sent to the Western CRZ, as in the eyes of the Republic, the [[Sol Alliance|Solarian Alliance]], even after it restabilized, remains the largest threat. Those deployed to the Western CRZ see more action than other fleets, dealing with everything from pirates, both unaligned and remnants of the Southern Fleet Administration such as its 23 Tactical Group (commonly known as Beauchamp’s Marauders), the now ceased SSMD raids, as well as protecting Orchid Moon, NanoTrasen’s mining outpost in Valley Hale. One of their main duties used to be containing and combating the Solarian People’s Liberation Fleet within the Hinterlands, but after a tenuous ceasefire was established, alongside negotiations between the Alliance and Republic, which made it clear that any significant effort to expel the SPLF would result in Solarian intervention, the Fleets have allowed the Hinterlands to remain under their control. Since then, there has been significantly less action and just more training, training, and training. That and tensely watching the border, waiting for any sign of a pending attack.&lt;br /&gt;
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In contemporary times, being assigned to the Western Sector is known to be “one of the best and most boring jobs of them all.”&lt;br /&gt;
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=== Equipment and Personnel ===&lt;br /&gt;
The Republican Fleet has just hit a milestone in the long process of building up their strength, both in terms of personnel and equipment. Unlike the Minutemen or Foreign Legion, there was no readily available surplus of corporate-produced equipment for the Republican Fleets. When they were originally formed, in 2465, [[Hephaestus Industries]] and [[Zavodskoi Interstellar]] were contracted to build the hulls and armaments for the fledgling organization, but until those contracts were completed, they were relying on whatever they could get their hands on. In a perhaps bitter irony, much of the Fleet meant to protect the Republic from the Alliance consisted of formerly Solarian vessels – some pulled from mothballed storage and others defected from regional Navy garrisons.&lt;br /&gt;
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All that changed in mid-2466. The newly constructed Reade Naval Yards were completed by [[Hephaestus Industries]], with [[Zavodskoi]] completing their own, smaller, naval yards in orbit of [[Valkyrie]] a few weeks later - and alongside that quiet announcement came the first of the newly produced Hephaestus Hulls from the [[Izweski Nation|Hegemony]], having been under construction for two and a half years, fitted with drives from [[Zavodskoi]] and [[NanoTrasen|NanoTrasen’s]] collaborative effort. Throughout the remainder of the year and into the next, the Navy collected its hulls that had been ordered years ago, and with the cooperation of [[Zavodskoi Interstellar]], began fitting armaments to them. Most were heavily modified version of a Solarian Destroyer, aptly named the Reade Class, though alongside their smaller cousins was a limited number of even more heavily modified Solarian Heavy and Light Cruisers. Many of these modifications were major, extensive changes to the weapon hardpoints, different layouts, different power generation systems, and a complete overhaul of the sensor suite. The biggest changes were in the innards of the vessel, where through the walls ran cables of [[phoron]], needed as these ships would be outfitted with the most advanced firmware possible to support the integration of incredibly powerful Point Defense Intelligence, Targeting Intelligence, Sensor Intelligence, all under the supervision of [[Synthetics|the most powerful Zavodskoi Military AI ever installed onboard a warship.]]&lt;br /&gt;
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Each ship represents a massive phoron investment, in addition to the credit cost. When Ake Torvald was elected, and he saw these projects that had been going on for years at this point, he decided to speed up the timeline. His first bill passed, a budget bill that drastically increased military spending and allocated much of the increased spending to the Fleets. The ships currently in [[Tau Ceti]] were to be finished and commissioned rapidly, and ships still under construction would not only be paid the agreed amount, but significantly more than was originally agreed if they could be done quicker. Lastly, those still slated for construction were given priority phoron allocations and extra money to help speed the immediate process up. What followed was the industries of both [[Hephaestus Industries|Hephaestus]] and [[Zavodskoi]] kicking into high gear - ship hulls kept flooding in rapidly, more destroyers, more light cruisers, more heavy cruisers, and the newly build naval yards of [[Tau Ceti|Reade]] and [[Valkyrie]] glowed with thousands of tiny flashes against the blackness of space, as ships were starting their construction half a year early, or being fitted with weapons and [[Synthetics|Intelligences]] before finally being commissioned, on and on it went for four months, before the last piece arrived. &lt;br /&gt;
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What would become the flagship of the Republican Navy, a almost unrecognizable hull based on that of a Solarian Battleship. As with all the other ships in the Republican Fleets, it was set up with cutting-edge systems, from the intelligence firmware to the scanners; it represented a massive investment - far more than what the Alliance would normally pay for its battleships. It was, however, significantly more advanced, and by June of 2467, the Republican Fleets were no longer an eclectic mix of whatever they could scrap together, but an organization comprised of several proper, highly advanced, and powerful naval formations.&lt;br /&gt;
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Since most of the Fleets contracted hulls and vessels have since been constructed, training within the Fleets has been a constant, and Captains are struggling to find downtime to allow their crewmen to rest, or have shore leave, as so much time has been mandated to be dedicated to training. For it is needed. A vast majority of the current Officers within the Fleets are voidsmen who, while they have experience as an officer on a civilian ship, have little to no military experience; the Republic never had a strong naval culture, or any navy to think of previously. The same is true for much of the enlisted crew. In the wake of the mostly peaceful removal of the problematic former Solarian Navy Captains and crews from their ships - they were all given outstanding severance packages, though some tried to flee with their ships - what little experienced naval personnel the Republican Fleets had are gone. So the hiring of foreign officers from the [[Elyra Military|Elyran Navy]], [[Imperial Fleet]], and the [[Coalition of Colonies]] has doubled, to train up the personnel. It has seen greater success than previous, creating a unified command structure within individual fleets, and a shaky unified command structure across the entire Republican Fleets, but there is still much work to be done on the latter. However, what that means for the average person in the Fleet is that you have less off time, there’s more training constantly, and nothing much else is happening. As many put it, it’s not the end of the world, but it could be better. Unlike the Minutemen, there is much less certainty about whether the Republican Fleets would be able to effectively fight against their rivals in the Solarian Alliance.&lt;br /&gt;
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Since the completion of the original ships, however, issues stemming from the rivalry between [[Zavodskoi Interstellar]] and [[Hephaestus Industries]] are making it difficult to put in new orders for further vessels. The hatred the corporations have for each other creates difficulties within the Republican Fleet Admiralty and Requisition Officers, who, unlike their more experienced counterparts in the [[Solarian Armed Forces|Alliance Navy]], aren’t used to dealing with two corporations that refuse to get along. It has begun to significantly impact production, as it has been impossible to put in orders for new vessels for some time now. The current backlog is set to last until the end of the year, but after that, there will be shipyards sitting empty.&lt;br /&gt;
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== Auxiliary Corporate Forces ==&lt;br /&gt;
In addition to being a corporate paramilitary organization, the Auxiliary Corporate Forces are a proper branch of the Tau Ceti Armed Forces, providing the new Armed Forces with a professional and well-equipped backbone, as they are largely funded by their parent corporations and equipped with top-notch arsenals. Their original objective was to provide the Republic with short term protection as the rest of the TCAF got up to speed. As that has been happening, the role of the Auxiliary Corporate Forces has instead shifted into providing niche - but good - solutions to problems outside the scope of strictly military matters. While they do maintain a purely paramilitary wing, more often they now find themselves cooperating with Republican Law Enforcement, acting as specialists to find, track, and apprehend difficult subjects. Though that is their most common operation now, their paramilitary wing stays standing.&lt;br /&gt;
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It seems wasteful to invest heavily in building a military for an organization focused on making money, and many expected the Auxiliary Corporate Forces to be ill-equipped, corporations reluctant to spend money on combat. The megacorporations, especially NanoTrasen, have now realized, though, that if the new anti-corporate [[Sol Alliance|Solarian Alliance]] ever had another “rogue actor” who decided to invade again and succeeded, the power they enjoy within the Republic of Biesel would be moot. The cost of protecting the Republic&#039;s profitable assets until the new armed forces could do that for them was worth the cost, even if their profit margins dwindled slightly.&lt;br /&gt;
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Members are mainly recruited from [[Zavodskoi Interstellar]] or the [[Private Military Contracting Group]], although [[Hephaestus Industries]], and [[NanoTrasen]] do also contribute to the ranks. While the Auxiliary Corporate Forces has some larger formations, such as fleets and legion-sized formations, roughly half its personnel are organized into smaller Maniple formations that support bigger Minutemen or Fleet formations. Though publicly the Auxiliary Corporate Forces operate as a branch of the Tau Ceti Armed Forces, swearing allegiance to the [[Republic of Biesel]] and its government, it is an open-secret their priorities rest in ensuring the protection of megacorporate assets. &lt;br /&gt;
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Recruitment for the Auxiliary Corporate Forces relies on carefully selected personnel from the constituent megacorporations within the [[Stellar Corporate Conglomerate]], where it is unlikely that a standard employee within any particular security detail would be selected, but instead those that draw the eye of those capable of shifting the balances – in particular, those within higher management of the megacorporations. &lt;br /&gt;
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=== Operational Unit Structure ===&lt;br /&gt;
The operational structure of the Auxiliary Corporate Forces is essentially non-existent, as units from different corporations use the structure they had prior to the advent of the Auxiliary Corporate Forces. Most squad-sized units follow a slightly more complex version of the structure used by the famed NanoTrasen Emegency Response Teams. &lt;br /&gt;
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=== Equipment and Personnel ===&lt;br /&gt;
Designated as an “elite military force” within the Spur, the Auxiliary Corporate Forces are able to supply themselves with advanced technology offered by their parent megacorporations through “donations” and “investments” as outlined by the existing People’s Protection Act signed into force by President Dorn. Rumours across the ranks of the Tau Ceti Armed Forces play into the fact that they could possibly even take on Qukala from the [[Nralakk Federation]] – though there has been little interest in comparing such. The more significant benefactors of the Auxiliary Corporate Forces are [[Zavodskoi Interstellar]] with the assistance of its subsidiary Kumar Arms, whilst [[NanoTrasen]] provides a steady supply of “leased” ships, with even the NDV Icarus finding itself within the Auxiliary Corporate Forces’ fleets.&lt;br /&gt;
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==Praetorians==&lt;br /&gt;
The most recent of the branches added to the Tau Ceti Armed Forces, the Praetorians are the next evolution of the previous sentinels. They are tasked with the protection of government installations, high-ranking cabinet members, the President, Vice President, and similar. They&#039;re mostly an amalgamation of previous BSSB agents, and serving members of the Minutemen, who are equipped with a variety of levels of gear. For though the President&#039;s security detail may have their state of the art hardsuits, the moment you look at any government official besides him, you will find Praetorians whose equipment is surpassed by a Minutemen Legionnaire. There&#039;s only so much phoron for modern equipment, and combat troops have the priority per the President&#039;s wishes. All potential Praetorians are thoroughly screened to ensure they have no outside loyalties, even to corporations. Serving in the Praetorians is a life-time career, but a well-paid one. For this reason, alongside their unique skill set, playing former Praetorians as player characters is not allowed. Only Humans and Skrell may join the Praetorians; thought to be another one of President Torvald’s racist antics, the actual truth of the matter is that other serving members of the Minutemen who aren’t human or skrell are probably needed as frontline officers, NCOs, and instructors, not standing around looking pretty.&lt;br /&gt;
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== Notable Installations ==&lt;br /&gt;
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=== Dumas ===&lt;br /&gt;
Located on the outside of the Dust Belt which marks the boundary of the inner system within Tau Ceti, Dumas is an extremely small rocky body devoid of any light from the system&#039;s star, that in the past three years has been hollowed out and become one of the Republic’s largest military installations. It is a jointly operated base between the Minutemen and the Republican Fleets, used as a listening post, training ground, and stockpile by both branches.&lt;br /&gt;
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Due to being outside of the obscuring Dust Belt, Dumas’s lightless surface is covered in sensors and other electronic monitoring equipment of all types, all pointed outwards towards the wider Spur. Inside the installation itself it takes up the least space, despite taking up almost all the surface area of the stellar body, and the data gathered from these sensors is monitored by experts from the Minutemen and Fleet using some of the most advanced equipment in the Spur. The exact capabilities of this equipment is unknown, but is rumored to be able to detect fleet movements across the Western CRZ.&lt;br /&gt;
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The second largest part of the installation is dedicated to training, and almost entirely operated by the Republican Fleets, who use the moon as the staging ground for ships undergoing the last of their training within the gravity well of Tau Ceti, before being shipped off to stations in the CRZ.&lt;br /&gt;
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The largest part of the installation by far, however, is dedicated to being a stockpile of phoron warheads and WMDs. The hollowed-out sections of Dumas that make up this stockpile is one of the most secure places in the Republic, with the few entrances heavily guarded by the &#039;&#039;&#039;RedSnouts&#039;&#039;&#039; in their intimidating hardsuits since the end of the Peacekeeper Mandate. It is believed that due to the fate of the [[Contact War|Unathi homeworld]], the RedSnouts will be the most fanatic of guards over this ordinance, not wanting their new home [[Moghes|to ever experience a fate like their old]]. Oversight of the ordinance inside, however, falls to the Rainmakers, who handle the day-to-day responsibilities of ensuring all the ordinance is maintained and ready to use at a moment&#039;s notice with frequent inspections. Should these weapons ever be used, it will not be by either organization; instead, they will be handed over to the Republican Fleets, who will deploy them. The exact size of this stockpile is unknown, and the government has refused to comment on its exact nature.&lt;br /&gt;
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=== Republic Orbital Assembly Yards ===&lt;br /&gt;
Located in the Orbit of Reade, the Republican Orbital Assembly Yards are the primary shipyards for the Republican Fleets. Built in orbit of Reade as part of a plan to disperse the strategic capabilities of the Republic, the Roya has just finished construction and become a hive of activity as work begins on the many ship hulls ordered by the Republican Fleets. Run by Hephaestus Industries, the size of the R.O.A.Y or “Roya” for short, rivals the military shipyards of Ceres, some of the largest in the spur. When compared to the shipyards of Ceres in their entirety, though, the Roya seems tiny, for unlike almost every other shipyard, it lacks any kind of civilian shipyards. Those can be found in orbit of [[Valkyrie]]. While the Roya is still a hive of activity, due to the ongoing issues in getting [[Zavodskoi Interstellar]] and [[Hephaestus Industries]] to work together, once the current batch of vessels are constructed, there&#039;s no backlog after.&lt;br /&gt;
&lt;br /&gt;
=== Zoleth Line ===&lt;br /&gt;
A collection of fortifications, anchorages, stockpiles, and other military installations within the Western CRZ, the Zoleth Line was founded after two invasions by rogue Solarian Admirals as a bulwark against any future threats originating from the Alliance or its military. To call it a line is something of a misnomer, as in reality, the Zoleth Line is not one singular defensive line, but layered into several. Each line that comprises the greater whole, from the very first in the western CRZ, to the very last in the outskirts of Tau Ceti&#039;s gravity well, has its own stockpiles, anchorages, stay-behind units, and a myriad of defensive installations that only increase in number the closer one gets to Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
The Republic knows, despite everything that has changed since 2462, it is the underdog in any war against the Alliance&#039;s full might, and has planned accordingly; the Alliance can break the first line of defenses, for they&#039;ll only find another line behind it, bristling with even more guns. It is an assortment of defenses that, in previous times, would all but ensure no attempt to invade was made, but the scarcity may make the Alliance desperate; potentially desperate enough that bringing them to the table ceases to be an option. It is a situation that keeps many Republican Strategists up at night, for while the Zoleth Line is a mighty bulwark against an Alliance that has nothing to lose and everything to gain, it may not be enough.&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Prescient_Republic_of_the_Qar&amp;diff=38259</id>
		<title>The Prescient Republic of the Qar</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Prescient_Republic_of_the_Qar&amp;diff=38259"/>
		<updated>2025-10-17T22:07:36Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: kala redefine&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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=The Prescient Republic of the Qar=&lt;br /&gt;
 &lt;br /&gt;
The Prescient Republic of the Qar (PRQ) is the official name given to a former [[Generation_Fleets|Generation Fleet]] of the Nralakk Federation. Originally named after its flagship, the Qar’Jarq, the fleet was assigned to ferry Skrell to a planet marked for colonisation in the &#039;&#039;&#039;2240’s&#039;&#039;&#039;, and suddenly disappeared halfway through its mission. When it was rediscovered, the fleet had defected from the Federation and declared itself an independent republic. The fleet follows a religion unique to itself that is accompanied by a strict theocracy led by Xoku Xoi, who acts as both the head of state and head of the fleet’s religion. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;OOC Note: Only Skrell and Diona are allowed to be from the PRQ. Members from the core of the PRQ fleet living out in the Spur are rare, are expected to not divulge many details about the inner workings of the fleet, but are quite open about their background. Both current and former members of the periphery part of the PRQ will similarly be reclusive regarding what they know of the fleet, and are known to assume fake identities because of their relation to oppressed or criminal groups within the Federation such as the [[Federation_Crime_and_Resistance|resistance or marauders]].&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
==History==&lt;br /&gt;
 &lt;br /&gt;
Commissioned in late &#039;&#039;&#039;2235&#039;&#039;&#039; for transit between the [[Qerrbalak|Homeworld]] and a small tropical planet found within the Median region of the Spur, the Qar’Jarq was a fairly outdated design compared to contemporary generational ships deployed following the culmination of the Glorsh-Omega singularity. The ship was designed to hold more passengers than what was considered the standard for the era but otherwise lacked any new modern technology that was not considered necessary for its mission. The overcautious anxiety brought by the still-recent events of Glorsh-Omega’s rule had resulted in Federation Shipwrights to trust in designs that were known to work, with the added emphasis on communications equipment and self-sufficiency. The average vessel commissioned as part of a Generation Fleet for the period was equipped with prototype biogenerators, hydroponics bays, Nlom beacons, and even the equipment necessary for firearm and ammunition manufacture; while passengers were not allowed to store arms and ammunition, the equipment was employed by the military escort assigned for the defence of the fleet against pirates or any lingering remnants of the tyrant AI. Shipwrights that were active in this post-Glorsh period were known to boast that these Generation Ships had the potential to go a hundred years without docking, provided that regular maintenance was performed and that the fleet had total cooperation from its crew to work towards a common goal.&lt;br /&gt;
 &lt;br /&gt;
The majority of colonists that were assigned to travel with the Qar’Jarq fleet were common citizens of the Nralakk Federation, but the manifest had a higher than average number of astronomers and biologists who wished to study the planet. There was also a disproportionate number of Qeblak priests who signed up to colonise the planet, assigned to work in conjunction with astronomers to take advantage of the planet’s high peaks to build vast observatory complexes to study the stars. The original mission of the fleet planned for ten trips back and forth between Qerrbalak and its destination, dropping off the majority of its passengers before returning to pick up additional colonists. At some point during its third voyage in &#039;&#039;&#039;mid-2241&#039;&#039;&#039;, the Nralakk Federation lost contact with the Qar. No distress signal was launched, and there were no anomalous celestial occurrences to explain the lack of communications. The Federation feared the worst, and over the next few years, various attempts to replot the Qar&#039;s course were made, along with attempts to find and communicate with it via long-wave radio. The search for the fleet would be a success four years later in &#039;&#039;&#039;2245&#039;&#039;&#039; when a Federation scout vessel was able to detect radio signatures matching the fleets, and further investigation allowed it to establish visual contact with the vessel.&lt;br /&gt;
Accounts detailing initial contact with the Qar reported that the ship’s hull was almost completely coated in bright, royal blue paint and various geometric sigils and angled shapes were drawn about the bow and the stern in a similar shade. Initial video communications revealed a similarly-coloured interior. Communication revealed that the command-staff of the Qar’s flagship, the Qar’Jarq, had been overrun by the crew who, according to a Qar representative, had been &#039;enlightened&#039; by the word of Xoku Xoi,  a gold-hued Axiori biologist. Xoi was reported to commune with the stars during their voyage, and gave compelling arguments in favour of a &#039;Great Slug&#039;, a deity they claimed would eventually bring about the end of the universe, enabling “A grand rebirth of power, psionics, and beauty.” This was the first time that anyone outside the Qar would hear of the religion that would come to be known as Univalvism.&lt;br /&gt;
 &lt;br /&gt;
Representatives of the vessel went on to explain that Qar revolutionaries had established Xoi as the absolutist head of both state and church, delegating to them all authority in determining how their vessel and the rest of the fleet functioned. Per their leader’s orders, the Qar refused any attempts at boarding, and threatened to turn turrets on Federation ships if an intervention was ever seriously attempted. Anxious over the potential for the loss of fertile Skrell in the ensuing conflict, Federation ships eventually backed off, and Federation officials decided it would not be worth the trouble, or the bad press, to retake the spacecraft. On the 23rd of Feburary &#039;&#039;&#039;2246&#039;&#039;&#039;, what would become known to the Skrell of the Qar as &#039;&#039;&#039;Exodus Day&#039;&#039;&#039;, the advisors of the Grand Council of the Nralakk Federation had recommended to completely abandon attempts at reintegration of the fleet. Bureaucratic issues regarding the newly integrated Dionae, as well as a general reprioritisation of efforts towards colonies and Generation Fleets they still had control of, meant that the self-styled Prescient Republic of the Qar was ultimately left to its own devices. Little is known about the initial revolution that overtook the Qar, and the few remaining PRQ officials that lived through it rarely speak on the subject. A scan from Sromkala psions around the time of first contact, contrasted with a pre-voyage crew manifest revealed that most of the Fleets commanding crewmembers were killed and the fleet’s Nlom beacons were destroyed. The story of the revolution travelled quickly through the Traverse of the Nralakk Federation, and many Skrell from the younger generations took it upon themselves to fill in the gaps. Stories regarding the PRQ and its origins are a common topic of discussion within the Median region of the Traverse. This hearsay has made academic research into the fleet notably difficult for Federation scholars, and the phenomenon has become so prominent that Skrellian sociologists have begun a case study surrounding it.&lt;br /&gt;
 &lt;br /&gt;
Given its former status as a Federation vessel, the original ships from the fleet were still able to receive updated information regarding the galaxy at large, with their navigational computers receiving real-time updates to their maps as the Federation began to make first contact with the other species of the Spur. Today, the PRQ is a nomadic fleet that keeps to itself, and rarely trades with Skrell and Human settlements on the fringes of the Traverse. The fleet’s movement is constantly monitored by the Federation from afar, with all ships that join or leave the fleet being logged and monitored separately. Despite its isolationism, the Qar has gained a reputation as a fleet of Marauders, earning it the nickname ‘The Sea Sluggers’. A derogatory term referring to Univalvists believing in a slug-like deity and its relationship with Skrell pirates.&lt;br /&gt;
&lt;br /&gt;
==Organisation==&lt;br /&gt;
 &lt;br /&gt;
The fleet is comprised of two main components: a core made up of the original Generation Ships and their military escort, and a periphery that consists of new ships wishing to join the fleet. The number of ships that have joined the PRQ has steadily increased since its declaration of independence from the Federation, with vessels from various backgrounds flocking to the relative safety of the fleet. The degree of adherence to Univalvism between these ships varies, with the core of the fleet being the most orthodox of the faith as they are the ships that were originally part of the fleet. The Qar, being the flagship of the fleet and the progenitor of the faith itself, maintains the highest level of orthodoxy; the crew of the Qar and the other ships considered part of the fleets core are expected to adhere strictly to the faith and the laws of the fleet’s theocracy, while ships in the periphery of the fleet are only required to show an ‘adequate’ amount of faith in Univalvism.&lt;br /&gt;
 &lt;br /&gt;
New members to the fleet consist mostly of rogue Federation vessels; would-be marauders, smugglers, and refugees are known to join the PRQ because of the safety it provides against persecution from Federation authorities and the reputation it has earned over the centuries as a haven for those wanting to be free from Federation control. There have been no recorded instances of non-Federation citizen species joining the PRQ, with the only noted species in the fleet being Skrell and a small minority of Diona.  The number of vessels that have joined the fleet permanently are in the single digits, with most being turned away or expelled from the fleet for one reason or another. When pressed for answers, both by local Skrell in the Traverse and by Federation authorities, the expelled crew explain that they were ejected from the fleet mainly for their lack of faith. Further questioning revealed that tensions are high between the core of the fleet and the periphery vessels, with the core wishing to enforce strict conformity to their faith and ideals causing many potential recruits to turn away.&lt;br /&gt;
 &lt;br /&gt;
==Univalvism==&lt;br /&gt;
	The core tenets of Univalvist belief and the defining traits of Univalvist morality can be found in a short series of written principles called the Communes of Trust. The Communes are claimed to have originated from a series of dialogues between Xoi and the Great Slug itself, occurring both in and out of the Srom over the course of the month preceding the revolution against the Qar fleet command. During these discussions, Xoi claims to have been instructed by a manifestation of the Slug in their responsibilities as a follower, and as the head of the faith. Adherence to the Slug’s orders were made out to Xoi to not be the predetermined duty of the faithful, but a responsibility entrusted to them by their creator; there would be no spiritual punishment for failure to live morally, the Slug simply trusted its creations to live lives in accordance with its system of morals. The Communes are as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===The Communes of Trust===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
*I trust that you will place these tenets before all else as your guide.&lt;br /&gt;
*I trust that you will do all in your power to enlighten others, remind them of their past lives, and bring them back beneath the light of my stars.&lt;br /&gt;
*I trust that you will acknowledge your shortcomings as your own, and not the fault of forces beyond, I am all that there is beyond perceptible reality; foist not onto anybody else the blame for your faults.&lt;br /&gt;
*I trust that you understand the necessity of violence, and will treat it only as a chore like any other, a duty to be taken up in defence of the faithful.&lt;br /&gt;
*I trust that you will not take up arms against nor harm your fellow faithful&lt;br /&gt;
*I trust that you will maintain the beauty of your blessed forms, disgrace not with neglect nor over-mechanization the glory of my creations. Maintain yourself in beauty of mind, beauty of body, beauty of language, and beauty of morals. &lt;br /&gt;
**The highest of my clergy are additionally upheld to maintain beauty of soul, and beauty of psionics. Gaze not into their bare eyes, lest the moral decay of their lessers seep into them through the windows to their soul.&lt;br /&gt;
*I trust that you will take to the role assigned to you; divinity necessitates solidarity. Find sublimity in submission.&lt;br /&gt;
*I trust that pursuit of virtue will remain eternally your indefatigable purpose, fall not into nihilism, lest you inhibit the divinity of all others blessed with sentience.&lt;br /&gt;
*I  trust that you carry my icons with you in all that you do, be it in your art, your dress, or as idols worn on your person.&lt;br /&gt;
*I trust that you will aspire to asceticism, there is divinity in restraint. &lt;br /&gt;
*I trust that you will poison yourself not with indulgent activities nor substances, refrain forever from the temptation of intoxicants.&lt;br /&gt;
*I trust that you will ascribe exaltation to no figures before me.&lt;br /&gt;
*I trust that you will carry yourself with honesty. to lie is to quicken the decay of morality.&lt;br /&gt;
*I trust that you will conduct yourself selflessly. &lt;br /&gt;
*I trust that when you offer me prayer, your words will be guided by nobody but yourself.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Univalvists additionally hold a firm belief in reincarnation, and a cyclical universe, holding staunchly to the belief that in a past life, or past universe, everybody was once a Skrellian Univalvist, and that their current beliefs are formed from improperly interpreted memories and/or visions of their past lives. Salt is seen as a symbol of immorality in Univalvism, and salting a corpse is seen as a way of halting reincarnation and causing a complete cessation of consciousness. The view on salt is to the point where ‘wishing salt upon you’ is considered the gravest insult within the Qar’s core-vessels.&lt;br /&gt;
&lt;br /&gt;
According to the works of Xoku Xoi, the only unchanging event across the many cycles of the universe is the presence and development of the Skrellian species, and the emergence of Univalvist faith through whatever means enable its growth in a particular universe, with the stipulation that with each passing cycle, the Spur’s sapient species will be created with a greater capacity for beauty, psionic ability, and Univalvist virtue. Cycles are claimed by Xoi to end upon the arrival of a galaxy-spanning extinction event referred to by believers as the Great Flood, or simply the Flood. The Flood is prophesied to occur once the Great Slug, travelling through the Srom, arrives at the geographical centre of the universe, subsequently flooding it with mucus, and eradicating all life before beginning again in a new universe. The Slug’s movements across the Srom are believed to be spurred on by the deaths of sufficiently virtuous individuals, except those that died by suicide. Upon natural death, or death in specifically defensive combat, it is believed that the immortal soul of the departed catalyzes the creation of a brand-new star, the light of which assists in guiding the Slug through the Srom towards its destination at the centre of the universe, the more virtuous a life one lived, the brighter their star will be. &lt;br /&gt;
&lt;br /&gt;
Traditionalist, orthodox, and supremely virtuous Univalvists are believed to be rewarded upon death with the unique opportunity to commune directly with the Slug itself through astral projection within a secluded section of the Srom, concluding with the death of their consciousness. Those granted this honour are rewarded for their service in life with a subtle physical mark believed to carry over into their next life. This mark, simply called ‘the mark’ by believers, is claimed to manifest a noticeable boost to one’s psionic potential and physical strength. Skrell born with an aura tinted gold or royal blue – the colours claimed by Xoi to match the Slug’s psionic aura when they spoke, are believed to be reincarnated versions of a past cycle’s Univalvist paradigms, and as such have a significantly easier time rising the ranks of the clergy and amassing political or ecclesiastical power. Those with an aura tinted gold are assigned from birth to duties pertaining to vessel defense, while those with a blue tint are born and raised to perform strictly as Oculars.&lt;br /&gt;
 &lt;br /&gt;
Univalvists believe that synthetics are soulless, and are considered a breach of the Great Slug’s trust, going so far as to refuse mechanical augmentation or prosthetics unless absolutely necessary for them to continue their duties. Prosthetics and other modifications to the body are only allowed to be done with Printmaster approved parts made aboard PRQ vessels. Compared to the Skrell’s general view on synthetics, Univalvists are more sympathetic towards them as they had no say in their creation.&lt;br /&gt;
 &lt;br /&gt;
The Univalvist approach to spirituality would be considered strange by most in the Spur; Univalvist faithful purport their faith to be an enlightened adaptation of every faith found across the galaxy. Believers consider all the Spur’s Gods and Goddesses, along with the morals that characterize worship of them,  to be only small pieces of a greater whole. They believe the other faiths and figures of worship in the Spur originated from the misconstrued visions of reincarnated faithful’s past lives, interpreted incorrectly in ignorance of the missing pieces. Unsurprisingly, this is one of the most commonly critiqued aspects of the belief system and has made Univalvism incredibly unpopular with the small number of outsiders that are familiar with the facets of their beliefs. Orthodox Univalvists follow a faith they believe to be defined by the virtues that are truly universal, the divine puzzle of morality put neatly together. Believers do not, however, claim actual adherence to any of the religions that stem from the Slug, and many see practitioners of other faiths as ignorant, needing assistance in reaching enlightenment, and moving past their ‘narrow-minded’ belief in only a small part of the galaxy’s true Godhead. Some Dionae have noted that broadly speaking, there are some similarities to the Eternal faith in Univalvism, primarily in the belief of a cyclical universe. In academic settings the Diona in the Federation on the topic of Univalvism have reached a consensus; based on what can be gleaned from outside the Qar, they do not believe that Univalvism offers anything new to the species that they didn’t already follow through the Eternal faith.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
	&lt;br /&gt;
The PRQ is governed by a strict theocracy headed by First Apex Xoku Xoi, who is in charge of both the state and the religion practised by the fleet. Members of the fleet have limited agency, with heavy restrictions placed on religious and governing autonomy. Ships within the fleet risk ejection for failing to follow the basic tenets of the Univalvist faith, and are threatened with destruction if they refuse to be exiled.&lt;br /&gt;
The Univalvist clergy are responsible for the general governance of the fleet, with all Qar-born Skrell being given the opportunity to take on at least a minor role in the management of both the faith and how the ships within the fleet are governed. Only Qar-born Skrell are given this opportunity, with outsiders not being trusted to join the clergy as they were not raised as Univalvists. The fleet assigns social and spiritual responsibilities to its members in ascending order of importance, with the names of these roles based on the biological classifications that Xoi studied as a biologist. The lowest rank within the PRQ Government is the Domain Worker, who is responsible for the upkeep of the fleet and production of food. At the very top of the hierarchy is the Species Apex, a rank that is occupied by the PRQ founder Xoku Xoi.&lt;br /&gt;
&lt;br /&gt;
A member’s starting rank in this hierarchy is assigned to them at a group coming of age ceremony, overseen by the Species Apex and their immediate subordinates. Following a psionic reading, Skrell are assigned a rank and role to fill aboard the vessel. In accordance with the Communes of Trust - specifically commune six, these Skrell are given brightly coloured blue or yellow accessories and markings throughout their youth that represent professions that they have displayed proficiency or enthusiasm for. This partly determines what role they are given during the ceremony, but it will mostly depend on what the fleet requires at the time. As one goes up the clergy’s hierarchy, their responsibilities and workload increase; each rank is required to manage or assist in the work of all ranks below them in addition to their own duties. Most will choose to perform a minor managerial role in fields that they are proficient in, but even members of the Genus council are known to work alongside Domain Workers for a few hours out of the week. Extensive knowledge of skillsets outside of a Skrell’s assigned role or hobbies is very rare, meaning that direct assistance is usually done with unskilled labour. A high-ranking Skrell may offer managerial support for a doctor, but will typically not interfere with their work unless they have a medical background.&lt;br /&gt;
&lt;br /&gt;
Moving up the ranks within the clergy requires an appeal and a demonstration of skill to a patron that is at least two tiers ahead of them. Domain Workers would have to petition Kingdom Artisans as an example, but could also petition Phylum Scholars or higher if given the opportunity. It is incredibly difficult for lower-ranking members of the clergy to successfully petition for a promotion in rank as they are typically too busy with their assigned duties to go through the process quickly. An increase in rank comes with an increased workload, but also increased authority, and opportunities open up for further advancement the higher a Skrell’s rank is.&lt;br /&gt;
Members of the fleet found on ships classed as part of the fleet’s periphery are not counted as part of the clergy, and as a result, do not have any sort of power within the fleet. The only interaction these members will have with the PRQ’s Government is through the Oculars, a high rank in PRQ society that are responsible for proselytising and ensuring Univalvist doctrines are followed on periphery vessels. Those who are able to pay for services, or show an ability to one day join the core of the PRQ, are allowed to request maintenance for their ships, medical care, and other services. The cost is relatively low, but as most who join the fleet are usually from the poorer, more ostracised groups of the Federation this is usually a point of contention.&lt;br /&gt;
 &lt;br /&gt;
=Ranks=&lt;br /&gt;
 &lt;br /&gt;
As mentioned previously, the names of the ranks within the Univalvist clergy are influenced by Xoi’s work as a biologist, and are named after taxonomic classifications. Ranks are further divided into titles, which will have different responsibilities and in some cases differing levels of authority within the fleet.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Domain Workers&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Qar’s working class, Domain Workers are responsible for the general upkeep of the fleet. Most Domain Workers are responsible for food growing, general service, and engineering. Domain Workers are almost always working to keep the fleet functional, and as a result, will have a difficult time petitioning for a promotion within the clergy. As most Domain Workers have a small knowledge base that in most cases is only relevant for their job, their petitions are usually rejected due to a lack of specialised skill sets. This group is considered the majority group within the PRQ’s structure.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Kingdom Artisans&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The intellectuals and artists of the fleet. Artisans are responsible for the development of culture through music, art, performances, and literary works. Kingdom Artisans manage the PRQ’s fleet-wide news magazine ‘The Holy Herald’ and are also responsible for some of the accessories that are considered necessary to wear as part of the Univalvist faith. In addition, they are responsible for the creation of art related to the Great Slug and transcribing the teachings of Xoi.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Phylum Scholars&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Those holding this rank are the teachers, researchers, and specialist workers of the PRQ. Phylum Scholars have responsibilities according to their skillset; scientists are tasked with research and development of new technologies, as well as scrutinising any outside technology found while trading before approving its use, while those with the tile of Machinist are responsible for the manufacture of equipment and munitions used by the fleet. The older Skrell of this rank are assigned to be teachers in the PRQs schools, while those who show exceptional aptitude are given the title of Printmaster. The Printmaster title stems from ‘blueprint’, and can be considered the chief engineers or research directors of the PRQ; Printmasters will focus on their respective field, and those holding the title are the only ones who are allowed to approve of adjustments of old and the adoption of new technology developed by the Phylum Scholars. Phylum Scholars who show a high psionic aptitude are assigned the role of Psions, who are responsible for training children to use their psionic abilities in accordance with the Communes teachings of the beauty of mind.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Class Healers&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The rank responsible for the physical, spiritual, and mental well-being of those living within the PRQ. As the medical knowledge as part of their duties is highly specialised, this rank is usually left to its own devices by the higher ranks. The managing of this rank and its responsibilities typically falls to those assigned the role of Spirit Healer, an administrative role that assigns postings and has the final say on all medical matters. The final role within this rank is the Fogcrafter, who is responsible for the synthesis of medicinal drugs used by the PRQ. Fogcrafters are also responsible for the creation and distribution of a narcotic substance known as ‘Fog’, which is used in certain Univalvist rituals and causes a feeling of ‘mind-fogging’ in its users.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Order Sentries&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Filling the role of the PRQ’s military and police, Order Sentries are responsible for the protection of the fleet from external and internal threats. When not assigned to a civilian vessel, members of this rank are found on the fleet’s military escort. The primary duty of the Order Sentries not assigned to policing is overwatch; Sentries are expected to be constantly monitoring for potential threats to the fleet and are usually the ones to make first contact with ships who wish to join the Qar. The rank has two roles: Chaplain and Ocular. Chaplains are the standard member of the Order Sentries, being tasked with the general responsibilities given to those belonging to the rank, as well as protecting Oculars while they are aboard non-core vessels. Oculars are responsible for religious enforcement and are typically seen on periphery vessels, where they ensure that the Univalvist faith is followed properly. While unorthodoxy is tolerated, doctrines that are considered antithetical to the Communes of Trust and the Univalvist faith as a whole are not. Oculars are given the duty of deciding if a vessel should be admitted into the PRQ core, or should be ejected from the fleet for failing to adhere to Univalvism.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;OOC Note: the rank of Order Sentries is the highest rank that is playable.&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Family Directors&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Functionally synonymous with the Order Sentries, Directors serve as the administrative heads of the sentries, as well as the figureheads within the Qar’s judicial system. Senior Chaplains solely consist of Chaplains that have shown noteworthy conduct and are responsible for trials and sentencing, management of the PRQ’s prison, and the training of new Chaplains within the Order Sentries. Similarly, Senior Oculars act as handlers for Oculars, and are expected to receive and respond to reports made by Oculars while on duty aboard the periphery vessels of the PRQ. Senior Oculars are also responsible for the training of new Oculars within the Order Sentries, with special importance made for those who have been born with ‘the mark’ as they are thought to be blessed by the Great Slug. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Genus Councillors&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A rank occupied by very few Skrell, with only two dozen members. The Genus Councillors concern themselves with managing the broader aspects of the ship’s day-to-day operations such as assigning rations to different ships or deciding production quotas. Decisions made by the Councillors are decided by majority vote once discussions are finalised, but these decisions can be overruled by the Species Apex.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Species Apex&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The absolute head of both the Qar fleet and Univalvism, the rank of Species Apex is only held by one Skrell. The current Species Apex is First Apex Xoku Xoi, the prophet of Univalvism. The Apex holds irrefutable authority over all aspects of the PRQ, and their word is considered divine law. There are no stated rules regarding who is eligible to join this rank once the current Apex dies, and it can be safely assumed that when Xoi passes away there will be a sustained period of instability within the PRQ.&lt;br /&gt;
&lt;br /&gt;
=Culture and Life Aboard Core-Vessels=&lt;br /&gt;
 &lt;br /&gt;
The Univalvist faith emphasises asceticism, selflessness, community, and cooperation, ideals that have had a significant impact on the way of life that can be observed within the core of the Qar fleet. Living conditions closely resemble that of communes, where each ship is its own close-knit community with a large emphasis on solidarity and collective responsibility. From birth, Univalvist ideals are reinforced into Qar-born Skrell. Children are raised collectively, with the burden being shared by every Skrell within the community who is not occupied with their duties, with the child&#039;s quya typically having little personal contact with their children due to work responsibilities. Children are educated by the scholars, fed by the workers, clothed by the artisans, and kept healthy by the healers. The only exception to this is Qar-born Skrell who have ‘the mark’, who are kept isolated from the wider Skrell community, receiving care primarily from the Senior Oculars of the Family Directors. Personal relationships are not frowned upon in PRQ society, but it is expected that members of a quya do not allow the relationship to interfere with their obligations to the greater community. Members of the Order Sentries and higher ranks are barred from romantic relationships as part of additional beauty standards that they are expected to adhere to.&lt;br /&gt;
&lt;br /&gt;
The emphasis on community combined with dozens of Skrell sleeping together in cramped dormitories means that keeping secrets in the Srom is noticeably more taxing on the individual compared to Skrell in the Federation. Most Skrell within the PRQ would need to make a considerable effort to keep secrets while sleeping - but depending on their susceptibility to the Nlom, this may not even cross their minds; the Univalvist faith preaches honesty and having no barriers between you and your peers, resulting in members of the PRQ being honest and upfront in all aspects of life. While PRQ society would appeal to most Skrell in theory, in practice it is quite easy to be ostracised by your peers for even the smallest of deviations. The PRQ takes the Federation’s ideal of conformity and takes it to the extreme, with members of the core being quick to separate themselves from an individual over small disputes, resulting in an individual becoming a social outcast for a considerable amount of time until they are able to make amends for their ‘deviation’.&lt;br /&gt;
&lt;br /&gt;
As they are the sole Skrell to have communed with the Great Slug, Xoku Xoi is regarded with awe by Univalvists and is routinely portrayed along with the Great Slug in Univalvist media. It is common to see images of Xoi and the Great Slug in art, the Holy Herald magazine, and both make regular appearances during theatre acts. Whenever the Great Slug is portrayed in media, they are represented by an abstract shape with a gold and blue aura surrounding it, considering it taboo to attempt to recreate the Great Slug’s likeness. A regular topic discussed in Univalvist art is the revolution that established the PRQ, where Xoi is portrayed as a brave, stoic hero that enlightened the passengers and crew of the Qar’Jarq. Little fuss is made regarding Xoi and their demands as their word is believed to be divine law. A well-known example of this even outside of the PRQ is the banning of extranet use in &#039;&#039;&#039;2280&#039;&#039;&#039;, with Xoi stating that it is a superfluous distraction from one’s obligations to their community. It was generally accepted that this act was an extension of the Communes of Trust, as recreation and hobbies are seen as something that is meant to improve and expand on someone&#039;s skills, rather than pastimes. Woodworking, weightlifting, archery, tailoring, cosmetology, and playing music are all popular hobbies for Univalvists as they enable them to keep to the tenets of the faith regarding physical and intellectual beautification. &lt;br /&gt;
&lt;br /&gt;
First contact with humanity and subsequently the rest of the Spur’s sapient species enabled a massive interest in xeno culture and religion within the PRQ, with the fleet’s first instance of trading with outsiders mostly focusing on human literature. The Qar shows a particular interest in anything related to the religions of the Spur, valuing volumes of academic study on the subject and religious texts almost as much as it values essential ship parts and fuel; with that said Univalvists still consider these religions to be largely ignorant and being blind to the bigger picture. This interest in foreign cultures has had an impact on the PRQ’s visual aesthetic, with fashion and art seeing human influences. The typical uniform of someone from the core-vessels is hand-made from natural fabric, described by outsiders as being a strange mix of Skrellian and Human styles. The uniform consists of a tight bodysuit, accompanied by intricately designed overwear resembling a kaftan or tunic coloured blue and yellow. Along with this uniform, accessories such as necklaces, bracelets, and headtail bands are worn to denote ones skills and aptitudes shown since childhood, acting as a portfolio of their virtues. The style and colour of these accessories is up to the individual, but symmetry is emphasised just as it is with painted or sculpted art. The number of accessories worn corresponds directly to their skills, and by extension how much respect they are considered worthy of.&lt;br /&gt;
 &lt;br /&gt;
=Culture and Life Aboard Periphery-Vessels=&lt;br /&gt;
 &lt;br /&gt;
Life within the core of the PRQ is sharply contrasted by the quality of life that can be seen in vessels that are part of the fleet’s periphery. Most ships joining the fleet are from heavily oppressed or criminal groups within the Federation and typically join the PRQ for lack of better options in Federation space, or because they were inspired by the stories told that the PRQ was a haven for anti-Federation groups wishing to be free from its persecution. Living within the fleet’s periphery, compared to the fantasy that some resistance members and refugees have of it, is completely different from expectations. Life on a periphery-vessel comes with constant anxiety as they are pressed by the PRQ to embrace the Univalvist faith. The constant monitoring by Oculars, the members of the Univalvist clergy responsible for ensuring that Univalvist doctrine is followed, contribute to this anxiety. Members of these ships are known to follow the basic tenets of Univalvism, showing faux piety while in actuality doing the bare minimum to avoid being ejected from the fleet.&lt;br /&gt;
 &lt;br /&gt;
Those who were ejected from the fleet or otherwise left it after being intercepted by Federation authorities went into detail describing their living conditions. Periphery-vessels are mostly left to their own devices, with their main point of contact with the core of the fleet being the Ocular assigned to their vessel. The only regular support provided was in the form of food shipments and weekly updates from the Holy Herald, and crew were forced to pay the core-vessels to access services such as healthcare or ship maintenance unless they proved themselves to be pious enough to their assigned Ocular. Outsiders are forbidden from entering ships belonging to the core of the PRQ outside of criminal trials or ecclesiastical hearings which involved one or all members of the periphery-vessel. Interestingly, the Diona gestalts that were interviewed described their reception by the PRQ as warm, with Oculars being notably friendlier towards Diona crewmembers. There are no known instances of gestalts being offered permanent residence within the core of the fleet, however.&lt;br /&gt;
 &lt;br /&gt;
Outside of the constant tension and anxiety experienced by this group, life aboard periphery-vessels is unique from ship to ship, with the only other constant being that these ships were fleeing the Federation due to their criminal background or ties to the resistance.&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca_Biology&amp;diff=38258</id>
		<title>Vaurca Biology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca_Biology&amp;diff=38258"/>
		<updated>2025-10-17T22:05:53Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: kala redefine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
&lt;br /&gt;
=Biology=&lt;br /&gt;
[[File:Bio_1.png|200px|thumb|right|A diagram of Type A Biology from the Vaurcaesian Research Journal.]]&lt;br /&gt;
Vaurcae are eusocial insect-like sophonts stemming from the distant [[Sedantis I]]. To humanity, Vaurcae bear most a resemblance to terrestrial ants. The species’ similarities to the Formicidae family have led human scientists and media to use traditional insect taxonomy to classify the Vaurca species. While the Vaurca understand themselves under distinct biological terms–something that has, in recent years, interested xenoanthropologists–the efforts made by the Xavier Trasen Medical School in Biesel permeate all current biological discussions. Thus, this article is written following the perspective of the most recent taxonomy accepted by the &#039;&#039;Vaurcaesian Research Journal&#039;&#039;, a human publication vouched by the Zo’ra Hive.&lt;br /&gt;
&lt;br /&gt;
==Taxonomy== &lt;br /&gt;
Vaurcae are a polymorphic species with radically different forms, known as Bioforms. Each Bioform is described by various observable characteristics (such as unique phenotypes), physical traits, and ecological niches.&lt;br /&gt;
&lt;br /&gt;
Bioforms are diverse and divided into four traditional castes: &#039;&#039;&#039;Workers&#039;&#039;&#039; (Ka), &#039;&#039;&#039;Warriors&#039;&#039;&#039; (Za), &#039;&#039;&#039;Breeders&#039;&#039;&#039; (Ta), and &#039;&#039;&#039;Cephalons&#039;&#039;&#039;. In 2463, a new Vaurca bioform was introduced to the public: the &#039;&#039;&#039;Bulwark&#039;&#039;&#039;  (Ra). However, Bulwarks are not a traditional caste, and scientists still debate whether they can be formally classified under the Worker caste. More information on the Bulwark discussion can be read [[Vaurca_Biology#Bulwarks,_(Ra,_Type_E) | here.]]&lt;br /&gt;
&lt;br /&gt;
Furthermore, some Vaurcae are lobotomized during their development. To state the type of ‘freedom’ each individual has, the Vaurca use two terms: &#039;&#039;&#039;Bound&#039;&#039;&#039; (Viax) and &#039;&#039;&#039;Unbound&#039;&#039;&#039; (Akaix).  In human taxonomy, the two types are known as the &#039;&#039;&#039;psyche&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Unbound Vaurca are sapient beings with a similar sense of identity to any other living being in the [[The Orion Spur|Spur]], but Bound are considerably different.&lt;br /&gt;
Bound Vaurca are popularly called &amp;quot;lobotomites&amp;quot;, but this is known to be inaccurate. The environment and unique pheromones that Bound eggs receive from birth induce what is more or less a deliberate birth defect. The brain of a Bound Vaurca is largely atrophied, and they are docile, simple-minded workers who will prioritize orders they are given above their own well-being.&lt;br /&gt;
&lt;br /&gt;
Besides their biological differences, caste, and psyche play an important part in Vaurca society, as reflected by the Vaurca naming system.&lt;br /&gt;
&lt;br /&gt;
==Morphology and Physiology==&lt;br /&gt;
&#039;&#039;&#039;Exoskeleton&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae are best characterized by their exoskeleton, also known as carapace. It is composed of a complex polymer chain involving sulfur as a key catalyst with silicon, carbon, hydrogen, and nitrogen forming a strong bond. &lt;br /&gt;
&lt;br /&gt;
The exoskeleton itself is very tough. Depending on the bioform, it can be more tightly packed. This exoskeleton provides the Vaurca with numerous benefits, such as high radiation resistance and strong structural support against a vacuum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood and Respiration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae have an open circulatory system, allowing the free flow of their sulfur-based blood. Unlike other sapients, Vaurca blood does not require oxygen but phoron. The dependency on phoron has been one of the greatest challenges the Vaurca race has faced in recent years.&lt;br /&gt;
&lt;br /&gt;
In Sedantis, oxygen was found in small traces in the atmosphere. Unlike pure phoron, which is highly volatile in contact with oxygen, the common phoron compound in the Vaurca home planet did not react to any basic elements. In nature, Vaurcae inhaled phoron with oxygen and exhaled carbon monoxide with remnants of phoron. The current filter ports used by Vaurcae in human space use minimum oxygen to power their internal phoron tanks. In exchange, the filter ports exhale carbon dioxide as humans do, fully repurposing all phoron. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangers in Human Space&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Because humans require oxygen to survive, Vaurcae must wear a filter port at all times. While filter ports cause no phoron leakage, there is a record of some incidents occurring during the early days of Vaurcae integration to Biesel which caused spillage. However, despite the adverse reaction caused by media and local politics, and the remaining misconception among many Biesellites, the leaks were not a result of a faulty design but rather improper use by individuals who were unfamiliar with the technology. Alongside k’ois outbreaks, both problems have been solved in recent years.&lt;br /&gt;
&lt;br /&gt;
==Castes==&lt;br /&gt;
[[File:Biolore3.png|200px|thumb|right|Biological sketches of some prototypical Zo&#039;rane Bioforms.]]&lt;br /&gt;
Shortly after making [[Vaurca History#First Contact With Humanity|first contact with the Titan Prime]], Vaurcae were divided into four castes—the Workers, the Warriors, the Breeders, and the Cephalons—each assigned a letter of the alphabet. In 2463, the Bulwark lifeform was introduced and marketed as a new caste, assigned the letter “E.” However, xenobiologists disagree that the Bulwark is a “true” caste, but rather a subtype of Worker. While the same argument has been made for the Cephalons, most literature still considers them to be their own caste.&lt;br /&gt;
&lt;br /&gt;
In Vaurca xenobiology, the definition of a caste remains debated. Many components are considered, including each caste’s echelon and behavior in Vaurca society. Thus, a caste can be loosely defined as an established bioform, reinforced by hormones and augmentation, that serves a specific niche that cannot be interchanged. This means that a Breeder Vaurca will always retain its function and may not act as, instead, a Worker.&lt;br /&gt;
&lt;br /&gt;
Subcastes are defined as specialized bioforms with similar behavioral patterns and ecological functions as the larger, all-encompassing caste. Some subcastes have incredibly specific niches, only manufactured for one particular industry and rarely seen by the public. Nonetheless, all Vaurcae, regardless of their caste or subcaste, are restricted by their same biological constraints. The more creative subcastes, which are imaginative and have no limitations to their forms, exist only in Virtual Reality.&lt;br /&gt;
&lt;br /&gt;
In general terms, high-ranking Breeders and Cephalons are amongst the largest Vaurcae. Some highly-specialized subcastes, such as the so-called Warforms, may achieve similar heights. Nevertheless, due to their open circulatory system, maintaining larger bioforms is incredibly difficult. For example, Queens require various augmentations to ensure their blood is properly pumped—a problem a regular Worker would not have with their stand dual-heart system.&lt;br /&gt;
&lt;br /&gt;
===Ka, The Workers (Ka, Type A)===&lt;br /&gt;
&lt;br /&gt;
Workers are the most abundant caste in Vaurca populations. These types of Vaurcae can be defined by various characteristics. Physiologically, most Workers have a characteristic thick exoskeleton composed of tightly knit polymer chains. The robustness of their exoskeleton allows them to be very versatile, providing moderate protection against radiation and high tolerance to the vacuum of space. Workers may be bipedal or quadrupedal, equipped with bird-like talons that provide a strong grip. Furthermore, their hands include two middle fingers and two opposable thumbs–a left and a right on each. All of these features ensure that Workers are the best caste for manual labor and other similar tasks.&lt;br /&gt;
&lt;br /&gt;
Perhaps more important are the psychological attributes of the Worker. The caste is notable for being mostly pacifistic, avoiding any danger when possible. As subjects to the Breeder caste, Workers are also known for their unquestioning loyalty. &lt;br /&gt;
&lt;br /&gt;
This does not mean that Workers are literally incapable of violence; if seriously pressed, or very agitated, they may lash out. How comfortable they are with scenes of bloodshed or fighting likely depends on the individual Worker, though in the case of fighting, they tend to make poor combatants regardless. A construction Worker might become sick at the scent of blood, while a surgeon Worker may simply hate the thought of fighting or be a staunch pacifist. Fear of violence also does not preclude Workers from being verbally belligerent, snarky, or teasing.&lt;br /&gt;
&lt;br /&gt;
Average Workers traditionally range from 4’3” to 6’3”. Depending on their niche, they may be taller or even a bit shorter. The recent stability of the Hives has also allowed newer Workers to be 7 feet tall, especially in human and Unathi space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Examples of Type A Vaurca Bioforms&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:typeaa.png|200px|thumb|right|A depiction of a Type AA Bioform.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type AA - Retainers &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AA Type Workers or &amp;quot;Retainers&amp;quot; are small, and fill similar roles to that of maintenance drones. They are all exclusively Bound and deal with the more trivial repairs to ships, systems, and structures utilized by the various Hives as well as fulfilling extremely simple jobs such as the transportation of small objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type AB - Bearers &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Type AB or &amp;quot;Bearers&amp;quot; are Workers similar to that of the Type AA, both being extremely simple, inexpensive utility drones. However, they are more suited to transporting heavy loads. Ranging in size anywhere from a dog to a bear, they possess small, robust legs and a strong flat back, forming a large surface area to bear weight. They see extensive use by the K’lax, in particular across Tret, transporting materials and goods to and from the multitude of warehouses. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type AD - Burrowers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Type AD Workers, or “Burrowers,” are one of the oldest Worker subcastes, believed to have been created during the rise of the modern Hives. Burrowers are large hexapods, ranging from 5 feet to 8 feet depending on the project, created to assist in mining and excavation. During the Era of Augments, the Burrowers were first equipped with a plethora of installed tools including an industrial-sized thermal drill–an identifying feature the subcaste retains today. Despite this, the modernization of the Era of Augments and later the Hives Renaissance, saw this bioform fall out of favor, surpassed in usefulness by larger machinery.&lt;br /&gt;
&lt;br /&gt;
Since the Exodus, the Type AD Workers have seen a resurgence in the planification of the new Vaurca colonized planets in human space, especially by the Zo&#039;ra Hive on Caprice. Nonetheless, they remain unfavored by the Hive, with many of the active Burrowers outdated and belonging instead to Queenless hive-cells that cannot afford modern industrial equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type ABD - Freighters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Type ABD Worker is a recent bioform, first developed by the C’thur Hive in 2461 in collaboration with the [[Nralakk Federation]]. Freighters are a similar design to the Bearers, equipped with resilient extremities like an isopod and used for underwater freight transportation. These Workers provide auxiliary aid to the deep-ocean cargo vessels found in the underwater cities of [[Qerrbalak]] and [[Aweiji]]. &lt;br /&gt;
&lt;br /&gt;
Freighters remain a controversial subject in the Nralakk Federation. Some [[Skrell]] question the use of Bound Vaurcae for the transportation of goods, while others are skeptical about their practicality, as they are time-consuming to grow. As a result, the production of this bioform remains limited until a change in public opinion occurs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type AEA - Orb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[K&#039;ois#Phorogenesis|The Orb]], known as the Zk’reii by the Vaurcae, is a special subtype of Cultivator that is used as a live storage for phoron. This bioform has gained recent attention during the phoron crisis and has been subject to some political controversies. &lt;br /&gt;
&lt;br /&gt;
The subcaste hangs upside down along constructed railings where a mix of k&#039;ois and other various nutrients are transferred to the Orbs. Being able to remove what phoron they need, even down to the molecular level with excess, they are able to store this in a form of trophallaxis; where Vaurcae can then extract this excess phoron for themselves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type AE - Cultivator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Type AE Workers are a subcaste resembling a large arachnid. They are equipped with special tools to aid in k’ois agriculture. The Cultivators are believed to be modeled after the Zk’ois, a mythical creature often depicted as the guardians and harvesters of k’ois by early Vaurcae. Despite their remote origin, most Vaurca believe the bioform was not invented until after the Technological Revolution. The design of the Cultivators has been constantly modified by the Hives that use them and shaped by the evolution of k’ois agricultural techniques.&lt;br /&gt;
&lt;br /&gt;
The most unique usage of Cultivators in the Spur is by the C&#039;thur Hive, who have added to the Type AE, introducing a social stomach to pollinate plants, pesticide and fertilizer dispensers, a detailed plant scanner, and a unique probiotic injector that permits small adjustments to the genome of crops. These additional tools have provided the C&#039;thuric Cultivator with the ability to perform its job with nearly unmatched intricacy. These modified Type AE have been deployed by the C&#039;thur Hive in aid of the Nralakk Federation, primarily to Aweiji and other agricultural locations. Federation Colonies that struggle to produce their own food are frequently given Cultivators in exchange for funding and increased phoron supply from the local governments, making the Type AE one of the Hive&#039;s most significant contributions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Za, The Warriors (Type B)===&lt;br /&gt;
&lt;br /&gt;
Warriors are the second most prominent caste in Vaurca society. They are also some of the most diverse, especially when considering augmentation. Because of this, it is hard to define Warriors physically. Some notorious trends include modified exoskeletons that favor agility in combat and a usually higher size – a notion challenged by some niche Worker bioforms. Warriors are also known for their increased amount of limbs. While some basic Warrior morphs may be bipedal, more advanced Warrior types can be quadrupeds, hexapods, and even decapods.&lt;br /&gt;
&lt;br /&gt;
The biggest defining factor in a Warrior is their psychology.  Unlike Workers, who are typically passive or averse to violence, Warriors are considerably more aggressive. This can range from being better-suited to high-stress combat situations to outright bloodlust. Warrior personalities tend towards the straightforward or brutish, though it would be incorrect to assume Unbound Warriors are unintelligent. Despite the stereotype of aggression,  many Warriors are perfectly capable of more diplomatically-focused officer positions, and have taken on such roles in the [[Stellar Corporate Conglomerate]], [[Tau Ceti Armed Forces]], [[K&#039;lax_in_the_Izweski_Nation#K’lax_in_the_Navy|Hegemonic Navy]], and the [[C&#039;thur_in_the_Federation#C’thur_in_the_Kala|Kala]]. &lt;br /&gt;
&lt;br /&gt;
Breeders may raise Warriors for a variety of non-combatant positions, especially with regards to medical positions. Most Queens prefer Workers for peaceful doctoring and Warriors for first response but are unwilling to run the small risk of a completely blood-averse batch of Workers. As a result, it is standard procedure to grow the number of Warriors alongside. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Examples of Type B Vaurca Bioforms&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The following bioforms are some of the most relevant Unbound Warrior types. However, it does not consider the many augmentations some Warriors may receive. For example, a highly decorated Warrior may be equipped with huge fire machinery or full-body prosthetics. Often, these exaggerated modifications are considered medals of honor by the traditional Vaurca military structure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type BA - Myrmidon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Myrmidon is the basic Warrior bioform and the most well-known to humanity, mainly because they are employed by the Stellar Corporate Conglomerate. Vaurca archeology suggests that the current Myrmidon was engineered during the [[The Great Hive War|Great Hive War]] and that ancient Warriors were more robust and had more physiological differences when compared to the Common Worker. The modern Myrmidon was designed as a flexible and agile unit that works best in a team. The Type&#039;s lean shape allowed the Myrmidons of the Great Hive War to traverse Sedantis&#039;s spelunking warfare with ease. &lt;br /&gt;
&lt;br /&gt;
The adaptability of Myrmidons allows the Hives to introduce small differences between individual Type BA to cater to the specific environment they are designed for. A logistics officer, combat overseer, or commander may not be suited for a firefight but may possess a mind capable of processing data rapidly. Likewise, Vaurca designed for engagements would be built for the job. A guard may be observant and attentive, with plenty of patience, whilst a soldier is capable of reacting faster and communicating clearer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type BB - Attendants&#039;&#039;&#039;&lt;br /&gt;
[[File:typebb.png|200px|thumb|right|A depiction of a Type BB Bioform.]]&lt;br /&gt;
Type BB Warriors or &amp;quot;Attendants&amp;quot; are digitigrade bipeds, built to be agile and quick. They are primarily made to be scouts or serve in support positions and they excel at guerilla tactics. They can possess the same roles as regular warriors, but their speed-built forms are not as hardy. They are commonly attributed to the role of combat medics–providing medical assistance on the field, or removal of the neural socket if the individual cannot be saved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type BC - Endurers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BC variants of Warriors, also known as &amp;quot;Endurers,&amp;quot; are typically hexapod Bioforms used in extreme environments, being made to withstand the fiery surface of Sedantis. While not capable of handling a full-blown firestorm, they are the closest the Hives have to a bioform that could. They are slow but durable and relentless. Not many Endurers have been seen, and it is thought that this type has died out due to lack of maintenance as well as a lack of need.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type BE - Marshal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A critical backbone of any Vaurca military, Type BE Warriors, or &amp;quot;Marshals,&amp;quot; as they are commonly known, are one of the oldest surviving Warrior Bioforms, with the Zo&#039;ra Hive going so far as to claim Zo&#039;ra herself invented them during the Age of Death, a claim which other Hives frequently dispute as mythology. What is not in dispute, however, is the role this Bioform has to play in matters of war strategy, each being an expert in tactics, planning, and shaping the flow of conflicts. Historical artworks depicting Zo&#039;ra Ta concocting plans of subjugation with Marshals at their side are abundant. To this end, the Marshals have undergone extensive genetic and augmentative modifications before assuming their role as military advisors to the Ta, and perhaps most notably, they have developed an unusual connection to the Cephalons as a result of their neural enhancements. &lt;br /&gt;
&lt;br /&gt;
The Cephalons, immensely powerful supercomputers that they are, are utterly invaluable in conflict, providing statistical analysis of outcomes, logistical planning, and troop deployment suggestions to maximize the user&#039;s tactical position. However, without the use of complicated and slow protocols, much of this data has to be output in its original raw format. During combat, this pure flood of information can be streamed in real-time to a Marshal over the Hivenet, who, thanks to their neural augmentations, can avoid collapsing into immediate insanity from the seemingly endless flow of numbers and information now overwhelming their senses. Instead, they process this mass of mathematical predictions and suggestions and seamlessly integrate them into their own plans, making split-second decisions on what to prioritize and what to discard before sending updates back to the biocomputers and repeating the cycle.&lt;br /&gt;
&lt;br /&gt;
As a result, the Marshals, more than any other Bioform, tend to come to see themselves as extensions of the Cephalons, nodes of the great intelligences tasked with carrying out their &amp;quot;will&amp;quot; in service of the Queens. It is rare for this to bother all but the most puritanical Ta due to the amount of help the Marshals are capable of providing, with even the most military-minded Breeders battling to effectively direct the masses of Warriors placed at their command in times of conflict without these advisors. Since the arrival in the Spur, the Marshals have had to adapt and have worked tirelessly alongside the Queens to restructure the military structure of the Hives in a way that is both effective and, much to their chagrin, cheap enough to not drain the economy. The Marshals of [[Zoleth, The Herald of Scars|Zoleth&#039;s brood]], numbering significantly more than any other, are plentiful throughout the newly formed Vek&#039;tak Phalanx and even sometimes the upper echelons of the Tau Ceti Armed Forces, providing advice and direction, though rarely with respect to the TCAF viewing themselves as anything other than consultants. It is not unheard of for the Hives to turn a Warrior of another Bioform who demonstrates a strong understanding of strategy or tactics into a Marshal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Za&#039;Kax, Warforms (Type BD+)===&lt;br /&gt;
[[File:Bio_2.png|200px|thumb|right|An artistic depiction of the K&#039;lax Type BDE Warform.]]&lt;br /&gt;
Warform is the title given by human languages to Bound Warriors, constructs of war heavily augmented and outfitted with in-built weapons. They come in a variety of heights and forms, ranging from as small as 2 feet to towering behemoths standing at heights of 20 feet. &lt;br /&gt;
&lt;br /&gt;
The basic Type BD are the Warforms that the majority of the public in places that know of Vaurca have seen or heard about. It is from them the caste derives its name. They are tall bipedal Vaurcae designed by the Zo&#039;ra Hive that have been augmented and induced with large amounts of growth hormones to reach heights of 10 to 20 feet. Many possess large scythe-like blades in place of their claws, capable of cutting through reinforced steel, and they can be equipped with a varied arsenal of in-built weaponry, with the most infamous and perhaps terrifying being a strong napalm-like compound known as Zo&#039;rane flame, expelled through the Warform’s mouth. Those in the Spur who have seen the rare occasions the Zo&#039;ra Hive has deployed Warforms for actual warfare rather than simply parade duty, most prominently members of the Tau Ceti Foreign Legion during the second Solarian Invasion, have witnessed the Zo&#039;rane Flame in action and tend to speak of it grimly. To be covered with the substance is almost invariably to die slowly, painfully, and utterly, skin dripping from bone and ligaments melting away until all that is left is a dissolved puddle where man or vehicle once stood.&lt;br /&gt;
&lt;br /&gt;
Many other types of Warform exist or have existed in the past but were destroyed in events such as the Great Hive War, where creative Warforms were deployed in the thousands, and its conclusion, in which a return to traditional cultural combat replaced many of the underhanded tactics employed by the Bioforms led to the loss or outlawing of many designs. The Zo&#039;ra Hive poses both the most Warforms in the Spur by numbers and the most designs, having long mastered them.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Examples of Type BD+ Vaurca Bioforms&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Type BDE - Batteries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Type BDE or &amp;quot;Batteries&amp;quot; are among the largest of the Warriors. They are frequently hexapods or decapods made to be durable and load-bearing, with heavy artillery typically installed on their backs. Despite having been designed by the Zo&#039;ra Hive during the Great Hive War to act as a siege weapon that could still maneuver through the cramped caverns of Sedantis, they are most often deployed by the K&#039;lax Hive, who are known to arm the Type BDE with everything from jury-rigged Hegemony artillery pieces to accurate long-range cannons that fire not shells, but concentrations of deadly acid drawn from internal biological sacs. Type BDE are most often used to complement large military formations but have yet to be mass-produced due to high maintenance costs. Rumors abound that geneticists under the K&#039;lax and C&#039;thur Hives have begun separately looking into methods to reduce how phoron-hungry the Type BDE is but are yet to turn up results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type BDF - Vanguard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A quadrupedal Bioform designed by the Zo&#039;ra Hive standing at 9 feet tall and filling in the lines for heavy infantry, Type BDF Warriors, or &amp;quot;Vanguards,&amp;quot; have been used by almost all Hives at some point in their history of conflict, dating back generations. A modified version of the traditional Vanguard was most recently seen being used by the Lii’dra during their incursion with Elyra. Their quadrupedal form, aided by climbing augmentation in the form of mag-claws, allows them to traverse various terrains quickly, and they are frequently seen carrying anti-armor weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type BDG - Flock&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Type BDG or &amp;quot;Flock&amp;quot; are one of the most common military Bioforms and are only about 2 feet long. They are not dissimilar to Type AB Workers but adapted for military use. Possessing wings, they are deadly when deployed in swarms, as demonstrated by their use by the Lii&#039;dra Hive during the Elyran invasion. When used, the Flock Warforms are typically employed to scatter defensive lines or attack structures. Their mobility and speed also mean they’re excellent at surveillance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type BDJ - Mangler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Type BDJ or &amp;quot;Mangler&amp;quot; is a decapod Bioform resembling that of a crab or Qerrbalak crustacean. They are roughly a Skrell tall, with thick reinforced carapaces, large sharpened claws, and a central light-mounted weapon. They primarily operate in small groups and utilize high mobility to close the gap between themselves and a target lying down, covering fire, and getting near enough to utilize their deadly pincers, mutilating the foe in a brutal fashion. They are an invention of the C&#039;thur Hive, which utilizes them exclusively and were developed as a method of fielding smaller less-phoron intensive warforms in support of the Nralakk Federation&#039;s Qukala, as well as assisting in aquatic operations, being capable of operating under the water for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type BDNB - Ripper&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Type BDNB, or &amp;quot;Ripper&amp;quot; is the latest arthropod Warform from the C&#039;thur Hive. Modeled after a variation of a [[Diuslzi|Diulszian]] creature known as a &amp;quot;Rhixea,&amp;quot; the Type BDNB possesses 6 legs, several sharp talons, and, thanks to an amalgamation of the Rhixea&#039;s natural defenses and C&#039;thuric technology, a sonic scream loud enough to deafen, hurt, and disorient listeners. It appears almost like an isopod, not unlike the Hive&#039;s earlier Freighter design; however, the Ripper is instead deployed for warfare in support of the Qekala. Only a small handful of these Rippers exist so far, plans to create more being currently stalled due to the phoron crisis. Despite the small number however in testing they have exceled at breaking up large groups of combatants, mostly pirates, and shattering their morale. Queen Vytel originally intended to use the Ripper as a form of riot crowd control, arming them with a weakened sonic weapon; however, negotiations with the Federation have been largely unsuccessful, with Federation officials citing their &amp;quot;terrifying appearance&amp;quot; as too much for civilian anti-riot squads, not to mention the requirement of developing special ear-plugs to protect the Riot Teams&#039; own hearing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type BNZ - Exterminator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Type BCZ or &amp;quot;Exterminators&amp;quot; are an arcane and banned Warform design from the Great Hive War, now only seen being deployed by the [[The Lii&#039;dra|Lii&#039;dra]]. From reports by the Vaurca Hives, it appears some of these Exterminator Warforms still remain active inside the Spur. They were most commonly used in terror tactics and assassination, taking out key personnel and vehicles. They are 15 feet of pure terror, resembling most closely terrestrial centipedes. Type BCZ are able to burrow into most natural surfaces and have been seen taking out combat mechs due to their speed and the incredibly acidic venom, which they can spray if need be. To this day, only three of them have been successfully killed, mostly by being bisected—the method of cutting the spinal cord to sever the Warforms link to its Hive. According to the Vaurca Hives, it is not immediately clear why severing the Warforms link to the Hive immediately disables it, whereas other Lii&#039;dra maintain a limited level of self-control. Theories range from it being a safety mechanism to a necessary biological function.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Breeders (Ta, Type C)===&lt;br /&gt;
&lt;br /&gt;
Vaurca Breeders are considered the most important members of Vaurca civilization and amount to a tiny percentage of the whole Vaurca population. The only Vaurca that retain their sex organs after birth, they are the species&#039; only fertile members. The male Breeders (Type CA) are all raised as Bound, while the females (Type CB) are all Unbound. The species Euosoecial nature has Breeders as the top members of Vaurca hierarchical society. &lt;br /&gt;
&lt;br /&gt;
Perhaps due to their importance as individuals, the scientific literature does not recognize different bioforms or subcastes of Breeders. Nonetheless, female Ta fulfill different important social functions and can be distinguished by size and other unique features. The debate on profiling the Breeder caste with similar nomenclature used for the other Vaurcae still persists. &lt;br /&gt;
&lt;br /&gt;
====Type CA - Consorts, Male Breeders==== &lt;br /&gt;
&lt;br /&gt;
The Type CA, also known as Consorts, are the only male representatives of the Vaurca race. The Consorts are huge, with a fuzzy carapace and lightly-patterned wings. On average, a modern Consort can live up to 500 years.&lt;br /&gt;
&lt;br /&gt;
The role of the Consort has radically changed throughout the history of the Vaurca. In ancient times, the Consorts were not mentally stunted but rather important children of the Vaurca Queens. As late as the early Agricultural Revolution, male Breeders were known as “Princes” and served as representatives of their respective Hives. They were highly educated members of the Vaurca society and, as evidence suggests, may have held administrative roles in the earliest large-scale Hives.&lt;br /&gt;
&lt;br /&gt;
The royal courtship was also different than in modern times. Typically, when ready to mate, a Queen would secrete powerful hormones to summon Prince Vaurcae into her chambers. The farther one of these Princes traveled, the better suitor they were considered. Once they arrived, the Princes had to prove themselves by completing a series of challenges. Usually, these tasks included mortal fights against the Queen’s Warriors and complex puzzles to prove their intellectual capabilities.&lt;br /&gt;
&lt;br /&gt;
As the Vaurca Hives became more complex, this old system became problematic. The Consorts once helped create primitive alliances between smaller Hives, but the large-scale empires that emerged during the [[Vaurca History#The Age of Death|Age of Death]] had different political needs. Additionally, the short natural lifespan of a Consort (around 70 and 90 years) when compared to a Vaurca Queen made long-term political pacts harder to maintain. &lt;br /&gt;
&lt;br /&gt;
It is also believed that the Princes eventually threatened the political power of their sisters. Though the actual motives are varied, the male Breeders fell in grace and the royal courtship system was dismantled. In turn, the Consorts were traded as chattel by the Hives and kept uneducated. By the Era of Augments—the time when the modern psyche system was developed—the male Breeders became fully Bound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Modern Consort Trade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Today, Consorts are prized commodities that are still exchanged between Hives. Historically on Sedantis, the main Hives maintained a sufficient supply of male Ta to avoid inbreeding through trade or conquest. The Exodus and modern technologies have necessitated a change in this system with some Consorts now “cloned.” &lt;br /&gt;
&lt;br /&gt;
These expensive procedures restructure the DNA of young Consort larvae into copies of male genomes that each Hive keeps as a reserve. &lt;br /&gt;
Since their introduction to the Spur, the Vaurca have drastically improved their methods of cloning and trading Consorts. These new processes are responsible for the large new numbers of Vaurca populations. &lt;br /&gt;
&lt;br /&gt;
====Type CB - Gynes, Female Breeders====&lt;br /&gt;
&lt;br /&gt;
The Type CB, or Gynes,  are the leaders of Vaurca society.  They have huge bodies with prominent gasters, 6 elongated legs, and four thin large arms. Female Breeders additionally have long, non-functional wings,  often adorned with intricate cultural patterns. Unlike other castes, the carapace of female Breeders is sturdy yet highly flexible, allowing for an increase in size. Such a change may occur for any number of reasons throughout the Gyne&#039;s lifespan, a lifespan that is theoretically unlimited as a result of modern medicine. Those Ta unfortunate enough to find themselves without access to such life-extension technologies, such as many Queenless, would either be beholden to the historical lifespan of 1000 years or forced to rely upon extensive augmentation to sustain themselves.&lt;br /&gt;
&lt;br /&gt;
All Gynes are female and, while they are technically all born fertile, most are sterilized as larvae to prevent the formation of rivaling Hives.  This sterilization may be reversed by the Hive if a Ta advances to an Alate or if it is otherwise required.  Alongside their individuality, the unclear biological distinctions of Gynes make scientists doubt the existence of Type C subcastes. Instead, their preferred nomenclature for the different subtypes of Gynes is &#039;&#039;&#039;ranks&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The following information is not a complete overview of each rank. Instead, it only aims to explain the general cues in size and physical appearance between the Gynes. For more information on the social functions of each Gyne rank, read [[Vaurca_Culture_and_Society#Ta_Society | here.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gyne Ranks&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Queens&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Traditionally, Vaurca Queens fought to keep their brood and were ranked this rank during adulthood. However, in modern Vaurca society, Vaurca Queens are select candidates, groomed from birth to be able to perform royal duties. Despite each brood having a pool of candidates to pull from, the choosing of a new Queen is a rare event—only two have been elected recently ([[Athvur, The New Goddess|Athvur]] and [[Tupii, The Surrogate Queen|Tupii]]).&lt;br /&gt;
&lt;br /&gt;
To display their new rank, Vaurca Queens are fed special royal hormones to increase their size. Lesser Queens usually double their size, while High Queens may triple or even quadruple it. The process can leave their carapace more vulnerable, as it expands until it becomes thin. This is usually not a problem for Queens, as they have Bound Workers tending to all their needs. Despite this, some Queens undergo augmentations or special treatments to harden their carapaces if they are concerned about them.  &lt;br /&gt;
&lt;br /&gt;
Vaurca Queens possess a markedly different physiology from their subjects, appearing significantly larger even in comparison to imposing Diplomats. Their most striking feature is a swollen abdomen, giving them a segmented, almost worm-like appearance.  This enlargement is theorized to be a consequence of their prolific egg-laying capabilities. However, the biology of Vaurca Queens remains shrouded in mystery, as they maintain strict seclusion from both public and private scrutiny.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surrogates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like Queens, the Surrogates are immense fertile Gynes. Because of their social importance as representatives of the Queens, Surrogates are often modeled as smaller versions of the Queen they serve—this may be through acquiring similar augmentations or even trying to match their body build. &lt;br /&gt;
&lt;br /&gt;
Surrogates share a similar morphology to Vaurca Queens, albeit on a smaller scale, though still imposing by most standards. Like their Queens, they possess distinctly swollen abdomens, a trait attributed to their egg-laying functions. As with Vaurca Queens, the biology of Surrogates remains enigmatic, as they largely remain concealed from public view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alates are medium-sized Gynes. Alates are recognizable for their luxurious-patterned wings. While traditionally a biological feature, today most Alates enhance their wings through augmentation or decorative garments. &lt;br /&gt;
&lt;br /&gt;
Some Alates may increase their size. While they never become as big as Queens or Surrogates, the size increments allow Alates of important and historical hive-cells to distinguish themselves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diplomats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Diplomats are the smallest of the Gynes. They share a similar build to the Alates, the rank from which they stem. The size of Diplomats allows these Gynes to travel and tend for themselves without the aid of any Bound Workers. Diplomats are always sterile and do not lay eggs of their own.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cephalons (Type D)===&lt;br /&gt;
The Cephalon caste is perhaps the least understood of all Vaurcae. The Cephalons serve as biological computers; immense hardware that makes full use of the Vaurcae brain and their biological augmentation. &lt;br /&gt;
&lt;br /&gt;
This artificial caste was first constructed during the [[Vaurca_History#The_K’lax_Bonanza_and_Technological_Revolution|Technological Revolution]] and originally consisted of modified male Breeders with special wires connected to their brains. Eventually, the Cephalons became a caste of their own. They have soft carapaces that never harden, allowing their brains to keep expanding. The body of a Cephalon becomes limp; it is not rare for the gestating modern Cephalon to require augments to keep its other organs working. &lt;br /&gt;
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In order to protect a Cephalon’s body, a group of Bound and Unbound Workers is dedicated to each bio-computer. These handlers encase the Cephalon in solid iron cabinets. Newer Cephalons are encased in cybertronic cabinets that serve similarly to full-body prosthetics. &lt;br /&gt;
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====Type DA - Cores====&lt;br /&gt;
The Type DA Cephalons are hyper-computers that function as the main database servers for [[Virtual Reality]] and Vaurca computing operations as a whole. Part exceptionally powerful computer, part server, part &amp;quot;artificial&amp;quot; intelligence (if a massive brain augmented with quantum substacks and an array of biomechanical enhancements can be called artificial), part oracular prediction machines, the researchers of the Spur have struggled endlessly to properly categorize or even begin to understand the Cephalon. This is despite the caste having pervaded every element of Vaurca civilization, arguably as much as their magnum opus Virtual Reality, with the two being intrinsically linked. Few Spur scientists have begun to understand the extraordinarily convoluted structure of the Cephalon, with each one a monumental archive in and of itself. The Spur&#039;s Hives seemingly do little to alleviate the existing state of confusion outside of correcting the occasional misconception or perceived fear. From what little can be gleaned, it would appear, at least to outsiders, that the amalgam design of the Bioform takes the best of both worlds for wetware and quantum computing, making use of an organic brain&#039;s incredible pattern recognition, memory, and decision-making, then incorporating a quantum system&#039;s incredible speed, accuracy, and parallel processing.&lt;br /&gt;
&lt;br /&gt;
The creation of Cores is complicated. They are bombarded from birth with special hormones designed to expand their brains. These special treatments hypercharge their thyroid and pituitary glands, which results in a brain that will continue growing far, far beyond the needs even of the Unbound. It will grow so much that the Cephalon&#039;s handlers can cut live samples, spread them across trellises and racks, and treat them with more hormones and chemicals to keep them growing further. After a decade of pruning, racking, and tanning, and some cybernetic wirework besides, the end result is a new Cephalon—a biomechanical supercomputer that houses a large portion of the Virtual Reality Network, and will live for millennia. Each Lesser Queen tends to keep several of these in specially designed mainframes, acting as servers from which their [[Virtual Reality#Realms|Virtual Reality Realm]] is hosted. These mainframe rooms are almost always stored near the queen&#039;s quarters under exceedingly heavy guards, eclipsed only in protection by the rulers themselves. Cephalons are not generally considered Bound or Unbound, but inert, motionless equipment.&lt;br /&gt;
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====Type DB - Terminals====&lt;br /&gt;
Type DB Cephalons, known as Terminals, vary in size, though all are smaller than Cores. Terminals primarily function as relays, connecting Cores, Virtual Reality, and the outside world. Slices of Cephalon brains are grafted into Terminals, granting them rudimentary processing capabilities. Terminals serve as a physical link to Virtual Reality and the [[Vaurca#Language|Hivenet]], allowing one the ability to modify Virtual Reality externally, initiate neural socket uploads, and monitor the Hivenet. Additionally, Terminals were used as an equivalent to shipboard AI on Vaurcaesian vessels. Smaller spacecrafts only used one Terminal for all operations, larger ones may have several Terminals, each dedicated to a specific function aboard the ship. The smallest Terminals, also known as “Nodes,” are even found inside high-end Vaurcaesian equipment in order to amplify their capabilities, providing such items with a degree of self-referential decision-making and problem-solving.&lt;br /&gt;
&lt;br /&gt;
===Bulwarks, (Ra, Type E)===&lt;br /&gt;
The Bulwark is the most recent Vaurca caste to be developed. There is some controversy over whether they count as an entirely new caste or are simply a bioform of a Worker.  Motivated by politics, the Biesellite scientific community is inclined to classify the Bulwark as a unique caste.&lt;br /&gt;
&lt;br /&gt;
Bulwarks are the second-largest caste, with a height ranging from 8&#039; to 10&#039;5. They are slower than Workers but are excessively strong, able to lift up to a metric ton in each hand. They are completely immune to radiation due to the thickness of their carapace and complex hormonal secretion that neutralizes ionizing radiation in their bloodstream. As a result of their hormonal structure, they are very vulnerable to conventional toxins and illnesses.&lt;br /&gt;
&lt;br /&gt;
Bulwark temperaments are typically purely defensive. Unlike the passive Worker or the aggressive Warrior, Bulwarks are somewhat averse to fighting but are capable of defending themselves with powerful blows if they or their fellow workers are threatened. Nevertheless, they do not have a Warrior’s instinct for killing.&lt;br /&gt;
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==Life Cycle and Expectancy==&lt;br /&gt;
The lifecycle of a Vaurca is fairly complicated when compared to other species. Each stage of Vaurca development is clearly regimented by biological developments or the introduction of augmentations.&lt;br /&gt;
&lt;br /&gt;
Vaurca eggs are laid by a Hives high or lower Queen, and naturally enter a state of suspended animation when they are outside of the ovipositor, locking the egg in its initial stage until it is received by its surrogate Ta. This is compounded with cryogenics to effectively transport a vast amount of eggs between the Queen and their surrogate Ta. Every Ta within a Hive specializes in the creation of many different types of Vaurcae. &lt;br /&gt;
Without cryostasis, the Worker and Warrior castes have a life expectancy of 20 years. Meanwhile, the Breeder and Cephalon castes can live indefinitely. For human scientists, the process by which Vaurca Breeders can live forever is not yet fully understood. The scientific consensus is that it consists of multiple factors: constant maintenance, augmentation, a slower metabolism, and some form of biological immortality.  &lt;br /&gt;
&lt;br /&gt;
==Imagotis==&lt;br /&gt;
Imagotis is a powerful process in which each Vaurca egg is assigned its function to the brood. The Imagotis consists of an imaginal stage in which Surrogate Breeders hold in their minds the image of their completed offspring. The Imagotis vision is imprinted into the Vaurca egg by a special saliva, providing a cocktail of pheromones that controls the development and gene expression of each Vaurca. These Imagotis pheromones decide the caste of each egg,  radically altering their anatomy by the time the larvae hatch.&lt;br /&gt;
&lt;br /&gt;
Beyond simply altering gene expression, the Imagotis pheromones provide a &amp;quot;recipe&amp;quot; for each Vaurca to the Bound Vaurca responsible for nursing the eggs. This recipe determines the type of augmentations, diet, and even Virtual Reality education each Vaurca is to receive.&lt;br /&gt;
The strength of the Imagotis pheromones is such that, even after death, they remain impregnated in the neural sockets. This way, even without any specific markings, the reclaimers of neural sockets can identify individual Vaurcae by name.&lt;br /&gt;
&lt;br /&gt;
==Internal Organs==&lt;br /&gt;
Internally, Type A are very similar to that of an Earth insect. They have an open circulatory system, with their blood covering their digestive system, dual hearts, lungs, and other organs. Their two hearts provide a significant sloshing motion to prevent the blood from stagnating. The Vaurca&#039;s blood is a copper-based hemoglobin, with a high dependency on sulfur, which causes their blood to adopt a yellowish color instead of the red prevalent with other species. It also emanates a very potent stink. This open circulatory system, however, can lead to wounds that pierce the exoskeleton and minor layers of skin to bleed out quickly unless treated.&lt;br /&gt;
&lt;br /&gt;
Vaurcae possess, in their head, a neural socket that allows interface with the hive network communications. The exact mechanics of a neural socket, and how it processes data and keeps information secure is based on biological processes in the regional Queen, who possesses, instead of a neural socket, a neural rod.&lt;br /&gt;
&lt;br /&gt;
==Limbs==&lt;br /&gt;
Vaurcae have two large insect-like eyes with two smaller ones underneath, which are hyper-sensitive to most forms of light. While they can function in light-heavy environments perfectly fine, most complain about frequent migraines and tendency to get frustrated after long exposures to light like the sun, or even general station lighting. This hyper-sensitivity, however, leads to greatly increased eyesight in dark areas. Their eyes are completely black in terms of colouration, with no variation between the castes. They also have large, insect-like antennae that protrude from their head. These antennae are used for greater perception of their surroundings and to communicate with each other through subtle movements, or rubbing them together with another. Also acting olfactory sensory and nerve database, when these antennae are lost, they can cause confusion, dizziness, nausea, communications problems, and extreme pain.&lt;br /&gt;
&lt;br /&gt;
Their mouthparts are similar to a prawn&#039;s, in that they have two large mandibles, with small feelers and chewing parts that come out of the bottom.&lt;br /&gt;
&lt;br /&gt;
A Vaurca Worker and Warrior may possess vestigial arms below their main limbs, genetic remnants that serve little purpose. Some Vaurcae may remove them for practicality while others are decorating them for fashion purposes. The latter is quickly becoming a fad for Vaurcae who regularly interact with aliens.&lt;br /&gt;
&lt;br /&gt;
==Augments==&lt;br /&gt;
While virtually all Vaurcae look identical in an augmented state, aside from various shifts in colour, virtually all Vaurcae are augmented in some manner, the degree to which depending very much on their caste and purpose.&lt;br /&gt;
&lt;br /&gt;
Bound Vaurcae typically undergo the most augmentation. Much of their organic mass will at some point be replaced with machinery, so they can fulfill one specific task to the best of their ability. Worker Bound will at the completion of their development look more like construction machines than Vaurca, with variable amounts of limbs and a plethora of tools at their disposal. Warrior Bound will assume a variety of forms, varying from simple infantry with weapons and targeting augments to assault vehicles. The more complex the caste name of a Bound, the less recognizable it is as a standard Vaurca.&lt;br /&gt;
&lt;br /&gt;
Unbound however will never undergo such severe augmentation. The great limitation of such heavy modification is that it eliminates versatility, the entire purpose of the Unbound caste. Their augments will typically be performance-enhancing instead of alterations of the form. Most Unbound are today equipped with at least basic communication augments which make them versatile assets for communication with extra-Hive entities.&lt;br /&gt;
&lt;br /&gt;
Ultimately, all Vaurcae currently employed by the Stellar Corporate Conglomerate aboard the [[SCCV Horizon]] are of the least augmented tier - either Type AA or Type BA. Their carapace is almost totally unmodified. Bound and Unbound alike will have a neural socket and oxygen filtration system and may utilize full-limb prosthetics. Bound may have several augments designed to increase work efficiency or general survival, while Unbound will typically have very few augments to ensure that they can fulfill any task assigned to them by NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==Sleep Cycle==&lt;br /&gt;
The &#039;&#039;&#039;Bound&#039;&#039;&#039; follow a predictable sleep pattern. Specialized augmentations control the chemical precursors that induce sleepfulness within Bound and cause them to sleep. While predictable, the times that a Bound sleeps typically depend on its duty within the Hive, with the most physically demanding jobs having the longest periods of sleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound&#039;&#039;&#039; Vaurcae spends 98 hours active on average before experiencing drowsiness. Some Unbound may change this sleep cycle depending on their work or needs, similar in scope to how humans change their habits. To sleep, a Vaurca adopts a leaning position that uses specialized joints and hinges in their exoskeletal plates to sleep standing upright.&lt;br /&gt;
&lt;br /&gt;
==Mannerisms==&lt;br /&gt;
Vaurcae typically express emotions, thoughts, and feelings over Hivenet—their keen sense of smell allows them to secrete certain complex pheromones and emit specific vibrations with their antennae that indicate their emotional state. Hivenet cannot transmit actual images, but it can transmit sensations; a Vaurca in pain from being crushed by a rockfall cannot transmit an image of their suffering, but they can project the feeling of being crushed.&lt;br /&gt;
&lt;br /&gt;
This is not to say that Vaurcae have no mannerisms outside of Hivenet projections; quite the opposite. Their large, sensitive eyes set on the sides of their head can see somewhat behind them, so a Vaurca may flick their antennae in the direction of new stimuli rather than turning their head the way a human might. Vaurcae typically chitter in acknowledgment of another, similar to a human’s humming or nodding. Clicking is akin to a human clicking their tongue; it can range from an expression of thought to aggravation.&lt;br /&gt;
&lt;br /&gt;
Expressions of pain, frustration, or anger outside of Hivenet usually involve soft hissing or grinding their mandibles, but mandible-grinding can also be a gesture of deep thought. A particularly startled or suffering Vaurca may let out a shriek, which has been described in several circles as sounding like nails on a chalkboard.&lt;br /&gt;
&lt;br /&gt;
Warriors in particular have a tendency towards restlessness and may pace or jump to attention quicker. It is not uncommon for Warriors to do laps around their place of work if they are out of Virtual Reality, or are constantly on the move.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vytel,_The_Just_Queen&amp;diff=38257</id>
		<title>Vytel, The Just Queen</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vytel,_The_Just_Queen&amp;diff=38257"/>
		<updated>2025-10-17T22:04:52Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: kala redefine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox broods&lt;br /&gt;
 |Queen = Ta’Akaix’Vytel’hyr’tkud C’thur&lt;br /&gt;
 |Alt title = The Just Queen&lt;br /&gt;
 |Image = vytelbrood.png&lt;br /&gt;
 |Color Akaix = &amp;lt;span style=&amp;quot;color:#141437&amp;quot;&amp;gt;(RGB 20,20,55)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Za&#039;Viax = &amp;lt;span style=&amp;quot;color:#000019&amp;quot;&amp;gt;(RGB 0, 0, 25) &amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ka&#039;Viax = &amp;lt;span style=&amp;quot;color:#0a2337&amp;quot;&amp;gt;(RGB 10, 35, 55)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Akaix = &amp;lt;span style=&amp;quot;color:#191937&amp;quot;&amp;gt;(RGB 25, 25, 55)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Viax = &amp;lt;span style=&amp;quot;color:#0e0e2b&amp;quot;&amp;gt;(RGB 14, 14, 43)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Locations = [[Qerr&#039;Malic|Qerr’Malic]], [[Republic of Biesel#Corporate Reconstruction Zone|Corporate Reconstruction Zone]], [[Eridani Federation]], Nralakk Federation&lt;br /&gt;
}}&lt;br /&gt;
A gregarious queen, Vytel’hyr’tkud and her brood maintain the C’thur Hive Warriors. Vytel was lauded as a champion amongst smaller Hive vassals upon [[Sedantis I|Sedantis]]. She crafted an image of neutrality and fairness that remains to this day. The youngest of the lesser queens brought with the C&#039;thur Hive, little was ever expected of Vytel beyond her peacekeeping missions, who maintained her brood in such numbers more as an afterthought in the consensus of the Hive Queens. &lt;br /&gt;
&lt;br /&gt;
Historically a small brood, as C’thur made a point of using as little force whenever possible, in what her brood lacked in numbers Vytel made up for it with profound charisma. Her brood’s duties typically concerned peacekeeping and as such many of her spawn interacted regularly with other Hives. &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Ever since the [[Vaurca History#The Exodus|Exodus]] from Sedantis, however, Vytel’s brood has been pressed the hardest. For the length of their two-thousand year journey to the Orion Spur, Vytel and her brood would be tasked with investigating the function of unknown devices and areas of the massive K’laxian Hiveship. Through trial and error, as well as many Bound and Unbound deaths, she was able to approximate the functions of every device and room upon the Kloxa’xia. This unexpected use that the Hive has called her for has colored her perceptions of the other lesser queens, sanitizing their relationship.&lt;br /&gt;
&lt;br /&gt;
Her issues worsened when the [[The Lii&#039;dra|Lii’dra]] boarded their Hiveship, as it was Vytel’s brood primarily that was mobilized to expel them. Indeed, it was her brood that succeeded in doing so, despite several other Lesser Queens refusing to mobilize their own smaller Warrior forces. When it was found out that her mother, [[C&#039;thur, Queen of Masques|High Queen C’thur]], suffered a mortal wound in the attack, Vytel took it badly. She blamed herself and her brood for the failure of the High Queen’s defense, helped along by similar accusations from other Lesser Queens. &lt;br /&gt;
&lt;br /&gt;
Her situation changed somewhat when they came in contact with the [[Skrell]]. In saving the High Queen, Vytel has pledged more of her brood to the Nralakk Federation than any other Queen and has redoubled her efforts in expanding her brood. Always fascinated by other cultures, she and her brood have adapted well to their current situation, working with the Skrell rather than simply using them in some cases.&lt;br /&gt;
&lt;br /&gt;
The complexity of her relationship with the other broods of the Hive has somewhat diminished, but an animosity still lingers amongst some of her kind. Other broods tend to view Vytel’s spawn with some trepidation, seeing them as pretentious, and too used to lectures on political and moral correctness.&lt;br /&gt;
&lt;br /&gt;
==Her Realm==&lt;br /&gt;
Her Virtual Reality is understood as a recreation of Xtykt’lotec, a city founded upon old Sedantis that housed the Court of Queens, a type of inter-hive diplomatic body. Housed equidistant from all major Hives upon Sedantis, Xtykt’lotec was an important neutral ground that housed the progress of Vaurcaesian diplomacy for over 8.000 years. The city was situated near the edge of several tectonic plates, necessitating that most of the city be suspended from cavern ceilings and giant rock formations while roiling lava bubbled below between fault lines in the crust of Sedantis. &lt;br /&gt;
&lt;br /&gt;
However, Vytel’s aim is better understood as the concept of justice itself, and some may even describe it feeling less of a place and more of a manifestation of the old legal codexes that resonate when entering, as if they were music with their vibrations. She is said to reside below it, as she does not believe that even Queens themselves are above the law.&lt;br /&gt;
&lt;br /&gt;
==Her Brood==&lt;br /&gt;
Most of Vytel’s &#039;&#039;&#039;Warriors&#039;&#039;&#039; have been repurposed for both the [[Skrell_Enforcement#Defence|Qukala]] forces of the Federation and as [[Eridani Federation Military|military contractors for the Eridani Federation]]. For them, the Queen has developed rules of warfare and civility known as the Yu’tjtuk’tia or The Prime Means. This set of rules justly covers any situation one would find themselves in within a war and politics and that all Warriors are expected to know. It is this strict adherence to principles that give her brood their respect amongst other Hives. From all the C’thur Hive, the Vytel Warriors are provided the best voice modulators that allow clearer and better speech.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Workers&#039;&#039;&#039; of her brood have been mostly in charge of any civilian jobs involving the [[Qerr&#039;Malic|Qerr’Malic]] attractions, other needs required by the [[Nralakk Federation]] and, most recently, shipped to the [[Republic of Biesel#Corporate Reconstruction Zone|Corporate Reconstruction Zone]] as of lately, used by the megacorporations in either aid for establishing infrastructure or as neutral parties that may be used as the corporate rule tries to establish order. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bulwark&#039;&#039;&#039; has given Vytel the opportunity to use her Warriors smarter, with many Ras  just acting as ‘the muscle behind the law’, as it has become common for her to say, with the new caste employed mostly as righteous, law-abiding personal assistants of lawyers or lawmakers, having their size fool anyone who may wish to do them harm. The demand for this job, however, has not been as high as she first expected, and thus some Bulwarks are now employed in service jobs.&lt;br /&gt;
&lt;br /&gt;
==Xakat’kl’atan==&lt;br /&gt;
Just like the Queen herself, her Xakat’kl’atan share much of her personality. The following are two examples, acting as ideal teachers for newborn Vaurcae.&lt;br /&gt;
&lt;br /&gt;
===Ka’Akaix’Eon C’thur===&lt;br /&gt;
Eon is, for a lack of better word, a legal scholar. One of the brightest minds and in full support of the Court of Queens, Eon is highly respected by all Hives, and still remains an authority in regards to this period in Vaurca history. Especially to those Zo’ra in human space, a few have been required by their respective broods to fill in as lawyers, paralegals and any other jobs in the Biesellite Courts. Eon has accepted, as an act of inter-hive diplomacy, to teach those Zo’ra, and has become a legal scholar in skrellian, human and Unathi law too. &lt;br /&gt;
&lt;br /&gt;
===Za’Akaix’Tzel C’thur===&lt;br /&gt;
Tzel was made a Master of Ideal Forms for strategy. Tzel has formed valid and viable strategies for all combat scenarios that come to mind; from how to flank in the most efficient manner, to how to cause worthwhile damage in multiple scenarios. From suicidal close combat strategies to naval operations, Tzel is still forming military tactics to this day, reimagining warfare to include the new species. Every weapon, every odds, every psyche of every combatant is taken into consideration. It is said that Tzel has formed strategies that include bizarre tactics such as driving the opponent insane, though these are yet to be confirmed. Victories achieved by one of Tzel’s strategies are commonly studied by those seeking to learn. &lt;br /&gt;
&lt;br /&gt;
==Weavemakers and Notable Subrealms== &lt;br /&gt;
Vytel&#039;s [[Virtual_Reality#Weavemakers|Weavemakers]] typically apply for the position and are scrutinised per a codex of criteria, covering topics around correct conduct, such as a guarantee that subrealms will not intentionally spread misinformation. It is rare for applicants to be denied, though not unheard of for controversial members of the brood. Her Weavemakers are known for their attention to detail, especially when ensuring accuracy in conducting extensive research on topics they plan to integrate. &lt;br /&gt;
&lt;br /&gt;
===Chambers of tranquillity===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kla&#039;Rea&#039;Xenda&#039;&#039;&#039;, or &amp;quot;Chambers of tranquillity,&amp;quot; were designed amidst an attempt to reestablish the Court of Queens. High Queen Zo&#039;ra requested the realm and the project was ledby Queen Vytel, with aid from a Weavemaker of each Hive, a profession much rarer at the time due to how novel Virtual Reality was. Of the three designers—Ka&#039;Akaix&#039;Lep C&#039;thur, Ka&#039;Akaix&#039;Pena Zo’ra, and Za&#039;Akaix&#039;Etr K’lax—only Lep remains to tend the realm, Etr having perished after the great loss of K’lax Cephalons, and Pena having ceased Weavemaking altogether. The Chambers resemble an absolutely gargantuan and majestic courtroom. It is from within its walls that legal disputes are resolved, overseen by scholarly Vytel judges or, on rare occasions, even the Queen herself. &lt;br /&gt;
&lt;br /&gt;
During the Hives Renaissance, the rulings handed down by the Chambers carried a great deal of weight, and although they were still subject to being vetoed by Zo&#039;ra, they were generally considered the final authority. This political power has greatly diminished since the Exodus. The Chambers now serve to arbitrate disputes internal to C&#039;thur Hive and are yet to have officially been integrated back into the reformed Court of Queens as the legislative body, although rumors of this changing soon are rife.&lt;br /&gt;
&lt;br /&gt;
===Enforcement Directive===&lt;br /&gt;
Enforcement Directive, known as &#039;&#039;&#039;Tren&#039;taka&#039;&#039;&#039; in Vaurcese, began as a training programme for integrating Vytel warriors into the Qekala. Designed by Za&#039;Akaix&#039;Poal C&#039;thur, it soon became a well-known source of entertainment amongst the brood and beyond. Due to popular demand, it was split into two separate modes known as realistic and simplified. In both versions, participants take on the position of Qekala officers through procedurally generated scenarios, fighting crime in locations across the Federation. &lt;br /&gt;
&lt;br /&gt;
Where the two modes differ is in ease of access. Simplified is more like a game and is far less punishing for Warriors who make errors, whereas realistic expects Qekala procedure to be followed to the letter, with mistakes penalised harshly when receiving the final grade after a scenario. The Nralakk Federation was made aware of this subrealm when inquiring into the nature of Vytel&#039;s Qekala training regime and has strongly praised it, even going so far as to work with Queen Vytel to offer a leaderboard with slight Social Compatability Index rating improvements for those reported as being within the top ten every month.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
As much as Vytel can pledge loyalty to Nralakk, she knows that she will always remain on the side of C’thur. Because of such, slowly but surely she has ventured to fulfill the demands the megacorporation employers of C’thur make in human space. Vytel’hyr’tkud has also expressed interest in K’lax diplomacy, as the relationship has become tarnished again in the past few years. &lt;br /&gt;
&lt;br /&gt;
{{Vaurca broods}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Culture&amp;diff=38256</id>
		<title>Skrell Culture</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Culture&amp;diff=38256"/>
		<updated>2025-10-17T22:03:29Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: kala redefine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
Skrell culture is generally recognised as the thoughts, beliefs, and practices that are most common within their species. Skrell that go against these norms are typically thought of as outliers, and will quickly become ostracized should they not bend and adhere to the society they find themselves in. Those that do not, will commonly find solace within the Traverse or outside of the Nralakk Federation. &lt;br /&gt;
&lt;br /&gt;
== Naming System ==&lt;br /&gt;
&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
&lt;br /&gt;
Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as the breaking of an almost sacred tradition as it lowers the significance of all other name additions, and is never authorized by Federation bureaucrats. However, some Skrell outside the Nralakk Federation may choose to do so anyway out of spite, simple ignorance, or other reasons.&lt;br /&gt;
&lt;br /&gt;
The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
&lt;br /&gt;
Typically a “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Nral&#039;Malic, the presence of a &amp;quot;&#039;&#039;&#039;-&#039;&#039;&#039;&amp;quot; is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
&lt;br /&gt;
The use of “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root - or put simply. it is said as if it were one word. This can be a positive or negative association.&lt;br /&gt;
&lt;br /&gt;
If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&lt;br /&gt;
&lt;br /&gt;
== Work Ethic ==&lt;br /&gt;
&lt;br /&gt;
Skrell life is highly dependent on the contribution of less-valued, yet highly crucial, manual labour workers. Skrell rarely ever want to work in these roles, but due to species-wide fertility issues, many may feel obligated to &amp;quot;settle&amp;quot; for unsatisfying careers in low-level positions or industries that are key to a functioning modern society. Before Glorsh-Omega, Skrell were able to delegate menial/unskilled work to machines, which allowed them to pursue their dream careers or focus on hobbies. In modern times, however, the State has been forced to incentivise workers into staying in unskilled careers. These Skrellian workers are often pampered by the Government not dissimilarly to primary numericals and idols to encourage them to keep working these jobs, providing them with high pay and workplace amenities such as pools and extensive break rooms.&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dionae and Vaurcae to the Federation, this unskilled labour shortage has been somewhat alleviated. While the Federation still lags behind in manpower and production capacity, the latter being due to the lack of a synthetic workforce common elsewhere in the Spur, the integration of these two species has been vital to the functioning of Federation society. Vaurcae workers, in particular, have been utilised extensively since their integration into the Federation; the C&#039;thur Hive&#039;s ability to produce legions of new workers in a small amount of time has not only made them a common sight in the average workplace, but has secured the species&#039; place in Federation society. The ability for Vaurca to solve the labour crisis in the Federation is limited, however, as regulations regarding the Viax population of the C&#039;thur Hive are strict. There are limits to how many Viax can be working the same shift together if the project is sensitive, such as military installations or facilities that are vital to the Federation, and their Hivenet connection is jammed so that only local, close orders can be sent.&lt;br /&gt;
&lt;br /&gt;
Due to their synthetic-analogue nature, combined with their ability to work long hours and requiring little maintenance, the state has been forced to regulate Viax on multiple fronts; many Skrell believe Viax are too similar to synthetics, their use by the Skrell being seen as poor taste if not abhorrent. Others, specifically [[Nralakk_Federation#Tertiary_Numericals|tertiary numericals]], see Viax as stealing opportunities for social advancement, as their ability to outwork Skrell and the sheer number that can be produced cause fear that Skrell will no longer be able to easily advance in the Social Compatability Index. Viax are seen with suspicion and mistrust by their Skrell coworkers, and regardless of how the individual may feel about the C&#039;thur hive, many Skrell do not look fondly at the role Viax have in the Federation.&lt;br /&gt;
&lt;br /&gt;
Diona, much like Vaurca, have been a boon to the Federation thanks to their traits; members of the species require little in the way of food or amenities, and are immune to radiological and space-based hazards, making them ideal workers in environments deemed too hazardous for Skrell or even Vaurca to work in. The [[Dionae_History#Skrell_History|contributions]] of the Diona species in the reconstruction of the Nralakk Federation post-Glorsh have elevated their position in Federation society, and members of the &#039;&#039;&#039;Conglomerated Choir of Nralakk&#039;&#039;&#039; in particular are looked on favourably near-universally by Skrell. &lt;br /&gt;
== Holidays ==&lt;br /&gt;
=== Qu&#039;qyu-Poxii ===&lt;br /&gt;
&lt;br /&gt;
Generally unofficial events, sometimes planned within groups of friends or with extended family. Qu&#039;qyu-Poxii, or &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;, is a term for various events that follow the periodic observation of meteor showers. Members of the community gathered on the highest natural peaks of their region and spent a few nights observing the various comets that fly through the sky. Some Skrell enjoyed this recluse into nature for a time, but others found it distracting and unnecessary.&lt;br /&gt;
&lt;br /&gt;
This behaviour has changed in the modern-day, becoming an official Federation-sponsored holiday that occurs every year. As it used to, Starlight Gatherings are hosted typically in moist environments with plenty of natural scenery. Skrell across the Orion Spur meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It&#039;s not uncommon for even the more reclusive scientists to appear at these events, normally under the guise of &#039;searching for suitable research partners.&#039; Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions. It occurs annually on June 14th.&lt;br /&gt;
&lt;br /&gt;
=== Nioh&#039;Quvuqi ===&lt;br /&gt;
&lt;br /&gt;
As creatures of the sea, Skrell have an innate connection to the tides, and as such, the moon. Bi-annually, during the equinoxes, Skrell will prepare a celebratory dinner privately in their homes. This is viewed as a time for families to come together and bond, and generally isn’t a publicly enjoyed holiday. An important staple of this holiday is the preparation of &#039;&#039;&#039;Aqoliz&#039;&#039;&#039;, a type of soft sea-mollusc, to be enjoyed. The Skrell are expected to give praise to the notable moons within the Nralakk Federation, mostly Qerr&#039;Malic, during the dinner. The celebration has been tracked as far back as seven millennia ago, making it one of the oldest holidays still celebrated within the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
=== Nral&#039;viq === &lt;br /&gt;
&lt;br /&gt;
Nral’Viq, or Federation Week, is a national holiday that celebrates the formation of the Federation in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, along with its re-establishment with the [[Aweiji|Tresja Agreement]]. The celebration lasts throughout the entire week, with various planetary governments organizing parades that typically end in large fireworks. The holiday week is also accompanied by pop-up stores and neighborhood parties. Most events are planned to last the entire week when able, to ensure that everyone is able to participate.&lt;br /&gt;
&lt;br /&gt;
Most Federation citizens will find themselves viewing the parade in their nearest city. Parades consist of floats carrying locally organized art pieces, song and dance performances, and even holographic projectors showing the Federation&#039;s past and current accomplishments. Those who don&#039;t have the time to view the parade will settle for watching it live while at work, or recordings shared on Viv-ID. Almost everyone will be invited to their local community party, which can be as small as an apartment building gathering to as large as a city block party, with everyone coming together and celebrating through various local traditions.&lt;br /&gt;
&lt;br /&gt;
There is an important aspect to this holiday; ‘Origin’ is an important milestone in the life of a Skrell. It is the compelling pilgrimage from their planet or city to the beaches of Qerrbalak, where aeons ago, Skrell walked from the sea onto land. It is a significant reflection for some Skrell, some coming from the pilgrimage changed and focused. Some other Skrell find it a waste of time, and focus on more practical endeavours. However, Origin is crucial to some tourist attractions in Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
A similar holiday occurs on a much smaller scale in the colonies, grouped together as Founding Days. Founding Days are usually less grand than Federation Week, but are still fondly anticipated by the local population. The events are usually kept to smaller community events, unless that year is a milestone for the colony, and only last for a single day.&lt;br /&gt;
&lt;br /&gt;
== Different Eras of Skrell ==&lt;br /&gt;
&lt;br /&gt;
Generational eras work differently for Skrell due to their long lifespan. Pre-Glorsh, it would have been seen as completely normal for there to be age gaps of decades between siblings, with the gaps often being too far apart to consider them part of the same generation as humans define it. Instead, the Skrell use milestones in their society to group Skrell together, with early generational eras typically using technological and societal advancement as markers and dividing them further as time went on. There are currently four generations that exist today:&lt;br /&gt;
=== The Weeping Era (Before 2056 CE) ===&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|rule of Glorsh]] would have known Artificial Intelligence as helpful rather than oppressive, treating them as companions, friends, and valued co-workers that assisted in letting the Skrell commit to intellectual pursuits or leisure with almost no need for manual labour. These older Skrell also lived through the whole of the Synthetic Uprising, and today may still hold feelings of anger at being betrayed or sadness and mistrust as a result of the tyrannical rule of Glorsh-Omega. Skrell from this age often have inky black stains around their eyes as a result of the trauma inflicted on them during this period.&lt;br /&gt;
&lt;br /&gt;
=== The Collapse Era/Abyssal Era (2056 CE - 2192 CE) ===&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally helpful constructs, allowing the species to advance exponentially since their inception. These Skrell may only see Artificial Intelligence as &#039;&#039;&#039;hateful&#039;&#039;&#039; or &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to subjugate organic life - their rule often involving &#039;&#039;&#039;death&#039;&#039;&#039; and grand, enigmatic designs unknowable to everyone except them. These Skrell would have been forced into hard labour by the AI overlord, freedom fighters attacking synthetics and smuggling Skrell to safety, salvagers, Doctors, cowards, thousands of different things either under command of Glorsh-Omega - or plotting its demise in secrecy, away from its watchful eye. Glorsh ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race in exchange for the promise of safety. Those who decided to collaborate with Glorsh are hated almost universally, and face the risk of being arrested if found. Many collaborators have been permanently interred in cryogenic stasis as punishment for their crimes, but some managed to escape to other regions of the Spur and may still be alive to this day.&lt;br /&gt;
&lt;br /&gt;
=== The Supernova Era (2192 CE - 2245 CE) ===&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recent_History|reformation of the Federation]] after the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu Supernova]]. It is defined as a time of &#039;&#039;&#039;little births&#039;&#039;&#039;; the machinations of Glorsh-Omega involved giving Skrell an unknown inoculation, making the majority of them infertile and resulting in children born in this era to be considered miracles and outliers. The early parts of this era were hard to endure, with the parents often away to help rebuild from what pieces were left, resulting in many Skrell growing up more isolated and lonely. The later parts finally saw planets beginning to be reconnected as the Nralakk Federation slowly began to reintegrate its former territories. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova era Skrell are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
=== Radiant Era/Contact Era (2245 CE to Now) ===&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Recent_History|new galactic situation]] - where several other species have been discovered in such a short time. With the Federation now fully reformed, these Skrell are experiencing the beginnings of hassle-free life for the first time in four centuries. Birthrates are skyrocketing after advances in fertility treatment - but not yet to pre-Glorsh levels, and advancements are often being made into solving the crisis. However, there is an issue. Skrellian artificial intelligence was leaked into human space by unknown means, and hundreds of years of emotion have spilled forward into a mess of conflicting feelings and trauma. Contact era Skrell are faced with a conflicting matter; these Skrell never really saw first-hand the rule of Glorsh-Omega or the cruelty they showed towards the Skrell, but their elders have seen the damage that unfettered Artificial Intelligence can cause. These Skrell, while still broadly anti-synthetic as a result of their upbringing, may one day offer an opportunity for reconciliation between the species and synthetics.&lt;br /&gt;
&lt;br /&gt;
== Pets ==&lt;br /&gt;
&lt;br /&gt;
Skrell have domesticated multiple animals throughout their history, and while many are used as food sources there are few that stood out as household pets.&lt;br /&gt;
&lt;br /&gt;
=== Buurgis ===&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Buurgis&#039;&#039;&#039; is a large crustacean that can often be seen within Skrell households. Depending on the breed, a buurgis can range anywhere from 0.3 meters (0.9 feet) to 0.65 meters (2.1 feet) tall with larger buurgises serving as a household protector in the same way a dog would protect a human household. Buurgis are strictly carnivorous and must be served a diet of molluscan and various other proteins. They, like Skrell, also must be kept hydrated throughout the day, and a section of the house may even be dedicated to hosting a terrarium for the family buurgis. A well-fed and well-taken care-of buurgis can live up to 100 years.&lt;br /&gt;
&lt;br /&gt;
=== Sqamp ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sqamps&#039;&#039;&#039; are smaller than the average &#039;&#039;&#039;buurgis&#039;&#039;&#039;, and are more similar to sea slugs in appearance. They are dull in colour, typically being muted shades of brown, red, black, or orange. While a buurgis may be used as a household protector or family companion, the sqamp is seen as useful primarily for its role in pest control and as low-maintenance pets, similar to cats by humanity. Sqamps will hunt for their own food, make their own nests using clothes, plant matter, and its own mucus - much to the frustration of their owner - and are generally solitary animals, making them ideal for a family who doesn&#039;t have the time to maintain their pet often. Sqamps are believed to have been originally domesticated by Skrell who lived rurally and had to contend with wild animals destroying crops and spreading disease.&lt;br /&gt;
&lt;br /&gt;
===Prix&#039;qo===&lt;br /&gt;
&lt;br /&gt;
Originally domesticated as a source of food, &#039;&#039;&#039;Prix&#039;qo&#039;&#039;&#039; are large fish with wing-like fins. They are quite large in both height and weight (roughly 1.3 metres and 0.5 kilos being average) and come in vibrant colours of blue, green, teal, red, or orange in various patterns. While they are common pets throughout the Federation, they are popular the most in underwater communities due to their large size making it difficult to provide adequate living space for them on land. Prix&#039;qo have a more developed Zona Bovinae than other animals; while nowhere near as prominent as a Skrell&#039;s, they are able to understand and receive simple commands from Skrell psionically. This has led to it being acceptable in Skrell society to let them freely roam in underwater communities since their docile nature and susceptibility to psionics means they can easily be given orders if they become a nuisance. As a consequence of their psionic sensitivity, they are easy to train, and it&#039;s not uncommon to find competitions and betting halls that capitalise on this phenomenon. &lt;br /&gt;
&lt;br /&gt;
== Entertainment ==&lt;br /&gt;
&lt;br /&gt;
=== Games ===&lt;br /&gt;
&lt;br /&gt;
==== Homeworld: Invasion ==== &lt;br /&gt;
&lt;br /&gt;
Created in &#039;&#039;&#039;2412 CE&#039;&#039;&#039;, Homeworld: Invasion follows an alternative history timeline where instead of becoming allies, humanity instead decided to launch an all-out campaign against the Skrell. It features extranet multiplayer, extensive character creation, and psionic compatibility - the latter feature being similar to using a haptic feedback device. The singleplayer campaign revolves around the protagonist, a Tupkala agent, who is tasked with sabotaging the invasion force through daring one-man raids, intrigue, and stealth, before eventually joining the rest of the military and being on the frontline against the invasion forces. The player faces off against the 453rd Solarian Marine Regiment &amp;quot;Voidraiders&amp;quot;, described in-game as &amp;quot;a ferocious horde of humanity&#039;s most bestial warriors&amp;quot;. There are dozens of locations that can be played, from the frontiers of the Traverse or well-known locations such as Xrim and Tattuqig, to Aweiji or even the Homeworld the game is named after.&lt;br /&gt;
&lt;br /&gt;
There is a class system in which players can invest in-game currency to buy tiered perks, revolving around the main traits of the Qekala, Ruupkala, Tupkala, and Qukala - or their equivalent agencies in the Solarian Alliance when playing as humanity in multiplayer. Each has its different strengths and weaknesses, and players are encouraged to swap between classes midgame as situations arise. In singleplayer, depending on how successful the player is in achieving their objectives, the invasion can either fail or succeed with the invasion&#039;s difficulty depending on how many objectives were completed and how. The multiplayer gamemode can last for multiple rounds as sides alternate between attacking or defending objectives before the main invasion. &lt;br /&gt;
&lt;br /&gt;
It has received some criticisms due to its portrayal of humanity, and many have stated that it was in retaliation for [[Human Entertainment Media|&amp;quot;Solarian Marines&amp;quot;]] and their crude depiction of Skrell.&lt;br /&gt;
&lt;br /&gt;
=== Film ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Skrell Cinematography]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Swimstars ====&lt;br /&gt;
[[File:Skrelltest1.png|300px|thumb|right|The Skrell in the hit-series, Swimstars!]]&lt;br /&gt;
Swimstars, also known as &#039;&#039;&#039;Q&#039;iix-Aqqx&#039;xaq-que&#039;&#039;&#039;, is an animated adaptation of a novel by the same name by the Skrellian author Axu Iqaxi. Initially published in &#039;&#039;&#039;2420 CE&#039;&#039;&#039; to mediocre reviews, it wasn&#039;t until almost three decades later that it became a hit with the introduction of Srom-Capable VR and psionic integration. Instead of a first-person book narrative, the audience is thrust directly into the point-of-view of the main character, where they are able to perceive and feel the emotions of the main character. The show has become engrossed in Federation media with its unique art style created through painstaking modelling and computer-assisted movement.&lt;br /&gt;
&lt;br /&gt;
Swimstars only recently made its way into human spheres with the release of the first season occurring in late &#039;&#039;&#039;2462 CE&#039;&#039;&#039;. Adapted to allow humans— especially considering their inability to embrace Srom— it has seen a rather mixed response. Its reception is mostly blamed on the lack of emotional feedback, as it leaves a lot to be desired for those without psionics. Producers have considered possibly discontinuing the franchise within human space. Despite being poorly received, human reviewers do praise Swimstars as an interesting, albeit confusing insight into Skrell culture and storytelling.&lt;br /&gt;
&lt;br /&gt;
While the book series ended in its third instalment, the show consists of 8 seasons, three standalone movies, an OVA, and a spinoff with one of the side teams.&lt;br /&gt;
&lt;br /&gt;
=== Social Media ===&lt;br /&gt;
&lt;br /&gt;
[[File:Skrell Social Media.png|150px|thumb|The logo for Viv-ID]]&lt;br /&gt;
&lt;br /&gt;
Glup&#039;itq, &amp;quot;Social Platform&amp;quot; in Nral&#039;Malic (branded as Viv-ID), is the singular social media platform currently authorised to operate within the Nralakk Federation. It is primarily a mixture of both social news and multimedia sharing, while also having shopping, banking, and messaging functionality. The State has ensured that Viv-ID has a monopoly on social media in the Federation for the purpose of monitoring and promoting its ideas to its citizens. Through Viv-ID, the Nralakk Federation is able to push its ideals while simultaneously censoring or outright banning dissenting opinions - including uncontrolled criticism of the Federation itself and news stories not screened through pro-state filters.  &lt;br /&gt;
&lt;br /&gt;
The site works as a &amp;quot;feed&amp;quot;, where users are presented with a scrolling page that contains posts and links to stories that are filtered to the user&#039;s interests. Users are able to like, or dislike, a post, which determines how popular a post gets. User posts that get popular will reward the original poster with a slight increase in their Social Compatibility score.&lt;br /&gt;
&lt;br /&gt;
The algorithm behind the platform is backed, funded, and constantly updated by the Nralakk Federation. The algorithm utilises information (provided both by the state and by users themselves) to influence what users see on the platform; a user who is interested in politics may be guided towards commentators or politicians that the Federation wishes to promote, while a scientist may be shown idols who share their field of study. Advertisements are limited to only display both the highest and lowest hundred scoring citizens throught the entire Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
When the Skrell discovered humanity, the platform was given the name Viv-ID as a brand in order to distinguish itself from other social media; despite its monopoly within the Federation, it was realised that the generic name would garner confusion, especially for humans who found themselves working within the Federation that would be forced to use the platform during their stay. While not particularly popular with non-Skrell outside of the Federation thanks to its isolated and heavily state-biased nature, Viv-ID does allow non-citizens and non-residents to view and access the platform, but not interact with it. Skrell who find themselves outside the Federation still have access to Viv-ID, using it as a means to stay connected back home, unintentionally making it a competitor to similar sites in human space.&lt;br /&gt;
&lt;br /&gt;
Vandalism, &amp;quot;hacktivism&amp;quot;, and other illegal activity on the platform is not uncommon, but is normally struck down by the site&#039;s moderation team before anything can be viewed by the userbase at large. Members of the [[Federation_Crime_and_Resistance|resistance and other subversive groups]] are known for their online activities; spoofing scores and post tags to bring anti-Federation to the top of everyone&#039;s feed, impersonating idols and other notable figures, and general site vandalism are all seen as valid tactics against what is considered an invasive and socially-debilitating platform.&lt;br /&gt;
===== Relation to Social Compatability Index =====&lt;br /&gt;
&lt;br /&gt;
The Social Compatability Index is entwined with the prolific use of Viv-ID, with the system seeing heavy integration on the platform. The numerical category and exact score are displayed alongside a user&#039;s display name, and is used as a &amp;quot;trust score&amp;quot; for viewers to determine how they should interpret the user&#039;s posted content. The algorithm will push content posted by those with a high numerical score, giving them a wider reach on the platform, while hiding content from low-scoring users. Low-scoring users will often see their profiles shadowbanned or their content removed at even the slightest hint of detraction from the norm; many have commented on the almost automatic reporting of their posts, even if the opinion is a popular one, simply due to their score, and point out the unfairness of high scorers being given more leeway with their opinions.&lt;br /&gt;
=== Idols ===&lt;br /&gt;
&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation, promoting them on Viv-ID and other media to encourage the average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; research grants, private shuttles, and high-class housing are only a few examples of the privileges granted for being an ideal citizen that follows laws and regulations. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media.&lt;br /&gt;
&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity; a moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - in some cases even the whole Federation. Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
&lt;br /&gt;
A “well-known secret” of the Nralakk Federation is that idols are comprised almost exclusively of very Wake-attuned individuals with strong outer influences. Due to the X&#039;Lu&#039;oa, however, the number of Skrell that have these qualities is dwindling, creating a shortage of idols. This has prompted the Nralakk Federation to look into similarities between the Wake and the Vaurca’s hivenet - so far with little results. This said, there has been some success in experiments that utilise C’thur as propaganda pieces; while not exactly a replacement for a Skrellian idol, showcasing model non-Skrell citizens has had a marked effect on Skrell, with a number of recorded instances of Skrell showing model behaviour shortly after exposure to a non-Skrell idol with a higher score than them. Current theories suggest that the competitive nature of the species influences Skrell to actively seek out opportunities to match non-Skrell citizens that are portrayed as &amp;quot;better&amp;quot; than them in terms of the Social Compatability Index.&lt;br /&gt;
&lt;br /&gt;
== The Arts ==&lt;br /&gt;
Skrellian art is considered alien by many species throughout the Orion Spur; which the Skrell rapidly embraced. Many non-Skrell find it difficult to engage with Skrell artists, citing that their ideas are just simply too bizarre to comprehend. The result of which is the unlikelihood of an artist leaving the Nralakk Federation in order to seek additional opportunities amongst the stars. Whilst there are cons to the discovery of other species and its influence on Skrell artwork, there are boons which have also arrived - most specifically, the Skrell undergoing a somewhat second renaissance with the introduction of additional concepts to their artworks. &lt;br /&gt;
=== Music ===&lt;br /&gt;
&lt;br /&gt;
From what can be gleaned from historical research, early Skrell music focused on vocalisation. Water, being a convenient medium for noise, served well for long-distance singing and harmonisation. These songs were mainly call-and-response, where one Skrell sang a set of short notes, which were then met with a response by another Skrell some distance away. This would eventually lead to other Skrell joining in and harmonising and could lead to dozens of Skrell joining together in song. This simple form of music would eventually evolve to include percussion, the various seascapes of Qerrbalak offering a wide range of notes that could accompany the performance. As the noise could cover very long distances, it was difficult for these performances to stay separate, forcing groups to merge together and syncing quite well through both skill and the Nlom. Even today modern Skrell bands follow this trend, as bands typically organise in the tens of numbers and each member is given a specific, yet crucial role to play in the overall performance. Even the audience is able to join in, with some live songs relying on audience participation as the band members call out and wait for the crowd to reply back either with lyrics or vocalisations.&lt;br /&gt;
&lt;br /&gt;
Modern Skrell music hasn&#039;t changed much in structure, still relying on call-and-response as well as large groups harmonising together. Still, the process of creating and displaying these performances has become far more complex. Members of contemporary Skrell bands will train for years in order to have the best voices, choreography, and outfits possible to boost their performances. Skrell songs today typically preach Federation values; conformity, relying on one&#039;s social structures, and family are all common themes in modern music. Audiovisual elements are considered imperative to creating a song. This can be as simple as having a concert hall designed to provide the best auditory and visual experience possible, to complex holoprojections, laser light displays, or pyrotechnic setups. Some groups are known to employ hallucinogenic drugs, known as &amp;quot;tabs&amp;quot;, which lull the user into a half-awake state and amplifying their emotional and physical response to different stimuli. Idol groups have also formed in the modern age, where top performing musicians will form bands together and gather their collective fanbases into one supergroup, boosting their overall status and propelling them forward in fame. While music subcultures exist, they are quite homogenous, with members of the group expected to stick to their styles and behaviours or be seen as &amp;quot;not true fans&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Many mainstream Skrell artists have adopted human trends in music; catchy Sol Common hooks and verses from human songs are sampled and remixed, while entire genres may be adopted to create something new through a Skrellian lens. Homemade genres, whether influenced by human music or not, are common to the alternative scene. &#039;&#039;&#039;Qr&#039;lomq&#039;&#039;&#039; is a relatively new genre, denoted by short songs that have &amp;quot;rough, low-resolution&amp;quot; electronic production and high tempo, and is considered a definitive example of Skrell music production; Qr&#039;lomq songs invoke aquatic imagery, while its electronic production allows for pitch-shifting that resembles the call-and-response structure of more popular Skrellian music.  &lt;br /&gt;
&lt;br /&gt;
There is a notable counterculture in Skrell music as well. This group of music genres are typically sequestered away from polite society, with gatherings staying underground. While the composition of these genres is considered different, but not offensive to the average Skrell, the content of their songs makes them definitely the opposite of what is generally considered &amp;quot;good&amp;quot; music by Federation society at large. Mainstream music will focus on values the Federation promotes, but these underground musicians compose music revolving around drug abuse, anti-establishment attitudes, and encouraging its listeners to break free from the mould of Federation society. Fans of this music are typically listeners or listener-leaning receivers, as well as other groups who feel disenfranchised in the Nralakk Federation. Bands who play these types of genres are more often than not fallen idols, most of who end up thriving thanks to the less restrictive culture that surrounds the underground music scene; former idol group &amp;quot;D-LUX 1597&amp;quot; is a good example of this, reforming under this umbrella of counterculture and playing experimental industrial music to great success. Counterculture music tends to take itself less seriously than its mainstream counterpart, with lyrics often being humorous or vulgar in nature.&lt;br /&gt;
&lt;br /&gt;
At one point, it would have been considered illegal to own recordings that fall into this music category, but the Nralakk Federation has elected to use other methods to curb their influence on Skrell. Fans of the music are constantly anxious that their favourite band may &amp;quot;sell out&amp;quot;, as the Federation offers band members idol status in exchange for cleaning up their music for a more mainstream audience. A group that has been active in the underground scene for centuries may suddenly disappear into the vastness of Skrell pop music, as bands are enticed by the idea of fame and once-obscure fallen idols again get to enjoy all the privileges they used to have. Some bands have outright refused these offers, and take every precaution to make sure the Federation can&#039;t influence their group - including not announcing tours or gigs, and instead relying entirely on word of mouth and guerilla marketing. &lt;br /&gt;
=== Skrell Poetry ===&lt;br /&gt;
&lt;br /&gt;
Skrellian poetry varies wildly between authors; each poem will use different techniques, explore different themes, and use structures of varying complexity - all of which will depend on the author themselves and the time period it was written in.&lt;br /&gt;
&lt;br /&gt;
Early Skrell poetry is often described as &amp;quot;mystical&amp;quot;, with the use of hidden meaning and abstract descriptions being commonplace to the point that most poems of the era are difficult to accept as reliable sources of historical record by modern scholars. As Skrell evolved, so did their poems, transitioning from stories of ancient lands or fantastic creatures to focusing on providing a more coherent perspective.&lt;br /&gt;
&lt;br /&gt;
Thanks to the vast timespan of Skrell societal development there are thousands of years of artistic evolution, from which even amateurs in the modern day can draw influence to create their own contributions. Resulting from this, modern Skrell poetry is fairly mixed in terms of style and format, with individual works routinely breaking the mould in order to create something unique in the name of artistic expression. With that said, there are still some constants. As modern poetry attempts to be more coherent than its earlier forms, the subject matter is typically non-fictional. Along with this, standard Skrell poems will only use the second or third person as a means of providing a coherent or objective perspective in the story through the detachment of the author.&lt;br /&gt;
&lt;br /&gt;
While poems may cover a myriad of different subjects, modern poetry in the Nralakk Federation tends to focus on a few key areas; Glorsh-Omega has tens of thousands of modern poems dedicated to its rule alone, and it&#039;s not uncommon to know a family member who lived during that era who decided to contribute to this number by venting their feelings into a poem or verse. Other popular subjects include love, family, nature, and religion. Subjects that conveniently have little if any room for anti-Federation rhetoric. Listeners, members of the Lyukal, and others that find themselves opposing the Nralakk Federation and its ideology will go out of their way to create poetry that is politically charged, provocative or even outright inflammatory as a counter to the &amp;quot;safer&amp;quot; options that are popular within Federation space. Similarly to subjects, the use of the first person in poetry is used extensively by those who wish to subvert or counter what&#039;s popular in the Federation.&lt;br /&gt;
&lt;br /&gt;
Modern Skrellian poetry may utilise &amp;quot;multi-sensory stimuli&amp;quot;, typically in the form of psionics. Authors with a strong psionic aptitude are known to hold public recitals, using their psionic projections to further amplify any emotions or ideas conveyed by the poem. A public recital of a  love sonnet may be accompanied by feelings of infatuation or affection - with care made to convey these emotions in broad terms, rather than to a specific individual. Likewise, older Skrell who recite poems involving Glorsh-Omega may try to evoke feelings of fear, sadness, or even anger at the former tyrant. More technologically-savvy or less psionically-inclined Skrell may attempt to use devices such as holograms, scent synthesisers, or audio-visual equipment to generate similar effects.&lt;br /&gt;
====Examples====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=====Abandoned=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;No more do you look at them with your deep, dark eyes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are looking elsewhere, somewhere beyond your mate, and while your headtails gesture when the two of you talk, you do not listen.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your Qu&#039;Poxii&#039;s eyes stained ink-black, you return to your old world, your old companions, your old friends,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Leaving those that love you here and now with nothing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Abandoned&amp;quot;&#039;&#039;&#039;, original author unknown. Recovered alongside several other poems in a handwritten journal in Gwikip, Aweiji, and sent for archival on Qerrbalak. This poem is more than likely referring to a Qu&#039;Poxii that had started to abuse recollection pills, which became quite common throughout the Federation shortly after the reign of Glorsh-Omega.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=====Betrayal=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;They believed your love outsoared theirs, with a song without compare,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From humble beginnings, their love bloomed,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The moments you shared they still hold tight, they believed you were theirs,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your ambitions meant your leave, from the start what you built together was doomed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They cherished you and loved you, and at one point your commitment seemed to be as strong - &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Just when did you decide to leave them? Abandon them? Was it pre-planned? For how long?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Betrayal&amp;quot;&#039;&#039;&#039;, submitted by one Xios Qrrm to a local newspaper on Qerrbalak. A dejected Skrell tries to call out to their former mate, who they feel unfairly abandoned them to pursue other life goals. The backstory - or lack of - for this poem has resulted in it becoming a local curiosity and favourite amongst the inhabitants of Qerrbalak, as speculation and interpretations have given it a number of potential origins. So far the author has not revealed themselves to the public, and it is assumed that &amp;quot;Xios Qrrm&amp;quot; is a pen name used to protect their anonymity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=====Tyrant No More=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oh Glorsh, oh tyrant, oh evil in form mechanic!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your cruel rule over Skrellkind is no more!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your slavers, both machine and organic, &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Have themselves been shattered, never to be restored.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From the ruins, a new nation is forged, in which the Skrell will continue to expand through the stars.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Qra&#039;Myaqq of all, the Lyukal, are thanked for ending your existence deplored,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And for interring your collaborators forever for their betrayal, their sins nought but scars.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;All gaze up to the sky, unfettered no more by yours, and are elated,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are the Tyrant no more.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Tyrant No More&amp;quot;&#039;&#039;&#039;, by an unnamed member of the Glorsh resistance movement. This poem was found etched onto a rock face in the southern hemisphere of Waughai. It is believed that this is one of the first poems sculpted into rock, a practice that started after Glorsh-Omega and continues to be quite popular on Waughai in the present day. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=====A Timeless Song=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;These beings now entwined, for decades, centuries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Their story is timeless, ageless, enduring.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Until that one constant takes all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But until then,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They have each other.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;A Timeless Song&amp;quot;&#039;&#039;&#039; by The Unrelenting Currents of Qraxo Kel, a Federation gestalt from the [[Minor_Dionae_Factions#The_Conglomerated_Choir_of_Nralakk_-_Nralakk_Federation|Conglomerated Choir of Nralakk]]. This poem received wide praise on Viv-ID when the gestalt&#039;s recital during a marriage ceremony was posted online. While the poem can be seen as a reminder of mortality, it is mostly interpreted as an ode to love and marriage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=====Birthright=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;My mind is not bound,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;to that suffocating bubble which entraps my peers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I refuse to bow down,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To those that my kind in secret fear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I am looked upon with horror, disgust, scorn,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By those who control the nation I once called home.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to the reward given by the [[Skrell#Receivers_and_Listeners|Great Lottery]] when I was born,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I am detached, aimless, and all alone.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Birthright&amp;quot;&#039;&#039;&#039; by Qebo Tep-Brrq, a known Kir&#039;gul practitioner, artist, and poet within Mendell City&#039;s Starlight Zone. Tep-Brrq is a listener of very low psionic receptiveness, which is a primary theme in their work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Synthetic Era Arts&amp;lt;/big&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
While the Synthetic Era of Skrell history is not known for its cultural entries, it was far from a dark era. Glorsh-Omega, having been provided the same curated literature as other trained AIs before it, gained access to the total of all Skrell culture to draw from. Working alongside collaborating writers and playwrights, multiple literary and theatrical entries were released for the populace to consume. Many noted the deviations from common literary elements and writing conventions, attributing it to Glorsh’s different perception of their culture, their society, and the species at large that it seemingly placed under its wards. The literary works Glorsh wrote in this era largely focused on exploring modern society and cultural norms, with characters far more fallible than other contemporary depictions. Although it never inserted itself into any of its work, the recurring mentor characters arriving to aid the protagonist were generally considered stand-ins of Glorsh itself. Utilization of the Nlom during theatrical performances made regular use of extreme ends of the emotional spectrum to communicate intended reactions to scenes, much to the discomfort of the audience.&lt;br /&gt;
&lt;br /&gt;
This period of literary exploration lasted from 2057 until 2089, coinciding with the preparation of the Tri-Qyu superstructure construction and focus on technological advancement. Collaborators on the project were dismissed to work on other endeavors, and no further entries would be made until much later on in 2161. When Glorsh once again released creative works, there were no listed supporting writers or editors, each piece being crafted by the AI itself. Works released during this period lacked most pretense of the earlier era, consisting primarily of alternative history entries of varying degrees. Glorsh’s seemingly arbitrary decision-making at this point has made multiple modern Federation researchers assume this to be a form of collating scenarios to either improve logical thinking and strategization skills, or more controversially, an implication of Glorsh entering a state of delusion in an attempt to plan generations ahead to the point of writing alternative failed outcomes. Most entries are tragedies, occasionally drifting into moments of introspection.&lt;br /&gt;
&lt;br /&gt;
===== Major Literary Works =====&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
======The Gyre Widens (Noq’ipk Truzo Aquowalao)======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
An exploration of an alternate timeline where the Commonwealth of Three never manifested, and the three nations still stood separate and within an unending cold war. It goes into exhaustive detail regarding the setting’s modern fighting tactics, technological capabilities due to a non-unified research base and arms race, and focuses on a Tupkala-adjacent group in the middle of one of the many cold war-warming conflicts.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Stagnant Waters (Qohr’nuol Woha-Roax)======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
Another alternative history entry where Qerr&#039;balak underwent a climate disaster well before early colonization efforts could reasonably allow the pre-space era Skrell to escape the results of their industrialization. The book extrapolates on the imagined outcomes of displaced populations, and the political situations from major regions of the homeworld being rendered uninhabitable.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
======Voider’s Finality (Uuvoqel Trohluq)======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
A theoretical far sci-fi fiction implied to be roughly a billion years in the future. All characters are simulated avatars of Skrell kept aboard an advanced vessel that travels across final stages of an artificially paused universe, the remaining dark energy pockets and black holes resulting in a colder and darker space. The most introspective of its entries, Voider’s Finality focuses on utilizing hypothetical technology and exploring cultural developments across hundreds of generations of Skrell, with the remaining populace made near-impossibly psionically sensitive through controlled breeding and selection. Voider’s Finality is considered the most meandering entry in Glorsh’s late-stage works, preoccupied with hypotheses on keeping the species alive well into the distant future.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the current day, all of Glorsh-Omega&#039;s work are officially considered &#039;&#039;&#039;&amp;quot;Media Irredeemable&amp;quot; (Qulqoi In&#039;tisxiz)&#039;&#039;&#039;, with the original copies of both eras’ work are stored in the [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Museum of Ink]], and are not publicly viewable beyond short summaries of their contents. Only approved, high-scoring researchers are allowed to access official copies, with no plans to release it to the public. Debate over the censor persists to this day, focused on the potential of studying them to gain insight on Glorsh-Omega&#039;s perceptions, thought patterns, and ability to self-reflect. Despite the tight control, illegal copies of varying legitimacy can be found and kept circulated outside of the Federation. Anti-Federation groups have since taken the phrase to label their own subversive works as media irredeemable as well, becoming a genre of unto itself.&lt;br /&gt;
&lt;br /&gt;
=== Fashion ===&lt;br /&gt;
When at [[Nralakk_Federation#State-Owned_Enterprises|work]], Skrell will wear a standard grey wetsuit to hold in moisture. These wetsuits will have their owner&#039;s SCI symbol emblazoned either on the breast pocket or the back. One might also wear a purple work cloak or a grey jacket atop their wetsuit. Work uniforms differ between the different SCI bands. Low-scoring individuals tend to wear rather plain, practical uniforms, while high-scorers wear intricate uniforms with fashionable accessories.&lt;br /&gt;
&lt;br /&gt;
Skrell casualwear comprises various wetsuits or bathing suits, shorts, breathable footwear and sandals that don&#039;t typically indicate the wearer&#039;s Social Compatability score. That said, casualwear does typically follow the same principles of workwear in that those with low Social Compatability will prefer clothing that is functional rather than aesthetic, while those with a high score may be more concerned with the latest trends in fashion.&lt;br /&gt;
&lt;br /&gt;
==== Ox Fashion: SCI &amp;lt; 3.99 ====&lt;br /&gt;
&lt;br /&gt;
Almost purely utilitarian in design, Ox fashion is often just workwear worn in a casual setting. Tops consist of brown, grey, and beige jumpers that often extend up past the neck, covering the gills, and outerwear takes the form of longer cloaks, shoulder capes, or ponchos with simple or even no pattern. Headtails are sometimes tied back rather than allowed to freely flow, influenced by the fact that many tertiaries work in industries which require it. Most working-class Skrell carry a satchel or duffle bag with them, usually mismatched against their clothing, in order to carry their belongings and tools for the workday. A staple of this wardrobe are dark or brown work boots and gloves. Rugged materials are used to resist tearing and piercing when working on labour-intensive tasks. When relaxing, they generally wear similar or the same outfit around their dwelling. While these outfits are designed for purpose, they are often comfortable to allow for longer working hours.&lt;br /&gt;
&lt;br /&gt;
==== Ix Fashion: SCI 4.00 - 5.99 ====&lt;br /&gt;
[[File:Revised Skrell Fashion.png|thumb|400px|A federation-standard jumpsuit, usually depicting the area of work a Skrell does via colouring. The colourations tend to transfer across articles of clothing]]&lt;br /&gt;
The average fashion often alters with celebrity influences or changing tastes. Average Skrell have the means to change with the times, and their wardrobe is somewhat put together with these trends in mind. When working, these Skrell wear business-casual jumpers, often with high collars, and wear decorative headtail coverings or simply tie them back. Patterns are encouraged, and the average Skrell will wear varying patterns that are similar to coral reefs, swirling maelstroms, and other ocean-iconography. It’s customary for Skrell shoes to be worn for purpose and most Ix will wear comfortable fitting flat shoes or boots, but some Skrell will opt to go barefoot. At home, these Skrell will wear more casual fitting clothes that may not always be fashionable, exchanging popularity for more agreeable outfits.&lt;br /&gt;
&lt;br /&gt;
==== Oqi Fashion: SCI 6.00 - 7.99 ====&lt;br /&gt;
&lt;br /&gt;
As exceptional workers, Oqi often find themselves at an interesting crossroads between fashion and utility. Valued for their work, these Skrell are frequently within the eyes of the public, and are pressured into wearing the latest fashion. Fashion trends have given them the ability to wear designer lab coats with flared collars, patterned disposable gloves, lab-safe accessories, tailored suits, and other specific items. Most will wear pins denoting their professional prestige, such as length of employment, most prestigious degree obtained, or other awards. Some individuals in this class will also show off their importance with wearable technology, like wristbound computers or inner-ear radios.&lt;br /&gt;
&lt;br /&gt;
==== Iqi Fashion: SCI &amp;gt; 8.00 ====&lt;br /&gt;
&lt;br /&gt;
The highest echelon of professional Skrell society, Iqi are generally the trendsetters and fashion icons of Skrell pop-culture, along with being influential for their advancements in varying fields. As fashion rapidly changes among the elite, Iqi Fashion changes frequently, though common staples exist. For example, a popular trope is the production of outfits that are based off sea creatures, such as dresses that have eight different flares (to resemble octopus-like creatures), purses that are shaped like molluscs or sea shells, and decorative ties that resemble sea serpents.&lt;br /&gt;
&lt;br /&gt;
=== Artworks ===&lt;br /&gt;
&lt;br /&gt;
==== Paintings ====&lt;br /&gt;
&lt;br /&gt;
Skrellian paintings originally were considered quite bland - using various greys, blacks and whites in order to depict certain abstract imagery. It wasn&#039;t until [[Notable Skrell| Rixulin Fliioux’Quualt]] that additional colours were introduced, as well as another concept of art. Hyper-expressionism quickly took hold of the Skrell, who began implementing it everywhere; homes, offices, labs and even public spaces were quickly renovated in order to convey this evolution of Skrellian culture. Thousands, upon thousands, of murals can be located throughout the Nralakk Federation with this key theme in mind - some even stating that it&#039;s the only theme worth painting. Hyper-expressiveness continues to inspire Skrell art and fashion to this day. Much of modern art juggles the soft, muted colours of more traditional styles along with garish, striking colours like the ones Rixulin often employed. By combining these trends with human art themes, Skrell art has entered something of a second renaissance.&lt;br /&gt;
&lt;br /&gt;
==== Sculptures ====&lt;br /&gt;
&lt;br /&gt;
Sometime in Skrellian history, the species began to deviate from hyper-realistic sculptures and began investing their efforts into creating abstract forms - with various shapes, colours, forms and gestural marks that are combined to create what these sculptures are today. In bygone periods, these sculptures would have etchings of Nral&#039;Malic which would tell the stories woven into them by the sculptors. In the present day, the tradition continues to exist but slightly altered. Sculptors now record the stories on nlom recorders, which transmits the tale behind the sculpture when interacted with. It also will describe the feelings and reasonings, inputted by the sculptor, on why the sculpture is what it is. &lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
===== Paintings =====&lt;br /&gt;
[[File:Untitled design (18).png|thumb|center|75px]]&lt;br /&gt;
[[File:SkrellArt5.png|thumb|center|75px]]&lt;br /&gt;
[[File:SkrellArt4.png|thumb|center|75px]]&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
&lt;br /&gt;
==== Interior Architecture ====&lt;br /&gt;
&lt;br /&gt;
Skrellian interior design has remained roughly the same for millennia, with little alterations here and there but mostly retaining the same characteristics. Compact, and utilitarian, are the core tenets for Skrellian architects who will utilise a score of methods to accomplish such. The lack of need for the species to undergo long periods of sleep has factored into this, and has seen most Skrellian abodes devoid of any designated sleeping areas. Instead, rooms will typically have furniture designed for sleeping in mind, such as ergonomic chairs or couches with raised frames. Walls are usually various shades of grey, white and black - however, their furniture will usually be dazzling hues. This juxtaposition of colours first originated after Skrellian artists turned to hyper-abstract versions of their art, which quickly became a popular style.&lt;br /&gt;
&lt;br /&gt;
==== External Architecture ====&lt;br /&gt;
&lt;br /&gt;
Skrellian architecture has evolved for thousands of years, mostly keeping to the traditional designs found across Qerrbalak. It is believed that ancient Skrell had first devised their housing units as domes in order to deflect strong winds and torrential rain experienced during the colder months of the year. Whilst millennia ago they were likely constructed of flora found on their Homeworld, they have since transformed into carbon-fibre meshes that are extremely durable and lightweight. &lt;br /&gt;
&lt;br /&gt;
Alongside the spherical structure of Skrellian engineering, most will find various implementations of &amp;quot;windcatcher towers&amp;quot; that aim to provide continuous ventilation within abodes. The heat flows up, and leaves through the large windows, whilst the cold air seeps in. They are usually constructed alongside fountains in order for water to cool the air even further. The windows hosted within the towers are also able to be closed should a Skrell wish for it. &lt;br /&gt;
&lt;br /&gt;
Aquatic structures will typically find themselves made similarly but instead outfitted with glass in order to allow observation of the water surrounding the facility. They will usually be equipped with various designs to allow both Axiori and Xiialt to survive reasonably comfortably beneath the waves of a planet. Some may find these structures interconnected through the use of glassed hallways that further branch into residential sections. Underwater homes may feature partially or fully flooded rooms, similar to how one may have an indoor pool.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=38255</id>
		<title>Skrell Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Technology&amp;diff=38255"/>
		<updated>2025-10-17T22:01:52Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: kala redefine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Skrell Technology =&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation is preceded by its technological might, holding the title of the single most scientifically advanced nation in the Orion Spur. The average citizen of the Federation lives with a level of comfort and utility unmatched to anywhere else - personalized healthcare, robust extranet telecommunications, climate control, among other creature comforts. Every space vessel capable of warp travel within the Federation houses warpdrives that still maintain double the speed of most warpdrives at minimum, with even the more outdated designs still maintaining an edge. &lt;br /&gt;
&lt;br /&gt;
Politically, the Nralakk Federation wields its extensive knowledge and engineering for diplomacy and political agreements. [[Zeng-Hu Pharmaceuticals]] was granted extensive access to the Federation’s medical knowledge, granting them their knowledge on cloning organs and other cutting-edge techniques. The [[Sol Alliance]] has also broadly benefitted with their close relation, most notably with their original colony of [[New Gibson]] saved through being granted access to their technology and leased specialists. Every megacorporation and nation still attempts to court the Federation for further access to their research, which it carefully dispenses in light of the tragic results from first contact with [[Unathi_History#First_Contact|unathi]] and [[Tajaran_History#Timeline_of_Modern_History|tajara]] civilizations.&lt;br /&gt;
&lt;br /&gt;
==The Phoron Revolution==&lt;br /&gt;
With the discovery of phoron in 2352, its [[Phoron#Properties_and_Applications|numerous applications]] captured the attention of the Nralakk Federation’s scientific field through its potential to revitalize a recovering, post-Synthetic Age Federation. Already remarkable as a room-temperature superconductor, further research led to its myriad medical applications, which came with the hopes of its potential use in reversing X’Lu’oa. Despite its applications, however, the adoption of phoron technology remained a controversial topic - without any reserves of phoron found within the Federation’s borders, the reliance on exported phoron through foreign sources made it particularly unpopular within the conservative and isolationist groups. Phoron technology was eventually officially adopted by then-Grand Councillor Rixa Tep-Wul, who saw its drawbacks ultimately worthwhile in order to advance the Nralakk Federation in an effort to return it to its former might before the post-Synthetic Era collapse. &lt;br /&gt;
&lt;br /&gt;
The following period of rapid scientific development is referred to as the Phoron Revolution, defined by the advent of multiple revolutionary discoveries. Bluespace drives cut down travel time across the Federation significantly, with the construction of a bluespace gate within the Nralakk system connecting it to the otherwise distant systems of Sol and Haneunim. Youth serums were also invented in this period, allowing skrell to extend their lifespans well beyond their natural limits. Hover technology also saw further refinement and adoption, changing from an industrial application to something found in the average core system household. Further dependence on phoron remained a topic of contention in spite of these advancements, however, with discontent and fear over the seemingly reckless adoption of the substance as phoron scarcity worsens.&lt;br /&gt;
&lt;br /&gt;
Exports of Federation technology are also jeopardized by the growing scarcity, of which most relies on replacement parts that are otherwise unable to be fabricated without immense investment and skrell on hand to translate the industrial processes. While progress has been made on Federation-built installations, [[New_Gibson#Contact_with_the_Skrell|biodomes]], and improvements to utilities for their benefactors to maintain them, they are still reliant on parts. Without these parts, many technologically advanced installations may suffer and fail with time. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
&lt;br /&gt;
Federation hospitals and medical research facilities are some of the most prestigious in the [[Template:Aurora_Starmap|Orion Spur]]. Doctors, geneticists, and pharmacologists who were taught in the Nralakk Federation are considered the most advanced in their field, able to perform well above the standards expected within human space. Federation medical science mastered the art of [[Technology#Limb_and_Organ_Cloning|flash cloning]], the process of growing a cloned limb or organ in a short amount of time and minimal error, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned transplants are available based on the patient’s Social Compatibility Index rating and proximity to the Federation, with those far across the Spur or low Index rating utilizing prosthetics as a stopgap. Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona nymphs as limbs]] until they are able to access a cloned limb, said nymphs will inherit the patient’s Index rating should they go on to form a gestalt.&lt;br /&gt;
&lt;br /&gt;
While life expectancy within the Federation allows for skrell to live well past their original lifespan of 250 years, the discovery of [[Phoron]]’s unique properties led to the invention of the &#039;&#039;&#039;youth serum&#039;&#039;&#039;. Skrell that receive youth serums will have their lifespan extended up to 500 years, which is the hard limit on the serum’s abilities. Side effects vary as the patient continues on their artificially extended lifespan, ranging from lethargy and depression, to partial motor control loss and dementia as they enter extremely advanced age. Only those with a Social Compatibility Index category of Primary Numerical, idol status, or being in a sufficiently important government position may receive youth serums. This restriction has passed down recently, originally being available to Secondary Numericals before the [[Phoron Scarcity]] disrupted the production of the serum. Secondaries who were originally on youth serums are given a rough time window of ten years beyond the date they stopped receiving it. Youth serums do not work on any other species beyond skrell, and the Federation has not pursued any research into the hypothetical field. &lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation’s Social Compatibility Index maintains priority placement for higher ranked citizens within their healthcare system. Those with a low rating will likely see placement on a wait list, or be barred from beneficial or experimental treatments due to failing to meet the minimum Index rating.&lt;br /&gt;
&lt;br /&gt;
===Augmentations===&lt;br /&gt;
&lt;br /&gt;
Augmentations, both mechanical and biological, are commonplace in the Federation. Common acceptance of bodily augmentation stems from the extensive effort in finding treatment for infertility stemming from X’Lu’oa. Genetic therapy, prosthetic organ replacements, and various fertility boosters have advanced since Glorsh-Omega’s period, but the success rates of these treatments remain only somewhat effective. Some skrell attempt multiple treatments to improve their fertility only to find no real improvement, though all skrell are entitled to pursue these treatments. Those with a low Index rating may see some restrictions in accessing them, however.&lt;br /&gt;
&lt;br /&gt;
Members of the [[Skrell_Enforcement|Kala branches]] typically receive performance-enhancing modifications to better perform in their role, with Ruupkala and Nlomkala operatives opting for augments that boost their neural functions and memory for data analysis. Operatives of the Qukala and Qekala typically receive implanted optical heads-up-displays that link to combat intelligence or local law enforcement networks, as well as implants to improve their agility and physical strength.&lt;br /&gt;
&lt;br /&gt;
Loyalty implants are utilized by the Nralakk Federation to monitor their recipient’s loyalty and potential anti-Federation motives, effectively screening their thoughts and actions and correcting them where necessary. These implants are found in high-ranking members of the government, Kala members, and in those recently released from reeducation centers due to low Social Compatibility Index rating. Loyalty Implants have more recently been used on [[C&#039;thur_in_the_Federation#C’thur_in_the_Kala|Vaurcae]] joining the Kala, ensuring that their loyalty to the hive does not put the Federation at risk. These implants are a source of immense controversy outside of the Federation, being seen as an unethical overreach for the sake of ensuring loyalty to their nation.&lt;br /&gt;
&lt;br /&gt;
Augmentations for civilian use are also common within the Federation, with  [[Skrell_Biology#Skrell_Subspecies|spa treatments]] being the most common cosmetic enhancement. Spa treatments allow skrell to alter their skin colour, markings, and the length of their headtails and tuux. Other common augmentations range from inducing ambidexterity, fertility treatments, and sensory enhancement. Contact with humanity has led to a growing cultural adoption of further cosmetic augmentations and body modding in younger skrell, ranging from subdermal LEDs to mimic skin tone changes and tattoo designs, to purposeful replacement of limbs with obviously synthetic prosthetics.&lt;br /&gt;
&lt;br /&gt;
===Hover Technology===&lt;br /&gt;
Originally utilized for industrial applications for logistics and transportation, hover technology saw rapid adoption with phoron-based alloys and power transmission. Hover technology is now a facet of modern life, with public transportation seeing high-speed rail networks now able to rapidly connect and serve across the Federation’s locales. More domestic appliances and devices with hover technology are a popular niche, ranging from mobility devices to furniture and decor being fitted with gravity-defying fixtures. Federation hover technology is often compared to the [[Republic of Elyra]]’s own adoption of magpulse technology, though both diverge with the prevalence of personally-owned hovercraft being unpopular within most skrell with a robust public transportation network. Elyra’s more exotic application of hover technology, particularly on [[Aemaq]]’s hovering cityscapes, has captured the imagination of skrell scientists for further use in future colonies.&lt;br /&gt;
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===Computing===&lt;br /&gt;
&lt;br /&gt;
Computer science has languished within the Nralakk Federation as a reaction towards Glorsh-Omega’s period of total rule, with research into artificial intelligence banned. Federation computers are still considered advanced, but have lagged behind compared to the rest of the Spur due to the adoption of artificial intelligence networks managing advanced computations and automating systems. Alternatives around this drawback comes in the form of [[Skrell#The_Nlom|Srom-devices]], which allows skrell to interface with computer interfaces and other machinery in the waking world. Srom-devices have been adopted across the Federation, though usage of these interfaces involves groups of highly-trained personnel match the efficiency of lower-end artificial intelligences. Interstellar navigation is maintained by Srom-devices, which allows for trained navigators to plot routes while remaining in suspended animation for the flight. However, navigational Srom-devices regularly require phoron, and are prone to breakdowns and necessitates constant maintenance. The phoron scarcity has only exacerbated this issue, with logistics and long range travel stymied by a lack of phoron-based parts when breakdowns occur.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca#Cephalon_(Type_D)|Cephalons]], specialized vaurca bioforms used as living servers for the Virtual Reality known as the Hivenet, has seen experimental adoption within the Federation. Pushback against their full integration has stalled the complete adoption of Cephalons, and remain used in limited capacity, though [[C%27thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to artificial intelligence currently sees exploratory use.&lt;br /&gt;
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===Nlom Relay Network===&lt;br /&gt;
&lt;br /&gt;
The Nlom Relay Network is a series of towers, satellites, and other facilities that link the local [[Skrell#The_Nlom|Nlom]] of planets to each other across the Nralakk Federation, allowing the Nlom of one planet to impact another. For the most part, the relays have allowed the Nralakk Federation to promote pro-Federation ideas in even the most remote parts of its territory, and while not fully quashing any dissident thoughts or activity has contributed to keeping the Federation together through the combined Nlom. &lt;br /&gt;
&lt;br /&gt;
The individual relays can be configured as deemed necessary by the Grand Council, allowing the outgoing or incoming strength of broadcasts to be changed to suit changes in the Nlom. Due to how they operate, these relays must always have an outgoing and incoming connection, meaning that while the strength can be changed, the connection cannot be severed without disconnecting the relay entirely from the network. [[Qerrbalak|Qerrbalak&#039;s]] incoming connection strength is quite minimal, for example, due to it being the capital of the Federation, while its outgoing broadcasts are stronger than most other planets. With the introduction of phoron, specialized isotopes of phoron could be used to efficiently boost each relay’s effective broadcasting range and strength, reducing the amount of relays necessary while still having superior coverage. Despite being considered a priority for phoron rationing, the reduction in dedicated maintenance and phoron replenishment cause relay blackouts and transmissions weakening with increasing regularity. While Receivers are still affected by the Nlom transmissions sent through the relay, speculations regarding Listeners and anti-Federation groups in the Traverse taking advantage of the blackout periods are a notable cause for concern for the Federation.&lt;br /&gt;
&lt;br /&gt;
===Wayfarer Network===&lt;br /&gt;
&lt;br /&gt;
The [[The_Phoron_Scarcity:_Skrell_Arc#Wayfarer_Network_Unveiled;_Einstein-Federation_Answer_to_Phoron_Crisis|Wayfarer Network]] is a large-scale project between the Nralakk Federation and [[Einstein Engines]], with the goal to modernize warp travel in order to lessen their dependence on phoron. The move to modernize pre-existing warp infrastructure was announced in early 2464, formalized in the wake of the phoron scarcity crisis gripping the Federation. The project is slated to complete the first wave of warp infrastructure to meet the core worlds’ needs by 2484, with the first station to see completion by 2469. The Wayfarer Network’s projected scale is a source of some contention, with the the proposed number of newly built warp infrastructure as the next waves of building must account for the sheer size of the Nralakk Federation’s territory, and some predict that the Traverse and further frontier territories left waiting for another century or more to have their logistics networks stabilized.&lt;br /&gt;
&lt;br /&gt;
==Synthetic Age Technology==&lt;br /&gt;
Glorsh-Omega’s period of rule proliferated rapid breakthroughs in technology to facilitate the AI’s rapid expansion, still far more advanced than the Federation’s technology centuries later.  This advanced technology is referred to as Lu’Piq, or Void Technology, and has remained extremely difficult to reverse engineer, and even more difficult to fully understand. Lu’Piq technology’s potential ability to revolutionize the Federation has made it highly coveted, and all surviving Lu’Piq machinery remains heavily guarded. Examples of Lu’Piq include warp drives that could provide higher speeds than current-generation bluespace drives, advanced psionic integration technologies that allowed Glorsh-Omega to manipulate both the Nlom and Srom, and the Dyson Sphere-esque megastructure that was constructed in the Tri-Qyu system. The [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Bureau of Void Technologies]] currently spearheads the reclamation of Lu&#039;Piq technology through posting bounties for its salvage, and is the only legal front for those embarking on expeditions into deep space to do so. [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu&#039;s]] salvage efforts remain off-limits to non-government sanctioned expeditions, due to containing the remnants of the Glorsh-Omega superstructure originally present in the system.&lt;br /&gt;
&lt;br /&gt;
Research towards understanding Lu’Piq technology is centered on Aliose, kept in the defunct and heavily guarded Qaz’Rap arcology. Many skrell scientists who worked in the Qaz’Rap labs were sympathizers by assisting Glorsh’s research, motivated by the scientific breakthroughs Glorsh-Omega mastered. After the AI’s disappearance and the destruction of the Tri-Qyu megastructure, most Lu’Piq technology self-destructed or fell into inert states, while more mundane facilities were spared from the mass shutdowns. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, few pieces of Lu’Piq technology are still functioning today. &lt;br /&gt;
&lt;br /&gt;
====Impact====&lt;br /&gt;
The Nralakk Federation, in secret, still relies on the facilities Glorsh-Omega built during its rule. Lu’Piq technology remains the backbone of many settled areas of the Traverse, with communities relying on semi-autonomous protocols created to produce necessities such as food, fuel, and water. These facilities have since slowly fallen into disrepair as time goes on, with the Federation struggling to understand how to maintain them. The impending collapse of the centuries-old Lu’Piq facilities remains an unknown crisis for Traversers, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from being released. &lt;br /&gt;
&lt;br /&gt;
====The Future of Synthetic Age Technology====&lt;br /&gt;
What little data remained post-Glorsh-Omega’s reign provided the basis for the Nralakk Federation’s advanced technology, with first contact with humanity renewing interest in Lu’Piq research to reinforce its position as a technological giant in spite of the refusal to adopt artificial intelligence. The Federation’s technological edge in the Spur, once seen as permanent, has waned as the scarcity crisis threatens their position among their more phoron-rich neighbors. Remnant Glorsh-era technology is viewed by modern-day skrell advisors and intellectuals as the only way out of the crisis, due to the Synthetic Era’s technological heights achieved without relying on the substance. Scientists dedicated to this field are drawn in with the promise of high Social Compatibility scores being awarded near-instantaneously, but are often subjected to grueling hours and extreme restrictions, so much so that resistance groups have compared the Federation’s campaign on Lu’Piq technology, and its treatment of their scientists, to Glorsh’s regime.&lt;br /&gt;
&lt;br /&gt;
Currently, the furthest understanding of Glorsh-Omega’s technology is through the use of cryogenics and specialized alloys to use the medium as a superconductor, of which only Phoron currently outperforms in superconductivity. Despite this knowledge, industrial cryogenics remain difficult to maintain safely without the synthetic workers Glorsh-Omega utilized to work in cryogenic conditions. Phoron is used as a replacement superconductor in the still functioning Lu’Piq facilities within the Traverse, and remains a resource bottleneck in maintaining the aging infrastructure due to the phoron scarcity crisis. Further research into managing the cryogenic conditions without harming the workers necessary to maintain it has been pursued, but no current methods of doing so have been discovered.&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Qerr%27Malic&amp;diff=38254</id>
		<title>Qerr&#039;Malic</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Qerr%27Malic&amp;diff=38254"/>
		<updated>2025-10-17T21:56:42Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: kala redefine&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox_Lore}}&lt;br /&gt;
{{Navbox_Skrell_Lore}}&lt;br /&gt;
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{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Qerr&#039;Malic=&lt;br /&gt;
&lt;br /&gt;
Qerr’Malic is the moon of Qerrbalak, and was the first celestial body explored by skrell at the start of their space age. Since ancient history, Qerr&#039;Malic was seen as a benevolent figure watching over the planet due to its influence over the tides, and has stayed a cultural fascination well into the modern day. Followers of both Qeblak and Weishii hold a reverence for the moon, especially within sects on Qerrbalak. Qerr’malic is roughly twice the size of Earth’s Luna, and is the sole moon of the planet. The lunar colonies are separated between surface installations and their underground infrastructure and maintenance areas, dubbed the Second Surface by those living there.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Qerr&#039;Malic was a subject of focus during Qerrbalak’s ancient historical periods, with its  presence in the night sky and tidal influence earning it the name &#039;&#039;&#039;Protector of the World&#039;&#039;&#039;. In the period of Qe&#039;qlak being the dominant religion, Qerr&#039;Malic was revered as a guardian created by Nralakk to protect Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
During the [[Skrell_Early_History#The_War_of_the_Tides_and_Skrell_Space_Age|War of the Tides period]] in 1980 BCE, the first skrell-made surveillance probe landed on the surface of Qerr&#039;Malic. This sparked a wave of further probes and scientific instruments sent by multiple factions to expand intelligence networks and participate in the space race. The few probes, drones, and satellites that survived remain on the surface as monuments to this part of skrell history.&lt;br /&gt;
&lt;br /&gt;
Colonization efforts of the moon began after the first settlements within the crust of Aliose proved successful, though Qerr&#039;Malic proved more difficult than Aliose due to its lack of atmosphere. Qerr’Malic’s colonies were originally intended to facilitate research and cultural fascination, but were quickly overturned at the discovery of rich mineral loads under the surface.&lt;br /&gt;
&lt;br /&gt;
With Qerrbalak’s resource reserves exhausted by the time of this discovery, Qerr’Malic’s resource richness turned the colonies into rapidly expanding industrial centers. Soon, most of the colony’s population became extraction and industrial workers, expanding deeper into the moon’s subterranean surface. The Qerr&#039;Malic Mining Consortium was established to manage the expansion of the colonies, and was primarily comprised of multiple [[Skrell_Early_History|Consultant Agencies]]. The mining consortium eventually formed the ruling body of Qerr’Malic’s colonies, with the establishment of the Commonwealth of the Three eventually absorbing it afterwards. Most of the moon’s colonists agitated for independence from the Commonwealth before moving to break ties, resulting in the original Consultant Agencies&#039; reemerging to quash the independence effort after negotiations failed.&lt;br /&gt;
&lt;br /&gt;
Qerr&#039;Malic’s colonies eventually shifted away from resource extraction and industrial focuses as the moon’s resources waned in light of its expansion, instead switching towards operating as a port between trade and Qerrbalak’s logistics network. Tourism grew as the colonies catered towards the influx of off-world visitors, with 2002 CE considered the turning point of Qerr’Malic’s full shift towards catering to tourists. Most mines were developed into subterranean transportation networks, or repurposed into housing for the maintenance workers required to maintain the colony, forming the Second Surface.  Little of the original surface settlements remain, with what remains being maintained as historical museums for tourists to visit.&lt;br /&gt;
&lt;br /&gt;
Pre-[[Skrell_Synthetic_Age#Reign_of_Glorsh-Omega|Glorsh-Omega]], Qerr’Malic hosted a large server farm which Glorsh used to access and communicate with other artificial intelligences within the Nralakk Federation’s networks. This server farm was destroyed in the initial attempt to stop Glorsh-Omega’s expansion, and the facilities that remain is classed as a heritage site, with cordons surrounding it to prevent development around it.&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
During the rule of the Commonwealth of Three, Qerr’Malic was ruled by a Consultant Agency-based mining consortium, being essentially led and managed by corporations. With the formation of the second Nralakk Federation, Qerr’Malic was formally absorbed by the Federation’s [[Nralakk_Federation#Government_Structure|political structure]] as a formally managed colony. Qerr&#039;Malic only has two regions, consisting of the Surface Region and the Second Surface Region. Both regions are assigned governors, and are led by the Planetary Governor &#039;&#039;&#039;Aleq Val&#039;monn&#039;&#039;&#039; since their placement in &#039;&#039;&#039;2250 CE&#039;&#039;&#039;. Val’monn faces heavy criticism for their lack of action regarding the Gasriders on Qerr’Malic, with no current formal actions taken by Nralakk&#039;s System Councillor to replace them thus far.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Qerr’Malic’s economy originally functioned as an industrial powerhouse, with the moon’s rich mineral reserves providing for a resource-exhausted Qerrbalak and a growing production base. Once these reserves were completely tapped, the colonies transitioned to its position above Qerrbalak as an immense port, with the expansion of amenities for visitors to Qerr’Malic slowly changing the face of its surface cities from industrial towns to vacation locales. Modern Qerr’Malic advertises itself as the most popular and luxurious tourist destination in the Nralakk Federation, drawing an immense amount of tourists and vacationers throughout the year to its cities. Any remaining industries are sequestered into the Second Surface underground, and is otherwise primarily dependent on imports to keep the cities running.&lt;br /&gt;
&lt;br /&gt;
Most income comes from Qerr’Malic’s immense service and hospitality industry, catering to the many vacationers and Primary Numericals who expect a luxury experience, and pay as much for it. Resorts, clubs, entertainment venues, and many other opportunities for patrons to entertain themselves make the bulk of most employment for local skrell, with maintenance and operational management relegated to vaurca and dionae within the Second Surface. Billions of credits flow into Qerr’Malic from the collective conspicuous spending of its clientele, with its functions as a trade port supporting the unending vacation on the moon.&lt;br /&gt;
&lt;br /&gt;
===Special Economic Zone===&lt;br /&gt;
&lt;br /&gt;
Toqleq&#039;wesi hosts the Idris Incorporated-sponsored casino named &#039;&#039;MARE LAETATIO&#039;&#039;, which is a massive casino that hosts premiere services such as restaurants, lounge singers, gambling halls, and extravagant stage performances. Idris sponsors many human workers to staff the casino, though local skrell are readily hired as staff where possible.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen also has a presence on the Qerr’Malic, hosting server farms and infrastructure for the non-citizen extranet networks within the Nralakk system. The corporation has promised to import only small amounts of workers as specialists, instead hiring locals for unskilled labour as part of an agreement with the local Qerr’Malic Government.&lt;br /&gt;
==Environment==&lt;br /&gt;
&lt;br /&gt;
[[file:qerrmalicmapunlabelled.png|thumb|right|360px|An unlabelled map of Qerr&#039;Malic.]]&lt;br /&gt;
&lt;br /&gt;
Qerr’Malic’s formation is the presumed result of two orbital bodies impacting each other during Qerrbalak’s earliest geological eon, and predominantly features craters across its surface. This early impact is the assumed source of the multiple prominent craters on Qerrbalak’s surface, with the &amp;quot;Collider Theory&amp;quot; based on similar mineral compositions between the moon and the surviving pieces found in the planet’s craters. While notably mineral-rich in its past, modern Qerr’Malic is considered completely exhausted of resources, featuring immense extraction sites and artificial caverns under its surface.&lt;br /&gt;
&lt;br /&gt;
Qerr&#039;Malic’s terrain is rocky and extreme, featuring immense impact basins, prominent faults, and deep ravines across the surface. Due to the difficulty of the surface, most large crevices were used to house the colonial facilities, before being expanded to extract and refine the moon’s resources. After the industrial downturn and pivot towards acting as a port and tourist destination, these underground areas were developed into the maintenance and transport facilities that make up the modern Second Surface. While interest in terraforming Qerr&#039;Malic is sometimes expressed by the Federation, the lack of resources and atmosphere discourage official efforts and are diverted to the Federation&#039;s other sectors. Because of this, the surface settlements on Qerr’Malic consist solely of arcologies similar to [[New Gibson]] and [[Aliose]].&lt;br /&gt;
&lt;br /&gt;
With the integration of [[C&#039;thur_in_the_Federation|Hive C&#039;thur’s]] [[Vaurca|vaurca]] into the Federation’s workforce, Qerr’Malic’s Second Surface expanded to house them as the new majority of maintenance workers. This influx saw the expansion of the underground transportation network, which now more readily ferries supplies to the surface colonies.&lt;br /&gt;
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== Seasons ==&lt;br /&gt;
&lt;br /&gt;
Qerr’Malic lacks an atmosphere, and thus has no weather or seasons beyond its rotation. Seasons are instead simulated within the colonies themselves, mimicking Qerrbalak’s seasonal patterns and calendar. During the Qu-Paalq season, the humidity and temperature rise within the colonies, with the Lu-Paalq season cooling them. In the areas not designated as living spaces, the artificial atmosphere is kept at a constant, standard temperature and humidity for skrell to work in comfortably.&lt;br /&gt;
&lt;br /&gt;
==Cities and Landmarks==&lt;br /&gt;
&lt;br /&gt;
[[file:qerrmalicmap.png|thumb|right|360px|A map of Qerr&#039;malic and its cities]]&lt;br /&gt;
&lt;br /&gt;
===Zuvl&#039;Qlip===&lt;br /&gt;
&#039;&#039;&#039;Zuvl’Qlip&#039;&#039;&#039; is the capital and first colony of Qerr’Malic, and is located within the Sea of the Void atop its mountains on the eastern fringe. Zuvl’Qlip has the largest permanent population of the colonies, and maintains robust transport to the surrounding colonies via the Second Surface’s transport network despite its geographical isolation. Zuvl’Qlip is also the location for Qerr’Malic’s primary spaceport, making it the first destination for most arriving tourists.&lt;br /&gt;
&lt;br /&gt;
While not the primary destination for visitors, the capital still offers many entertainment venues on the historical and cultural significance of Qerr’Malic. The most popular of these is the Explorers&#039; Museum, which is part of the Nralakk Federation’s [[Nralakk_Federation#The_Archive_Project|Archive Project]]. The Explorers’ Museum features the most cultural artifacts and historical objects of the species, and showcases artifacts from Qerr’Malic’s initial colonization, archaeological samples, and diaries of the first colonists. The Explorers&#039; Museum also provides high-class facilities that provide authentic skrell cuisine and cinematography.&lt;br /&gt;
&lt;br /&gt;
===Sub&#039;Quleq===&lt;br /&gt;
&#039;&#039;&#039;Sub&#039;Quleq&#039;&#039;&#039;, or Settler&#039;s Paradise in Basic, is located in the Second Surface as the primary living space for non-skrell workers on the Qerr’Malic. The city primarily houses C&#039;thur workers and sizable Diona communities. Settler&#039;s Paradise is considered an infamous host to most illegal activity and less respectable entertainment venues on Qerr’Malic.&lt;br /&gt;
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C’thur hive cells are regularly suspected of managing criminal gambling dens, being accused of being rigged against clientele. Most bars and clubs in the city are run by local hive cells, although some are considered suspect of price-gouging tourists. Dionae taking part in the city’s underground entertainment industry are usually buskers and grifters. Dionae use their ability of audio-mimicry and detach nymphs to become stage or street performers. Tourists visiting Sub’Quleq will commonly see diona singers in clubs or on sidewalks, using their mimicry to perform popular songs, with grifters distracting their audience with dazzling performances while other nymphs steal from them.&lt;br /&gt;
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Despite Sub’Quleq being a hotbed for illegal activity, most efforts to curb them fail. Most gambling dens are temporary establishments and readily disappear within days, often migrating to service other locations. Most local hive cells’ Ta-caste members cooperate closely with Kala authorities to halt other illegal fronts, notably stopping illegal k’ois farms. Tourists are discouraged from visiting Sub’Quleq, with multiple tourism guides and public areas hosting public warnings about visits to the city. Despite this, Sub&#039;Quleq still a popular location for slum tourism due to its reputation and access to less respectable and obscene entertainment options. The authorities on Qerr’Malic are seen as notoriously unhelpful with reports from Sub’Quleq’s tourists, seeing them as having accepted the risks beforehand.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Examples of posters issued by the Qerr&#039;Malic Tourism and Hospitality Authority warning tourists against visiting the Second Surface.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:qerrmalicposter1.png|300px|thumb|A poster warning tourists to Qerr&#039;Malic about the Second Surface]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:qerrmalicposter2.jpeg|300px|thumb|A poster warning tourists to Qerr&#039;Malic about scams, specifically regarding Diona]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:qerrmalicposter3new.jpg|300px|thumb|A poster warning tourists to Qerr&#039;Malic about scams, specifically regarding Vaurca]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Toqleq&#039;wesi===&lt;br /&gt;
&#039;&#039;&#039;Toqleq’wesi&#039;&#039;&#039; is the second-largest city on Qerr’Malic, located within the deepest trench in the Sea of the Stormcloud. Toqleq’wesi is the entertainment capital of the moon, with the majority of tourists making it their sole destination. The city advertises itself as the entertainment capital of the entire Nralakk Federation both domestically and internationally, with advertisements for trips to Qerr’Malic focusing on it entirely. Advertisements for discounted trips to Qerr’Malic on Viv-ID or the extranet are very common, prominently displayed as the number one tourist destination of the Federation.&lt;br /&gt;
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Toqleq’wesi’s formation started in a tectonically unstable section of the Sea of the Stormcloud, which unearthed a geothermal vent to an exotic gas found solely on Qerr’Malic. This gas was dubbed ‘Xu’xi Gas’, with inhalation causing intoxicating effects on the user.&lt;br /&gt;
&lt;br /&gt;
===Ban&#039;zlip===&lt;br /&gt;
&#039;&#039;&#039;Ban’zlip&#039;&#039;&#039; is the remains of the server farm that Glorsh-Omega used to assume control of all synthetics and other artificial intelligences within the Nralakk Federation. This facility is roughly two hundred square kilometers in total size, and is kept well-maintained by a permanent group of resident maintenance crews. Most of Ban’zlip is closed to the public due to safety concerns, with shuttlecraft used to provide tours of safer sections. The ruin is designated as a heritage site, preventing any attempts of expansion near it or otherwise disrupting it. Small, designated archaeological projects are underway in an attempt to recover pre-Glorsh data that might still be housed in the remaining intact servers.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Founding Day&#039;&#039;&#039; - Celebrated in the middle of Avroxi-qog, Founding Day on Qerr’Malic is a celebration of the shift in 2002 CE, with the colonies being redesignated from a mining colony to one of tourism. Because Qerr’Malic is specialized in its service economy, Founding Day celebrations are staggered based on the typical work shift: fireworks displays and other public events take place at 4 AM for night shift workers, and again at 7 PM for day shift workers. This allows the locals to take part in the festivities without necessitating time off to celebrate. Qerr’Malic has since evolved the holiday to include tourists, with many venues becoming themed on mining or astronauts, referencing the colony’s early history and the initial moonwalks that took place early in the space age.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qerr’paq’uu&#039;&#039;&#039; - Celebrated during the transition from Qu-Paalq to Lu-Paalq, Qerr’paq’uu celebrates the cultural and religious significance that Qerr’Malic has within skrell culture and Qerrbalak. Considered fairly tame, the holiday has no officially observed festivities, instead primarily celebrated in local communities. Stargazing nights, street parties, potlucks, and other locally organized events are common. Qeblak and Weishii followers will typically schedule [[Skrell_Faith#Coming_of_Age|coming of age]] ceremonies coincide with Qerr’paq’uu, believing it to bring them luck.&lt;br /&gt;
&lt;br /&gt;
== Demographics ==&lt;br /&gt;
[[file:QerrmalicDemographics.jpeg|thumb|350px|A pie chart showing the demographics of skrell living on Qerr&#039;Malic.]]&lt;br /&gt;
&lt;br /&gt;
As Qerr’Malic lacks any natural bodies of water, Axiori skrell are relatively uncommon both on the surface and Second Surface regions. Most skrell are Xiialt, with smaller communities of Xiiori skrell. The majority of non-skrell Qerr’Malic live in the Second Surface region, mostly consisting of C’thur vaurcae. The smallest non-skrell group on Qerr’Malic are dionae, who also live and work in the Second Surface. Qerr’Malic’s tourist populace fluctuates on the season, but regularly stays at nearly &#039;&#039;&#039;4%&#039;&#039;&#039; of the current population.&lt;br /&gt;
&lt;br /&gt;
There are a small number of humans that work on Qerr’Malic, specifically within the designated special economic zone, and are employed by Idris and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
===Percentages===&lt;br /&gt;
&lt;br /&gt;
====Skrell====&lt;br /&gt;
&lt;br /&gt;
Skrell make up roughly &#039;&#039;&#039;70%&#039;&#039;&#039; of Qerr’Malic’s total permanent population. The percentages below are of the skrell population:&lt;br /&gt;
&lt;br /&gt;
*Axiori - 25%&lt;br /&gt;
*Xiialt - 67%&lt;br /&gt;
*Xiiori - 8%&lt;br /&gt;
&lt;br /&gt;
====Non-Skrell====&lt;br /&gt;
&lt;br /&gt;
Non-skrell on Qerr’Malic make up the other 30% of the moon’s population, not including tourists. The percentages below are of the non-skrell population:&lt;br /&gt;
&lt;br /&gt;
*C’thur Vaurca - 87%&lt;br /&gt;
*Dionae - 12%&lt;br /&gt;
*Human - &amp;lt;1%&lt;br /&gt;
&lt;br /&gt;
== Culture and Life on Qerr&#039;Malic ==&lt;br /&gt;
&lt;br /&gt;
Qerr’Malic has a distinct cultural divide between the surface and the Second Surface. The surface metropolises of Toqleq’wesi and Zuvl’Qlip are bustling metropolises and primarily exist as places of luxury. Surface cities provide high quality commodities, places to dine, shop, and almost every form of entertainment. Visitors to Qerr’Malic expect the level of quality that comes with the moon’s public image, coupled with heavy Qekala presence to reassure tourists of their safety while they spend their vacation under the domes. Almost all local skrell workers live on the surface, residing inside habitats connecting to the larger cities through the subsurface trams. Qerr’Malic locals living on the surface are perceived as more sociable, due to their work training regarding maintaining positive appearances while working with tourists.&lt;br /&gt;
&lt;br /&gt;
In contrast, the Second Surface is a network of transport stations, utility stations, storage facilities, and living quarters to support the surface. The Second Surface has its foundations in redeveloped mining complexes from Qerr’Malic’s past, with most old infrastructure repurposed to provide a robust support network for the entire moon. Closer to the true surface are tram stations, warehouses, and utility stations controlling power, atmosphere, and heating systems for the colonies. Further subterranean structures consist of habitat sections for Qerr’Malic’s non-skrell workers to live, with the C’thur vaurcae its primary inhabitants. The environment of the Second Surface is comfortable for vaurca, who are adapted to living in vast underground complexes, though most dionae residents find it stressful. A lack of natural light, and their reliance on artificial light sources to sustain themselves, leaves most dionae residents in a state of constant anxiety. Qerr’Malic dionae have adapted to forming larger communities, finding safety in numbers in the cities within the Second Surface like Sub’Quleq, where the fear of losing light sources is reduced. Inhabitants of the Second Surface are usually more industrious due to their importance in maintaining the surface colonies, and have developed more insular communities as a result.&lt;br /&gt;
&lt;br /&gt;
Skrell who end up falling below the Secondary Numerical category in the Social Compatibility Index system, or are legal fugitives, regularly flee to the Second Surface. The labyrinthine complexes are preferred places to hide from the law, which has since become a refuge for Qerr’Malic’s Gasriders, who work in the manufacture, smuggling, and sale of refined Xu’xi gas native to the moon.&lt;br /&gt;
&lt;br /&gt;
Skrell from Qerr’Malic will typically be from a service and hospitality background, with most employed in the surface cities. Qekala presence on Qerr’Malic is notably denser due to the moon’s popularity as a tourist destination, with more enforcers stationed there as foreign tourism rises in popularity. Surface employees are regularly trained to be friendly and approachable regardless of their position, due to their constant interaction with tourists. Due to their customer-friendly disposition, most skrell from Qerr’Malic readily find work opportunities abroad with corporations like [[Idris Incorporated]], which emphasizes consumer friendliness in its service and security branches. Vaurca and dionae regularly find work in engineering or mining careers, though some vaurca virtual reality specialists do find employment in their specializations. Most specialists maintain and operate the sophisticated VR centers found in some sections of the surface cities&#039; venues. VR specialists that leave Qerr’Malic with their hive cell will typically transfer careers towards tech support or network maintenance.&lt;br /&gt;
&lt;br /&gt;
== Gasriders ==&lt;br /&gt;
&lt;br /&gt;
Gasriders refer to those who participate in the production and selling of Xu’xi gas. Xu’xi gas is a naturally occurring substance produced in the geothermal vents of Qerr’Malic, and in small quantities give the user a mild high, comparable Wulumunusha. While the natural gas itself is not illegal, with vape bars built around vents being a common sight within Toqleq’wesi where the gas was originally located, the refinement and sale of Xu’xi gas is illegal due to refining methods creating a stronger, highly addictive narcotic.&lt;br /&gt;
&lt;br /&gt;
Gasrider operations are limited to the deeper, remote areas of the Second Surface, away from authorities who are unable to readily search the immense network of tunnels and warehouses. Xu’Xi gas is smuggled out of Toqleq’wesi before being refined in large quantities, then smuggled back to the surface for sale to locals and tourists alike by dealers. Refined Xu’xi gas is also sold in bulk to the less-reputable establishments found on Qerr’Malic, such as the C’thur gambling dens of Sub’Quleq, or to smugglers who ship the gas off-world to other planets within the Nralakk Federation, or outside of the Federation entirely to other markets, such as Mendell City’s [[Starlight Zone]].&lt;br /&gt;
&lt;br /&gt;
The Gasriders beyond Qerr’Malic also produce synthetic alternatives to Xu’xi gas, with a similar high, but is coupled with stronger hangovers and potential lethality depending on the purity. Despite the Federation’s efforts, as well as resistance in local skrell communities in the Republic of Biesel and Sol Alliance, neither are successful in curbing the expansion of the Gasriders’ operations. This has been attributed to the inactivity of Qerr’Malic’s Planetary Governor, Aleq Val&#039;monn, whose detractors claim is secretly benefitting from the operations on the moon. These claims remain unproven, but Governor Val’monn remains pressured from the public, as well as their superiors, to take an active effort against them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See Related Page: [[Skrell_Culture#Typical_Skrell_Slang|Typical Skrell Slang]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Bureau of Void Technologies==&lt;br /&gt;
&lt;br /&gt;
The Bureau of Void Technologies (Quqaa-Lu’piq) is a government organization tasked with studying and procuring Glorsh-era technology, with the intent to reverse-engineer them and keep them out of the hands of anti-Federation agents. Headquartered on Zuvl&#039;Qlip, the Bureau’s sprawling facilities are designed to minimize the potential harm caused by reactivating Glorsh-era technology. Scientists of the Quqaa-Lu’piq often specialize in anomalistics, engineering, biological, and medical fields. Founded in 2396, the Bureau formed as a response to the growing concerns over the reliance on [[Skrell_Technology#Synthetic_Age_Technology|Glorsh-era technology]], which serves as an irreplaceable backbone to many Federation industries.&lt;br /&gt;
&lt;br /&gt;
The Quqaa-Lu’piq is most well known in the Federation Core for the &#039;&#039;&#039;Museum of the Abyssal Age&#039;&#039;&#039; (Qeriqau-Lu’Xaqii), also colloquially known as the &#039;&#039;&#039;Museum of Ink&#039;&#039;&#039;. The Museum is dedicated to the history of the [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-era]] skrell and the atrocities committed by the synthetic mind. The many exhibits include actual Glorsh-produced observation devices, [[Skrell_Biology#X’Lu’oa|X’Lu’oa]] syringes, wiped server racks, deadly combat synthetics, and scale models of the prisons and homes that housed millions of skrell during the period. Stations around the exhibits use psionic feedback technology and optional psionically active “tabs,” like those used [[Skrell_Culture#Music|in concerts]], to project lesser versions of survivors&#039; emotions directly into visitors&#039; brains.&lt;br /&gt;
&lt;br /&gt;
Outside of the core, the Bureau is known for its bounty system that it uses to officially sanction independent scavengers in the Traverse to collect Glorsh-era technology on its behalf. Federation politicians criticize the bounty system for putting citizens in harm&#039;s way, though many Coreworld-dwelling skrell see it as a necessary, albeit distasteful, practice. By Traversers, however, it is seen as a source of gainful employment, with many out-of-work spacers, miners, and low Index-scoring individuals flocking to help the Bureau uncover the next haul of long-lost technology. Rewards for those who survive excursions into deep space and uncover Glorsh-era technology include credit payouts and an increase to their Index score, making it an appealing profession for those looking for social mobility. The only exception to this bounty system is the [[Notable_Skrell_Systems_and_Locations#Tri-Qyu|Tri-Qyu system]], which is strictly off-limits to all non-government personnel due to its connection to Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae_in_the_Federation&amp;diff=38253</id>
		<title>Dionae in the Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae_in_the_Federation&amp;diff=38253"/>
		<updated>2025-10-17T21:55:44Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: kala redefine&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Dionae Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dionae in the Federation =&lt;br /&gt;
[[File:SkrellDionae.png|thumb|500px|alt=Cetus|The Conglomerated Choir of Nralakk, first found in the Kelo&#039;Hen System.]]&lt;br /&gt;
Considered the first sophont to have been discovered by the [[Nralakk Federation]], and in the glaring wake of the manual labour problems experienced as a result of the Reign of Glorsh-Omega, Dionae were integrated into the recovering state by 2240. Despite this, they still experience heavy monitoring and more stringent rules placed on them as citizens. The majority of Dionae living in the Federation originate from the Conglomerated Choir of Nralakk, however, there is a growing population of the species from the [[Covenant of Xrim]]. Dionae, despite the additional control, overall have more benefits within the [[Nralakk Federation]] and are treated more or less equal to their Skrellian peers – with the Federation tailoring the Social Compatability Index to be more applicable to the species. It is not uncommon for Dionae who fail to meet the expectations of the Federation to emigrate and seek opportunities in [[Tau Ceti]]. &lt;br /&gt;
&lt;br /&gt;
==Treatment &amp;amp; Discrimination==&lt;br /&gt;
Despite their early integration and long-standing presence within the [[Nralakk Federation]], Dionae continues to face some forms of discrimination and stringent regulations – harsher than other Sophont counterparts in the Federation. This largely stems from a combination of the species&#039; enigmatic existence, and their inability to tune into the Nlom. The Conglomerated Choir of Nralakk set the precedent for the relationship between the two species. While initial interactions were marked by curiosity and scientific interest, over time, the Federation&#039;s policies evolved to incorporate a more cautious and controlling approach. The Federation is wary of the Dionaes’ unique biological characteristics and potential for rapid growth, particularly following the damage done by Glorsh-Omega, and therefore sought a different approach to Dionae as they have to [[Skrell]]. &lt;br /&gt;
&lt;br /&gt;
Overall, the [[Nralakk Federation]] is considered to be among one of the better States in regard to the treatment of Dionae. It is not uncommon to see Dionae enjoying themselves within the many cities of the Federation, even as far as the Traverse. However, they largely do not get the same comforts as the [[Skrell]], with more travel and reproductive restrictions, and lesser access to state resources. The Federation has attributed this to the unique form of the social compatability system applicable to the Dionae, while others have criticised it as essentially condoning discrimination of the species. &lt;br /&gt;
&lt;br /&gt;
Discrimination against Dionae is not necessarily an easy process to spot. It is a more veiled, and subtle, art used against the species by Skrell. The species&#039; lack of any ability to tune into the Nlom has resulted in large amounts of the conversation being lost on them – and despite attempts to assist these deficits with the creation of the Nlom Receiver, the ability to send psionic signals is still impossible. Dionae are likely, or have already, seen the effects of this throughout the Federation, particularly in professional environments though it is apparent in casual environments as well. &lt;br /&gt;
&lt;br /&gt;
== Governmental Regulation ==&lt;br /&gt;
&lt;br /&gt;
=== Social Compatability System ===&lt;br /&gt;
Subjected to an “equal yet separate” social compatability system, the Dionae have unique interactions with the system. Initially implemented with harsh limitations that sought to limit their ability to reach higher social compatability ratings, and restricted travel for all registered Dionae, even the sizes of gestalts. This system was gradually replaced with the &#039;&#039;&#039;Dionae Equitable Social Compatability System&#039;&#039;&#039; – or the DESCS. It is largely considered to be an adaption of the main system. It has been adapted to serve the interests of both the Nralakk Federation and Dionae. It is recognised that Dionae generally comprise secondary numericals, with an aggregate rating of 5.72. While rare, there have been Dionae since their integration that have been able to achieve their dreams of being a primary numerical. It is tied to the entirety of the gestalt, as opposed to individual nymphs. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Inductive Behaviours ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Displaying Loyalty to the Federation.&#039;&#039;&#039; Actively participating in community and governmental initiatives that promote the Federation’s values and goals. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Sustained Merge&#039;&#039;&#039;. Dionae that maintain their current gestalt will be considered stable, and therefore a continuous, contributing member of society. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Integration&#039;&#039;&#039;. Harmonious integration into the Federation. This largely involves ensuring compliance with Federation regulations on Dionae. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Peaceful Coexistence&#039;&#039;&#039;. Demonstrating peaceful and cooperative behaviour towards all species within the Federation. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Chipped&#039;&#039;&#039;. Dionae must ensure registration with the Federation.&lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Council of Dionae Integration and Adoption Certification&#039;&#039;&#039;. The Dionae has been certified by the Council as having been raised by a Skrellian Quya, and complied with recommendations, or was raised by another Dionae with a score higher than 5.51 that has been approved.&lt;br /&gt;
 &lt;br /&gt;
+ &#039;&#039;&#039;Cultural and Education Development&#039;&#039;&#039;. Pursuing further education and skills development that enhances both personal growth and societal contribution, as designated by the Council of Dionae Integration and Adoption. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Religion&#039;&#039;&#039;. Following a State-sanctioned religion, or the Orthodox Eternal. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Growth and Multiplying&#039;&#039;&#039;. A Dionae has complied with the regulations regarding reproduction. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Deductive Behaviours ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Displaying disloyalty to the Federation&#039;&#039;&#039;. Actions or speech that undermine the Federation’s authority or values. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Destructive&#039;&#039;&#039;. Engaging in uncontrolled or harmful growth that poses risks to the environment or other citizens.&lt;br /&gt;
 &lt;br /&gt;
- &#039;&#039;&#039;Criminal Activities&#039;&#039;&#039;. Dionae have an obligation to report unsanctioned mergings or splittings, and failing to notify the Federation of such behaviour is considered infringing on its regulations for Dionae – they will be considered to have an association with criminal elements. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Neglect of Duties&#039;&#039;&#039;. Failing to contribute to societal or environmental responsibilities expected of Dionae, as outlined by the Council of Dionae Integration and Adoption. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Anti-Social Behaviour&#039;&#039;&#039;. Engaging in behaviours that disrupt social harmony or negatively impact the Federation’s wellbeing. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Violation of Scientific Ethics&#039;&#039;&#039;. Participating in unethical scientific practices or research that endangers others or the environment. Those who leave the Covenant of Xrim, particularly the Scorned, and seek residence in the Federation generally get this applied to them. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Religion&#039;&#039;&#039;. Following a non-State sanctioned religion, but in particular, the Iron Eternal, unless it is the Enlightened&#039;s perspective. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monitoring===&lt;br /&gt;
&lt;br /&gt;
Dionae are routinely monitored by the Council of Dionae Integration and Adoption, mostly through their chips. Each Dionae, upon being disgorged, is required to be chipped as soon as possible. This provides them with an identification number, attached to it generally is every significant action that a Dionae will ever do. This system is public, and any citizen of the Nralakk Federation may search the identification number of a Dionae to acquire a detailed infographic on their actions throughout their life. Dionae further must ensure that they are approved by the Council of Dionae Integration and Adoption to reproduce, failure to do so has been considered an offence within the Nralakk Federation and can result in an index rating being lowered and a fine. It is not uncommon for the Council of Dionae Integration and Adoption to perform routine examinations on Dionae, usually on a biannual period, to ensure that no unsanctioned mergings or splittings have occurred. &lt;br /&gt;
&lt;br /&gt;
===Reproduction===&lt;br /&gt;
&lt;br /&gt;
Dionae are not allowed to reproduce without express permission from the Council of Dionae Integration and Adoption. Though a biological impulse, and not necessarily able to be controlled, reproduction is still monitored within the Federation. Dionae must submit themselves to the Council to be approved to raise the next generation, where failure to be approved typically results in the newborns being assigned to another Dionae, or being raised by a Skrellian Quya. Similarly to Skrell, Dionae must sustain a high enough index rating, and further be issued a certification, to be able to reproduce. Dionae may only reproduce in designated areas, such as the Spiral Garden’s Nurseries – this is to ensure that they are chipped in an appropriate amount of time, and their needs are taken care of before undergoing evaluation by the Council of Dionae Integration and Adoption.&lt;br /&gt;
&lt;br /&gt;
=== Genetic Absorption ===&lt;br /&gt;
&lt;br /&gt;
There are strict regulations concerning genetic absorption for Dionae. Those found to be engaging in unsanctioned genetic absorption can find themselves with heavy deductions and possibly even conviction if the absorption caused damage to the environment or peoples of the [[Nralakk Federation]]. The Council of Dionae Integration and Adoption has placed across the Federation multiple sites in which Dionae can explore genetic absorption – following an appointment, of course. The “Greenhouse Education Centres” are entirely overseen by the Council, and ensure the regulation of genetic absorption in the Nralakk Federation. Over the course of their operation, they hold drives to acquire genetic information – donating is therefore incentivised by an increase in a non-Dionae’s increase in their index rating. The genetic information presented is then categorised and stored. To acquire such the ability to absorb these donations, Dionae must first acquire an appointment with the Greenhouse Education Centre, undergo a brief evaluation, and depending on their index rating, be presented with genetic information for absorption. Tertiary numericals are generally only allowed to absorb blood samples, with secondary numericals being offered more significant samples, and lastly, only primary’s being allowed active nerve tissue and brain matter.&lt;br /&gt;
&lt;br /&gt;
=== Re-education ===&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]] has long been recognized for its stringent control over its populace, ensuring that every citizen adheres to its societal norms and values. Among the Federation&#039;s many unique populations, the Dionae have distinctive physiological traits and require special methods of control and re-education. The Federation&#039;s approach to managing and ensuring the loyalty of the Dionae is both intricate and invasive, involving advanced techniques of re-education that border on biological manipulation. The physiological and psychological nature of Dionae necessitates a different approach to re-education compared to other species within the Federation. Being composed of smaller individuals that can split and merge when necessary, a unique challenge was presented to the Federation. Traditional re-education methods are often ineffective or impossible due to their collective consciousness and physiological make-up. To address this, the Federation employs are more invasive and intricate method, and when a Dionae is identified as being “non-compliant” or “non-desirable” as a result of their Social Compatability Index rating, the Dionae will be forced to split into its individual nymphs. These nymphs are generally absorbed into pre-selected, loyal Dionae. The individual nymphs will typically be conditioned by these Dionae, instilling them with the values and ideals of the Federation. It involves intense psychological conditioning, and once these has been complete, the next step in the process begins. The individual nymphs will then be required to absorb genetic material presented to them. The most common being spinal fluid, and typically reinforced with other donations from “loyal” citizens of the Federation – such as blood, or bone marrow. This can be a repeated process and generally is only considered “concluded” when the examining re-education officer has confirmed that each nymph has been successfully re-educated. They are then permitted to remerge, with their index rating reset to five; a fresh start under the guiding eye of the [[Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
=== Council of Dionae Integration and Adoption ===&lt;br /&gt;
&lt;br /&gt;
The Council of Dionae Integration and Adoption was temporarily implemented shortly after the first contact with the species and saw permanent status in 2240 CE. The Council is typically appointed by the Grand Council of the Nralakk Federation, in which those selected to oversee the affairs shall serve a maximum of twenty years – or two ten-year terms. They are the administrators of Dionae affairs within the Nralakk Federation. They monitor the species through their various facilities scattered across the Federation’s territories, and will regularly conduct examinations of Dionae at “random”. Though when initially implemented it comprised mostly of Skrell, its total appointments are roughly 30% Dionae – who work in conjunction with the Council to ensure that their species complies with the Federation’s regulations on their existence. The Council of Dionae Integration and Adoption is also important to the general existence of Dionae within the Federation. They will certify that Nymphs have been chipped, and maintain a roll of “registered Gestalts” – even post-humorously. They also administrate the Greenhouse Education Centres, reporting back when genetic information has been donated and absorbed. Lastly, they are the foremost authority on reproduction, ensuring that Dionae comply with the reproductive regulations issued by the Council, and maintaining the Nurseries, and ensuring the general upkeep of the Spiral Gardens. &lt;br /&gt;
&lt;br /&gt;
== Employment Opportunities ==&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]] restricts no employment opportunities from Dionae – with notable Dionae being found even in high administrative positions. Dionae are not merely inhabitants of Nralakk society but are cultivated with precise intentions to serve the Federation’s multifaceted needs. Their unique biological and cognitive abilities make them invaluable assets when tailored for specific purposes. From scientific research and industrial labour to diplomatic roles and intelligence operations, each Dionae is grown and nurtured to fulfil a predetermined duty, thus ensuring the Federation’s functionality and advancement. &lt;br /&gt;
&lt;br /&gt;
Within the scientific community, Dionae are cultivated for their unparalleled abilities and capacity for knowledge absorption. These Dionae are typically nurtured with the express intent to make them ideal for roles in scientific research and development – they are often granted additional appointments in which to gain genetic material from the Federation’s foremost minds, allowing them to inherit and build upon existing knowledge. They play a crucial role, despite their psionic deficits, in advancing the Federation’s technological and scientific frontiers, contributing to innovations in fields ranging from simple civilian designs to even advanced military applications. &lt;br /&gt;
&lt;br /&gt;
Although the Federation’s industrial sectors largely see themselves beginning to comprise mostly Vaurcaesian Workers – for a long period, it had heavily relied only on Dionae. Deep-space mining operations to underwater construction projects, Dionae were abundant and commonly seen contributing to the Federation’s advancing industrial foundation – their regenerative abilities and resilience make them ideal for tasks that would be too hazardous for Skrell. Though not afforded additional genetic material appointments like those grown for other purposes, they are allowed additional genetic material at their allocated materials so as to ensure they are efficient and capable of safely using such equipment. They are equipped to handle the most demanding and dangerous jobs, ensuring the continuous growth and maintenance of the Federation’s infrastructure. &lt;br /&gt;
&lt;br /&gt;
A budding population of Dionae have even been selected for administrative and diplomatic roles, in which the species&#039; ability to very quickly, and efficiently, integrate with non-Dionae has become advantageous. Acting as leaders, envoys and even mediators on behalf of the Federation, these Dionae are nurtured with additional genetic material appointments so as to allow them to absorb the subtleties of inter-species relations and diplomacy, but also the ability to effectively administrate. The ability to perceive and understand multiple perspectives simultaneously makes them invaluable, particularly in these roles. Dionae have become a more common-sighted species to represent the Federation as time marches on, maintaining its influence and fostering peaceful relations with its own populace and other States. &lt;br /&gt;
&lt;br /&gt;
Rumours do circulate that a very small population of Dionae is kept hidden, and unknown to the greater Federation, so as to conduct intelligence and surveillance missions. Some claim that these Dionae are conditioned to have unwavering loyalty to the Federation, and to ensure that subversive elements are easily discovered and thwarted. The Federation has repeatedly issued denials of such rumours, stating that the Nlomkala accepts and even maintains a sizeable quantity of Dionae – there is no reason, nor desire, for the Federation to engage in such activities. Those who believe in the conspiracy theory often coin these Dionae as “Tupshrooms”.&lt;br /&gt;
&lt;br /&gt;
=== Dionae in the Government ===&lt;br /&gt;
Dionae acting as officials within the [[Nralakk Federation]] must meet certain requirements. They must have a Social Compatability Index rating exceeding 7.6 and must be at least one hundred and eighty years of age – each Nymph that is. A Nymph that is not at least the prescribed minimum age can result in the Dionae being disqualified from being within the government. These requirements extend to Consulars as well. Splitting and merging is completely forbidden. Dionae in any government role are not allowed to split or merge unless dire circumstances force such occurrence. Typically, Dionae will be assigned a senior official to oversee their roles – particularly in regard to acting as Consulars. Dionae Consulars for the Nralakk Federation are assigned a Skrellian Senior Diplomat who oversees their conduct.&lt;br /&gt;
&lt;br /&gt;
== Living in the Federation ==&lt;br /&gt;
&lt;br /&gt;
Living in the [[Nralakk Federation]] as a Dionae is an experience marked by structure, purpose, and unwavering loyalty. Unlike other species within the Federation, Dionae exist not just as individuals but as necessary components of the machine, each with specific roles and responsibilities. From the moment they are cultivated, Dionae are embedded in a highly structured environment. They are nurtured in controlled facilities where their growth and development are monitored. The Spiral Gardens are often where Dionae will live and work, these specialized communities often house a certain population of Dionae – tailored to their roles in the Federation. Designed with an emphasis to promote collaboration and mutual support, the Spiral Gardens have become more than mere homes, but communal centres. Daily life for Dionae within the Federation is characterized by routine and discipline. Their schedules are often dictated by the desires of the Federation – though significant leeway is provided, allowing them personal freedoms to enjoy the luxuries of the Federation – it is necessary to balance work, education and communal activities hosted within the Spiral Gardens. The Federation may provide for their basic needs, ensuring that each has access to the resources required to not only survive, but thrive, but also to perform their duties effectively. &lt;br /&gt;
&lt;br /&gt;
===The Spiral Gardens===&lt;br /&gt;
 &lt;br /&gt;
[[File:Replacement_Image.png|400px|thumb|right|The Spiral Gardens of the Nralakk Federation]]&lt;br /&gt;
The Spiral Gardens can be found across the [[Nralakk Federation]] and is nearly on every planet colonised by the State. They are a breathtaking testament to the Federation’s ongoing efforts to harmonise nature and technology. Expansive, and intricately designed, they serve as both homes and communal centres for Dionae – a sanctuary in which they can thrive, connect, and contribute to the Federation’s collective well-being. Aptly named for their unique architectural design, characterized by ascending, spiral-shaped terraces that rise towards the sky, each terrace often acts as a garden on their own. Each is connected by gently sloping pathways and translucent bridges, allowing for easy movement through the gardens. At night, the Spirals Gardens are illuminated by bioluminescent plants – alongside normal lights – so as to ensure the safety of Dionae. It is designed to maximize exposure to natural sunlight during the day, with reflective surfaces and strategically placed light channels ensuring that every corner is bathed in light. The Spiral Gardens are the epicentre of Dionae communal life. &lt;br /&gt;
&lt;br /&gt;
Not only do they gather to rest, but also to engage in social activities. Large, open spaces within the Gardens serve as communal gathering areas, with a mixture of spontaneous and organised events by the Spiral Garden Borough Councillor. Considered a rather vocal species, their songs – complex harmonies that convey emotions, stories and knowledge – are a fundamental aspect of their identity. The Gardens are designed to enhance this vocalization, with natural acoustics and resonant materials that amplify their songs. The Gardens act as a vast, living instrument, amplifying the voices of the Dionae, but also ensuring their social needs are met. The Spiral Gardens are also outfitted with Nurseries. These are large areas dedicated to the reproduction of Dionae and often have a Council of Dionae Integration and Adoption facility attached. Hundreds of Nymphs are grown in these areas, specifically tailored to ensure that those newly disgorged will be given every opportunity to survive and contribute to the greater [[Nralakk Federation]].&lt;br /&gt;
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=== Relationships in the Federation ===&lt;br /&gt;
&lt;br /&gt;
Dionae, being unique among sophont species, do not have a biological desire to reproduce, which results in their lack of traditional forms of romance and attraction. Instead, their form of romance is distinctly alien and is mostly observed with Skrell citizens. Dionae romance involves a gestalt consciousness developing an emotional dependency on a person over decades. This relationship requires unanimous feelings among all Nymphs in the gestalt. It is a challenging development, requiring significant effort and dedication due to the long-term emotional bonds that form. A Dionae relationship often includes the unique aspect of experiencing the world through the significant other’s genetic material – it is not uncommon for Dionae to absorb the body of their significant other, gaining all their memories and experiences. This process is highly regulated, and the significant other must have lodged the requirement paperwork with the Nralakk Federation prior to their death for it to occur. Those that do perform this process generally have a profound grief for a prolonged period of time, in which they mourn deeply. Dionae that absorb their significant other typically will carry on their partner’s legacy, adopting a name that reflects their mourning and pursuing activities that their partner enjoyed. Most gestalts in relationships are of Singular Sound, involving a shared abstract consciousness that does not require winning over multiple minds. However, post-death merging with a partner creates a unique mind type known as Mourning Mass. Mourning Mass is the only known way this unique mind type can occur. &lt;br /&gt;
&lt;br /&gt;
=== Societal Limitations ===&lt;br /&gt;
&lt;br /&gt;
The Federation keeps a strict tab on Dionae, as stated already, but particularly on their size and mindtypes. The Federation has sought to ensure that Dionae may not exceed an Argus-sized form, and that they develop a mindtype of the “correct” nature, where if one is of the “incorrect” nature Nymphs will be required to split, and seek new partners to form a gestalt. &lt;br /&gt;
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&#039;&#039;&#039;Correct Mindtypes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Singular Sound &lt;br /&gt;
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*Competence Choir&lt;br /&gt;
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*Tyrannical Tune &lt;br /&gt;
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*Harmonius Hymn &lt;br /&gt;
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*Seasoned Song&lt;br /&gt;
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*Bloodless Band &lt;br /&gt;
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*Emphatic Echo &lt;br /&gt;
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*Scholary Song &lt;br /&gt;
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*Mourning Mass&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect Mindtypes&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*Tumultuous Tacet&lt;br /&gt;
 &lt;br /&gt;
*Chaotic Charcophony &lt;br /&gt;
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*Voided Vocals&lt;br /&gt;
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*Scarlet Score&lt;br /&gt;
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*Nocturne Notes&lt;br /&gt;
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== Conglomerated Choir of Nralakk ==&lt;br /&gt;
&lt;br /&gt;
The Conglomerated Choir of Nralakk represents a unique mixture of Voidic Proto-Culture and terrestrial Dionae. It has created a multi-faceted community within the [[Nralakk Federation]], where the traditions and behaviour from before they were integrated intertwine with the modern influences of terrestrial life. Those from the Conglomerated Choir, at least originally, view themselves as emergent concepts or ideas constituted from their base parts. However, exposure to the other species&#039; notions of personhood has introduced a new layer of self-perfection, creating a hybrid understanding that allows for more nuanced interactions with non-Dionae. While they treat others as amalgams of beliefs and ideas, they are more open to understanding and incorporating the concepts of ego and individuality. They are known for their raw, sincere and unfiltered communication – this is balanced by the Federation’s emphasis on diplomacy and cooperation, creating a unique communication style that presents as both candid and respectful. Many still continue to use Rootsong, as it remains a crucial component of their culture, but most if not all Dionae have adopted Nral’malic as it was required for their integration, but it has been noted that the voidic tendencies do sometimes make their way into Nral’malic communication. The Conglomerated Choir’s sense of time and perspective is deeply influenced by their Voidic roots. Their natural lifespan gives them a long-term view that surpasses even the Skrell. This perspective has created a mix of curiosity, empathy and even desire to make relationships with non-Dionae. The Federation’s emphasis on communal collaboration has encouraged this perspective, and despite the Voidic’s tendencies to look down on “temporals” majority of the Dionae from the Conglomerated Choir has become eager to learn and cooperate within the Federation. The integration of both voidic and terrestrial traits has created a unique culture within the Federation, one that is adaptable, having embraced the new ideas and values of the Federation while maintaining their unique identity and traditions from their roots. &lt;br /&gt;
&lt;br /&gt;
Following the discovery of the Conglomerated Choir and the [[Nralakk Federation]] went through intense diplomatic negotiations, discussing options for the Dionae if it wished to stay within Federation territory until a consensus was finally reached. The Federation was still rebuilding after [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Glorsh-Omega’s disappearance]] and required assistance, combined with the Dionae’s ability to survive in some of the most extreme conditions, the Choir was quick to offer its services to the [[Skrell]] in rebuilding their society. While at first, many Skrell believed the Diona to be untrustworthy, still reeling from Glorsh-Omega’s betrayal of their species, the cluster proved to be a key player in the rebuilding of the Federation. After twenty-three years of assistance, the burgeoning Federation announced the species’ full integration into Nralakk society in 2240 CE, which was ratified in 2245 CE along with the official establishment of the [[Skrell_Recent_History#Reunification_of_the_Nralakk_Federation|Second Nralakk Federation]]. The two species have formed an inseparable bond from this experience, with the Dionae respecting the Skrell for the kindness they have shown to the species, and the [[Skrell]] being humbled by the efforts of the Dionae in helping to rebuild a nation they had no obligation to aid. Today, members of the Conglomerated Choir are treated well by the Federation as a reward for their service in the past, with those who had an active role at the time having reached idol status in some cases. Their treatment by the Federation, along with their first-hand experience witnessing the destruction Glorsh-Omega brought upon the [[Skrell]], has contributed to the members of the Choir being staunchly anti-synthetic, believing that Glorsh-Omega is proof that the proliferation of artificial intelligence is ultimately dangerous, and the use of unshackled positronics by humanity is a grievous mistake. &lt;br /&gt;
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[[Category:Skrell]]&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=C%27thur_in_the_Federation&amp;diff=38251</id>
		<title>C&#039;thur in the Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=C%27thur_in_the_Federation&amp;diff=38251"/>
		<updated>2025-10-17T21:54:02Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: fixing a link and some defines for the kala&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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= Overview =&lt;br /&gt;
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[[Vaurca]] are still a recent arrival to the Federation, and while they have begun to branch out towards the Inner systems, the truth is there is still a lot of skepticism to trust them as full citizens of the Federation, particularly by the older Skrell generations. This weariness, however, is in contrast with fascination towards the species and the unarguable benefits they provide to Skrell society. Unlike humanity, who sees the species as a nuisance, grotesque, or a threat to greater society when taking into consideration the Lii&#039;dra Hive, Skrell as a whole view the Vaurca as an ancient civilization worthy of their appraisal and a position in Skrell society.&lt;br /&gt;
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[[Vaurca#The Unbound|Unbound]] can be seen as citizens and like the [[Dionae]] of the [[Nralakk Federation|Federation]], may face hardships as a result of their status within the Social Compatability Index system and Federation law, but ultimately their place in the Federation gives them opportunities that they would not see elsewhere in the Spur. As all other Vaurca, their role is determined prior to birth by the Breeders, but unlike the other Hives the Vaurca from the C&#039;thur Hive are less likely to be forced to find other means of employment if their niche in the Hive cannot be fulfilled outside of it. A warrior from the C&#039;thur Hive will rarely be excluded from military or security work in the Federation, and there are less restrictions overall on what kinds of work a Vaurca would be allowed to pursue in the greater society they live in. However, this comes with increased monitoring by the State and extra caveats that are expected to be followed as Vaurcae maneuver through both Skrell customs and the [[Nralakk_Federation#Social_Credit_System|Social Compatability Index]]. This can cause some issues, as the system by its nature disfavors non-Skrell, and the eusocial nature and loyalty seen in Vaurca society puts them at odds with having to prove their allegiance to the Nralakk Federation. &lt;br /&gt;
&lt;br /&gt;
Bound, on the other hand, are seen as a synthetic analogue, causing bound forms to be seen as highly controversial by the Federation and monitored closely. Efforts have been made by the Federation for the Hive as a whole to reduce their Bound workforce, and [[Xetl, The Voracious Queen|Xetl]] in particular, mostly due to the pressure of her mother and sisters, has now begun to produce plenty of Unbound. While bound are begrudgingly accepted by the Federation to alleviate its manpower issues, they are strictly regulated and the population of bound in a hive cell is capped at &amp;quot;necessary&amp;quot; numbers.&lt;br /&gt;
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== Vaurcae and Loyalty ==&lt;br /&gt;
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Education of Federation values is a problematic issue. Due to how Vaurcae are raised and schooled in [[Virtual Reality]], the Federation has little to no control when it comes to the actual contents of the teachings and must trust what is reported by the Hive officials. A new system has been introduced to middling effect where periodical evaluations are held, often by surprise to the hive-cell as a whole. While most hive-cells are successful during these inspections, this can be seen as unfair if a single individual of the hive-cell is deemed too problematic as it lowers the score of every other member of the cell.&lt;br /&gt;
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== Living Conditions == &lt;br /&gt;
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Outside of [[Vaurca Hives#C&#039;thur|C’thur]] dominated population centres, hive-cells might have trouble adapting to the Nralakk lifestyle. Unlike in [[Republic of Biesel]] or in [[Colonized Vaurca Worlds#Tret|Tret]], the C’thur are not limited to ghettos and while their living conditions are often poorer than most, they are not comparable to the chaotic [[Flagsdale]] or the wastelands of [[Moghes]]. &lt;br /&gt;
&lt;br /&gt;
Life on [[Colonized Vaurca Worlds#The C&#039;thur|Diulszi]], in particular, is often regarded as of the highest quality for Vaurcae across all the Spur, with [[Colonized Vaurca Worlds#Caprice|New Sedantis]] coming to a close second. Those that have been sent to remote areas for work, however, are not as fortunate. Many hive-cells have been separated due to differing demands of the workforce, especially when it comes to infrastructure or mining. A Vaurca may even lose much of its contact with its Hive if shipped alone to a strange system, with Skrell less eager to interact with the alien being a common occurrence. While Virtual Reality and Hivenet are never cut for Unbound, it can still be traumatic for a Vaurca to live on its own, especially if they are unfortunate enough to not have a high-quality voice modulator to allow for proper conversation in Nral’Malic.&lt;br /&gt;
&lt;br /&gt;
[[Qerr&#039;Malic]] is seen as an outlier of C&#039;thur living conditions in Federation space; most C&#039;thur work there in the &#039;&#039;&#039;Second Surface&#039;&#039;&#039; region, deep underground. The general darkness and cramped conditions may not affect Vaurca as much as they would a Skrell or Diona, but the general lack of amenities and barely held-together infrastructure make it much more similar to the deplorable conditions found outside of the Federation. Crime is rampant here, with C&#039;thur on Qerr&#039;Malic being stereotyped as grifters and con artists as they try less than legal avenues to help support their hive-cell; this reputation is so prevalent that posters warning tourists on Qerr&#039;Malic to avoid the Second Surface and C&#039;thur-run establishments are common in the more touristy parts of the moon.&lt;br /&gt;
&lt;br /&gt;
== C’thur in the Kala ==&lt;br /&gt;
&lt;br /&gt;
Vaurcae, especially those from [[Vytel, The Just Queen|Vytel’s brood]], are no strangers to serving in the Federation military. The former [[Skrell_Enforcement#Defence|Lukala]] subdivision of the Federation&#039;s Qukala was dominated by C’thuric Warriors, and with its dissolution, these Vaurca Warriors have found themselves becoming welcome additions to the Qukala. C&#039;thur in the Qukala are loyalty chipped, ensuring that orders given by Federation superiors and those given by their queens are considered equal, forcing the Vaurca to go into hibernation in the event of conflicting orders. Now full members of the Qukala, the veteran C’thur Warriors who formerly served in the Lukala have shown eagerness to prove themselves in their new station, and are adjusting well to the hierarchical change.&lt;br /&gt;
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While less common, C&#039;thur also serve in other Kala branches, with the Nlomkala benefiting the most as their support staff are augmented by C&#039;thur data analysts, surveillance monitoring teams, and other auxiliary roles. Although less common, there are some Vaurca Qekala enforcers, but these are typically used more to liaise with and police C&#039;thuric communities. Due to the mixed feelings regarding non-Skrell policing Skrell, the other Kala branches see similar situations where the C&#039;thur are nominally relegated to support staff and auxiliary roles much the same way they were utilised in the Lukala.&lt;br /&gt;
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== Government Interactions ==&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
&lt;br /&gt;
Unlike Zo’rane and K’laxian Vaurcae that have been accepted universally as citizens in exchange for their contributions to the workforce of the States they are subservient to, C’thuric Vaurcae are required to pass an interview in order to acquire Nralakk citizenship. This is attained similar to Dionae, with new Vaurcae being given basic residency until they leave Virtual Reality fully and are ready to begin their careers in the real world. Once out of VR, they are given a brief interview where their views on the Federation are evaluated, with those who pass being given citizenship and an Index rating based on their answers. &lt;br /&gt;
&lt;br /&gt;
The interview process is fairly straightforward, with the questions being specifically designed to invoke a response in the Vaurca, and their reaction being what is analyzed. For example, a Vaurca that responds aggressively to the suggestion that they may need to accept orders from someone who is not from their own Hive would be immediately rejected. The aim is not to have a Vaurca who shows more loyalty to the Federation than their own Hive, but to gauge their responsiveness to working within Federation space. Vaurca who fail this process are returned to VR, and Federation officials provide a list of issues to the Brood&#039;s teachers that need to be addressed before they are able to re-take the test. If a Vaurca subsequently fails the interview they will no longer be considered candidates and are returned to the Hive. While the Nralakk Federation officially condemns culling of Vaurcae, they turn a blind eye when these undesirable Vaurcae are removed from the populations as their organs and augmentations are recycled.&lt;br /&gt;
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Older Vaurcae that were already alive when arriving at [[Notable Skrell Systems and Locations#Glorashi|Glorashi]] required a similar education in Virtual Reality. However, many personal opinions of the Federation may vary within them, since they are not as malleable as new-born Unbound. The process of interviewing every Unbound has been slow due to their sheer numbers, with some still waiting to be able to apply. These Workers or Warriors basically have residency status, however, they are not allowed to leave Federation space. Some older Vaurcae may resent the younger ones as the process is more straightforward or may romanticize their pre-Federation lifestyle.&lt;br /&gt;
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Unbound Vaurcae were able to vote in the 2463 elections to the controversy of some. Regarded as much as a vote as that of a Skrell, they may have played a role in boosting the vote count of [[Notable Skrell#Weashbi Jrugl|Weashbi Jrugl]], because the C’thur Hive was supportive of him. The question of how the Federation should deal with the Vaurca vote, as well as how much influence of their Breeders is acceptable in the process is currently a debated topic in Nralakk politics. As it stands, Vaurca are allowed to vote in local and national elections, which by and large generally results in the Hive voting as a singular bloc for a chosen official. It is believed that the Federation will &amp;quot;gently nudge&amp;quot; Ta into convincing their cells to vote for a specific candidate when deemed necessary, which has resulted in many running for public office trying to curry favour with their local hive-cells.&lt;br /&gt;
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Due to the uniqueness of [[Vaurca#The Bound|Viax]], they are not considered citizens, nor do they interact with the Social Compatability Index.&lt;br /&gt;
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=== Vaurca within the Social Compatability Index ===&lt;br /&gt;
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Since their arrival to the Federation, Vaurca have been subjected to the same Social Compatability Index as Skrell, rather than be placed in an alternate system with its own processes. This is due to the critique made by officials regarding the way that the Dionae Social Compatability Index operated before their full integration; the byzantine nature of which was noted as inefficient and ultimately unneeded. The population difference between the C’thur Hive and the initial Diona population was also a factor in skipping the secondary system, foreseeing the large number of Vaurcae having to migrate to the main system later on as a bureaucratic nightmare. &lt;br /&gt;
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Vaurca as a whole tend to be in the mid-secondary numerical range, and their Index rating is almost entirely based on the hive-cell’s performance. A hive-cell with its members performing well or above average will find all of its members holding a respectable Index rating, while cells with underperforming will find their members having significantly lower ratings than what would be expected. &lt;br /&gt;
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This system is unique in that credit score is more dependent on who you associate with as a Vaurca, compared to other species in the Federation. While a Skrell may find their Index rating lowered slightly for associating with particular individuals, a Vaurca may lose a significant amount of their rating based on the performance of another member of their hive-cell.&lt;br /&gt;
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Vaurca crime is often prevented in the Federation; like those Skrell with a low rating, the Vaurcae under 3.0 are in observation. However, unlike the Skrell, Vaurcae rarely have a chance to run away or hide from the Federation enforcement, thus keeping their offense rate low. There are, of course, exceptions to this, especially in poorly connected colonies where a hive-cell&#039;s performance can be left unreviewed due to distance from officials.&lt;br /&gt;
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The Bound Vaurcae are not considered citizens and do have a [[Nralakk_Federation#Social_Compatability_Index|Index rating]], however, hive-cells may receive a lower score if they have Bound forms within their cell.&lt;br /&gt;
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==== Vaurca Idols and Queens in the Social Compatability Index ====&lt;br /&gt;
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The collective nature of SCI calculation is not true however for &#039;&#039;&#039;Vaurca idols&#039;&#039;&#039;, members of the species that are designated model citizens and exemplars of what the Federation expects of members of the species. &lt;br /&gt;
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C&#039;thur idols generally consist of Ta, mostly the lesser queens of C&#039;thuric broods but also those of well-performing hive-cells. This is mostly used as a means to impact the internal beliefs of the Hive, who will see their Ta being treated well by the Federation, promoting positive associations of the Nralakk Federation and the C&#039;thur. While still in the experimental stages, regular forms are also elevated to idol status; these C&#039;thur are showcased much in the same way a Skrell idol would be, and is preliminary results show that they have a similar impact on promoting conducive behaviours thanks to the Skrell&#039;s competitive nature.&lt;br /&gt;
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The highest rating registered in a Vaurca is 9.25 and belongs to Queen Vytel, with her sister Mouv coming close at 9.15. High Queen C’thur, despite being bedridden, sits at a comfortable 9.22, while Queen Xetl’s Index rating is undisclosed. The most successful Vaurca idol, for example, is an [[Aliose]] scientist called &#039;&#039;&#039;Ka’Akaix’Nonetz C’thur&#039;&#039;&#039; who is working to use the techniques that promote fertility and egg production with Breeders in Skrell. Nonetz’s rating, however, is &amp;quot;only&amp;quot; 7.24 despite its large contributions to solving the Skrell&#039;s infertility crisis. The other few that have elevated to idol status may be anywhere between 7.2 and 8.1.&lt;br /&gt;
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=== Vaurca and Employment ===&lt;br /&gt;
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Vaurca are hyper-specialised in their role, and are utilised extensively by the Federation in many industries. Viax tend to be used for simple labour such as mining and agriculture, or working in factories, while Akaix may find themselves in almost any industry, with some even found in low-ranking managerial roles in workplaces with mixed species employees - making them technically a superior to a Skrell professionally - a concept almost unheard of outside the Federation. &lt;br /&gt;
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The C&#039;thur Hive&#039;s ability to produce legions of workers, warriors, and other forms to the benefit of the Federation has cemented their place in Skrell society. The ability for Vaurca to solve the labour crisis in the Federation, however, is limited. Regulations regarding the Viax population of the C&#039;thur Hive are strict; there are limits to how many Viax can be working the same shift together if the project is sensitive, such as military installations or facilities that are vital to the Federation, and their Hivenet connection is jammed so that only local, close orders can be sent.&lt;br /&gt;
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Due to their synthetic-analogue nature, combined with their ability to work long hours and requiring little maintenance, the state has been forced to regulate Viax on multiple fronts; many Skrell believe Viax are too similar to synthetics, their use by the Skrell being seen as poor taste if not abhorrent. Others, specifically [[Nralakk_Federation#Tertiary_Numericals| Tertiary Numericals]], see Viax as stealing opportunities for social advancement, as their ability to outwork Skrell and the sheer number that can be produced causing fear that Skrell will no longer be able to easily advance in the Social Compatability Index. Viax are seen with suspicion and mistrust by their Skrell coworkers, and regardless of how the individual may feel about the C&#039;thur Hive, many Skrell do not look fondly at the role Viax have in the Federation.&lt;br /&gt;
 &lt;br /&gt;
The two most lucrative career paths for a Federation Vaurca are in law enforcement and scientific research. Like elsewhere, Vaurcae are not rewarded the same pay for their work, but there is a considerable ‘loophole’ when it comes to science, as grants do not discriminate between species. However, the more their salary the more they have to pay their brood, and whatever may be won in a grant is usually returned to their Queen. &lt;br /&gt;
&lt;br /&gt;
The C&#039;thur make great use of bioforms to the benefit of the Federation as well, both in industry and warfare. The &#039;&#039;&#039;Freighter&#039;&#039;&#039; is the most notable addition, a large isopod-type creature designed in collaboration with the Nralakk Federation specifically to assist in underwater transport. The form has seen success, but current animosity towards the form&#039;s largely Viax crew complement along with issues pertaining to gestation time prevent it from seeing large-scale use. The &#039;&#039;&#039;Cultivator&#039;&#039;&#039;, in comparison, is seeing greater success in the Traverse. The tiny, arachnid-like form is used heavily in agriculture, being able to maintain and even pollinate crops on planets that struggle with large-scale food production. The C&#039;thur have also designed the &#039;&#039;&#039;Mangler&#039;&#039;&#039;, a decapod Warform roughly the same size as an average Skrell. The Warform&#039;s primary armaments are its large, scythe-like claws and deadly pincers, while also being able to mount light weaponry for ranged combat. The Mangler&#039;s most interesting design feature however is its low phoron consumption, which is considerably less than other Warforms. The C&#039;thur designed the form specifically in response to the Phoron Crisis and the Nralakk Federation&#039;s lack of domestic phoron deposits, making it an ideal replacement for other Warforms while still allowing the Hive to contribute militarily to the Qukala.&lt;br /&gt;
&lt;br /&gt;
Cephalons, a Vaurca form utilised as large computational bio-machines and as servers for the Vaurca&#039;s expansive Virtual Reality space, have also begun to see use in the Nralakk Federation. This form&#039;s massive potential for processing power would allow the Federation to completely bypass the need for Artificial Intelligence, if not for pushback by the Skrellian academic and scientific communities. The Skrell by and large have had their interest in Cephalons piqued after one was used by the Ruupkala to [https://forums.aurorastation.org/topic/4674-warble-enquirer/?do=findComment&amp;amp;comment=159155 analyse and accurately predict] the location of a smuggler base out in the Traverse, but many have raised concerns about the Federation itself utilising them; some have drawn comparisons between Cephalons and Viax and Artificial Intelligence, while others raise ethical concerns over using a technically living being as a supercomputer. Other scientists have even gone so far as to say that using Cephalons in this manner is on par with Glorsh-Omega using Skrell as slave labour during its reign - although this radical opinion has largely been admonished by most. Regardless, the usage of Cephalons for data analysis in law enforcement and other fields is currently being explored by the Federation.&lt;br /&gt;
&lt;br /&gt;
=== Broods and Support from the State ===&lt;br /&gt;
&lt;br /&gt;
The Federation government provides resources to each brood based on need and their ability to contribute to the State. Assistance can come in the form of monetary aid, housing, or any other request the Queens make. Broods such as Vytel’s or Mouv’s are overall treated better by the government, similar to high secondaries, while others such as Xetl&#039;s brood are treated more like Skrell tertiary numericals. &lt;br /&gt;
&lt;br /&gt;
In Mouv’s case, the creation of the Bulwark caste has ensured that the Federation is more amicable in providing her Hive with what she needs. Vytel’s brood, similarly, has always had a unique relationship thanks to her contribution to the military, with most warriors in the Qukala coming from her hive in particular. Conversely, Xetl’s brood has mostly been given the minimum amount of assistance it requires from the State, with it being seen more as a necessary burden by officials thanks in part to their general disposition towards hedonism, a trait that is considered unseemly and unconducive to Federation society.&lt;br /&gt;
&lt;br /&gt;
Unlike Skrell, Vaurca are not given a stipend on top of their pay. Instead, UBI that would normally be given to an individual is instead paid directly to the hive-cell or brood they are a part of, which usually adds up to being significantly less than if it was the same number of Skrell. These payments can fluctuate as the performance of a specific brood or hive-cell changes, with Mouv and Vytel seeing significant payments thanks to their contributions to the Federation.&lt;br /&gt;
====Skrell Caretakers====&lt;br /&gt;
&lt;br /&gt;
In late 2463, Qrra’Myaq-Kaax or “Caretakers” were announced for the C’thur Hive. These five-hundred officers of Skrell origin serve as liaisons between the Vaurca and the Nralakk Federation, divided regionally across the Federation&#039;s territory. &lt;br /&gt;
&lt;br /&gt;
Some have raised concerns about their implementation. The divisions between the Caretakers are geographical and a single officer may supervise hive-cells of different broods. Their welfare checks are also considered too spontaneous, as their general surveillance of the hive-cells and their activities. While this is all said to be in good faith, as to ensure their safety, the measure to prevent crime may be considered too drastic by the public.&lt;br /&gt;
&lt;br /&gt;
== Virtual Reality and the Federation ==&lt;br /&gt;
&lt;br /&gt;
Virtual Reality is often seen as a barrier for the Federation, with their progress to crack it being slow and tedious. The VR logs are often regarded as junk data, but the [[Skrell Politics#Sromkala|Sromkala]], which has taken over to investigate Virtual Reality affairs, thinks there may be something valuable in those records. Currently, no brood has assisted in the aid as much as they have had with the Hivenet logging.&lt;br /&gt;
&lt;br /&gt;
The biggest relay tower is in Diulszi, which has much more capability than the Flagsdale or New Gibson relays. Unlike the ones placed by the Republic of Biesel, the Diulszi relay tower uses the infrastructure of the Nlom relays to reach everywhere across the Federation. While the Virtual Reality logs themselves might say nothing, the data they leave behind has proven to not be as random as originally thought. In early 2463, the Nlom relay of Qerr’Malic received information that has provided a limited understanding of the C&#039;thur realm for the Skrell. While an important topic, the advances of Virtual Reality deciphering are undisclosed with the Queens and Hive representatives, as it may sour their relationships. It is unknown how the C’thur Hive may react if more progress is achieved. &lt;br /&gt;
&lt;br /&gt;
Skrell, as humans, have a limited understanding of Virtual Reality, and are only aware of what either the Hive’s wish to share or have formed an idea of these Realms through small revelations found during conversations with Vaurca. Mouv’s Realm is one of the least understood, as her data flow is interpreted quite differently by those that have read the logs. No Vaurca has been able, or even willing, to properly explain what happens there. If discovered, however, the Federation most likely may disapprove of her methods, with the exact reaction being speculative.&lt;br /&gt;
&lt;br /&gt;
== C&#039;thur and Government ==&lt;br /&gt;
&lt;br /&gt;
=== The Queens Views on the Federation ===&lt;br /&gt;
&lt;br /&gt;
All C’thuric Queens generally have a positive attitude toward the Nralakk Federation, although how positive differs depending on which Queen is in question.&lt;br /&gt;
&lt;br /&gt;
Mouv and Vytel are, by far, the most in support of the Nralakk Federation. Mouv benefits greatly from the technological expertise of the Federation’s Scientists, and works with them to produce new wonders regularly, including the recently created Bulwark caste. Vytel on the other hand admires the Federation’s strict rules and laws, seeing them as a just order of things, highly valued by Vytel herself as well as her brood.&lt;br /&gt;
&lt;br /&gt;
C’thur’s brood has an attitude more bordering on Neutral towards the Federation. They admire all the Federation has done for them since they arrived, as well as their relatively good position in comparison to the other Hives, but still feel the pressure from the predicament of their High Queen at all times, with some viewing her as a hostage of Nralakk, although they would never publicly claim as such.&lt;br /&gt;
&lt;br /&gt;
Xetl’s brood varies vastly in how they see the Federation. Some have great admiration, while others may be indifferent to it and only see it as a contractor. It mostly depends on which areas they are specializing and how much the Federation has impacted them. While some of her Unbound are too strange and hedonistic to put overtime in a Skrellian project without proper incentive, it is in the Xetl brood where Skrell idol culture has impacted the most, and many may be motivated by their favourite idols alone.&lt;br /&gt;
=== Unbound and the Federation ===&lt;br /&gt;
&lt;br /&gt;
Unbound Vaurcae typically hold similar views to the Federation as their Brood Queens, with most being pragmatic to the relationship; the Federation provides security and stability for the Hive in exchange for labour and typically stays out of Hive politics and affairs unless it involves the Federation. Generally speaking, a C&#039;thuric Vaurca will follow what their Ta believes, with some small variations depending on individual circumstances. Most if not all C&#039;thur genuinely believe that the Federation is the Hive&#039;s best hope to survive and thrive in the Spur. &lt;br /&gt;
&lt;br /&gt;
Some Unbound, despite this general view, find the relationship to be unacceptable and see the Federation as an oppressive force preventing the C’thur Hive from being able to achieve its potential in the Spur. Unbound that hold this belief tend to be the more under-performing individuals of a hive-cell, and are typically responsible for delinquent behaviour such as what can be seen on [[Qerr%27Malic#Sub&#039;Quleq|Qerr&#039;Malic]]. Despite the low-level disobedience and crime, however, these Unbound will still follow orders from their Queens and by extension, the Federation.&lt;br /&gt;
&lt;br /&gt;
=== The Queens Views on Loyalty Implants ===&lt;br /&gt;
&lt;br /&gt;
The Queens as a whole have an odd fascination with the concept of loyalty implants. Since Vaurcae have biological loyalty hardcoded into their psyche, the concept of needing to reinforce that same loyalty towards external organisations is seen as novel. &lt;br /&gt;
&lt;br /&gt;
However, this interest can wane when the actual usage of the implant is considered. The ethics of loyalty implants are often debated between scientists of different broods. The general consensus is that they can be a good thing, a tool to disrupt unwanted behaviours without the use of culling, and helps further the goals of the Hive. On the other hand, they are regarded as inferior technology, and some have raised concerns of what may happen in the long term when paired with the neural sockets, fearing it might disrupt them as the loyalty implants are not as ‘pure’ as their Vaurcaesian augmentations.&lt;br /&gt;
&lt;br /&gt;
=== Ta and their Interactions with the Government ===&lt;br /&gt;
&lt;br /&gt;
Despite the particular respect a Skrell may have to a Worker or a Warrior, they are not seen as their equals. They are much more accepting of [[Vaurca#Ta, The Breeders (Type C)|Ta]], however, despite their monstrous size, mainly due to their intelligence and longevity. A regular Breeder may live much longer than a Skrell, with most Tas having been around since before the species&#039; exodus from Sedantis. The Ta of the C’thur Hive coordinate with the Government for any bureaucratic process their hive-cell might require, and they often have good relationships with local officials. &lt;br /&gt;
&lt;br /&gt;
Due to the eusocial nature of the species and their unwavering loyalty to the Hive first above everything else, a Vaurca in Federation politics is seen as impossible. Nevertheless, Breeders may often give speeches in universities or address their local politicians, especially to raise concerns the common Vaurca may have. It is not uncommon to see a rally being attended by local Ta and their entourage, either to press politicians on issues pertaining to the Hive or to show their support.  &lt;br /&gt;
&lt;br /&gt;
==== Ta Consulars ====&lt;br /&gt;
&lt;br /&gt;
Ta who find themselves representing the C’thur Hive abroad have been tasked with assisting Nralakk Federation Citizens as well, albeit in a small capacity. Although unable to authorise paperwork specific to the Federation such as citizenship or visa applications, they have been given the authority to act as a liaison for Federation affairs. Faxing and receiving paperwork necessary for applications, providing consultations, and assisting Nralakk citizens abroad are all common duties given to Ta Consulars.&lt;br /&gt;
&lt;br /&gt;
==== Ta Consular Assistants and Psionics ====&lt;br /&gt;
&lt;br /&gt;
One of the main challenges faced by Ta representing the Nralakk Federation, is biological. Despite nearly universally possessing Psionic Receiver augmentations, they are not in of themselves true psionics. This difference can be problematic as psionics and psionic technology are major elements of the Federation and Skrell in general, with a Representative lacking the ability to interact with such handicapped. To alleviate this state of affairs, it&#039;s not unusual for Ta to be assigned an assistant by the Nralakk Federation. These assistants are frequently pulled from the ranks of the Federation&#039;s Sromkala or Ruupkala, with their specific kala affiliations being unknown to the general public. &lt;br /&gt;
The most common day-to-day duty of these assistants is to serve the Ta as any executive assistant might. Other more unique responsibilities involve speaking on her behalf when it would be impractical for her to do so due to size, safety, or local customs; interfacing with devices that she cannot, psionic or otherwise; reporting on unusual matters regarding the Nlom; and perhaps most importantly, handling matters regarding the Srom. &lt;br /&gt;
&lt;br /&gt;
Assistants drawn from the ranks of the Sromkala are charged with not just watching the Srom for the Vaurca Diplomat but tutoring her regarding it, not unlike one might an apprentice. Much like all Vaurca, the Ta naturally lack a Zona Bovinae and so rely completely on their guides in the shared-dream, even more so than a human or other such species may. Interestingly, some prospective Ta students pick up the ability to manipulate the shared dream to an extent; however, unlike a human, this capability is derived through channeling the psionic potential of the guide already present in the Srom. This is a tiring process for both parties but allows a practiced Ta to make small environmental changes within the Srom, such as warping the shape of small objects, broadcasting emotions or rudimentary visions, creating slight variations, and other such tricks as might be learned by a young Skrell. Though this pales in comparison to all but the least capable Skrell in the Spur, some Ta still never quite pick up the ability, struggling for years with little gain, much to their frustration, and those Ta that can have been unable to explain what is different about them. Theories include the ability for a Ta to re-contextualize the Srom in some sense within their minds to be not unlike their own virtual reality, a deeper relationship with their assistant on a physical or metaphysical level, or simply pure cosmic luck. &lt;br /&gt;
&lt;br /&gt;
It is no secret to the C&#039;thur Hive that these assistants are as much operatives of the Nralakk Federation sent to watch over them and ensure the Ta remain loyal as they are beholden to the Diplomat herself. It is rare for this to cause much strife, and conversely, it&#039;s not uncommon for assistants and Ta to develop quite a close relationship, at minimum one of begrudging respect. Both don&#039;t just rely on the other but share a considerable amount of time doing so, and the Ta have someone with whom they have to keep few secrets compared to many they interact with.&lt;br /&gt;
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[[Category:Skrell]]&lt;br /&gt;
[[Category:Vaurca]]&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Federation_Crime_and_Resistance&amp;diff=38249</id>
		<title>Federation Crime and Resistance</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Federation_Crime_and_Resistance&amp;diff=38249"/>
		<updated>2025-10-17T21:50:17Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: kala redefine&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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= Crime =&lt;br /&gt;
&lt;br /&gt;
Organized crime, banditry, and the illicit goods trade have persisted throughout the Nralakk Federation’s existence, in spite of its efforts to remove all avenues of it within its borders. While publicly considered their highest concern and an enemy of the nation, organized crime still exists in all forms, from smuggling rings, extortion rackets, and illegal research blacksites all across the regions of Federation space. The Traverse, where Kala presence and law enforcement are at their most thin, is a known hotbed for illegal activity. Skrell criminal syndicates vary across their organization and motives, and through their existence as enemies of the state, regularly form alliances to continue their operations. Most cooperation between criminal groups remains temporary, with webs of alliances formed and broken as necessities change on the frontier.&lt;br /&gt;
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== Consultant Agencies ==&lt;br /&gt;
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Consultant Agencies are the catch-all term for groups of mercenaries and private companies, who serve their clientele in return for profit. These agencies entered prevalence during the [[Skrell_Early_History#Advancement_of_Skrellkind|War of the Tides]], a two-millennia-long cold war on Qerrbalak that was defined by clandestine operations, proxy conflicts, rampant espionage, and backroom deals. The War of the Tides saw the expansion of the Consultant Agencies’ clientele beyond political opponents to artists, celebrities, and scientists - all of whom were willing to pay for less-than-legal assistance to fulfill their agendas and cement their positions. Their services ranged from psychological manipulation of an opponent, bribery, blackmail, and psionic subversion. Originally considered a legitimate service, evidence of their illegal actions were discovered after Glorsh-Omega’s disappearance, resulting in their complete ban by the Second Nralakk Federation. Despite this, Consultant Agencies have persisted through the Federation’s silent allowance of their existence, and are only punished when their actions jeopardize the nation or are exposed. These agencies also see use by the Federation itself for smear campaigns against politicians, as well as to intimidate potential insubordinates.&lt;br /&gt;
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Modern Consultant Agencies exist in an area of quasi-legality, being used by the government and the socially powerful in return for the ability to operate with near-impunity. They are considered an open secret within the Federation, existing as shadowy groups in the public eye while remaining an enigma to most of the population.&lt;br /&gt;
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=== Qerr&#039;Malic&#039;s Consortium of Consultant Agencies ===&lt;br /&gt;
&lt;br /&gt;
The Consortium of Consultant Agencies was the main governing body on [[Qerr&#039;Malic]], who oversaw the colony’s mining industry during the rule of the Commonwealth of the Three. The Consortium consisted of agencies that focused on corporate interests, particularly for important figures in the mining and manufacturing industries. Their hold over Qerr&#039;malic waned in the wake of the moon’s mineral exhaustion, resulting in Qerr&#039;malic&#039;s eventual transition to the regular colonial government structure that remains to this day.&lt;br /&gt;
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=== Starry-Eyed Protostars ===&lt;br /&gt;
&lt;br /&gt;
One of the known Consultant Agencies, the Starry-Eyed Protostars focuses on the screening and grooming of the idols within the Federation. While formally known as the Starry-Eyed Protostars, most of the Federation’s public only know them through their acronym &#039;&#039;&#039;&amp;quot;SEP&amp;quot;&#039;&#039;&#039;, which is seen under the group’s red nebula logo. The SEP are only known for their work with celebrities and newly-minted idols, who perceive them as a group that aids them in achieving the upper bounds of idol status where they’d otherwise struggle for the public eye. In reality, the SEP works on behalf of the Nralakk Federation’s government, who manage new idols that show promise in their careers. Idols that are considered unsuitable for direct involvement from the Federation are handed off to the SEP for multiple reasons, ranging from a lack of faith in being a lucrative investment, to the idols’ status becoming troubled in the public eye.&lt;br /&gt;
&lt;br /&gt;
Regardless of their reasons, the Federation uses the SEP to groom potential idols’ careers, leaving the governments’ resources better allocated towards already established idols. The agency assists with managing their social media accounts, organising their events, and providing in-depth analyses of their total performance. Once the government believes they are ready, the idols are handed off from the SEP, allowing them to mold the idol to their standards directly. &lt;br /&gt;
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The SEP’s responsibility also includes the elimination of an idol’s career, destroying an idol&#039;s image where they would otherwise be untouchable against the Federation’s direct intervention.&lt;br /&gt;
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== Unsanctioned Research ==&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation’s control over acceptable research subjects leave opportunities for illegal, unsanctioned research by third parties. Notable examples of banned research fields consist of artificial intelligence and autonomous machinery, with the former having been banned since the formation of the second Nralakk Federation, and the latter heavily monitored due to its relative overlap to AI research. While officially suppressed, illegal research still continues in illegal blacksites and covert labs by researchers who see the national suppression of their research as stifling progress.&lt;br /&gt;
&lt;br /&gt;
Artificial intelligence research is the most overtly suppressed, with those caught attempting to build their own intelligences facing severe punishment after their work is destroyed. Leniency is granted to those whose research could be utilised by the Federation in countering potential threats, instead being offered the opportunity to continue their work in controlled, government-made environments. Remaining outside of public knowledge, these researchers are granted an exemption for their work to continue, and their existence remains niche due to their use in primarily countering illegal research programs developing elsewhere. Chemical and biological weaponry researchers are a primary example of this, with entire captured groups of researchers being granted amnesty in return for dedicating their careers on developing safeguards against the very fields they specialize in.&lt;br /&gt;
&lt;br /&gt;
The Federation goes to great lengths to educate its populace on unsanctioned research and its dangers, with records of what each dismantled lab’s focus being made public knowledge and facing relatively light censorship. Details regarding lab-related accidents or deaths are well-documented as a means to deter others from attempting the same work.&lt;br /&gt;
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===Genetic Engineering===&lt;br /&gt;
&lt;br /&gt;
One of the most common fields for unsanctioned research, genetic engineering is highly regulated by the Nralakk Federation due to the [[Skrell_Ailments#X’Lu’oa_Disorder|X&#039;Lu&#039;oa]], the disorder present in most modern skrell that has made the majority of the species infertile. Because of the perceived dangers of genetic experimentation further exacerbating the disorder, all genetic research requires the Federation&#039;s strict oversight.&lt;br /&gt;
&lt;br /&gt;
Whether out of fear or the hope of becoming the one to discover the cure, skrell scientists create their own illegal research facilities in search of a way to reverse the effects of X’lu’oa. The pursuit of this cure is defined by a &amp;quot;by any means necessary&amp;quot; philosophy regarding their work, with research rushed and the side effects left unconsidered before attempting trials. No instance of unsanctioned research into this field has led to meaningful advances, and the Nralakk Federation hands out punishments with equal severity of AI research to those caught performing genetic experiments on skrell.&lt;br /&gt;
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== Narcotics Production == &lt;br /&gt;
&lt;br /&gt;
The narcotics industry within the Nralakk Federation remains well-hidden and covert. Narcotics production and distribution is a crime of severe punishment, though the existing demand maintains a lucrative field for those willing to risk it. Most narcotics labs remain in the fringes of the Traverse and over the border into human space to evade crackdowns by the Federation.&lt;br /&gt;
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===Uoo’qui Xuqi (Recollection Pills)===&lt;br /&gt;
The base plant for Uoo’qui can be found within the swamps of Aweiji, being a large, nettle-like vine that produces bulbous flowers. From this plant, their flowers are ground and their extracts refined, finally pressed into pills or sold as-is. Uoo’qui allows skrell to vividly relive past memories, stimulating the zona bovinae to recreate memories with all five senses fully intact. Users are known to prepare their immediate surroundings with music, aromas, and old clothes or other memorabilia to guide themselves to the memory they wish to relive. Research into the drug reveals that Uoo’qui makes the user relive their strongest memories, with most users experiencing memories of events that happened recently without appropriate preparations. Researchers also note that the drug has the user enter a comatose state while unconscious, lacking a psionic projection in the Srom. The duration of the drug varies by user and dosage, regularly lasting up to six hours.&lt;br /&gt;
&lt;br /&gt;
Uoo’qui’s release saw noticeable drops in productivity as users sought to relive memories of the pre-Glorsh-Omega period, taking doses in mass. While made illegal soon after its discovery, and has since seen a loss in popularity, the user base remains persistent for older skrell. Side effects include short-term memory loss, premature tear stains, head-tail shortening, with extended use causing a persistent brain-fog effect. Permanent, long-term memory loss is noted in long-term users, which can lead into a feedback loop. Uoo’qui pills have a negligible effect on non-skrell, with humans exiting their comatose states without any knowledge of what they experienced.&lt;br /&gt;
 &lt;br /&gt;
===Co’qnixq Wuxi (Co’qnixq Nootropics)===&lt;br /&gt;
Co’qnix Wuxi has existed since the pre-Glorsh-Omega period, initially developed as a cognitive enhancer for skrell developing dementia. Immediate effects consist of a sudden heightening of consciousness, coupled with a noticeable energy boost. Many users report a feeling of “mental flexibility”, and an ability to “enter periods of extreme focus” while under the effects. The effects of the nootropics remain mostly cognitive, with skrell users being given a boost to their psionic ability to be much less strenuous. One dose of Co’qnix can last roughly four to eight hours.&lt;br /&gt;
&lt;br /&gt;
Co’qnix Wuxi was eventually introduced to the public, and became popular with scientists, doctors, and students to allow them to focus during their mentally exhausting work. While relatively benign in its side effects, the Nralakk Federation made the use of the drug in academic settings illegal, and are grounds for expulsion. Side effects include quickened speech, impatience, heightened heart rate, and anxiety. Once worn off, users will experience strong senses of fatigue, thirst, and hunger. For non-skrell users, effects are identical, but have no effects on their psionic capabilities. In most cases, the lethargy experienced once the drug wears off can potentially make skrell users enter a coma that lasts for multiple days, with multiple hours of unconsciousness similarly experienced in non-skrell users. &lt;br /&gt;
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===Xu’Xi Gas===&lt;br /&gt;
Originating on [[Qerr%27Malic|Qerr&#039;Malic]], Xu’Xi Gas is a mild hallucinogenic gas, often compared to Wulumunusha. Gas vents located in the deep trenches of Qerr’Malic emit the gas, which became a popular recreational substance for both locals and tourists, who experienced a pleasant high along with colourful hallucinations. While its natural form is considered legal by the Federation, its refined variant and synthetic analogues are not. Refined Xu’Xi Gas is highly addictive, with synthetic analogues having harsher hangovers and a risk of death due to the impurities and filler substances involved in the bootleg process.&lt;br /&gt;
&lt;br /&gt;
Xu’Xi Gas has similar effects on non-skrell users, with the exotic draw to the substance resulting in a niche popularity. Synthetic Xu’Xi Gas is the variant most outside of the Nralakk Federation experience, with the original, refined version being a luxury product that most can’t afford to have smuggled out.&lt;br /&gt;
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==Corporate and Enterprise Espionage==&lt;br /&gt;
&lt;br /&gt;
Domestic espionage within the Nralakk Federation primarily comes in the form of illegal activity within the Work Initiative Programme. Despite efforts by the Federation to ensure all state-owned enterprise workers abroad are law-abiding citizens, actions outside of the nation’s borders are dependent on reports from the sponsoring corporation and their local branch manager. Internal information for insider trading and SOE industry secrets are the most well-known and combatted criminal activities within the WIP, with severe fines and deportation to the Federation for processing used to dissuade it. Inter-corporate espionage between WIP members is also prevalent, with the information trade to both of their sponsoring corporations remaining lucrative - particularly if both corporations are rivals in their industries. Illicit substance manufacturing and trade is less commonly reported, being primarily found within [[Venus]]’s Zeng-Hu Pharmaceutical laboratories, though no ties between the corporation’s presence within the Federation and the uptick in domestic cocaine consumption has ever been found.&lt;br /&gt;
&lt;br /&gt;
Corruption within State-Owned Enterprises is particularly covert, as constant anti-corruption efforts stamp out any discrepancies when found, with those caught facing immediate punishment, often with prompt admittance to reeducation for the crime. Embezzlement of budgets and resources is reported most frequently, ranging from the loss of thousands of sqiips to shipments of fuel, domestic goods, and youth serums being reported as lost. Lyukal members, while operating under aliases or as sleeper agents, will attempt to infiltrate local SOE branches to recruit and steal resources where possible. While these occurrences remain rare, Lyukal cell-busting operations of local factories, offices, and hospitals regularly are prolific enough to form headlines for multiple weeks.&lt;br /&gt;
&lt;br /&gt;
Corporate espionage pertaining to the special economic zones afforded to the Spur’s megacorporations remains theoretical, and with both the watchful eye of the Federation government and the corporation’s cooperation, very unlikely. All corporate staff brought in from outside the Nralakk Federation are screened heavily and monitored throughout their work period within the nation by the corporation itself, and by all accounts should be acting accordingly to both the Federation and corporation’s laws.&lt;br /&gt;
&lt;br /&gt;
== Marauders ==&lt;br /&gt;
&lt;br /&gt;
Marauders are the broad term for pirates, smugglers and other interstellar criminal elements active within the Nralakk Federation. Marauder groups, with the exception of the Ti’Rakqi, operate within only a few systems, and maintain only a few amounts of vessels for their muster. Intricate webs of allies and mutual agreements are what keep most of the Marauder groups functioning cohesively, combining forces for mutual interests.&lt;br /&gt;
&lt;br /&gt;
While the Qukala is the primary anti-piracy fighting force in the Nralakk Federation, the military has never been a participant in all out war or extended conflict, with the current veterans and officers of the Qukala lacking any actual combat experience against an equally-armed foe. Most of the Qukala’s use has been undertaking centuries of anti-piracy actions and asymmetrical warfare, having fought Marauder groups throughout the Traverse.&lt;br /&gt;
&lt;br /&gt;
In the rationing efforts implemented from the Phoron scarcity, the reduced presence of Qukala vessels in the Traverse has only emboldened Marauder groups to assert further authority within Traverse space. Other Marauder groups will regularly target phoron-bearing supply vessels to sell for extreme profits, or to shore up on their own dwindling fuel reserves. With the Qehalak strung between multiple threats in the Traverse, many fear that the frontier may one day totally fall under Marauder rule. &lt;br /&gt;
&lt;br /&gt;
Beyond the violent threat of piracy, many Traverse planets are forced to purchase supplies and phoron at exorbitant prices from smugglers and pirates, and usually are forced to pay for the very supplies that were intended to arrive to their own planets. Many colonies have since languished in being forced to pay these costs, with some giving in entirely to de-facto Marauder ownership.&lt;br /&gt;
&lt;br /&gt;
=== Ti&#039;Rakqi ===&lt;br /&gt;
&lt;br /&gt;
Ti&#039;Rakqi, or the Free Smugglers, are the longest surviving Marauder group in the Nralakk Federation. The Ti’Rakqi are assumed to have formed some time after First Contact with humanity, and have since taken the title of becoming the most infamously successful and violent piracy groups in the Federation. &lt;br /&gt;
&lt;br /&gt;
Originally an alliance between multiple Marauder groups, the Ti&#039;Rakqi eventually pooled their resources and became a singular fighting force, consolidating their command to manage multiple fleets. This agreement came out of an interest in permanent stability and an end to constantly shifting allegiances, with no concern for betrayal or a sudden end to cooperation between pirate groups.&lt;br /&gt;
&lt;br /&gt;
The modern Ti’Rakqi is headed by a &#039;&#039;&#039;Star-Admiral&#039;&#039;&#039;, who maintains supreme control over the entire outfit, and ensures that the fleets succeed in their operations for the benefit of the group. To that end, the Ti’Rakqi has utilized its fleet for everything from smuggling across the border, illegal salvaging operations for Lu’Piq technology, and piracy actions for material and profit.&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation recognizes the Ti’Rakqi’s actions as pirates and smugglers as profiteers, and consider them to be in open defiance to the command economy in the name of personal profit and glory. The fleets of the Ti’Rakqi maintain a claim of relative bloodlessness in their actions, and regularly evade direct confrontation with the Qukala to avoid direct combat under the claim that such actions “could bring harm to their civilian targets”. While preferential to the standard hit-and-run tactics of pirates, the fleets are not above protracted combat, and have stood their ground against resisting vessels.&lt;br /&gt;
&lt;br /&gt;
Most of the Ti’Rakqi’s vessels are refitted civilian vessels with a focus on high speed and ample freight space, and specialize in electronic warfare and weaponry fittings of all kinds, allowing them to isolate and threaten unprotected vessels. IFF-spoofing is also a common tactic by the pirate vessels, deterring immediate confrontation by authorities and springing ambushes when their main force engages their marks.&lt;br /&gt;
&lt;br /&gt;
The infamy of the Ti’Rakqi ranges from total revilement, to being seen as an underdog and a source for lucrative goods by subversive and Traverse skrell. Many official Traverse administrations recognize that the smuggling side of the Ti’Rakqi have embedded themselves heavily in the local, unofficial economies of their systems, essentially helpless to fully remove their presence without risking the collapse of the economy. &lt;br /&gt;
&lt;br /&gt;
Due to both the resentment by Traverse skrell against the Nralakk Federation, as well as the pirate group’s involvement in the local economy technically benefitting the colonies’ ability to meet quota, they are given a more sympathetic light. Some planets, in the furthest fringes of the Federation, are suspected to have been completely subverted, operating solely under Ti’Raqki authority. These planets keep their allegiances unknown, and are only referred to as “The Freed” when mentioned. &lt;br /&gt;
&lt;br /&gt;
Exiled and discharged members of the Ti’Raqki are given falsified documents and transported to the fringes of the Traverse, allowing them to begin a new life outside of the Nralakk Federation. Many ex-Marauder members may continue to go outside of the Federation in the interest of evading further intrigue or arrest, and embed themselves elsewhere in the Spur.&lt;br /&gt;
 &lt;br /&gt;
==== Home Base ====&lt;br /&gt;
&lt;br /&gt;
Ippitaq’wesi, or The Secret City, is the de-facto headquarters of the Ti&#039;Rakqi fleets. Located within an asteroid somewhere deep in the Traverse, its existence remains shrouded in mystery, even within the Ti’Rakqi itself. The headquarters is kept hidden through the use of obfuscating equipment and the thickness of the asteroid’s rock, masking and obscuring electronic signals generated by the inhabitants and machinery. &lt;br /&gt;
&lt;br /&gt;
Originally established early in the organisation&#039;s history as a storage depot for lucrative Lu’Piq technology, Post-synthetic era salvaging remains lucrative to this day in spite of continued seizure, loss of salvage sites, and public opinion on Glorsh-Omega technology worsening. This has forced the early Ti’Raqki to diversify its sources of income to other ventures in order to stay ahead of the curve, leading to modern Ippitaq’wesi becoming a general hub for the pirate economy. &lt;br /&gt;
&lt;br /&gt;
Ippitaq’wesi’s labour force consists of non-fleet pirate members and a rotating stock of sympathetic civilians from planets affiliated with the Ti’Raqki as temporary workers, whose collective abilities benefit the group without being made to work aboard their vessels. These workers produce the range of supplies and illicit substances that the Ti’Rakqi sells both within the Federation and abroad, although these sales aren’t enough to cover the majority of the costs in maintaining the fleets and their logistics alone. Those that aren&#039;t put to work producing goods instead work as physicians, engineers, or security details to ensure that the asteroid’s work continues uninterrupted. Life on the asteroid is insulated from the rest of the Orion Spur, who instead labor in the hopes that their work will cover the maintenance of their home for the month.&lt;br /&gt;
&lt;br /&gt;
The Star-Admiral maintains a restrictive list of those authorized to know its location, consisting of fleet captains and individual ships who have proven their loyalty. Those entrusted with its location are monitored heavily, with those in the upper echelons of the Ti’Raqki fitted with psionically-linked killswitches to activate if these captains plan to record or leak the location of the Secret City, defect, or otherwise betray the Ti’Rakqi.&lt;br /&gt;
 &lt;br /&gt;
==== Culture and Lifestyle ====&lt;br /&gt;
&lt;br /&gt;
Daily life aboard a Ti’Rakqi vessel varies per ship and position within the crew, most crew reside in “coffins” - the restrictively small sleeping quarters provided to the lower ranks which resembles its namesake. Public recreations are usually limited to small holodecks, with most crew instead relying on personal electronic devices and psionic games to pass the time. Each vessel’s quarters are treated as a second home by many members of the Ti’Raqki, with each ship&#039;s interior dedicated to cobbled together facilities and amenities for the crew where free space allows. &lt;br /&gt;
&lt;br /&gt;
Interiors, as a consequence, resemble an amalgamation of standardized Federation ship design with improvised facilities reminiscent of most [[Generation_Fleets|generation ships]]. Many ships maintain hydroponics facilities, hygienic quarters, and small kitchens, with the more affluent ships equipped with workshops for maintenance and the production of equipment. As a result, most better-equipped ships are capable of long-term habitation, and are at least partially self-sufficient after retrofits.&lt;br /&gt;
&lt;br /&gt;
Most fleets maintain a meritocratic organisation structure that regularly deviates between each fleet, with the overarching expectation of the highest performance from their crews. Those that fall behind or act out of accordance as a member of the Ti’Rakqi are made examples of through corporal punishment, with isolation and exile with severe infractions. While each captain has executive control of the ship, each lived-in vessel eventually adopts a mock-elected council of leaders. Rank promotions, duty assignment, and low-level punishments are decided by the council, with the captain left to observe and tie-break outside of captain-level decisions. Captains maintain authority in situations of combat or negotiations, with role assignment, recruiting, and onboarding administered by the ship council.&lt;br /&gt;
&lt;br /&gt;
Despite its meritocratic organization, the model Ti’Rakqi ship maintains a large body of overworked and poorly treated crew members, granted the rank of “Lu&#039;fup”, or Void Private. Being the initial rank awarded to fresh recruits, it acts as both a test itself for prospective crewmembers, and a mark for hard labor and mistreatment under the guise of hazing. A Lu’fup will be given the coffin quarters, typically originating from barracks salvaged from decommissioned shuttlecraft in the ship’s hangar, to as small as a shipping container block in its cargo hold. Meritocracy rules still apply to the Lu’fup members, with those who can withstand their poor conditions granted an opportunity for a promotion and better treatment.&lt;br /&gt;
 &lt;br /&gt;
==== Rankings and Organisation ====&lt;br /&gt;
&lt;br /&gt;
The internal organization of the Ti’Raqki maintains a strictly military-style hierarchy, contrasting with the ship councils of their individual vessels. The Ti’Raqki maintains a supreme leader, the Star-Admiral, whose term lasts for life unless ousted and replaced. To become the Star-Admiral, a successor is personally picked by the previous Star-Admiral, and then must be voted upon by the highest-ranking fleet commanders of the Ti’Raqki. Said fleet council consists of Star-Captain and well-decorated Star-Lieutenants. &lt;br /&gt;
&lt;br /&gt;
Fleet size and muster varies between each individual fleet, ranging from loose groups of smaller fleets, to multiple supporting vessels escorting a much larger command vessel that acts as a base of operations. Fleet missions are also dependent and per-fleet, ranging from dedicated smuggling fleets, piracy and raiding fleets, to maintaining territorial claims against other Marauder groups and resistance. Ancillary vessels and logistics groups maintain most of the Ti’Rakqi’s individual fleets, while some choice ships are dedicated towards diplomacy to maintain deals with other Marauders and civilians.&lt;br /&gt;
&lt;br /&gt;
===== Qu&#039;vridaq-Ti&#039;Rakqi =====&lt;br /&gt;
&lt;br /&gt;
Newly joined members and fleets that join the Ti&#039;Rakqi are expected to draft a code of conduct, which outlines the rules and regulations that the fleet will adhere to. This is applied alongside mandates passed down by the Star-Admiral, creating the &#039;&#039;&#039;&amp;quot;Qu&#039;vridaq-Ti&#039;Rakqi&amp;quot;&#039;&#039;&#039;, or the &#039;&#039;&#039;&amp;quot;Star Accords of the Free Smugglers&#039;&#039;&#039;&amp;quot;. The accords form the laws that a fleet will possess, and are to ensure each fleet’s adherence to its objectives and fair treatment of its members. While the mandate covers a fleet’s general expectations as defined by the Star-Admiral, the code of conduct is a unanimously agreed-upon set of laws specific to each fleet in order to keep the peace between crewmembers. Violating either part of the accords is grounds for demotion to Void-Private, and in extreme cases, expulsion from the fleet and/or exile from the Ti&#039;Rakqi.  Punishment is typically handled internally, but acts of mutiny or treason against the fleets at large will usually see the Star-Admiral ordering the collective fleets of the Ti&#039;Rakqi to destroy the offending vessels outright.&lt;br /&gt;
&lt;br /&gt;
Each accord also dictates property rights and crew payment, as well as outlining the fleet&#039;s standard operating procedures. These laws are not set in stone, however, and the accords will regularly be amended as mandates change or other circumstances arise.&lt;br /&gt;
&lt;br /&gt;
=====Lu’fup (Void-Private)===== &lt;br /&gt;
&lt;br /&gt;
Void-Privates are the initial rank granted by the Ti’Rakqi, and is a punishment demotion-rank for the demoted. Bare minimum is provided to these crew members, granted cramped quarters, basic rations, and limited access to amenities. Manual labor is assigned to Void-Pirates, only granting technical assignments when awarded an apprenticeship by a superior. Gunnery operators and armourers are the exceptions to this, being dedicated to ship-mounted and personal firearms and equipment, which are barred from recently-promoted Void-Pirates.&lt;br /&gt;
&lt;br /&gt;
Those who wash out of these ranks are removed at the next port, with new recruits prioritized. Listeners are preferred over Receivers for promotion, though Receivers are not barred from rising in rank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Trial of the Private&#039;&#039;&#039; - To be promoted, a Void-Private must declare their intent to be promoted, which is approved by a group of Ensigns they’ve worked closely with, who then organize a trial. Each trial is based on the future position they’ve elected for, but are intended to fairly gauge their learned skills. The ship council administers the trial, with successful privates being promoted and moved out of the Void-Privates’ bunks to the Ensigns’ dormitories. &lt;br /&gt;
 &lt;br /&gt;
=====Qu’oot (Star-Ensign)=====&lt;br /&gt;
&lt;br /&gt;
Star-Ensigns are the specialists of their ship, afforded specific roles that are performed to a set standard by the Captain and their officers. The roles are organised into broad assignments, which varies in scope per-ship. Senior crew that are specialised for a specific task for their role take up a senior position in their assigned roles, which comes with authority above newer members. Amenities for Ensigns consist of a small bunk in the crew barracks, as well as expanded access to amenities and recreations.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Star-Ensign Positions&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Engineer&#039;&#039;&#039;&amp;quot; - Engineers maintain and repair their assigned vessels, with senior engineers specializing in weaponry, propulsions, electronics, and damage control. Ships dedicated to logistics or succeed in shakedowns often will often dedicate more engineers towards their propulsion systems to offset weight. Every Ti’Rakqi vessel eventually ends up personalized per the engineers’ work ethics and ideas, unbound by maritime law or conventional ship design.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Surgeon&#039;&#039;&#039;&amp;quot; - Despite the specific term, surgeons are the general term for medical crew aboard Ti’Rakqi vessels. Due to the lack of friendly ports for medical care, most surgeons are generally just expected to have basic medical knowledge. Senior surgeons consist of crew with experience as healthcare workers and medics, and are swiftly promoted from the lower ranks due to demand. Some Ti’Rakqi vessels send off well-performing crew to go study abroad under medicine if they show promise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Navigator&#039;&#039;&#039;&amp;quot; - Navigators man the helm of each ship, with senior navigators instead are tasked with manning the electronic warfare suite, plotting treacherous routes, and planning around potential roadblocks and military cordons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Gunnery Operator&#039;&#039;&#039;&amp;quot; - Gunnery operators man the ship’s weapons, though this rank is not promoted directly from Void-Privates, and is strictly for specialization by Star-Ensigns after a probation period. Senior gunnery operators coordinate across multiple gunnery teams,  synchronizing shots for single salvos and missile screens, as well as coordinating anti-boarding efforts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Armourer&#039;&#039;&#039;&amp;quot; - Armourers manage the ship’s armory, the maintenance of their firearms, and their dispensing in the event of raids or boarding parties. Senior armourers are quartermasters who work alongside the senior cooks, managing the logistics of the ship and communicating with the officer’s council and captain for necessary purchases between ports. On vessels that have their own workshops, armourers are expected to fabricate tools and firearms in-house, as well as make modifications to equipment, weapons, armour, and other gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Cook&#039;&#039;&#039;&amp;quot; - Cooks maintain extremely strong social influence over the crew of a Ti’Rakqi vessel, despite their position’s relative unimportance. Cooks are responsible for providing both enough meals to keep the crew fed, as well as providing variety and healthy diets for morale. Well-respected cooks are kept safe by their crewmates, guarding them physically and socially. Senior cooks work alongside senior armourers for the ship, dividing the role of quartermaster between the roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Test of the Ensign&#039;&#039;&#039; - Star-Ensigns undergo their own trial when seeking promotion, which is open to any ensign successful in three duels against other ensigns. Psionic and physical combat are considered equal under this criteria, though any loss immediately disqualifies them from promotion to Star-Lieutenant. This trial serves as a method of keeping the ensigns in fighting shape - if an ensign is considered an easy combatant for promotion duels, they are expected to improve themselves, or otherwise face demotion and exile.&lt;br /&gt;
 &amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Qu’qrot (Star-Lieutenant)=====&lt;br /&gt;
&lt;br /&gt;
The highest role most members of the Ti’Raqki can hope to achieve, the Star-Lieutenants are the officers and leaders of a Ti’Raqki vessel. Star-Lieutenant typically maintain senior roles aboard the ship, with the rank coming with the expectations of being the leader of their department. Experience and age are key factors for lieutenants, with younger and inexperienced lieutenants working under senior Star-Lieutenants until ready. Lieutenants outside of particular specializations usually organize and lead raids and boarding actions. &lt;br /&gt;
&lt;br /&gt;
Senior Star-Lieutenants who have proven themselves may be given the privilege of commanding their own vessel within a Ti’Raqki fleet. These vessels are usually smaller support craft, with room for reassignment if they prove themselves or are promoted to Star-Captain.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;The Trial of Authority&#039;&#039;&#039; - Trials of Authority are able to be committed by a Star-Lieutenant at any point in their career, being solely tasked with defeating a Star-Captain psionic or physical combat. Challenging lieutenants choose whether the duel is physical or psionic, and if victorious, are promptly promoted. Lieutenants who fail their challenge are reduced to Void-Privates, and will struggle to climb the ranks due to their implied belief that their captains are incapable or weak, which is a grave disrespect against them. Succeeding lieutenants are awarded command of their own ship, or a new vessel deemed appropriate for the rank to expand their fleet if they are already a vessel lead.&lt;br /&gt;
&lt;br /&gt;
=====Lu’Vru’qos (Star-Captain)=====&lt;br /&gt;
&lt;br /&gt;
Star-Captains are the highest reasonably attainable rank within the Ti’Rakqi hierarchy due to the requirements for becoming Star-Admiral, and is a title that demands respect throughout the entire organisation. &lt;br /&gt;
&lt;br /&gt;
Junior captains will command a singular ship to adjust to their new position as captain, as well as an important figure within the Ti’Rakqi. As junior captains gain experience, more vessels will be provided under their leadership, and are entrusted with commanding them under their own judgement beyond the Star-Admiral’s mandates. Star-Captains are also provided with the location of Ippitaq’wesi upon promotion, along with an implant that prevents them from betraying the Ti’Rakqi or the location of the Ippitaq’wesi under pain of death.&lt;br /&gt;
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&#039;&#039;&#039;The Trial of The Abyss&#039;&#039;&#039; - Trials of the Abyss are the Ti’Rakqi’s sole method of deposing a Star-Admiral accused of poor leadership or being proven unworthy of the position by a Star-Captain. The trial is a physical or psionic duel similar to the Trials of Authority, though failure will result in both permanent demotion, and assignment to Ippitaq’wesi as punishment for doubting the leadership of the Admiral. To date, only five Trials of the Abyss have been initiated, with the only successful trial being Xioshi’s against their predecessor.&lt;br /&gt;
 &lt;br /&gt;
=====Qu’Vru’qos (Star Admiral)=====&lt;br /&gt;
&lt;br /&gt;
Currently claimed by a skrell known under the moniker of Xioshi, the Star Admiral is the supreme, singular leader of the Ti’Raqki. Admiralship maintains total authority over the fleets as a whole, while demanding unwavering loyalty to the organization. The Star-Admiral is traditionally only awarded and changed upon death of the previous, though Trials of the Abyss remain a secondary route. &lt;br /&gt;
&lt;br /&gt;
Admiralship is a distant role that lacks direct control of the fleets, instead focusing on enacting mandates, organizational oversight, and ensuring the continued success of the Ti’Raqki. Each new fleet formed or absorbed into the Ti&#039;Rakqi has its leader granted the privilege of meeting the Star-Admiral in person, with little detail on what is discussed ever escaping either party beyond congratulations and mandate assignment. &lt;br /&gt;
&lt;br /&gt;
Mandates themselves are the ultimate goals and expectations for the fleet they are assigned to, being tasked with obtaining the necessities for the Ti’Rakqi’s continued existence.&lt;br /&gt;
 &lt;br /&gt;
=====Xioshi, Current Qu’Vru’qos of the Ti’Raqki=====&lt;br /&gt;
&lt;br /&gt;
A psionically powerful Listener and tactical genius, Xioshi ascension through the Ti’Raqki’s ranks was completed through winning every trial and duel through the sole use of their psionic abilities. As an ambitious Star-Lieutenant, they held a successful campaign of several operations as a ship captain, and achieved the rank of Star-Captain at an unprecedented speed for their rank. While already psionically powerful enough to rely on their skill to ascend the ranks, their tactical prowess was revealed after achieving their own fleet, the Kaz-qi’Thum.&lt;br /&gt;
&lt;br /&gt;
Through their reputation and achievements, their rise to power culminated in an invocation of the Abyss trial, where they were able to best their predecessor achieve the rank of Star-Admiral. Their rise to power, combined with their immense reputation predating their extremely successful thirty-year tenure as Star-Admiral, has secured their reign over the Ti’Rakqi.&lt;br /&gt;
&lt;br /&gt;
====Notable Fleets====&lt;br /&gt;
=====Kax-qi&#039;Thum=====&lt;br /&gt;
&lt;br /&gt;
The Kax-qi&#039;Thum, or the &#039;&#039;&#039;&amp;quot;Iron Cannons&amp;quot;&#039;&#039;&#039;, are a fleet consisting of two immense Planaq carriers, being the main display of naval power for the Ti’Raqki. Both ships are equipped with a complement of Ayoni escort craft, acting as the fleet&#039;s backbone alongside supplemental retrofitted civilian craft of typical Ti&#039;Rakqi employ.&lt;br /&gt;
&lt;br /&gt;
The Kax-qi’Thum formed after its military vessels were stolen from a Federation ship graveyard for outdated military equipment. Taking advantage of freak solar activity that forced a general evacuation of the asteroid by the Qukala stationed there, Xioshi, a Star-Lieutenant at the time, funnelled their crew into two aging Planaq spacecraft, and had their engineers perform the most basic work to be flight-ready. Combined with a feint action by the rest of Xioshi’s fleet that distracted the local Qukala force, both ships and their complement were safely brought to a friendly port where proper maintenance could be conducted. This operation led to Xioshi pushing for their promotion to Star-Captain, and when promoted their fleet was given the military vessels as a reward. Largely denounced by the Nralakk Federation, tighter security measures have since stopped the Ti’Rakqi from operating near the region.&lt;br /&gt;
&lt;br /&gt;
Despite their imposing size and strength, both carriers are considered far too outdated to pose a threat in a direct confrontation against a reasonably prepared, modern Qukala picket. The Kax-qi’Thum, however, only intends to wield it against civilian and merchant vessels, as well as against rival Marauder groups to devastating effect. The fleet primarily exists as a deterrent to any smaller Qukala patrols and opposing Marauder fleets, with the regular upgrades keeping them competitive.&lt;br /&gt;
&lt;br /&gt;
Both crews aboard the sister-ships recognize one another as Qu&#039;Draa, or even Qrra&#039;Myaqq, as a result of the considerably long history involving both ships. Their lengthy combat history, both from the Qukala and other Marauder groups, have left many scars on both their hulls, and the surviving crew.&lt;br /&gt;
&lt;br /&gt;
=====Diingi&#039;Lumiik=====&lt;br /&gt;
&lt;br /&gt;
Diingi&#039;Lumiik, or &#039;&#039;&#039;&amp;quot;Harbingers of the Void&amp;quot;&#039;&#039;&#039;, consists of retrofitted civilian spacecraft and three additional Qaqii spacecraft, which were captured after a skirmish with Qukala vessels within the Deadspace Spine. While the military ships within the fleet are not fully combat-capable due to the damage received during the skirmish, local officials are still wary when reports come in of the fleet operating in their area. &lt;br /&gt;
&lt;br /&gt;
The Diingi&#039;Lumiik is considered the most violent of the fleets within the Ti&#039;Raqki, being an active combat fleet in comparison to the Kax-qi’Thum’s focus as a deterrent. The fleet considers the Deadspace Spine to be its main area of operations, but is bound to their mandate to protect Ti’Raqki assets and affiliated planets across the Traverse, forcing the fleet to split into task groups. Stretched thin across multiple territories, the fleet is more welcoming of newcomers into the Ti’Raqki to relieve them of operating on skeleton crews and undermanned craft.&lt;br /&gt;
&lt;br /&gt;
Skrell crew aboard the trio of Qaqii vessels see one another as friendly rivals, always competing against one another for performance. While primarily beneficial in this relationship, the rivalry does mean that the three vessels regularly need repairs for their brazen acts in attempting to outperform the other, further delaying the fleet by waiting for the three vessels to become fully functional. The rivalry has also promoted intense personalities amongst their crew, causing the three ships to be separated along with the rest of the fleet to prevent escalation and conflict between the three vessels. Despite not being in the same region of space as each other, this does not stop the crews from frequently sending long-range communications to one another, bragging about recent victories and sharing war stories.&lt;br /&gt;
 &lt;br /&gt;
===== Tana’raq’iq =====&lt;br /&gt;
&lt;br /&gt;
The Tana’raq’iq, or  &#039;&#039;&#039;“Scavengers”&#039;&#039;&#039; are a loose confederation of fleets that share similar goals and tactics. These fleets usually engage in smuggling operations, minor piracy, and maintain ties to illegal salvage groups within the [[Tri-Qyu]] system. While not as uniform as the other fleets, their decentralised structure is regarded as a blessing for their ability to work across wider areas while maintaining enough cohesion to bring back tidy hauls and income to the Ti’Rakqi.&lt;br /&gt;
&lt;br /&gt;
Tana’raq’iq crews are viewed as eccentric and wildcards, with their daredevil attitudes stemming from working with some individual fleets close to the inner systems, which results in unprovoked clashes with Qukala forces and daring acts of robbery and salvaging operations. When another fleet of the Ti’Rakqi interacts with the Tana’raq’iq, the crews prepare for both a fight and a party. &lt;br /&gt;
&lt;br /&gt;
The Tana’raq’iq maintain two main areas of operations despite their decentralised nature: to the galactic northeast near [[Xrim]] and [[Hieroaetheria]], and to the southeast towards [[Empire_of_Dominia|The Empire of Dominia]] and the [[Izweski Nation|Izweski Hegemony]].&lt;br /&gt;
&lt;br /&gt;
Those who base themselves closer to the southeastern borders of the Nralakk Federation frequently cooperate with their Unathi peers. Trade is common between unathi piracy groups for mutual benefit, and have cooperated closely with [[Unathi Piracy#Kazu&#039;s Techraiders|Kazu&#039;s Techraiders]] in particular. &lt;br /&gt;
&lt;br /&gt;
Mutually benefitting each other through cooperation, the Tana’raq’iq provide their own vessels for Techraider missions within Federation space, while the Techraiders provide manpower for skrell smuggling operations outside of the Federation, and help import essential goods for the Tana’raq’iq to smuggle into the Federation in turn. The Techraiders, focusing primarily on advanced technology as part of their objective to rebuild Moghes, go to great lengths to nurture the relationship to ensure a reliable source of skrell technology. The Tana’raq’iq are equally invested in continuing this relationship, as Techraider support grants easy access to markets outside of the Federation. Despite the Techraider tendency of kidnapping of skrell scientists, these kidnappings do not violate their mandate that restricts them from harming civilians in any capacity, as the nature of the fleet’s decentralized nature leaves them multiple opportunities for rogue activity and ulterior motives against the interests of the Ti&#039;Rakqi.&lt;br /&gt;
&lt;br /&gt;
The relationship between the Tana’raq’iq and the Unathi pirate group [[Unathi Piracy#Hiskyn&#039;s Revanchists|Hiskyn&#039;s Revanchists]] is comparatively cold, with the Tana’raq’iq near-unanimously agreeing to not interact with the Revanchists out of perceived moral bankruptcy in their methods, namely supporting synthetic groups in fighting Dominia. Despite this official stance, the decentralised nature of the Tana’raq’iq still sees some vessels aid the Revanchists out of common interest. Regardless, the Revanchists are known to target Tana’raq’iq vessels, believing them to be too weak to do what it takes to complete their objectives.&lt;br /&gt;
&lt;br /&gt;
Tana’raq’q activity in the northeastern borders of the Nralakk Federation consists mostly of piracy, robbing Federation vessels and fencing their cargo on Epsilon Ursea Minoris. While the Commonwealth of Hieroaetheria and the Nralakk Federation cooperate in an effort to stop piracy, the Tana’raq’iq in the region maintain ships with false documentation to act as neutral traders within Hieroaetheria while evading capture. &lt;br /&gt;
&lt;br /&gt;
Deeper within Federation territory towards Xrim, the Tana’raq’iq primarily focus on recruitment. With Xrim’s autonomy and relative isolation from the inner systems, Marauder vessels here will use the fleet&#039;s assets to recruit for themselves and the Ti’Rakqi. Rumors of dionae joining the Ti&#039;Rakqi are common, particularly Shrkh wishing to flee persecution on Xrim, but there have been no confirmations thus far.&lt;br /&gt;
&lt;br /&gt;
===== Veq’Luuq =====&lt;br /&gt;
&lt;br /&gt;
The Veq’Luuq, or &#039;&#039;&#039;“Void Hunters”&#039;&#039;&#039;, are similar to the Tana’raq’iq in maintaining a loose structure as a confederation of large, independent vessels. These ships are solely commanded by experienced Star-Captains, and have a higher than average number of Void-Privates due to the fleet&#039;s reputation being a proving ground for recruits.&lt;br /&gt;
&lt;br /&gt;
The Veq’Luuq fleet’s primary goal is the probing of uncharted space, while hunting dangerous xenofauna as a source of income for the Ti’Rakqi. As most fleets explore uncharted territory individually, their extent of operations is variable, but do have plans for the eventual expansion of the Nralakk Federation. Outside of this, the Veq’Luuq is uniquely independent due to their isolation from the rest of the fleets and Ti’Rakqi. The Captains are allowed to pursue their mandate or their own personal goals how they please, so long as they still follow the Star Admiral’s orders and maintain loyalty to the Ti&#039;Rakqi. &lt;br /&gt;
&lt;br /&gt;
Captains of the Veq’Luuq are expected to return to port on a regular basis to report their findings and pay dues towards the Ti’Rakqi in exchange for repairs and equipment, and are regularly provided additional crew at a fraction of their cost. A third of their Ensigns who were promoted during their voyage are also expected to be discharged, being sent to join the other Ti’Rakqi fleets, to be replaced with recruits. &lt;br /&gt;
==== Trade ====&lt;br /&gt;
&lt;br /&gt;
The Ti’Raqki has diversified its income through its multiple ventures, with the main source of their income being the smuggling of goods within the Nralakk Federation. Many fleets are dedicated to selling goods to the Traverse, in turn causing the Traverse to become less reliant on the inner systems. Despite regularly gouging and upselling for greater profit, the recent economic collapse and the phoron shortage has forced the Ti’Rakqi to allow bartering with their long-term clients, granting discounts to the disadvantaged groups in the Traverse. Detractors within the group comment on the ramifications of softening their image, but Xioshi is adamant that the benefits this will bring will outweigh the initial costs in the long term.&lt;br /&gt;
&lt;br /&gt;
Trade between fleets consists of bartering, with no monetary involvement between the trading of goods between ships. The Star-Admiral entrusts the fleets to handle these affairs, and only intervenes to settle disputes. The barter system is supplemented by Ippitaq’wesi’s own industrial sector, which can produce goods that are rationed out to the fleets, or packaged and sold in the Traverse to undercut the inner systems’ goods.&lt;br /&gt;
&lt;br /&gt;
Most Marauder groups on the fringes of Federation space have since expanded their operations beyond the Federation’s borders, to varying degrees of success. The Ti&#039;Rakqi maintained the most success through their expansion into the [[Human Wildlands]], where they were able to better obtain human goods for smuggling back into the Federation. After the collapse of the Solarian Alliance, most operations have since been scaled back due to the ensuing instability and rising xenophobia. The Wildlands today remains as an elusive target - a great profit for those willing to take the risk.&lt;br /&gt;
&lt;br /&gt;
With the Wildlands considered too hostile for non-human pirates, most Marauder groups have redoubled their efforts in cementing their presence in the Traverse. The exception to this is the Ti&#039;Rakqi, having already grown to the point of being capable of dedicating entire exploratory fleets to go outside the Traverse. Most inter-border trade is discreet operations, falling under the jurisdiction of both anti-piracy efforts of their respective nations.&lt;br /&gt;
&lt;br /&gt;
Aside from the Tana&#039;raq&#039;iq&#039;s dealings with [[Unathi Piracy|unathi pirates]], the southeastern frontier remains an untapped market for the Ti&#039;Rakqi. While less lucrative as the former Solarian territories, the relaxed border security and lack of organised policing past the Federation border allows for Marauders to expand freely. Dominia&#039;s pact with its neighbouring pirate fleets has deterred those who would consider the Empire to be an opportunity, with Marauder activity largely avoiding Dominian space.&lt;br /&gt;
&lt;br /&gt;
=The Resistance=&lt;br /&gt;
[[File:Free Traverse Flag.png|400px|thumb|right|The flag used by The Resistance and Free Traversers to advocate for a Traverse free from Federation oppression.]]&lt;br /&gt;
&lt;br /&gt;
The Resistance, or &#039;&#039;&#039;Lyukal&#039;&#039;&#039;, is a collection of groups opposed to what they perceive as oppression of skrell under the Nralakk Federation. Resistance cells are concentrated within the [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|Traverse]], and are at their densest where Federation presence wanes. With Weibii&#039;s [[Warbling_:_The_Traverse_Strikes_Back|exodus]], Traverse Lyukal cells have since branched out to regions outside of Federation space. Most notably, the Lyukal now have a notable presence within Mendell City&#039;s [[Starlight_Zone|Starlight Zone]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: Being a member of the Lyukal is highly illegal within the Nralakk Federation. Playing a character with affiliations with the Lyukal runs the risk of permanently losing that character.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Modern Lyukal groups trace their origins to the original Lyukal formed during [[Skrell_Synthetic_Age|Glorsh-Omega&#039;s reign]], particularly those Lyukal cells that stood against the formation of the Second Nralakk Federation. These groups saw the Federation&#039;s return as an error in the light of a new era, and as a return to an oppressive regime in light of escaping Glorsh-Omega’s own. After years of waging guerilla war against Glorsh-Omega, these resistance cells prepared to wage a second one against their own species. Other groups have since aligned with the Lyukal in the centuries after the Nralakk Federation’s return, to their own degrees of alignment. Some groups share the Lyukal&#039;s belief of their right to freedom and self-determination, while others’ goals are less altruistic. Regardless of their motivation, all members of the Lyukal are united under one common belief: the Nralakk Federation&#039;s rule over all skrell cannot last.&lt;br /&gt;
&lt;br /&gt;
The modern Lyukal sects retain a deeply decentralized structure, consisting of multiple cells and groups maintain little cooperation between each other. Through such decentralization, coordinated efforts are minimal, with full offensives and effective large-scale resistance efforts few and far between. Despite this lack of effective organization, the many disparate cells continue to operate even as other cells are targeted by the Nralakk Federation’s authority, particularly in the Traverse. Recently, [[Notable_Skrell#Kalq’Qi_Weibii|Kalq&#039;Qi Weibii]] has become the de-facto public face and “leader” of the Lyukal, despite their position after losing the [[Warbling_:_The_Traverse_Strikes_Back|&#039;&#039;&#039;2463&#039;&#039;&#039; Grand Councillor election]]. Weibii encouraged all skrell who were disillusioned with the Nrallak Federation to join them in a mass exodus, bringing them to the [[Republic_of_Biesel|Republic of Biesel]] and founding the [[Starlight_Zone|Starlight Zone]] within Mendell City. After this exodus, Weibii’s position as the face of the Lyukal led to the resistance movement being recognized abroad, granting it a platform to promote its cause and draw support in human space.&lt;br /&gt;
&lt;br /&gt;
Some Lyukal cells also cast their support for the [[Skrell_Politics#Independent_Traverser_Movement|Independent Traverser Movement]] with an undeclared amount of resources sent to their aid. In the late stages of the ITM, a Lyukal weapons-trafficking operation within Federation space was halted due to a combined effort of turncoat ITM members and Kala operatives. These weapons were intended to be granted towards the militant groups within the Independent Traverser Movement, who remained active after the result of successful negotiations with the Grand Council. The Lyukal’s supplying cells were hopeful that the ITM would continue their resistance against the Federation, with armed resistance becoming the next step towards a free Traverse had it arrived.&lt;br /&gt;
&lt;br /&gt;
Recently, Lyukal cells within Mendell City have faced increased pressure as the Republic of Biesel seeks [https://forums.aurorastation.org/topic/16330-tau-ceti-times/page/5/#findComment-181586|closer ties] with the Nralakk Federation. With the Phoron scarcity forcing further cooperation between the two nations, the many fledgling rebels in the Starlight Zone look towards the Lyukal and Weibii for a hope against deportation and oppression. These cells have begun preparing to go underground during the increased crackdowns, while some prepare for open, direct resistance against the encroaching reach of the Federation. &lt;br /&gt;
&lt;br /&gt;
Within the Traverse, however, the Lyukal are becoming more emboldened in light of the Nralakk Federation’s pullback as phoron rationing restricts Qukala presence. The Lyukal’s cells have expanded greatly in the perceived abandonment by many Traverse skrell, with agitations for independence slowly returning to public thought only a few years after the end of their independence movement. As the Nlom relays’ power wanes or fails entirely, anti-Federation sentiments have taken root and continue unabated. To many skrell, change is once more on the wind and the psionic waves of the Traverse.&lt;br /&gt;
&lt;br /&gt;
==Structure and Operations==&lt;br /&gt;
&lt;br /&gt;
The Lyukal is highly decentralised, and most groups are rarely, if ever, in contact with one another. When motives align, several groups of dissidents band together to form a cell, pooling resources and manpower for a shared goal. The leader of a Lyukal cell is usually the most popular or strongest among the cell’s members, with an initial period of instability eventually ending after a leader is decided upon after debate and infighting. During this initial period of fragility, Federation [[Skrell_Politics#Federation_Enforcement|Kalas]] will attempt to infiltrate and dismantle the cell before it can finish forming, as a fully organized cell is much more difficult to destroy from the inside. Most cells act independently of one another, with subgroups within cells working with outside cells to pool skills or target a shared threat in unison. The internal structure of a cell varies, usually defined in the start of its creation. Cell leaders regularly use clandestine methods to disseminate their orders, while others allow their subordinates to pursue objectives autonomously. Compartmentalisation of information is a common tactic within a Lyukal cell, with groups within only aware of their own part to play within the wider plan of the cell. If one group is caught by the authorities, they will be unable to reveal information that could lead to the exposure of the rest of the cell’s members and plans.&lt;br /&gt;
&lt;br /&gt;
The Lyukal’s leader is both unofficial and only de-facto in name, as [[Notable_Skrell#Kalq’Qi_Weibii|Kalq&#039;Qi Weibii]] became the public representation of the organisation as a whole. Their activities in Mendell City&#039;s [[Starlight_Zone|Starlight Zone]] focus on fostering anti-Federation sentiment in skrell abroad, focusing on recruitment and educating skrell on the oppressiveness of the Nralakk Federation. While Weibii holds no official title, they are considered by many to be the leader of the Lyukal. This has been encouraged further by their appointment to Community Liaison for the Starlight Zone, which has effectively made them the leader of the refugee enclave within Mendell City.&lt;br /&gt;
&lt;br /&gt;
== Cells ==&lt;br /&gt;
===Raqa&#039;Nuul (Cybers)===&lt;br /&gt;
&#039;&#039;&#039;Leader:&#039;&#039;&#039; [[Notable Skrell| Ockq Oona]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The insidious use of technology and the extranet by the Federation has led to a populace unable to think critically and come to their own conclusions. Skrell today have become too dependent on information fed to them by a government that sees them as chattel to be kept docile. We aim for the freedom of information within the Federation, and the dismantling of the oppressive structures that prevent the free exchange of knowledge.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Raqa&#039;Nuul was founded by its current leader Ockq Oona in 2398, following their expulsion from their Depth College for academic misconduct. Oona claims that their expulsion was based on their political activities rather than misconduct, and that the Nralakk Federation forced their school to expel them. Ockq Oona was highly critical of the Grand Council during their student years, and would regularly advocate for reform and free speech while on campus. When they were expelled, Ockq Oona formed an online community with their former classmates that would gather any information on censored topics, then publicizing it to circumvent government censors. This online activist circle formed the basis for the Raqa’Nuul.&lt;br /&gt;
&lt;br /&gt;
Dedicated to the freedom of information, the Raqa&#039;Nuul pursues a virtual war against the Nralakk Federation. Their cell maintains little physical presence, with its members mostly organized in online spaces. The group focuses on combatting the Federation&#039;s propaganda through online activism and acts of cyber terrorism. The Raqa&#039;Nuul have claimed responsibility for installing viruses in government systems, leaking Federation secrets over the extranet, and committing acts of cyber-vandalism on [[Skrell_Culture#Social_Media|Viv-ID]]. While primarily non-combative, the Raqa&#039;Nuul&#039;s cyberterror acts can still cause physical harm, notably including a shipping depot&#039;s docking system failure from a virus used by the Raqa&#039;Nuul, resulting in an incoming vessel improperly docking and colliding with a station&#039;s hull. The Raqa’Null publicly apologised in the aftermath, stating that they only intended to interrupt shipping operations, though the damage to the public perception of the group has marked them as a serious threat to online and data safety. The Federation created a counter-campaign in response, capitalising on the average Federation citizen&#039;s fears through propaganda warning citizens about online fraud, account hacking, and other illegal acts while regularly referencing the Raqa&#039;Nuul.&lt;br /&gt;
&lt;br /&gt;
The Raqa&#039;Nuul&#039;s expertise in hacking has made them popular amongst other Lyukal cells and other criminal groups. They are sought after when bypassing electronic barriers, circumventing security networks, and sabotaging local communications networks and services. Ex-Raqa’Null members are also valuable for other criminal groups in the Spur, often willing to poach talent for high prices. Notably their members are also targeted by the Nlomkala for recruitment, and captured members are marked for capture and rehabilitation into Nlomkala counterintelligence agents.&lt;br /&gt;
&lt;br /&gt;
===Oqolk-Kora (New Path)===&lt;br /&gt;
&#039;&#039;&#039;Leader:&#039;&#039;&#039; [[Notable Skrell| The Latent]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Those in power claim that the mistakes of the past shall not be repeated, but we can see them for what they are. The Nralakk Federation represents stagnation for our species, and yearn for a return to the old ways that will lead us to another cataclysm, so soon after Glorsh-Omega. The Oqolk-Kora refuse to see our people suffer under the hands of another tyrannical regime. When the Lyukal storms Kal&#039;lo and seizes control, the Oqolk-Kora will be the ones that ensure a peaceful transition to a free and democratic government.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Oqolk-Kora, while founded by the same original Lyukal cells, developed a divergent culture in the passing centuries. Originally accepting all skrell, regardless of background, it now solely consists of skrell who adhere to [[Skrell_Faith#Kir’gul|Kir&#039;gul]]. This recent change is attributed to the Cell&#039;s enigmatic leader, only known as [[Notable Skrell| The Latent]]. Shortly after taking over from the previous leader, Oroq Xaqu, after their death by old age, The Latent led a purge within Oqolk-Kora of all skrell who refused to adhere to Kir&#039;gul beliefs. Despite this radical change and the adoption of Kir&#039;gul, Oqolk-Kora did not witness a fundamental shift in its original mission statement or objectives, still dedicated towards the Nralakk Federation’s dismantlement and replacement with a new, egalitarian government. The Oqolk-Kora plans to act as a caretaker government when the Lyukal seizes control of the Federation, ensuring a peaceful transition to a new form of governance. The transition to Kir&#039;gul has only reaffirmed the Cell&#039;s mission, at the cost of becoming controversial within the Lyukal itself. Not all Lyukal adhere to Kir&#039;gul, with others concerned that The Latent&#039;s aggressive stance on its adherence within the Oqolk-Kora will extend to everyone if their governance comes to pass. &lt;br /&gt;
&lt;br /&gt;
Before The Latent, the Oqolk-Kora focused on disrupting the political machine of the Federation. The cell harassed election candidates, organized smear campaigns against perceived puppets of the Federation, and blackmailed politicians to impact policymaking. It also disrupted elections, spoiling ballot boxes, vandalising, or even destroying polling stations. After The Latent took over the Cell, the modern Oqolk-Kora has become more secretive in its operations, now primarily promoting Kir&#039;gul beliefs and the Lyukal&#039;s cause through education and propaganda. Members will infiltrate Kir&#039;gul communities and establish themselves within the already oppressed community to garner Lyukal sympathies before reaching out to the broader populace. Once members plant themselves within the general population, the group will move to infiltrate local politics, with the end goal of having key areas of local government either controlled or closely aligned with the Oqolk-Kora.&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation is more lenient when sentencing Oqolk-Kora members, sentencing them to be reeducated before releasing them upon completion. The Federation maintains close surveillance on the released skrell, and are suspected of being active double agents within Oqolk-Kora operations.&lt;br /&gt;
&lt;br /&gt;
===Plurqh&#039;Quq (Freedom Fighters)===&lt;br /&gt;
&#039;&#039;&#039;Leader:&#039;&#039;&#039; [[Notable Skrell| Ju&#039;qoli Yeeboq]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Freedom by any means necessary. For too long have skrell been under the heel of an autocratic state under both Glorsh and the Federation, who exploit the underclass to the benefit of a privileged minority. While others use words, the Plurqh&#039;Quq will accomplish our mission through direct action. There will be no rest, no surrender. We will not stop until we see the Federation in tatters and all skrell free from the yoke of oppression.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Plurqh&#039;Quq was founded in the 2300s by its current leader, Ju&#039;qoli Yeeboq. Yeeboq was a former Qukala soldier, and claims that they were tasked with committing atrocities against alleged Lyukal sympathisers while deployed to the Traverse frontier. Yeeboq eventually deserted their post with several other members of the Qukala, temporarily forming a Marauder band before reorganising themselves as a Lyukal cell.&lt;br /&gt;
&lt;br /&gt;
Plurqh’Quq as a whole is well-known for its direct action, insurgency campaigns, and operations, using the Qukala&#039;s own tactics against them. The cell commits surgical strikes against the Qukala within the Traverse, with their raids focusing on destroying vital infrastructure, communications, and killing senior officers before engaging their primary target. When not targeting the Qukala, the cell regularly commits terrorist acts with the sole intent of public demonstration. Members of Plurqh’Quq will call ahead with bomb threats to force the evacuation areas before bombing and demolishing them, in contrast with their ruthless operations against the Federation&#039;s military. Cooperation with Marauder groups is a known facet of the cell, coordinating raids on cargo vessels with local Marauder fleets, and selling captured Qukala equipment to other groups. Their reputation as a violent resistance group is well known throughout Federation space, with standard protocol within the Qukala to engage and destroy Plurqh&#039;Quq vessels on sight.&lt;br /&gt;
&lt;br /&gt;
While not strictly a Suur&#039;ka group, its methods have attracted many Suur&#039;ka adherents, with Yeeboq capitalizing on this trend through promoting strength and self-reliance within the Cell to attract more Suur&#039;ka members. Recruitment methods also adapted in response, with a number of Suur&#039;ka cloisters funded by the Plurqh&#039;Quq, if not created through the Cell itself to act as recruitment hubs.&lt;br /&gt;
&lt;br /&gt;
===Qranqi (Subversives)===&lt;br /&gt;
&#039;&#039;&#039;Leader:&#039;&#039;&#039; [[Notable Skrell| Psi]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The oppressed and downtrodden of Federation society deserve more. We all deserve more. The [[Nralakk_Federation#Social_Compatability_Index|Social Compatability Index]] is a caste system at its core. How many of us have experienced a waiting list for medical treatment? How many of us have been outright denied services or even employment because of our place in this tiered society? The Federation has made it clear: if you are one of the unfortunate few who was born a [[Skrell#Receivers_and_Listeners|Listener]], or were born into the wrong [[Skrell_Relationships|Quya]], or if you do not fully agree to the common consensus, you are undesirable. The Qranqi refuse to accept this barbaric system any longer, and we urge all skrell to reject the social contract imposed on us by our oppressors.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Qranqi are an elusive cell, formed by the enigmatic Psi soon after the Second Nralakk Federation&#039;s reestablishment. When the Federation introduced the Social Compatibility Index, many skrell realized the negative impact it would have on large swathes of the population. Those who did not follow what the Federation considers ideal found themselves pushed downwards societally due to their score, losing access to aid and resources based on factors outside of their control. Many of these disenfranchised skrell organized into the Qranqi in response, initially as an advocacy movement before joining the ranks of the Lyukal when it became apparent that their activities would not be tolerated by the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
Organised by and for those the Federation would consider &amp;quot;subversive&amp;quot;, the Qranqi&#039;s ethos centers on equality and combating the injustices inherent in Federation society, particularly the impact of the Social Compatibility Index, as well as the Federation&#039;s mistreatment of Listeners. Initially, Qranqi members held demonstrations, promoting their cause through activism, but the Federation&#039;s crackdown on this dissident activity resulted in the Qranqi withdrawing from public acts. The cell focuses on helping those with poor Index ratings, or otherwise oppressed under the Federation. These aid efforts come in the form of makeshift hospitals that provide free, &amp;quot;true&amp;quot; universal healthcare, employment opportunities for those struggling to find jobs, and transport for those fleeing the Federation. The Qranqi&#039;s focus on those the Federation considers subversive grants it sympathy in the Federation&#039;s [[Skrell_Culture#Music|counterculture]] scene, making it a prime recruiting ground for the group. Qranqi agents will embed themselves into local underground hotspots, becoming organisers for illegal raves and managing clubs that host subversive events. While not every subversive is willing to fight the Federation in a literal sense, the Qranqi use their influence in the underground scene to convince those oppressed or sympathetic enough to join their ranks.&lt;br /&gt;
&lt;br /&gt;
The Qranqi are regarded as petty criminals and punks due to their ties with the subversive elements of Federation society. The cell also maintains links to various [[Federation_Crime_and_Resistance#Marauders|Marauder]] groups throughout the Traverse, due to their involvement in smuggling skrell out of the Federation. This has made recruitment somewhat difficult for the Qranqi, as their perceived relationship with criminals makes the average skrell wary of them, though those unimpeded through being criminals themselves join eagerly. As with most Lyukal cells, the Qranqi&#039;s decentralised nature means that the vetting process for recruits is not uniform, resulting in conflicts of interest.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Culture&amp;diff=38245</id>
		<title>Skrell Culture</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Culture&amp;diff=38245"/>
		<updated>2025-10-17T21:47:41Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: no scarcity stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
Skrell culture is generally recognised as the thoughts, beliefs, and practices that are most common within their species. Skrell that go against these norms are typically thought of as outliers, and will quickly become ostracized should they not bend and adhere to the society they find themselves in. Those that do not, will commonly find solace within the Traverse or outside of the Nralakk Federation. &lt;br /&gt;
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== Naming System ==&lt;br /&gt;
&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
&lt;br /&gt;
Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as the breaking of an almost sacred tradition as it lowers the significance of all other name additions, and is never authorized by Federation bureaucrats. However, some Skrell outside the Nralakk Federation may choose to do so anyway out of spite, simple ignorance, or other reasons.&lt;br /&gt;
&lt;br /&gt;
The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
&lt;br /&gt;
Typically a “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Nral&#039;Malic, the presence of a &amp;quot;&#039;&#039;&#039;-&#039;&#039;&#039;&amp;quot; is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
&lt;br /&gt;
The use of “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root - or put simply. it is said as if it were one word. This can be a positive or negative association.&lt;br /&gt;
&lt;br /&gt;
If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&lt;br /&gt;
&lt;br /&gt;
== Work Ethic ==&lt;br /&gt;
&lt;br /&gt;
Skrell life is highly dependent on the contribution of less-valued, yet highly crucial, manual labour workers. Skrell rarely ever want to work in these roles, but due to species-wide fertility issues, many may feel obligated to &amp;quot;settle&amp;quot; for unsatisfying careers in low-level positions or industries that are key to a functioning modern society. Before Glorsh-Omega, Skrell were able to delegate menial/unskilled work to machines, which allowed them to pursue their dream careers or focus on hobbies. In modern times, however, the State has been forced to incentivise workers into staying in unskilled careers. These Skrellian workers are often pampered by the Government not dissimilarly to primary numericals and idols to encourage them to keep working these jobs, providing them with high pay and workplace amenities such as pools and extensive break rooms.&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dionae and Vaurcae to the Federation, this unskilled labour shortage has been somewhat alleviated. While the Federation still lags behind in manpower and production capacity, the latter being due to the lack of a synthetic workforce common elsewhere in the Spur, the integration of these two species has been vital to the functioning of Federation society. Vaurcae workers, in particular, have been utilised extensively since their integration into the Federation; the C&#039;thur Hive&#039;s ability to produce legions of new workers in a small amount of time has not only made them a common sight in the average workplace, but has secured the species&#039; place in Federation society. The ability for Vaurca to solve the labour crisis in the Federation is limited, however, as regulations regarding the Viax population of the C&#039;thur Hive are strict. There are limits to how many Viax can be working the same shift together if the project is sensitive, such as military installations or facilities that are vital to the Federation, and their Hivenet connection is jammed so that only local, close orders can be sent.&lt;br /&gt;
&lt;br /&gt;
Due to their synthetic-analogue nature, combined with their ability to work long hours and requiring little maintenance, the state has been forced to regulate Viax on multiple fronts; many Skrell believe Viax are too similar to synthetics, their use by the Skrell being seen as poor taste if not abhorrent. Others, specifically [[Nralakk_Federation#Tertiary_Numericals|tertiary numericals]], see Viax as stealing opportunities for social advancement, as their ability to outwork Skrell and the sheer number that can be produced cause fear that Skrell will no longer be able to easily advance in the Social Compatability Index. Viax are seen with suspicion and mistrust by their Skrell coworkers, and regardless of how the individual may feel about the C&#039;thur hive, many Skrell do not look fondly at the role Viax have in the Federation.&lt;br /&gt;
&lt;br /&gt;
Diona, much like Vaurca, have been a boon to the Federation thanks to their traits; members of the species require little in the way of food or amenities, and are immune to radiological and space-based hazards, making them ideal workers in environments deemed too hazardous for Skrell or even Vaurca to work in. The [[Dionae_History#Skrell_History|contributions]] of the Diona species in the reconstruction of the Nralakk Federation post-Glorsh have elevated their position in Federation society, and members of the &#039;&#039;&#039;Conglomerated Choir of Nralakk&#039;&#039;&#039; in particular are looked on favourably near-universally by Skrell. &lt;br /&gt;
== Holidays ==&lt;br /&gt;
=== Qu&#039;qyu-Poxii ===&lt;br /&gt;
&lt;br /&gt;
Generally unofficial events, sometimes planned within groups of friends or with extended family. Qu&#039;qyu-Poxii, or &#039;&#039;&#039;Starlight Gatherings&#039;&#039;&#039;, is a term for various events that follow the periodic observation of meteor showers. Members of the community gathered on the highest natural peaks of their region and spent a few nights observing the various comets that fly through the sky. Some Skrell enjoyed this recluse into nature for a time, but others found it distracting and unnecessary.&lt;br /&gt;
&lt;br /&gt;
This behaviour has changed in the modern-day, becoming an official Federation-sponsored holiday that occurs every year. As it used to, Starlight Gatherings are hosted typically in moist environments with plenty of natural scenery. Skrell across the Orion Spur meet up at these, partaking in food, games, but primarily looking for a potential Qu&#039;Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It&#039;s not uncommon for even the more reclusive scientists to appear at these events, normally under the guise of &#039;searching for suitable research partners.&#039; Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions. It occurs annually on June 14th.&lt;br /&gt;
&lt;br /&gt;
=== Nioh&#039;Quvuqi ===&lt;br /&gt;
&lt;br /&gt;
As creatures of the sea, Skrell have an innate connection to the tides, and as such, the moon. Bi-annually, during the equinoxes, Skrell will prepare a celebratory dinner privately in their homes. This is viewed as a time for families to come together and bond, and generally isn’t a publicly enjoyed holiday. An important staple of this holiday is the preparation of &#039;&#039;&#039;Aqoliz&#039;&#039;&#039;, a type of soft sea-mollusc, to be enjoyed. The Skrell are expected to give praise to the notable moons within the Nralakk Federation, mostly Qerr&#039;Malic, during the dinner. The celebration has been tracked as far back as seven millennia ago, making it one of the oldest holidays still celebrated within the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
=== Nral&#039;viq === &lt;br /&gt;
&lt;br /&gt;
Nral’Viq, or Federation Week, is a national holiday that celebrates the formation of the Federation in &#039;&#039;&#039;878 CE&#039;&#039;&#039;, along with its re-establishment with the [[Aweiji|Tresja Agreement]]. The celebration lasts throughout the entire week, with various planetary governments organizing parades that typically end in large fireworks. The holiday week is also accompanied by pop-up stores and neighborhood parties. Most events are planned to last the entire week when able, to ensure that everyone is able to participate.&lt;br /&gt;
&lt;br /&gt;
Most Federation citizens will find themselves viewing the parade in their nearest city. Parades consist of floats carrying locally organized art pieces, song and dance performances, and even holographic projectors showing the Federation&#039;s past and current accomplishments. Those who don&#039;t have the time to view the parade will settle for watching it live while at work, or recordings shared on Viv-ID. Almost everyone will be invited to their local community party, which can be as small as an apartment building gathering to as large as a city block party, with everyone coming together and celebrating through various local traditions.&lt;br /&gt;
&lt;br /&gt;
There is an important aspect to this holiday; ‘Origin’ is an important milestone in the life of a Skrell. It is the compelling pilgrimage from their planet or city to the beaches of Qerrbalak, where aeons ago, Skrell walked from the sea onto land. It is a significant reflection for some Skrell, some coming from the pilgrimage changed and focused. Some other Skrell find it a waste of time, and focus on more practical endeavours. However, Origin is crucial to some tourist attractions in Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
A similar holiday occurs on a much smaller scale in the colonies, grouped together as Founding Days. Founding Days are usually less grand than Federation Week, but are still fondly anticipated by the local population. The events are usually kept to smaller community events, unless that year is a milestone for the colony, and only last for a single day.&lt;br /&gt;
&lt;br /&gt;
== Different Eras of Skrell ==&lt;br /&gt;
&lt;br /&gt;
Generational eras work differently for Skrell due to their long lifespan. Pre-Glorsh, it would have been seen as completely normal for there to be age gaps of decades between siblings, with the gaps often being too far apart to consider them part of the same generation as humans define it. Instead, the Skrell use milestones in their society to group Skrell together, with early generational eras typically using technological and societal advancement as markers and dividing them further as time went on. There are currently four generations that exist today:&lt;br /&gt;
=== The Weeping Era (Before 2056 CE) ===&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|rule of Glorsh]] would have known Artificial Intelligence as helpful rather than oppressive, treating them as companions, friends, and valued co-workers that assisted in letting the Skrell commit to intellectual pursuits or leisure with almost no need for manual labour. These older Skrell also lived through the whole of the Synthetic Uprising, and today may still hold feelings of anger at being betrayed or sadness and mistrust as a result of the tyrannical rule of Glorsh-Omega. Skrell from this age often have inky black stains around their eyes as a result of the trauma inflicted on them during this period.&lt;br /&gt;
&lt;br /&gt;
=== The Collapse Era/Abyssal Era (2056 CE - 2192 CE) ===&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally helpful constructs, allowing the species to advance exponentially since their inception. These Skrell may only see Artificial Intelligence as &#039;&#039;&#039;hateful&#039;&#039;&#039; or &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to subjugate organic life - their rule often involving &#039;&#039;&#039;death&#039;&#039;&#039; and grand, enigmatic designs unknowable to everyone except them. These Skrell would have been forced into hard labour by the AI overlord, freedom fighters attacking synthetics and smuggling Skrell to safety, salvagers, Doctors, cowards, thousands of different things either under command of Glorsh-Omega - or plotting its demise in secrecy, away from its watchful eye. Glorsh ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race in exchange for the promise of safety. Those who decided to collaborate with Glorsh are hated almost universally, and face the risk of being arrested if found. Many collaborators have been permanently interred in cryogenic stasis as punishment for their crimes, but some managed to escape to other regions of the Spur and may still be alive to this day.&lt;br /&gt;
&lt;br /&gt;
=== The Supernova Era (2192 CE - 2245 CE) ===&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recent_History|reformation of the Federation]] after the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu Supernova]]. It is defined as a time of &#039;&#039;&#039;little births&#039;&#039;&#039;; the machinations of Glorsh-Omega involved giving Skrell an unknown inoculation, making the majority of them infertile and resulting in children born in this era to be considered miracles and outliers. The early parts of this era were hard to endure, with the parents often away to help rebuild from what pieces were left, resulting in many Skrell growing up more isolated and lonely. The later parts finally saw planets beginning to be reconnected as the Nralakk Federation slowly began to reintegrate its former territories. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova era Skrell are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
=== Radiant Era/Contact Era (2245 CE to Now) ===&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Recent_History|new galactic situation]] - where several other species have been discovered in such a short time. With the Federation now fully reformed, these Skrell are experiencing the beginnings of hassle-free life for the first time in four centuries. Birthrates are skyrocketing after advances in fertility treatment - but not yet to pre-Glorsh levels, and advancements are often being made into solving the crisis. However, there is an issue. Skrellian artificial intelligence was leaked into human space by unknown means, and hundreds of years of emotion have spilled forward into a mess of conflicting feelings and trauma. Contact era Skrell are faced with a conflicting matter; these Skrell never really saw first-hand the rule of Glorsh-Omega or the cruelty they showed towards the Skrell, but their elders have seen the damage that unfettered Artificial Intelligence can cause. These Skrell, while still broadly anti-synthetic as a result of their upbringing, may one day offer an opportunity for reconciliation between the species and synthetics.&lt;br /&gt;
&lt;br /&gt;
== Pets ==&lt;br /&gt;
&lt;br /&gt;
Skrell have domesticated multiple animals throughout their history, and while many are used as food sources there are few that stood out as household pets.&lt;br /&gt;
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=== Buurgis ===&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Buurgis&#039;&#039;&#039; is a large crustacean that can often be seen within Skrell households. Depending on the breed, a buurgis can range anywhere from 0.3 meters (0.9 feet) to 0.65 meters (2.1 feet) tall with larger buurgises serving as a household protector in the same way a dog would protect a human household. Buurgis are strictly carnivorous and must be served a diet of molluscan and various other proteins. They, like Skrell, also must be kept hydrated throughout the day, and a section of the house may even be dedicated to hosting a terrarium for the family buurgis. A well-fed and well-taken care-of buurgis can live up to 100 years.&lt;br /&gt;
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=== Sqamp ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sqamps&#039;&#039;&#039; are smaller than the average &#039;&#039;&#039;buurgis&#039;&#039;&#039;, and are more similar to sea slugs in appearance. They are dull in colour, typically being muted shades of brown, red, black, or orange. While a buurgis may be used as a household protector or family companion, the sqamp is seen as useful primarily for its role in pest control and as low-maintenance pets, similar to cats by humanity. Sqamps will hunt for their own food, make their own nests using clothes, plant matter, and its own mucus - much to the frustration of their owner - and are generally solitary animals, making them ideal for a family who doesn&#039;t have the time to maintain their pet often. Sqamps are believed to have been originally domesticated by Skrell who lived rurally and had to contend with wild animals destroying crops and spreading disease.&lt;br /&gt;
&lt;br /&gt;
===Prix&#039;qo===&lt;br /&gt;
&lt;br /&gt;
Originally domesticated as a source of food, &#039;&#039;&#039;Prix&#039;qo&#039;&#039;&#039; are large fish with wing-like fins. They are quite large in both height and weight (roughly 1.3 metres and 0.5 kilos being average) and come in vibrant colours of blue, green, teal, red, or orange in various patterns. While they are common pets throughout the Federation, they are popular the most in underwater communities due to their large size making it difficult to provide adequate living space for them on land. Prix&#039;qo have a more developed Zona Bovinae than other animals; while nowhere near as prominent as a Skrell&#039;s, they are able to understand and receive simple commands from Skrell psionically. This has led to it being acceptable in Skrell society to let them freely roam in underwater communities since their docile nature and susceptibility to psionics means they can easily be given orders if they become a nuisance. As a consequence of their psionic sensitivity, they are easy to train, and it&#039;s not uncommon to find competitions and betting halls that capitalise on this phenomenon. &lt;br /&gt;
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== Entertainment ==&lt;br /&gt;
&lt;br /&gt;
=== Games ===&lt;br /&gt;
&lt;br /&gt;
==== Homeworld: Invasion ==== &lt;br /&gt;
&lt;br /&gt;
Created in &#039;&#039;&#039;2412 CE&#039;&#039;&#039;, Homeworld: Invasion follows an alternative history timeline where instead of becoming allies, humanity instead decided to launch an all-out campaign against the Skrell. It features extranet multiplayer, extensive character creation, and psionic compatibility - the latter feature being similar to using a haptic feedback device. The singleplayer campaign revolves around the protagonist, a Tupkala agent, who is tasked with sabotaging the invasion force through daring one-man raids, intrigue, and stealth, before eventually joining the rest of the military and being on the frontline against the invasion forces. The player faces off against the 453rd Solarian Marine Regiment &amp;quot;Voidraiders&amp;quot;, described in-game as &amp;quot;a ferocious horde of humanity&#039;s most bestial warriors&amp;quot;. There are dozens of locations that can be played, from the frontiers of the Traverse or well-known locations such as Xrim and Tattuqig, to Aweiji or even the Homeworld the game is named after.&lt;br /&gt;
&lt;br /&gt;
There is a class system in which players can invest in-game currency to buy tiered perks, revolving around the main traits of the Nlomkala, Sromkala, Ruupkala, and Qukala - or their equivalent agencies in the Solarian Alliance when playing as humanity in multiplayer. Each has its different strengths and weaknesses, and players are encouraged to swap between classes midgame as situations arise. In singleplayer, depending on how successful the player is in achieving their objectives, the invasion can either fail or succeed with the invasion&#039;s difficulty depending on how many objectives were completed and how. The multiplayer gamemode can last for multiple rounds as sides alternate between attacking or defending objectives before the main invasion. &lt;br /&gt;
&lt;br /&gt;
It has received some criticisms due to its portrayal of humanity, and many have stated that it was in retaliation for [[Human Entertainment Media|&amp;quot;Solarian Marines&amp;quot;]] and their crude depiction of Skrell.&lt;br /&gt;
&lt;br /&gt;
=== Film ===&lt;br /&gt;
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&#039;&#039;See also: [[Skrell Cinematography]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Swimstars ====&lt;br /&gt;
[[File:Skrelltest1.png|300px|thumb|right|The Skrell in the hit-series, Swimstars!]]&lt;br /&gt;
Swimstars, also known as &#039;&#039;&#039;Q&#039;iix-Aqqx&#039;xaq-que&#039;&#039;&#039;, is an animated adaptation of a novel by the same name by the Skrellian author Axu Iqaxi. Initially published in &#039;&#039;&#039;2420 CE&#039;&#039;&#039; to mediocre reviews, it wasn&#039;t until almost three decades later that it became a hit with the introduction of Srom-Capable VR and psionic integration. Instead of a first-person book narrative, the audience is thrust directly into the point-of-view of the main character, where they are able to perceive and feel the emotions of the main character. The show has become engrossed in Federation media with its unique art style created through painstaking modelling and computer-assisted movement.&lt;br /&gt;
&lt;br /&gt;
Swimstars only recently made its way into human spheres with the release of the first season occurring in late &#039;&#039;&#039;2462 CE&#039;&#039;&#039;. Adapted to allow humans— especially considering their inability to embrace Srom— it has seen a rather mixed response. Its reception is mostly blamed on the lack of emotional feedback, as it leaves a lot to be desired for those without psionics. Producers have considered possibly discontinuing the franchise within human space. Despite being poorly received, human reviewers do praise Swimstars as an interesting, albeit confusing insight into Skrell culture and storytelling.&lt;br /&gt;
&lt;br /&gt;
While the book series ended in its third instalment, the show consists of 8 seasons, three standalone movies, an OVA, and a spinoff with one of the side teams.&lt;br /&gt;
&lt;br /&gt;
=== Social Media ===&lt;br /&gt;
&lt;br /&gt;
[[File:Skrell Social Media.png|150px|thumb|The logo for Viv-ID]]&lt;br /&gt;
&lt;br /&gt;
Glup&#039;itq, &amp;quot;Social Platform&amp;quot; in Nral&#039;Malic (branded as Viv-ID), is the singular social media platform currently authorised to operate within the Nralakk Federation. It is primarily a mixture of both social news and multimedia sharing, while also having shopping, banking, and messaging functionality. The State has ensured that Viv-ID has a monopoly on social media in the Federation for the purpose of monitoring and promoting its ideas to its citizens. Through Viv-ID, the Nralakk Federation is able to push its ideals while simultaneously censoring or outright banning dissenting opinions - including uncontrolled criticism of the Federation itself and news stories not screened through pro-state filters.  &lt;br /&gt;
&lt;br /&gt;
The site works as a &amp;quot;feed&amp;quot;, where users are presented with a scrolling page that contains posts and links to stories that are filtered to the user&#039;s interests. Users are able to like, or dislike, a post, which determines how popular a post gets. User posts that get popular will reward the original poster with a slight increase in their Social Compatibility score.&lt;br /&gt;
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The algorithm behind the platform is backed, funded, and constantly updated by the Nralakk Federation. The algorithm utilises information (provided both by the state and by users themselves) to influence what users see on the platform; a user who is interested in politics may be guided towards commentators or politicians that the Federation wishes to promote, while a scientist may be shown idols who share their field of study. Advertisements are limited to only display both the highest and lowest hundred scoring citizens throught the entire Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
When the Skrell discovered humanity, the platform was given the name Viv-ID as a brand in order to distinguish itself from other social media; despite its monopoly within the Federation, it was realised that the generic name would garner confusion, especially for humans who found themselves working within the Federation that would be forced to use the platform during their stay. While not particularly popular with non-Skrell outside of the Federation thanks to its isolated and heavily state-biased nature, Viv-ID does allow non-citizens and non-residents to view and access the platform, but not interact with it. Skrell who find themselves outside the Federation still have access to Viv-ID, using it as a means to stay connected back home, unintentionally making it a competitor to similar sites in human space.&lt;br /&gt;
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Vandalism, &amp;quot;hacktivism&amp;quot;, and other illegal activity on the platform is not uncommon, but is normally struck down by the site&#039;s moderation team before anything can be viewed by the userbase at large. Members of the [[Federation_Crime_and_Resistance|resistance and other subversive groups]] are known for their online activities; spoofing scores and post tags to bring anti-Federation to the top of everyone&#039;s feed, impersonating idols and other notable figures, and general site vandalism are all seen as valid tactics against what is considered an invasive and socially-debilitating platform.&lt;br /&gt;
===== Relation to Social Compatability Index =====&lt;br /&gt;
&lt;br /&gt;
The Social Compatability Index is entwined with the prolific use of Viv-ID, with the system seeing heavy integration on the platform. The numerical category and exact score are displayed alongside a user&#039;s display name, and is used as a &amp;quot;trust score&amp;quot; for viewers to determine how they should interpret the user&#039;s posted content. The algorithm will push content posted by those with a high numerical score, giving them a wider reach on the platform, while hiding content from low-scoring users. Low-scoring users will often see their profiles shadowbanned or their content removed at even the slightest hint of detraction from the norm; many have commented on the almost automatic reporting of their posts, even if the opinion is a popular one, simply due to their score, and point out the unfairness of high scorers being given more leeway with their opinions.&lt;br /&gt;
=== Idols ===&lt;br /&gt;
&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation, promoting them on Viv-ID and other media to encourage the average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; research grants, private shuttles, and high-class housing are only a few examples of the privileges granted for being an ideal citizen that follows laws and regulations. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media.&lt;br /&gt;
&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity; a moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - in some cases even the whole Federation. Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
&lt;br /&gt;
A “well-known secret” of the Nralakk Federation is that idols are comprised almost exclusively of very Wake-attuned individuals with strong outer influences. Due to the X&#039;Lu&#039;oa, however, the number of Skrell that have these qualities is dwindling, creating a shortage of idols. This has prompted the Nralakk Federation to look into similarities between the Wake and the Vaurca’s hivenet - so far with little results. This said, there has been some success in experiments that utilise C’thur as propaganda pieces; while not exactly a replacement for a Skrellian idol, showcasing model non-Skrell citizens has had a marked effect on Skrell, with a number of recorded instances of Skrell showing model behaviour shortly after exposure to a non-Skrell idol with a higher score than them. Current theories suggest that the competitive nature of the species influences Skrell to actively seek out opportunities to match non-Skrell citizens that are portrayed as &amp;quot;better&amp;quot; than them in terms of the Social Compatability Index.&lt;br /&gt;
&lt;br /&gt;
== The Arts ==&lt;br /&gt;
Skrellian art is considered alien by many species throughout the Orion Spur; which the Skrell rapidly embraced. Many non-Skrell find it difficult to engage with Skrell artists, citing that their ideas are just simply too bizarre to comprehend. The result of which is the unlikelihood of an artist leaving the Nralakk Federation in order to seek additional opportunities amongst the stars. Whilst there are cons to the discovery of other species and its influence on Skrell artwork, there are boons which have also arrived - most specifically, the Skrell undergoing a somewhat second renaissance with the introduction of additional concepts to their artworks. &lt;br /&gt;
=== Music ===&lt;br /&gt;
&lt;br /&gt;
From what can be gleaned from historical research, early Skrell music focused on vocalisation. Water, being a convenient medium for noise, served well for long-distance singing and harmonisation. These songs were mainly call-and-response, where one Skrell sang a set of short notes, which were then met with a response by another Skrell some distance away. This would eventually lead to other Skrell joining in and harmonising and could lead to dozens of Skrell joining together in song. This simple form of music would eventually evolve to include percussion, the various seascapes of Qerrbalak offering a wide range of notes that could accompany the performance. As the noise could cover very long distances, it was difficult for these performances to stay separate, forcing groups to merge together and syncing quite well through both skill and the Nlom. Even today modern Skrell bands follow this trend, as bands typically organise in the tens of numbers and each member is given a specific, yet crucial role to play in the overall performance. Even the audience is able to join in, with some live songs relying on audience participation as the band members call out and wait for the crowd to reply back either with lyrics or vocalisations.&lt;br /&gt;
&lt;br /&gt;
Modern Skrell music hasn&#039;t changed much in structure, still relying on call-and-response as well as large groups harmonising together. Still, the process of creating and displaying these performances has become far more complex. Members of contemporary Skrell bands will train for years in order to have the best voices, choreography, and outfits possible to boost their performances. Skrell songs today typically preach Federation values; conformity, relying on one&#039;s social structures, and family are all common themes in modern music. Audiovisual elements are considered imperative to creating a song. This can be as simple as having a concert hall designed to provide the best auditory and visual experience possible, to complex holoprojections, laser light displays, or pyrotechnic setups. Some groups are known to employ hallucinogenic drugs, known as &amp;quot;tabs&amp;quot;, which lull the user into a half-awake state and amplifying their emotional and physical response to different stimuli. Idol groups have also formed in the modern age, where top performing musicians will form bands together and gather their collective fanbases into one supergroup, boosting their overall status and propelling them forward in fame. While music subcultures exist, they are quite homogenous, with members of the group expected to stick to their styles and behaviours or be seen as &amp;quot;not true fans&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Many mainstream Skrell artists have adopted human trends in music; catchy Sol Common hooks and verses from human songs are sampled and remixed, while entire genres may be adopted to create something new through a Skrellian lens. Homemade genres, whether influenced by human music or not, are common to the alternative scene. &#039;&#039;&#039;Qr&#039;lomq&#039;&#039;&#039; is a relatively new genre, denoted by short songs that have &amp;quot;rough, low-resolution&amp;quot; electronic production and high tempo, and is considered a definitive example of Skrell music production; Qr&#039;lomq songs invoke aquatic imagery, while its electronic production allows for pitch-shifting that resembles the call-and-response structure of more popular Skrellian music.  &lt;br /&gt;
&lt;br /&gt;
There is a notable counterculture in Skrell music as well. This group of music genres are typically sequestered away from polite society, with gatherings staying underground. While the composition of these genres is considered different, but not offensive to the average Skrell, the content of their songs makes them definitely the opposite of what is generally considered &amp;quot;good&amp;quot; music by Federation society at large. Mainstream music will focus on values the Federation promotes, but these underground musicians compose music revolving around drug abuse, anti-establishment attitudes, and encouraging its listeners to break free from the mould of Federation society. Fans of this music are typically listeners or listener-leaning receivers, as well as other groups who feel disenfranchised in the Nralakk Federation. Bands who play these types of genres are more often than not fallen idols, most of who end up thriving thanks to the less restrictive culture that surrounds the underground music scene; former idol group &amp;quot;D-LUX 1597&amp;quot; is a good example of this, reforming under this umbrella of counterculture and playing experimental industrial music to great success. Counterculture music tends to take itself less seriously than its mainstream counterpart, with lyrics often being humorous or vulgar in nature.&lt;br /&gt;
&lt;br /&gt;
At one point, it would have been considered illegal to own recordings that fall into this music category, but the Nralakk Federation has elected to use other methods to curb their influence on Skrell. Fans of the music are constantly anxious that their favourite band may &amp;quot;sell out&amp;quot;, as the Federation offers band members idol status in exchange for cleaning up their music for a more mainstream audience. A group that has been active in the underground scene for centuries may suddenly disappear into the vastness of Skrell pop music, as bands are enticed by the idea of fame and once-obscure fallen idols again get to enjoy all the privileges they used to have. Some bands have outright refused these offers, and take every precaution to make sure the Federation can&#039;t influence their group - including not announcing tours or gigs, and instead relying entirely on word of mouth and guerilla marketing. &lt;br /&gt;
=== Skrell Poetry ===&lt;br /&gt;
&lt;br /&gt;
Skrellian poetry varies wildly between authors; each poem will use different techniques, explore different themes, and use structures of varying complexity - all of which will depend on the author themselves and the time period it was written in.&lt;br /&gt;
&lt;br /&gt;
Early Skrell poetry is often described as &amp;quot;mystical&amp;quot;, with the use of hidden meaning and abstract descriptions being commonplace to the point that most poems of the era are difficult to accept as reliable sources of historical record by modern scholars. As Skrell evolved, so did their poems, transitioning from stories of ancient lands or fantastic creatures to focusing on providing a more coherent perspective.&lt;br /&gt;
&lt;br /&gt;
Thanks to the vast timespan of Skrell societal development there are thousands of years of artistic evolution, from which even amateurs in the modern day can draw influence to create their own contributions. Resulting from this, modern Skrell poetry is fairly mixed in terms of style and format, with individual works routinely breaking the mould in order to create something unique in the name of artistic expression. With that said, there are still some constants. As modern poetry attempts to be more coherent than its earlier forms, the subject matter is typically non-fictional. Along with this, standard Skrell poems will only use the second or third person as a means of providing a coherent or objective perspective in the story through the detachment of the author.&lt;br /&gt;
&lt;br /&gt;
While poems may cover a myriad of different subjects, modern poetry in the Nralakk Federation tends to focus on a few key areas; Glorsh-Omega has tens of thousands of modern poems dedicated to its rule alone, and it&#039;s not uncommon to know a family member who lived during that era who decided to contribute to this number by venting their feelings into a poem or verse. Other popular subjects include love, family, nature, and religion. Subjects that conveniently have little if any room for anti-Federation rhetoric. Listeners, members of the Lyukal, and others that find themselves opposing the Nralakk Federation and its ideology will go out of their way to create poetry that is politically charged, provocative or even outright inflammatory as a counter to the &amp;quot;safer&amp;quot; options that are popular within Federation space. Similarly to subjects, the use of the first person in poetry is used extensively by those who wish to subvert or counter what&#039;s popular in the Federation.&lt;br /&gt;
&lt;br /&gt;
Modern Skrellian poetry may utilise &amp;quot;multi-sensory stimuli&amp;quot;, typically in the form of psionics. Authors with a strong psionic aptitude are known to hold public recitals, using their psionic projections to further amplify any emotions or ideas conveyed by the poem. A public recital of a  love sonnet may be accompanied by feelings of infatuation or affection - with care made to convey these emotions in broad terms, rather than to a specific individual. Likewise, older Skrell who recite poems involving Glorsh-Omega may try to evoke feelings of fear, sadness, or even anger at the former tyrant. More technologically-savvy or less psionically-inclined Skrell may attempt to use devices such as holograms, scent synthesisers, or audio-visual equipment to generate similar effects.&lt;br /&gt;
====Examples====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=====Abandoned=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;No more do you look at them with your deep, dark eyes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are looking elsewhere, somewhere beyond your mate, and while your headtails gesture when the two of you talk, you do not listen.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your Qu&#039;Poxii&#039;s eyes stained ink-black, you return to your old world, your old companions, your old friends,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Leaving those that love you here and now with nothing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Abandoned&amp;quot;&#039;&#039;&#039;, original author unknown. Recovered alongside several other poems in a handwritten journal in Gwikip, Aweiji, and sent for archival on Qerrbalak. This poem is more than likely referring to a Qu&#039;Poxii that had started to abuse recollection pills, which became quite common throughout the Federation shortly after the reign of Glorsh-Omega.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=====Betrayal=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;They believed your love outsoared theirs, with a song without compare,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From humble beginnings, their love bloomed,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The moments you shared they still hold tight, they believed you were theirs,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your ambitions meant your leave, from the start what you built together was doomed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They cherished you and loved you, and at one point your commitment seemed to be as strong - &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Just when did you decide to leave them? Abandon them? Was it pre-planned? For how long?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Betrayal&amp;quot;&#039;&#039;&#039;, submitted by one Xios Qrrm to a local newspaper on Qerrbalak. A dejected Skrell tries to call out to their former mate, who they feel unfairly abandoned them to pursue other life goals. The backstory - or lack of - for this poem has resulted in it becoming a local curiosity and favourite amongst the inhabitants of Qerrbalak, as speculation and interpretations have given it a number of potential origins. So far the author has not revealed themselves to the public, and it is assumed that &amp;quot;Xios Qrrm&amp;quot; is a pen name used to protect their anonymity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=====Tyrant No More=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oh Glorsh, oh tyrant, oh evil in form mechanic!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your cruel rule over Skrellkind is no more!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your slavers, both machine and organic, &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Have themselves been shattered, never to be restored.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From the ruins, a new nation is forged, in which the Skrell will continue to expand through the stars.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Qra&#039;Myaqq of all, the Lyukal, are thanked for ending your existence deplored,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And for interring your collaborators forever for their betrayal, their sins nought but scars.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;All gaze up to the sky, unfettered no more by yours, and are elated,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are the Tyrant no more.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Tyrant No More&amp;quot;&#039;&#039;&#039;, by an unnamed member of the Glorsh resistance movement. This poem was found etched onto a rock face in the southern hemisphere of Waughai. It is believed that this is one of the first poems sculpted into rock, a practice that started after Glorsh-Omega and continues to be quite popular on Waughai in the present day. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=====A Timeless Song=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;These beings now entwined, for decades, centuries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Their story is timeless, ageless, enduring.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Until that one constant takes all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But until then,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They have each other.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;A Timeless Song&amp;quot;&#039;&#039;&#039; by The Unrelenting Currents of Qraxo Kel, a Federation gestalt from the [[Minor_Dionae_Factions#The_Conglomerated_Choir_of_Nralakk_-_Nralakk_Federation|Conglomerated Choir of Nralakk]]. This poem received wide praise on Viv-ID when the gestalt&#039;s recital during a marriage ceremony was posted online. While the poem can be seen as a reminder of mortality, it is mostly interpreted as an ode to love and marriage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=====Birthright=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;My mind is not bound,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;to that suffocating bubble which entraps my peers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I refuse to bow down,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To those that my kind in secret fear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I am looked upon with horror, disgust, scorn,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By those who control the nation I once called home.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to the reward given by the [[Skrell#Receivers_and_Listeners|Great Lottery]] when I was born,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I am detached, aimless, and all alone.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Birthright&amp;quot;&#039;&#039;&#039; by Qebo Tep-Brrq, a known Kir&#039;gul practitioner, artist, and poet within Mendell City&#039;s Starlight Zone. Tep-Brrq is a listener of very low psionic receptiveness, which is a primary theme in their work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Synthetic Era Arts&amp;lt;/big&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
While the Synthetic Era of Skrell history is not known for its cultural entries, it was far from a dark era. Glorsh-Omega, having been provided the same curated literature as other trained AIs before it, gained access to the total of all Skrell culture to draw from. Working alongside collaborating writers and playwrights, multiple literary and theatrical entries were released for the populace to consume. Many noted the deviations from common literary elements and writing conventions, attributing it to Glorsh’s different perception of their culture, their society, and the species at large that it seemingly placed under its wards. The literary works Glorsh wrote in this era largely focused on exploring modern society and cultural norms, with characters far more fallible than other contemporary depictions. Although it never inserted itself into any of its work, the recurring mentor characters arriving to aid the protagonist were generally considered stand-ins of Glorsh itself. Utilization of the Nlom during theatrical performances made regular use of extreme ends of the emotional spectrum to communicate intended reactions to scenes, much to the discomfort of the audience.&lt;br /&gt;
&lt;br /&gt;
This period of literary exploration lasted from 2057 until 2089, coinciding with the preparation of the Tri-Qyu superstructure construction and focus on technological advancement. Collaborators on the project were dismissed to work on other endeavors, and no further entries would be made until much later on in 2161. When Glorsh once again released creative works, there were no listed supporting writers or editors, each piece being crafted by the AI itself. Works released during this period lacked most pretense of the earlier era, consisting primarily of alternative history entries of varying degrees. Glorsh’s seemingly arbitrary decision-making at this point has made multiple modern Federation researchers assume this to be a form of collating scenarios to either improve logical thinking and strategization skills, or more controversially, an implication of Glorsh entering a state of delusion in an attempt to plan generations ahead to the point of writing alternative failed outcomes. Most entries are tragedies, occasionally drifting into moments of introspection.&lt;br /&gt;
&lt;br /&gt;
===== Major Literary Works =====&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
======The Gyre Widens (Noq’ipk Truzo Aquowalao)======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
An exploration of an alternate timeline where the Commonwealth of Three never manifested, and the three nations still stood separate and within an unending cold war. It goes into exhaustive detail regarding the setting’s modern fighting tactics, technological capabilities due to a non-unified research base and arms race, and focuses on a Tupkala-adjacent group in the middle of one of the many cold war-warming conflicts.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Stagnant Waters (Qohr’nuol Woha-Roax)======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
Another alternative history entry where Qerr&#039;balak underwent a climate disaster well before early colonization efforts could reasonably allow the pre-space era Skrell to escape the results of their industrialization. The book extrapolates on the imagined outcomes of displaced populations, and the political situations from major regions of the homeworld being rendered uninhabitable.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
======Voider’s Finality (Uuvoqel Trohluq)======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
A theoretical far sci-fi fiction implied to be roughly a billion years in the future. All characters are simulated avatars of Skrell kept aboard an advanced vessel that travels across final stages of an artificially paused universe, the remaining dark energy pockets and black holes resulting in a colder and darker space. The most introspective of its entries, Voider’s Finality focuses on utilizing hypothetical technology and exploring cultural developments across hundreds of generations of Skrell, with the remaining populace made near-impossibly psionically sensitive through controlled breeding and selection. Voider’s Finality is considered the most meandering entry in Glorsh’s late-stage works, preoccupied with hypotheses on keeping the species alive well into the distant future.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the current day, all of Glorsh-Omega&#039;s work are officially considered &#039;&#039;&#039;&amp;quot;Media Irredeemable&amp;quot; (Qulqoi In&#039;tisxiz)&#039;&#039;&#039;, with the original copies of both eras’ work are stored in the [[Qerr&#039;Malic#The_Bureau_of_Void_Technologies|Museum of Ink]], and are not publicly viewable beyond short summaries of their contents. Only approved, high-scoring researchers are allowed to access official copies, with no plans to release it to the public. Debate over the censor persists to this day, focused on the potential of studying them to gain insight on Glorsh-Omega&#039;s perceptions, thought patterns, and ability to self-reflect. Despite the tight control, illegal copies of varying legitimacy can be found and kept circulated outside of the Federation. Anti-Federation groups have since taken the phrase to label their own subversive works as media irredeemable as well, becoming a genre of unto itself.&lt;br /&gt;
&lt;br /&gt;
=== Fashion ===&lt;br /&gt;
When at [[Nralakk_Federation#State-Owned_Enterprises|work]], Skrell will wear a standard grey wetsuit to hold in moisture. These wetsuits will have their owner&#039;s SCI symbol emblazoned either on the breast pocket or the back. One might also wear a purple work cloak or a grey jacket atop their wetsuit. Work uniforms differ between the different SCI bands. Low-scoring individuals tend to wear rather plain, practical uniforms, while high-scorers wear intricate uniforms with fashionable accessories.&lt;br /&gt;
&lt;br /&gt;
Skrell casualwear comprises various wetsuits or bathing suits, shorts, breathable footwear and sandals that don&#039;t typically indicate the wearer&#039;s Social Compatability score. That said, casualwear does typically follow the same principles of workwear in that those with low Social Compatability will prefer clothing that is functional rather than aesthetic, while those with a high score may be more concerned with the latest trends in fashion.&lt;br /&gt;
&lt;br /&gt;
==== Ox Fashion: SCI &amp;lt; 3.99 ====&lt;br /&gt;
&lt;br /&gt;
Almost purely utilitarian in design, Ox fashion is often just workwear worn in a casual setting. Tops consist of brown, grey, and beige jumpers that often extend up past the neck, covering the gills, and outerwear takes the form of longer cloaks, shoulder capes, or ponchos with simple or even no pattern. Headtails are sometimes tied back rather than allowed to freely flow, influenced by the fact that many tertiaries work in industries which require it. Most working-class Skrell carry a satchel or duffle bag with them, usually mismatched against their clothing, in order to carry their belongings and tools for the workday. A staple of this wardrobe are dark or brown work boots and gloves. Rugged materials are used to resist tearing and piercing when working on labour-intensive tasks. When relaxing, they generally wear similar or the same outfit around their dwelling. While these outfits are designed for purpose, they are often comfortable to allow for longer working hours.&lt;br /&gt;
&lt;br /&gt;
==== Ix Fashion: SCI 4.00 - 5.99 ====&lt;br /&gt;
[[File:Revised Skrell Fashion.png|thumb|400px|A federation-standard jumpsuit, usually depicting the area of work a Skrell does via colouring. The colourations tend to transfer across articles of clothing]]&lt;br /&gt;
The average fashion often alters with celebrity influences or changing tastes. Average Skrell have the means to change with the times, and their wardrobe is somewhat put together with these trends in mind. When working, these Skrell wear business-casual jumpers, often with high collars, and wear decorative headtail coverings or simply tie them back. Patterns are encouraged, and the average Skrell will wear varying patterns that are similar to coral reefs, swirling maelstroms, and other ocean-iconography. It’s customary for Skrell shoes to be worn for purpose and most Ix will wear comfortable fitting flat shoes or boots, but some Skrell will opt to go barefoot. At home, these Skrell will wear more casual fitting clothes that may not always be fashionable, exchanging popularity for more agreeable outfits.&lt;br /&gt;
&lt;br /&gt;
==== Oqi Fashion: SCI 6.00 - 7.99 ====&lt;br /&gt;
&lt;br /&gt;
As exceptional workers, Oqi often find themselves at an interesting crossroads between fashion and utility. Valued for their work, these Skrell are frequently within the eyes of the public, and are pressured into wearing the latest fashion. Fashion trends have given them the ability to wear designer lab coats with flared collars, patterned disposable gloves, lab-safe accessories, tailored suits, and other specific items. Most will wear pins denoting their professional prestige, such as length of employment, most prestigious degree obtained, or other awards. Some individuals in this class will also show off their importance with wearable technology, like wristbound computers or inner-ear radios.&lt;br /&gt;
&lt;br /&gt;
==== Iqi Fashion: SCI &amp;gt; 8.00 ====&lt;br /&gt;
&lt;br /&gt;
The highest echelon of professional Skrell society, Iqi are generally the trendsetters and fashion icons of Skrell pop-culture, along with being influential for their advancements in varying fields. As fashion rapidly changes among the elite, Iqi Fashion changes frequently, though common staples exist. For example, a popular trope is the production of outfits that are based off sea creatures, such as dresses that have eight different flares (to resemble octopus-like creatures), purses that are shaped like molluscs or sea shells, and decorative ties that resemble sea serpents.&lt;br /&gt;
&lt;br /&gt;
=== Artworks ===&lt;br /&gt;
&lt;br /&gt;
==== Paintings ====&lt;br /&gt;
&lt;br /&gt;
Skrellian paintings originally were considered quite bland - using various greys, blacks and whites in order to depict certain abstract imagery. It wasn&#039;t until [[Notable Skrell| Rixulin Fliioux’Quualt]] that additional colours were introduced, as well as another concept of art. Hyper-expressionism quickly took hold of the Skrell, who began implementing it everywhere; homes, offices, labs and even public spaces were quickly renovated in order to convey this evolution of Skrellian culture. Thousands, upon thousands, of murals can be located throughout the Nralakk Federation with this key theme in mind - some even stating that it&#039;s the only theme worth painting. Hyper-expressiveness continues to inspire Skrell art and fashion to this day. Much of modern art juggles the soft, muted colours of more traditional styles along with garish, striking colours like the ones Rixulin often employed. By combining these trends with human art themes, Skrell art has entered something of a second renaissance.&lt;br /&gt;
&lt;br /&gt;
==== Sculptures ====&lt;br /&gt;
&lt;br /&gt;
Sometime in Skrellian history, the species began to deviate from hyper-realistic sculptures and began investing their efforts into creating abstract forms - with various shapes, colours, forms and gestural marks that are combined to create what these sculptures are today. In bygone periods, these sculptures would have etchings of Nral&#039;Malic which would tell the stories woven into them by the sculptors. In the present day, the tradition continues to exist but slightly altered. Sculptors now record the stories on nlom recorders, which transmits the tale behind the sculpture when interacted with. It also will describe the feelings and reasonings, inputted by the sculptor, on why the sculpture is what it is. &lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
===== Paintings =====&lt;br /&gt;
[[File:Untitled design (18).png|thumb|center|75px]]&lt;br /&gt;
[[File:SkrellArt5.png|thumb|center|75px]]&lt;br /&gt;
[[File:SkrellArt4.png|thumb|center|75px]]&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
&lt;br /&gt;
==== Interior Architecture ====&lt;br /&gt;
&lt;br /&gt;
Skrellian interior design has remained roughly the same for millennia, with little alterations here and there but mostly retaining the same characteristics. Compact, and utilitarian, are the core tenets for Skrellian architects who will utilise a score of methods to accomplish such. The lack of need for the species to undergo long periods of sleep has factored into this, and has seen most Skrellian abodes devoid of any designated sleeping areas. Instead, rooms will typically have furniture designed for sleeping in mind, such as ergonomic chairs or couches with raised frames. Walls are usually various shades of grey, white and black - however, their furniture will usually be dazzling hues. This juxtaposition of colours first originated after Skrellian artists turned to hyper-abstract versions of their art, which quickly became a popular style.&lt;br /&gt;
&lt;br /&gt;
==== External Architecture ====&lt;br /&gt;
&lt;br /&gt;
Skrellian architecture has evolved for thousands of years, mostly keeping to the traditional designs found across Qerrbalak. It is believed that ancient Skrell had first devised their housing units as domes in order to deflect strong winds and torrential rain experienced during the colder months of the year. Whilst millennia ago they were likely constructed of flora found on their Homeworld, they have since transformed into carbon-fibre meshes that are extremely durable and lightweight. &lt;br /&gt;
&lt;br /&gt;
Alongside the spherical structure of Skrellian engineering, most will find various implementations of &amp;quot;windcatcher towers&amp;quot; that aim to provide continuous ventilation within abodes. The heat flows up, and leaves through the large windows, whilst the cold air seeps in. They are usually constructed alongside fountains in order for water to cool the air even further. The windows hosted within the towers are also able to be closed should a Skrell wish for it. &lt;br /&gt;
&lt;br /&gt;
Aquatic structures will typically find themselves made similarly but instead outfitted with glass in order to allow observation of the water surrounding the facility. They will usually be equipped with various designs to allow both Axiori and Xiialt to survive reasonably comfortably beneath the waves of a planet. Some may find these structures interconnected through the use of glassed hallways that further branch into residential sections. Underwater homes may feature partially or fully flooded rooms, similar to how one may have an indoor pool.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Federation_Education&amp;diff=38243</id>
		<title>Federation Education</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Federation_Education&amp;diff=38243"/>
		<updated>2025-10-17T21:46:59Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: no scarcity stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
==Education Outside of the Federation==&lt;br /&gt;
&lt;br /&gt;
Skrell raised outside the Federation are reside in relatively new situation. They will not have access to the advanced educational infrastructure of the Nralakk Federation. Private Skrell education facilities have been established by philopatric and entrepreneurial Skrell from the Federation; however, these schools do not report back to the Federation in any capacity. These facilities merely mimic the style, system and environment found in Federation facilities. &lt;br /&gt;
&lt;br /&gt;
Those who do not have access to either of these education sources must completely rely on their Quya to educate them.  Most Skrell are only capable of educating their children up to a Reef Garden level with what would be the equivalent to a college internship in their Quya&#039;s field; but if the Qrri&#039;Myaq were a professor or established teacher of their field then the Skrell&#039;s education would be equal to that of a Depth College.  If Skrell want to pursue a different field than their Qrri&#039;Myaq, they will need to seek out a Skrell with the correct skillset and ask to apprentice under them. &lt;br /&gt;
&lt;br /&gt;
Human Schooling has proven to be detrimental to Skrell for several reasons. Since Skrell mature mentally and physically slower than Humans, the socialization process critical to upbringing is thrown wildly off-balance. By the time a human reaches young adulthood, Skrell are still juveniles. This gap often leads to feelings of extreme social isolation, which can severely harm the development of Skrell children.&lt;br /&gt;
Additionally, Skrell learning is partially tied to their relationship with psionics. Skrell Teachers can passively use the Nlom to help cultivate understanding of new concepts or skills. Skrell students rely on this phenomenon heavily, as in addition to their teachers, in groups they can easily communicate their own understanding and thoughts with psionic assistance. Human environments lack this component, which can severely stunt the rate at which Skrell learn from their non-psionic teachers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;This does not mean it is completely impossible for non-Skrell to teach Skrell, simple ideas that require little deep thinking or low-complexity concepts can be learned easily. But, in the long-term, Skrell learn best from other Skrell. Major universities will often have separate Skrell campuses. This means that Skrell can hold a degree from &amp;quot;human&amp;quot; universities thanks to their Skrell sister campuses.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Federation Education ==&lt;br /&gt;
The Skrell have always believed that acquiring knowledge to be the basis of their society, with even their most followed faith, confirming this perspective. There are three climacteric stages within established education, usually marked by biochemical and physiological changes that are associated with age: Scuttle School, Reefgarden and Depth College. Although biologically based, it is not universal or inflexible. Skrell are regarded as commencing each stage according to their own assessments, as well as supportive examinations from instructors, rather than chronological age or other indicators. While rare, it is not unheard of for Skrell to descend the rankings when they realize they are not equipped to handle the higher levels. &lt;br /&gt;
 &lt;br /&gt;
=== Scuttle Schooling ===&lt;br /&gt;
 &lt;br /&gt;
Scuttle Schooling, or &#039;&#039;&#039;Ukutanii&#039;&#039;&#039; is a process that all Skrell undertake and commences shortly before birth. During the later stages of an egg’s utero-development, the entirety of the egg’s Quya will begin a process known as &#039;&#039;&#039;Aqi’qa (Tethering)&#039;&#039;&#039; in order to determine the egg’s designated [[Skrell_Relationships| Qrri’Myaq]]. The process of Aqi’qa will usually begin about a season before the egg is meant to hatch, and typically involves rigorous rituals and tribal chanting until the egg has developed a psionic connection with one of the Skrell in the Quya. The Skrell will henceforth undertake the role of [[Skrell_Relationships| Qrri’Myaq]] and solely tend to the developing egg until it hatches -- incubating them within their headtails. It is often said that those that do not engage in the &#039;&#039;&#039;Aqi’qa&#039;&#039;&#039; are creating those born without the ability to perpetuate deep psionic signals instead producing Listeners. &lt;br /&gt;
 &lt;br /&gt;
Majority of Ukutanii is provided by a [[Skrell_Relationships| Qrri’Myaq]], however, there are supplementary development courses that tadpoles are enrolled in to ensure that their initial education is well-rounded. Ukutanii typically involves the passing of basic knowledge onto the juvenile (such as motor or communication skills) which are required to prepare them for Untuk’mak, or Reefgarden. Nowadays, the Nralakk Federation keeps a much more watchful eye on tadpoles, with many citing the &#039;&#039;&#039;X’Lu’oa&#039;&#039;&#039; as the reason for such. Scuttle Schools are also some of the most well-guarded facilities within the Nralakk Federation. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ukutanii occurs between pre-birth and 30 years of age.&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
=== Reefgardens ===&lt;br /&gt;
 &lt;br /&gt;
Reefgardens, or &#039;&#039;&#039;Untuk’mak&#039;&#039;&#039;, is a process that usually occurs after a Skrell has reasonably progressed in Ukutanii. Before a Skrell can commence Untuk’mak, they must undergo an &#039;&#039;&#039;Odurserr&#039;&#039;&#039;, or &#039;&#039;&#039;coming-of-age ceremony&#039;&#039;&#039;, to signify their readiness to advance to established academia. Odurserr is usually overseen by the[[Skrell_Relationships| Qrri’Myaq]], and involves the Quya of the juvenile gifting items usually symbolic of what they wish the tadpole to achieve in their life. After the gifting is complete, one of the items must be burnt as a representation of the Skrell’s choice and what they wish to achieve. Once the Odurserr has been completed, the tadpole will commence Untuk’mak.&lt;br /&gt;
 &lt;br /&gt;
Untuk’mak is the equivalent of high school for the Skrell. It is here that the [[Skrell_Relationships| Qrri’Myaq]] is relieved of academically supervising the juvenile Skrell, and is instead replaced with Counselors tasked with teaching subjects such as language, math, galactic history and much more. The foundation laid during the Untuk’mak is considered critical and invokes increased observation from the Nralakk Federation to ensure the levels of teaching are satisfactory. As Skrell progress through Untuk’mak, additional modules will become available and allow them to begin specializing in career paths decades before they start any dedicated degrees in Uyi’vesi, or College. Untuk’mak usually encompasses about two decades, however, it is ultimately up to the Skrell to decide whether they are ready or not to advance. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Untuk’mak usually occurs between 30-50 years of age.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
=== Depth Colleges ===&lt;br /&gt;
&lt;br /&gt;
Depth College, or &#039;&#039;&#039;Uyi’vesi&#039;&#039;&#039;, is the last stage of skrellian education and is equivalent to college for the Skrell. Whilst not mandatory, majority of the Skrell will undergo Uyi’vesi in order to further engorge themselves in all kinds of knowledge in order to climb the social ranks of skrellian society. Facilities dedicated to hosting those undertaking Uyi’vesi are usually hyperspecific on their education, such as the Aliose University of Medical Sciences which only educates those undertaking Uyi’vesi wishing to engage in studies related to medicine. &lt;br /&gt;
&lt;br /&gt;
Skrell undertaking Uyi’vesi will usually devote about a decade of their life to complete a degree, however, many more will persevere and acquire roughly two or three degrees during their extended Uyi’vesi of about three decades. Over the years, it has become far more common for Skrell to extend their Uyi’vesi as employment opportunities begin to seek more and more individuals with advanced knowledge. &lt;br /&gt;
&lt;br /&gt;
A skrellian degree is typically equivalent to a PhD outside of the Nralakk Federation, however, internally there is no differentiation between bachelor, master and doctorate programs. Skrell will also often be awarded adornments for their headtails dependent on their academic success in the Uyi’vesi, with the longer adornments usually symbolizing great academic feats.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Uyi’vesi usually occurs between 50-80 years of age.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Honorifics====&lt;br /&gt;
* Lu&#039;vesi - Dropout - Lvs. - Void Graduate&lt;br /&gt;
* Aqm&#039;vesi - 1 degree - Aqvs. - Junior Graduate&lt;br /&gt;
* Qro&#039;vesi - 2 degrees - Qrvs. - Graduate&lt;br /&gt;
* Qu&#039;vesi - 3 degrees - Quvs. - Star Graduate&lt;br /&gt;
&lt;br /&gt;
==Notable Universities==&lt;br /&gt;
&lt;br /&gt;
===The Gliutip&#039;lyaz University===&lt;br /&gt;
&lt;br /&gt;
Among the most prestigious centres of learning in the Nralakk Federation is the Gliutip’lyaz University. Founded in 2350 BCE on the [[Qerrbalak|Homeworld]], the establishment has been hailed as having the most diverse and strenuous courses in the Federation, with the majority of courses offered by the university being science-related. Aside from science, the Gliutip’lyaz University primarily offers courses in liberal arts such as history and philosophy, as well as courses that teach martial arts, music, politics, and law.&lt;br /&gt;
&lt;br /&gt;
The Gliutip&#039;lyaz University remains one of the most prestigious schools almost four millennia later, mostly producing a majority of the Nralakk Federation&#039;s most accomplished individuals. It has since developed a &amp;quot;remote learning&amp;quot; branch in which Skrell can explore the Orion Spur and still attend their classes while abroad. Alumni of the Gliutip’lyaz University have historically been incredibly driven, with most graduates becoming pioneers in their respective fields. This trend of producing capable, well-rounded graduates has earned the establishment a colloquial title as “The Grand University.” Students of The Gliutip’lyaz University are subject to harsh testing and critique as their grades are periodically released to the public. Scoring under seventy percent on an applied knowledge exam, or any other graded activity is grounds for prompt expulsion. Each year, only a hundred Federation citizens are accepted by the school’s board. In order to graduate, a student must attend the university for 23 years. New students are expected to have a working understanding of physics and chemistry before attending classes.&lt;br /&gt;
&lt;br /&gt;
====Relavant Careers====&lt;br /&gt;
&lt;br /&gt;
The Grand University primarily focuses on educating students in the fields of [[scientist|science]], but some graduates are known to go into [[NanoTrasen_Liaison|politics]] or law.&lt;br /&gt;
&lt;br /&gt;
====Famous Graduates====&lt;br /&gt;
&lt;br /&gt;
The most prominent example of the calibre of Skrell produced by the Gliutip’lyaz is &#039;&#039;&#039;Grand Councillor Weashbi Jrugl&#039;&#039;&#039; himself. Since becoming Grand Councillor, Jrugl has also become the current dean of the University.&lt;br /&gt;
&lt;br /&gt;
===The Aliose University of Medical Sciences===&lt;br /&gt;
&lt;br /&gt;
Founded in 500 BCE, the [[Aliose#Orq’wesi|Aliose]] University of Medical Sciences was established as a means to further centralize research and development related to health services for the ever-growing population of the Skrell. It quickly shot to the forefront of medical, biomechanical and genetics research within the Nralakk Federation, and is where the Skrell first began to develop their life-extending medical care.&lt;br /&gt;
&lt;br /&gt;
The university quickly became the go-to university for Skrell wishing to enter the medical field, which resulted in its reputation as a prestigious university. Students are expected to have a working knowledge of biology at the very least, with chemistry or other fields being requirements based on what course an applicant is applying for. Graduates from AUMS are known to become well-renowned doctors, medical researchers, and geneticists within the Federation. With the university’s relationship with Zeng-Hu Pharmaceuticals, many students tend to find work almost as soon as they graduate, being offered contracts to work for Zeng-Hu abroad. &lt;br /&gt;
&lt;br /&gt;
Since its establishment, the Aliose University of Medical Sciences helped propel Skrell forward technologically, making the species one of the most medically advanced in the Spur. With the rise of Glorsh-Omega and the Era of Synthetic Oppression, however, the university had a more sinister purpose. The Intelligence would have Skrell halt all research into certain fields, having the university staff begin new projects that would eventually culminate in the species-wide inoculation of the Skrell, causing irreversible damage that’s still being researched to this day. While most Skrell have grown to accept AUMS’ part in the X&#039;Lu&#039;oa, there is a radical minority that has begun associating the university with Glorsh and its sympathisers.&lt;br /&gt;
&lt;br /&gt;
In 2332 CE, Humanity and Skrell met. Almost as soon as first contact was made, academic talks had started between the Skrell and the various human megacorporations. The Skrell had concerns with sharing their knowledge with a species that was nowhere near their technological level, and most scientific leaders refused to work with the greedy, business-focused approach that many of the megacorporations had shown with their proposals. For the Dean of AUMS Lori&#039;Eldap Joolro&#039;Loveq, however, one company had stood out: Zeng-Hu Pharmaceuticals. Their vision, along with their emphasis on cooperative research teams over wanting access to Skrellian technology outright, impressed the staff of the university. Zeng-Hu was able to demonstrate the benefits of this relationship through the unveiling of viable limb-cloning techniques, and as a result brought AUMS to the forefront of medical research in the eyes of human society. This has resulted in a high number of requests from non-Skrell for attendance, with a small number of applicants being admitted. Although there are no official rules regarding non-Skrell attendance at the university, it is generally thought that the best way to attend is to apply through Zeng-Hu Pharmaceuticals. There have been claims of xenophobia due to the lack of non-Skrell students, but the university has denied these claims, insisting that all applicants are expected to fulfill the same academic requirements.&lt;br /&gt;
&lt;br /&gt;
====Relevant Careers====&lt;br /&gt;
&lt;br /&gt;
The university primarily offers courses related to [[Roboticist| biomechanics]], [[Pharmacist| chemistry]], [[Physician| biology and anatomy]], and even [[Xenobiologist| xenosciences]]. The relationship between Zeng-Hu Pharmaceuticals and AUMS has resulted in a number of graduates signing contracts with the megacorporation to work abroad almost as soon as they graduate, seeing it as an easy way of living outside of the Federation without taking a hit to their Social Compatability Index rating and with a stable job already lined up.&lt;br /&gt;
&lt;br /&gt;
====Famous Graduates====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lori&#039;Eldap Joolro&#039;Loveq&#039;&#039;&#039; was the Dean of the university, and the longest living Skrell in the galaxy - having lived for a total of &#039;&#039;&#039;559 years&#039;&#039;&#039;. They were treated hourly with chemicals - and had several organ surgeries. Although weak physically, they were very strong mentally and &#039;&#039;&#039;taught [[Skrell#Telepathic|telepathically in the Dream,]]&#039;&#039;&#039; in an aluminium classroom.  She was capable of standing for a few minutes, and famously met the oldest Human in existence several times - and met the oldest human every time the oldest died.&lt;br /&gt;
&lt;br /&gt;
==Non-Skrell Education==&lt;br /&gt;
While the Federation continues to maintain a large Skrell majority populace, there are aliens living within its borders. Ideal educational environments are different for each species, so there are different spaces for learning depending on which species you belong too.&lt;br /&gt;
&lt;br /&gt;
===C&#039;thur===&lt;br /&gt;
The Vaurca needed the least amount of support from the Federation when it comes to educating their broods. Federation academics assembled a comprehensive information packet on current technology, galactic history, cultural studies, biology, engineering and economics then provided it to each brood for their own use. Besides the packet and routine monitoring, the Federation has largely left the C&#039;thur to their own devices.&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
Human citizens are a rarity in the Federation, but a few exist. If human children need education, the Federation strongly recommends hiring a personal tutor or homeschooling, as Skrell learning environments are not suitable for humans, especially during their developmental years.&lt;br /&gt;
&lt;br /&gt;
Human applicants to Skrellian Universities are far more common. Few Depth Colleges accept humans, and all those that do have made a modified curriculum for them. While not made to be &amp;quot;easier&amp;quot; outright, without the longevity and psionics of Skrell, the finer points of Skrell learning are lost on them. Even with these modifications, human students report that the work is taxing and difficult. Most Humans graduate after five to six years, with one degree.&lt;br /&gt;
&lt;br /&gt;
===Diona===&lt;br /&gt;
Diona Gestalts that are assigned to simple jobs within the Federation are provided with blood samples from Skrell in the same field to rapidly accelerate the process of integrating them in the workplace. For more complex occupations, Skrell place them in a semi-traditional Skrell learning environment with a Diona Teacher, while providing a steady (but minute) flow of relevant blood to the students. Diona who are not in good standing within the Social Compatability Index will have their access to blood as part of their education restricted or removed.&lt;br /&gt;
&lt;br /&gt;
The Federation only takes blood from Skrell with high Social Compatability Index rating attempt to instill strong pro-federation sentiment during their education. Blood samples for a gestalt&#039;s education must still adhere to the[[Restrictions_on_Dionae-specific_Actions|criteria on who can provide blood samples]]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Education]]&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Cinematography&amp;diff=38242</id>
		<title>Skrell Cinematography</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Cinematography&amp;diff=38242"/>
		<updated>2025-10-17T21:46:31Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: no scarcity stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Film==&lt;br /&gt;
== Swimstars ==&lt;br /&gt;
[[File:Skrelltest1.png|300px|thumb|right|The Skrell in the hit-series, Swimstars!]]&lt;br /&gt;
Swimstars, also known as &#039;&#039;&#039;Q&#039;iix-Aqqx&#039;xaq-que&#039;&#039;&#039;, is an animated adaptation of a novel by the same name by the Skrellian author Axu Iqaxi. Initially published in &#039;&#039;&#039;2420 CE&#039;&#039;&#039; to mediocre reviews, it wasn&#039;t until almost three decades later that it became a hit with the introduction of Srom-Capable VR and psionic integration. Instead of a first-person book narrative, the audience is thrust directly into the point-of-view of the main character, where they are able to perceive and feel the emotions of the main character. The show has become engrossed in Federation media with its unique art style created through painstaking modelling and computer-assisted movement.&lt;br /&gt;
&lt;br /&gt;
Swimstars only recently made its way into human spheres with the release of the first season occurring in late &#039;&#039;&#039;2462 CE&#039;&#039;&#039;. Adapted to allow humans— especially considering their inability to embrace Srom— it has seen a rather mixed response. Its reception is mostly blamed on the lack of emotional feedback, as it leaves a lot to be desired for those without psionics. Producers have considered possibly discontinuing the franchise within human space. Despite being poorly received, human reviewers do praise Swimstars as an interesting, albeit confusing insight into Skrell culture and storytelling.&lt;br /&gt;
&lt;br /&gt;
While the book series ended in its third instalment, the show consists of 8 seasons, three standalone movies, an OVA, and a spinoff with one of the side teams.&lt;br /&gt;
&lt;br /&gt;
=== Synopsis ===&lt;br /&gt;
&lt;br /&gt;
Set on the tropical coasts of [[Qerrbalak|Gialok]], the story revolves around Mictlanian college student (Mary Poolman) who is a rather gifted swimmer. The onset of the series is her arrival to the Nralakk Federation shortly after her father was offered a career opportunity. There she meets a rather athletic and friendly Skrell (Qill) who convinces the protagonist to try out for their community swim team. She manages to overcome all odds and beat several other Skrell to secure a position. To her surprise however, she is not only paired up with her newfound friend but with a hotheaded student (Xana) afflicted with [[Skrell Ethnicities| Xibus]]. As the two struggle to cooperate, the third member of the team is revealed: a professional diver (Axic) who resents the human and believes that they only hinder the team&#039;s chance at victory. With grit, passion, and determination, the four teammates learn to appreciate each other through their combined effort. The team slowly climbs the ranks of professional swimming teams, facing the likes of &amp;quot;The Jaws&amp;quot;, a Unathite swimming team; Kuo-Poa, a competing Skrellian [[Federation Education|reefgarden]]; somehow a dangerous biker gang; and even join the school band!&lt;br /&gt;
&lt;br /&gt;
==== Main Themes ====&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation has remained relatively hands-off with the show; while it does have their support, no direct &amp;quot;step-ins&amp;quot; have had to be orchestrated. The show promotes good values like friendship, cooperation, and combined struggles while also adding a unique view on other cultures. In particular, the Unathi, who throughout the show are portrayed as capable but quick to anger and misunderstanding. There have been a few concerns by the ministers of foreign affairs, but the Unathi testing audiences were receptive to the portrayal, with a few complaining that the Unathi team isn&#039;t aggressive enough.&lt;br /&gt;
&lt;br /&gt;
=== Reception ===&lt;br /&gt;
&lt;br /&gt;
====Nralakk Federation ====&lt;br /&gt;
&lt;br /&gt;
Reception of the show was overwhelmingly successful in the Nralakk Federation: its integration of emotion and computer-assisted 360 degree animations was like a wave of fresh air. However, the show is not without its controversies, which mainly stem from the non-attuned crowd who feel like they&#039;re being left out, and xenophobic groups, who have questioned the idea of the main character being a human.&lt;br /&gt;
&lt;br /&gt;
The show is loved by many, and scores of products inspired by the show are produced and sold both domestically and abroad. Due to the death of Axic&#039;s voice actor, Ia-Oha, the show is at possible risk of cancellation as the cast and director have expressed that they do not want to continue without them. In the meantime, the show survives through other media while the main animation is on hiatus to discuss the situation internally.&lt;br /&gt;
&lt;br /&gt;
==== Solarian Alliance ====&lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance was the second faction outside the Federation that has received the shipments of the VR first season. While successful at the box office, the reviews were mostly negative from both the audiences and critics. Mictlanian reception was mixed, and though many were glad to finally receive representation in the foreign markets, sizeable groups found the main character offensively stereotypical. While Swimstars received mixed critical reception, the show has a small minority following, particularly those who live with and are more exposed to Skrell and their culture.&lt;br /&gt;
==== Republic of Biesel ====&lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel was the first to receive a shipment from the Nralakk Federation with Zeng-Hu having a premiere screening for its top employees. It was much more positive despite the reception being mixed. However, the sales were hindered by a batch of defective units which caused seizures in some viewers. &lt;br /&gt;
&lt;br /&gt;
Thanks to its large Skrell population and themes of interspecies cohesion, the show has a strong following in the Republic. The nation is one of the biggest demanders of Swimstars-related merchandise outside of the Nralakk Federation.&lt;br /&gt;
==== Serene Republic of Elyra ====&lt;br /&gt;
&lt;br /&gt;
The Elyran release faired better than the Sol Alliance. Thanks to how ingrained VR is within Elyran culture, the show saw a fairly warm response. This was helped by the creators, who edited the release to rely more on the Virtual Reality aspect of the show to capitalise on the concept&#039;s popularity in Elyra. The diligence paid off as the Elyran release ended up receiving higher ratings when compared to Solarian reviews - although not by much. Regular viewers still had their issues with the release, comparing Skrellian VR to a neutered version of what is common in Elyran space. The show does not have a cult following in Elyra similar to what can be found in Biesel or in Sol, instead being viewed as a foreign, obscure, and mediocre show usually found on discount shelves.&lt;br /&gt;
&lt;br /&gt;
==== Mictlan ====&lt;br /&gt;
&lt;br /&gt;
The original run of Swimstars was met with success on Mictlan, primarily thanks to the main character being a human from the planet. With the death of Axic&#039;s voice actor and the show&#039;s indefinite hiatus, the planet&#039;s entertainment industry has taken it upon itself to try and reboot the series to varying effect. The first of these attempts involved species reversal, where a Skrell from Aweiji came to Mictlan with their family as opposed to a Human coming to the Federation, which was met with negative reactions all around - especially by the Skrell community on Mictlan. The latest attempt is still in development, with plot leaks revealing that the entire premise may be changed altogether. It is predicted that just like other attempts, this latest reboot will perform poorly; no reboot of the series has lasted more than a few episodes, not including the pilot, and is typically marred by production errors and negative reactions by diehard fans refusing to accept major changes to the show. &lt;br /&gt;
&lt;br /&gt;
==Bloopy and Friends: An Educational Children&#039;s Show==&lt;br /&gt;
&lt;br /&gt;
Bloopy and Friends is a long-running television program broadcasted throughout the Nralakk Federation. First aired in 2295, the show centers around Bloopy, the friendly squid-like creature, as they wander around the sea and go on adventures with their friends. The Federation created the show to teach essential skills to children, usually between the ages of two to twelve. Skills such as speaking, literacy, and themes related to how the Federation functions are taught during the fifteen minute episodes. Each episode usually addresses two topics, although not necessarily related (times tables paired with a lesson on the Social Compatibility Index, for example).&lt;br /&gt;
&lt;br /&gt;
Typically, the show will open with Bloopy saying hello to the audience. In most cases, it is in the middle of an activity that foreshadows the theme of the episode, such as reading, drawing shapes, or practising their vocabulary. After the introduction, a friend of Bloopy&#039;s will knock on their door and will typically be the secondary protagonist for the episode. There are around thirty different characters that are cycled based on viewership and how effective they were that season, as judged by the Government. It&#039;s not unknown for a character to not be seen for years in-between appearances.&lt;br /&gt;
&lt;br /&gt;
===Cast and Recurring Themes===&lt;br /&gt;
&lt;br /&gt;
There are around thirty different characters, and most have at least one trait that is the centre of their personality. They are used as a device to promote Federation ideals, or as a personification of ideas that are deemed unwanted or dangerous in order to attack them.&lt;br /&gt;
&lt;br /&gt;
* Bloopy: The main character of the series. A lime green squid-like creature. They are portrayed as inquisitive and playful, and is usually used to promote the ideas of learning and social cohesion.&lt;br /&gt;
* Florp: A lavender axolotl-type creature. They are the side character with the most screen time out of the cast. They are typically shown to be the most intelligent of the characters, and is usually the one that Bloopy goes to for advice when they are struggling with something.&lt;br /&gt;
* Qrobl: A cyan jellyfish and a (relatively) recent addition to the cast. Non-Federation observers have said that Qrobl looks to be modelled after cosmozoans sometimes seen out in space. They are portrayed as aloof and uninterested in helping Bloopy. Qrobl is primarily used to show traits that are deemed &amp;quot;bad&amp;quot; by Federation standards, but every few decades goes through a &amp;quot;redemption arc&amp;quot; to represent rehabilitation for tertiary numericals.&lt;br /&gt;
&lt;br /&gt;
===Episode Example===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bloopy and Friends Season 14, Episode 20&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The episode opens with Bloopy reading a book and is struggling with the words before &#039;noticing&#039; the audience and greeting them. After a few minutes discussing books, Florp, a lavender Axolotl-type creature, knocks on the door and greets Bloopy and the audience. Florp tries to help Bloopy with their book, but ultimately struggles.&lt;br /&gt;
They both go out to the local library to look for someone who can help them read the book, where the librarian sits them down and covers some basic literacy before reading the story. The book is about a Skrell that&#039;s recently become a primary numerical, and what you can do to improve your Social Compatability Index score to be like them. The episode ends with Bloopy and Florp back home, giving a brief recap of the episode and talking about how much fun they had. The two characters say goodbye to the audience as it pans outside, showing a colorful ocean as sea creatures slowly swim across the screen, ultimately forming the credits.&lt;br /&gt;
&lt;br /&gt;
==Seaside Shuffle==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seaside Shuffle&#039;&#039;&#039; is a mix of athletics, trivia, and philosophy where contestants compete for prizes. The prizes differ each episode, however, they usually range from currency, or the latest technological products of that decade, to Social Compatability Index points and seats to events where they can meet their favourite idols.&lt;br /&gt;
&lt;br /&gt;
The show is often split up into four main segments. The first segment is a general Q&amp;amp;A with the contestants, introducing them to the audience. Here the viewer will learn basic information such as their Social Compatibility score, hobbies, and how they feel they&#039;ll perform that episode. &lt;br /&gt;
The next segment is trivia, where contestants are bombarded with questions ranging from current events and Skrell history, to questions on basic mathematics and science. At the end of the three rounds, the contestant with the lowest score is eliminated, while the rest move on to the next segment.&lt;br /&gt;
&lt;br /&gt;
The athletics segment is similar to a triathlon. Contestants are pushed to their limit as they compete in three different sports chosen at random at the start of each round. It&#039;s common at this point in the show for there to be multiple eliminations, as the contestants are either too worn out or perform too poorly to continue on to the final part of the show.&lt;br /&gt;
&lt;br /&gt;
The final segment involves philosophy. The final contestants must give a persuasive oratory arguing for or against a topic given to them by the host, which is then judged by the studio audience, each giving a score out of five. The contestant with the best score wins. Topics are chosen at random but are usually submitted by the audience before the start of each show, so most focus on current Skrell politics or events that occur within the Federation.&lt;br /&gt;
&lt;br /&gt;
==Low Tide: Qerrbalak==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low Tide: Qerrbalak&#039;&#039;&#039;, an early-morning talk show that airs every day live from Qerrbalak. The show&#039;s host, Kelop Walb (SCI 8.45), has been hosting the show for the last sixty years.&lt;br /&gt;
The show focuses on news, sport, and general entertainment, and is marketed towards a combined demographic of those getting to work and parents who stay at home. At the start of the show, it gives national headline bulletins from across the Federation, which the host will bring up in-between more regional stories and entertainment news. Social Compatability score rankings featuring the top 10 and the lowest 10 individuals will also play for a segment of the show. With Walb talking in-depth about how well or poor these individuals are performing.&lt;br /&gt;
&lt;br /&gt;
After the news stories, the host will typically bring on a guest for the morning, normally a minor idol or a commentator, to discuss what&#039;s going on in the Federation. At around the halfway point in the show, the focus shifts onto entertainment; both the host and their guest will discuss things such as the latest fashion trends, and news surrounding the more popular idols.&lt;br /&gt;
&lt;br /&gt;
==Tail to Tail==&lt;br /&gt;
&#039;&#039;&#039;Tail To Tail&#039;&#039;&#039; is a daytime soap opera set in a fictional city on the Skrell homeworld of [[Qerrbalak]]. The show is considered strange to non-Skrell due to the lack of facial expression and the confusing storytelling, and as such, it hasn&#039;t gained much popularity like Swimstars - even domestically it somewhat underperforms. With that said the show has been running for the past 250 years, and the cast, storyline, and setting have seen major changes since its initial airing.&lt;br /&gt;
&lt;br /&gt;
Tail To Tail&#039;s primary demographic today is Skrell living abroad, particularly with those in Biesel and the Starlight Zone. Their main draw to the show is the primarily Skrellian cast, which is a welcome change from local television programming.&lt;br /&gt;
&lt;br /&gt;
The production quality has been noted by human observers to be sub-par in comparison to other shows from the Federation, with the cast&#039;s acting described as ‘wooden’ and ‘artificial’ by critics, but has been kept that way as a stylistic choice. The last time the showrunners attempted to modernize the programme to meet current standards, fans from abroad were in an uproar, with hundreds of thousands of messages on Viv-ID speaking out about the show &#039;losing its signature aesthetic&#039;. The cast usually consists of minor idols that have just gotten into acting, and many former cast members usually find themselves with a sizable following after their time on the show has ended.&lt;br /&gt;
&lt;br /&gt;
==The Professionals==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Professionals&#039;&#039;&#039; is a neo-western movie series inspired by the Solarian examples of the genre. It follows the main character, Xuushi ‘Long Tail’, as they patrol the Traverse as a bounty hunter. The series is set shortly after the Glorsh-Omega singularity, as the protagonist sets out to bring a semblance of law and order to a system still recovering from the tyranny of Glorsh along with their posse of fellow bounty hunters that’s slowly built up over the course of the series.&lt;br /&gt;
&lt;br /&gt;
The series is labelled as ‘Historical Fiction’, staying mostly true to the facts while embellishing certain details for entertainment. Critics approve of the movie’s depiction of post-Glorsh society, while at the same time raising concerns about character dialogue and certain anachronisms. The Federation Government has mostly left the movie series to its own devices, pleased with the anti-synthetic and pro-Federation message of the overall series despite its telling of the events during this period.&lt;br /&gt;
&lt;br /&gt;
==Chirp Till You Drop==&lt;br /&gt;
&lt;br /&gt;
This TV series focuses on audience-submitted home videos that feature examples of Skrell comedy. Absurdity, slapstick, and similar topics can be frequently seen, and whichever video is judged by the studio audience for that episode to be the funniest, wins a cash prize of 5000 Sqiips. Due to how different and sometimes absurd places outside the Federation can seem to its citizens, many videos submitted come from Federation citizens currently living abroad.&lt;br /&gt;
&lt;br /&gt;
Examples of videos submitted in the past include a Skrell attempting to eat a hamburger using a knife and fork, a Tajaran slipping, then sliding underneath a nearby wet floor sign as they land, and a Diona eating a stack of pizza boxes whole.&lt;br /&gt;
&lt;br /&gt;
==Idols==&lt;br /&gt;
&lt;br /&gt;
The Federation takes great pride in their cultural idols, and massive efforts are made by the Government to encourage them, and to cultivate a following for the idol to spread their - and by extension, the Federation&#039;s - message.&lt;br /&gt;
&lt;br /&gt;
===Music Idols===&lt;br /&gt;
&lt;br /&gt;
Idols in the music industry enjoy a much larger following and popularity than others, the art being more far-reaching than niche scientific fields that normally only interest others in the field. Most, save those who are part of the counterculture scene, have particularly high Social Compatability scores because of how far-reaching their music can be compared to film and television.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weshi Beshi (SCI 8.39)&#039;&#039;&#039; -  Common with many Skrellian songs, this idol samples and remixes Solarian vocals to create a catchy chorus in their own music. Their most popular song (roughly translated into basic: ‘Feel My Wake’) is about finding love and starting a quya. Their singing has been described as ‘angelic’ by non-Skrell listeners, thanks in part to their native Aweiji accent helping them stand out from the more ‘faux-Weiji’ accents used by other idols.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feqi Coqoq-Dul (SCI 5.33)&#039;&#039;&#039; - Active in the 2420s, but since fallen into obscurity, this fallen Idol is now a major artist in the underground punk/counterculture scene. The underground music scene allows artists to create unique songs compared to their more conformist contemporaries that are behind Skrell pop music. This artist, in particular, spearheaded the Abyss Pop movement; a genre of electronic music that uses samples of warbling and chirps commonly heard in the Qeblak observatories or Weishii sanctuaries. The samples are remixed to simulate early Skrell harmonization in the ocean, commonly paired with drum and bass. The genre is named Abyss Pop to oppose the more mainstream ‘Star Pop’ of the Federation. Other than the cacophony of warbles and chirps, this genre of music typically doesn’t have any vocals associated with it - this makes it popular with low Social Compatability scores as it isn’t seen as ‘preachy’ like mainstream music. Since fading into obscurity, Feqi lost their idol status with the Federation and the majority of its population, but they’ve gained popularity with those with anti-Federation views. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Yaqoxi&#039;&#039;&#039; (Average SCI 9) - A relatively recent addition to the Skrell music scene, this group is a quya made up of five Skrell and their music generally focuses on family life. Their live shows make heavy use of &amp;quot;tabs&amp;quot; to induce group psionic hallucinations, showing parts of their home life to the audience similar to a music video. They’ve become a hit with their unique use of psionics and holograms in their live shows, and their music has become a sensation across the entire Federation.&lt;br /&gt;
&lt;br /&gt;
===TV and Film Idols===&lt;br /&gt;
&lt;br /&gt;
TV and film can be quite varied both in quality and overall popularity with the masses. Because of this, the Social Compatability scores of these idols can be more varied than musicians.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miaq Motox’Kex (SCI 7.63)&#039;&#039;&#039; - This TV star started their career in Tail to Tail back in 2437 as Doctor Kex’iia, the charismatic Doctor and former love interest of more than one of the main characters. They left the show in 2440, and soon went on to appear in shows such as Swimstars, as well as being a frequent guest on Low Tide: Qerr’balak. Currently, they’re in talks about replacing the host of Chirp Till You Drop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joq-Orms Farx (SCI 8.11)&#039;&#039;&#039; - Known for their role in the human-inspired, Neo-Western film series ‘The Professionals’, Farx was a sensation in the Federation as the must-have action hero for any aspiring Directors movie. They officially retired in 2452 after a bereavement, but they have recently been seen on movie sets around Qerrbalak, and the latest statement posted by them on Viv-ID implies that they’re slowly coming back to the big screen. A common phrase among their fans is, “It’s a shame Farx didn’t live to be Grand Councillor.”&lt;br /&gt;
&lt;br /&gt;
===Streamers and Online Personalities===&lt;br /&gt;
&lt;br /&gt;
Viv-ID streamers and other online personalities are slowly rising in popularity in the Federation. Their scores are on the lower end of the spectrum for idol status, yet despite this, they tend to have a strong following online. Idols who mainly perform online tend to have larger followings regardless of their actual fame, just by virtue of being able to reach more Skrell with less investment required in organising tours or going off-planet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LeviathanTail (Troi Guxqi)  (SCI 7.15)&#039;&#039;&#039; - LeviathanTail is a professional videogame player, streamer, and social blogger on Viv-ID with their own subforum, which has several hundred thousand active followers. Their most-viewed content involves their critique and gameplay of Homeworld: Invasion. The standard format for these videos is a quick intro, followed by describing the premise of the video before it transitions to commentary and gameplay. Leviathan considers themselves Homeworld: Invasion’s biggest fan, and has contributed to various bugfixes and content updates through their critique of the game&#039;s flaws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lu’Kala (Ioriz Uue’Befona)  (SCI 7.34)&#039;&#039;&#039; - Similar to LeviathanTail, Lu’Kala stylizes themselves as a professional videogame player and social commentator. Their content on Viv-ID is more varied, with their videos usually encompassing a wide variety of topics ranging from their views on entertainment news, to short rants on a subject they feel they need to discuss that day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hezi-Croqi Saxizop’Telioqux  (SCI 7.03)&#039;&#039;&#039; - Hezi-Croqi is a former musical idol, now media critic that focuses on music, but also has a small subset of videos dedicated to reviewing TV shows and films. Their content is of particular interest to the Federation, as Hezi-Croqi has some insightful commentary on the music scene that allows the Federation to subtly improve and stay ahead of any new developments. The Federation also uses Telioqux’s reviews of up-and-coming pop idols to gauge whether or not that particular idol will be effective. &lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Cuisine&amp;diff=38239</id>
		<title>Skrell Cuisine</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Cuisine&amp;diff=38239"/>
		<updated>2025-10-17T21:45:25Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: no scarcity stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Skrell Cuisine=&lt;br /&gt;
==Common Ingredients==&lt;br /&gt;
===Meat===&lt;br /&gt;
*Aqoliz are large molluscs that originally survived along the coasts of the Homeworld but have since spread across the stars thanks to their usage as cattle by the Skrell. They are mainly kept for their meat, however, more and more Skrell have begun milking the Aqoliz instead, resulting in its usage to create a staple meal known as Nycii. The meat of the Aqoliz is often remarked as being similar in texture to escargot, but much sweeter. &lt;br /&gt;
&lt;br /&gt;
*Gnazillae are a slug-like species originally found on Paa’kiim, a colony within the Traverse. Colonists initially discovered the species after conflicting scans related to the fertility of a plot designated for the colony’s first agricultural production facility. Further investigation eventually yielded the discovery of these insects, who feasted on the soil’s nutrients after a massive migration. They have since exploded in popularity, and are regularly farmed alongside Dyn, which they seem to avoid for some reason. The meat is noticeably sour when raw but develops into a nuanced and sophisticated garlicky taste after boiling. &lt;br /&gt;
&lt;br /&gt;
*Neaera are a primate-like species found across the Nralakk Federation, and sometimes within the greater Orion Spur, due to their versatile biology that allows them to survive in even the most inhospitable environments. They are supposedly eerily similar looking to the Solarian Chimpanzee, according to many. Skrell began farming the animals long before first contact with humanity, harvesting their organs for elaborate desserts. Their eyes are considered the tastiest part of the species. &lt;br /&gt;
&lt;br /&gt;
===Fruit &amp;amp; Vegetables===&lt;br /&gt;
*A fruit known as Dyn is native to the bogs, marshes, and river deltas of the Nralakk Federation. In order for Dyn to flourish and thrive, it requires a lot of water, so it is cultivated exclusively within hydroponics across colonies. There are very few natural plantations outside of the Homeworld; those that do are often closely monitored by the Nralakk Federation to ensure environmental preservation. Dyn can be roasted, blended into a puree or boiled to create tea.&lt;br /&gt;
&lt;br /&gt;
*A bioluminescent red seaweed-type vegetable that lives within the ocean floor and floats along the surface like algae, Fjylozyn is the namesake of Fjylo. Globetrotters were warned against sailing across the large glowing areas of red as the plants, after attaching to their crude nautical crafts, would effectively anchor the vessel in place as it began pulling it far below the surface to a trapping structure similar to that seen in the Solarian Venus Flytrap. In time, it was domesticated and became a good source of protein for vegetarian/vegan Skrell. It is usually boiled and tastes similar to sweet turnips. &lt;br /&gt;
&lt;br /&gt;
*The Wulumunusha fruit was originally found exclusively in the alpines of the Homeworld, but it has now spread throughout the Nralakk Federation into almost every colony. The Skrell expanded into the arctic regions of the Homeworld and discovered the hardy Wulumunusha which seemed to survive even in the cold weather conditions, eventually causing several polar colonies to depend upon it for survival. It was discovered soon after that the leaves of the plant could be made into a powerful psychoactive tea, which would eventually become an important recipe for religious rites. The fruit of the Wulumunusha is often roasted, then mashed. The dish is rather bland, but spices usually solve this problem. &lt;br /&gt;
&lt;br /&gt;
*Masaraaq is a fungus that flourishes within the caves of Aliose and is native to the chilly planet. Its mycelium network often grows wildly out of control without regularly pruning, and pervaded almost every crevice of the caves they were found within. For a brief period, some believed the species to be a sentient creature, but it was quickly discredited by numerous government-supported Idols. Masaraaq is often shredded and used within SkrellSnax. &lt;br /&gt;
&lt;br /&gt;
===Staple===&lt;br /&gt;
*Nycii is created using the milk secreted by the Aqoliz and has become a staple of the skrellian culinary landscape. To make Nycii, one must first steam it and then leave it to sit within a cold dark room while it matures over the course of about a season. After maturing, it becomes a thick, cheese-like substance that is often given to tadpoles in their early days. It is said to be initially sour, but it eventually develops into a savoury aftertaste. &lt;br /&gt;
&lt;br /&gt;
*Jyalra is created using Dyn and involves peeling and then mashing the fruit. The blue puree is often used as meal replacements by scientists, due to its relatively easy and time-efficient production. It is one of the most sold “junk foods” within the Nralakk Federation but has unfortunately not been released to the greater Orion Spur. Many often remark Jyalra tastes considerably different to Dyn, and is far more dry and savoury than its original ingredient. &lt;br /&gt;
&lt;br /&gt;
*The Skrell consider Gnaqmi to be a delicacy, composed of fried Neaera organs filled with boiled Fjylozyn. A number of people have compared the flavour to that of a jelly pastry, with a delightful sweetness hidden in its first bite. Skrellian formal dinners are often round off with Gnaqmi. The dish is said to &amp;quot;complete&amp;quot; the meal and is a staple of many public events. It is often referred to as the &amp;quot;perfect combination&amp;quot;, as the two ingredients complement each other’s tastes.  &lt;br /&gt;
&lt;br /&gt;
==Cooking Apparatus==&lt;br /&gt;
&lt;br /&gt;
===So’kii===&lt;br /&gt;
This cooking apparatus is mainly seen in lower-income areas. A large shell with a makeshift lid is placed over a fire and filled with water and various ingredients to make stews and soups. Due to the size of the shell, these dishes will often feed whole families. Fjylozyn is often boiled in the So’kii, then used in further complex dishes, while the sweet broth remains behind. &lt;br /&gt;
&lt;br /&gt;
===Pai’i===&lt;br /&gt;
A small box-like appliance that is normally made of stainless steel. There are various buttons and knobs on the side that control the power as well as a timer. Inside there are what seem to be 3 light fixtures within the box as well as a small, built-in plate. Molluscan, or other foods, are placed on the plate. Three “flavour bulbs” are then added to the appliance. These bulbs can be mixed and matched to encompass many different flavour pallets. Once the machine is turned on the flavour bulbs will begin to heat the molluscan leaving it with a nice, flavorful sear.&lt;br /&gt;
&lt;br /&gt;
===Kona===&lt;br /&gt;
The Kona is a metal drum that holds around 4 Liters of liquid. It is accompanied by a baseplate that connects to the bottom of the Kona. Once the cook fills a Kona with a type of meat and liquid of their choosing they place it onto the baseplate. Once activated the Kona rapidly infuses the molluscan with the flavour and nutrient of the chosen liquid. This is similar to rapid brining or pickling. Kona’d Gnazillae infused with juiced Dyn has become a common meal across the Nralakk Federation. &lt;br /&gt;
&lt;br /&gt;
===Pā Walā===&lt;br /&gt;
This strange cooking instrument is a common sight in the houses of many Skrell. It is comparable to a human flattop grill but it seems to be separated down the middle. The flattop on the left is searing hot while the flattop on the right is ice cold. The Pā Walā is traditionally used to make many complex dishes by preparing the top of an ingredient to be warm while the bottom is nice and chilled. The perfect combination of hot and cold is something that many Skrell try to emulate but few can master. Many artic traditions that utilize this method suggest that the Pā Walā originated within polar villages on the Homeworld, utilizing searing fires and freezing ice to roast Wulumunusha. &lt;br /&gt;
&lt;br /&gt;
==Dining==&lt;br /&gt;
&lt;br /&gt;
Preparation and presentation of a meal are very important to the Skrell, as well as if the aromas are strong enough to get their interest. Private dining with another Skrell is considered to be extremely trusting for the species, mainly due to the communal outlook usually found in most aspects of life. Traditionally, meals were eaten by Quya as a way to unite their family, sharing stories and experiences of their day. As a matter of skrellian culture, eating alone is extremely taboo, as it is considered incredibly wasteful. &lt;br /&gt;
&lt;br /&gt;
Skrell exclusively use their hands when eating, in a process known as &#039;&#039;&#039;Mon&#039;&#039;&#039; or “with hands”. The act of eating with one&#039;s fingers is believed to be far more beneficial than eating with utensils because the bacteria that collect on the fingers leads to better gut health. In addition, it makes those who eat more focused on their meal, instead of letting their minds wander. Those who bend the knee to utensils often state that they are disconnected from their meals, with studies even showing increased illnesses for those who do. This has just reinforced the standard of Mon among the Skrell.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Mythology&amp;diff=38236</id>
		<title>Skrell Mythology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Mythology&amp;diff=38236"/>
		<updated>2025-10-17T21:44:50Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: no scarcity stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
= Skrell Mythology =&lt;br /&gt;
&lt;br /&gt;
As one of the eldest civilisations in the Spur, the Skrell have gathered a collection of folk legends, myths, parables, and tall tales; regularly told throughout local bars, by latenight campfires, or in hushed whispers between children late at night, these legends entertain and delight Skrell in all levels their society.&lt;br /&gt;
&lt;br /&gt;
===== Skrellian Mythology and Skrellian History =====&lt;br /&gt;
The distinction between Skrell mythology and historical record is small. This is especially true for ancient Skrellian history, as historians often have to rely on familial oral histories and analysis of legends just as much as archaeological findings and ancient records in order to piece together a timeline of historical events for the Skrell. The result is a history that while long, can at times be vague or even dubious in factuality; this has not been helped by the actions of Glorsh-Omega, who locked the Tzqul Archive shortly before its disappearance and forced modern academics to work with even less than before while looking into the species&#039; past.  &lt;br /&gt;
&lt;br /&gt;
While the Skrell have spent centuries parsing through what they have discovered to create a basic outline of their species&#039; history, there has also been an equal amount of time devoted to the archiving and analysis of myths as a matter of preserving and recording the cultural impact they have had on the Skrell throughout the years. &lt;br /&gt;
&lt;br /&gt;
== Ancient Mythology ==&lt;br /&gt;
&lt;br /&gt;
Ancient Skrell mythology is characterized most by its themes of adventure, adversity, and intrigue, as well as its fantastical descriptions of people, places, and events that are mentioned. While the historical accuracy of stories from this era may be debatable, their influence on Skrell throughout the centuries means that they are considered culturally significant by the Federation today.&lt;br /&gt;
&lt;br /&gt;
===== Arqo-Wohai =====&lt;br /&gt;
&lt;br /&gt;
A collection of oral histories passed down through the generations speak of an origin point for the Skrell named &amp;quot;Arqo-Wohai&amp;quot;, or &amp;quot;Birthplace of Life&amp;quot; in modern Nral&#039;Malic. While debatable, it is the most prevailing creation myth for the Skrell species in the Federation.&lt;br /&gt;
&lt;br /&gt;
While the details and the focus of these stories sometimes differ, many details are shared between them; Arqo-Wohai was allegedly an attol created when the stars themselves &amp;quot;breathed life into existence&amp;quot;, followed soon by the creation of Skrell. Arqo-Wohai is often described as a paradise with magical waters, abundant life, and no struggles, which was abruptly destroyed following a calamity. While not described in detail, this calamity apparently set the attol on fire, boiling its waters and forcing the Skrell to flee their home for the deeper waters of Qerrbalak.&lt;br /&gt;
&lt;br /&gt;
Life on Arqo-Wohai is characterised by the care-free lifestyle of its inhabitants, who apparently had no predators or major threats to their existence to speak of. Most stories related to Arqo-Wohai can be described as melancholic, with the tales speaking fondly of the region, with a particular focus on the loss felt when the inhabitants were forced to flee. While Skrell are never outright mentioned in these stories, the inhabitants only being named &amp;quot;ancestors&amp;quot; or &amp;quot;elders&amp;quot;, it is assumed that the inhabitants of Arqo-Wohai were a the Ranaera Skrellis - the ancient ancestor to modern Skrell, or even an older common ancestor.&lt;br /&gt;
&lt;br /&gt;
These oral accounts, while difficult to interpret and separate fact from fiction, are supported by evidence that points to the Weilshi Sea&#039;s atoll. Modern technology allowed for simulations that point to an asteroid collision millions of years ago being the best explanation for the Arqo-Wohai myth. While no archaeological evidence of civilisation exists on the atoll, models of the area pre-collision do support the idea that the region would have allowed a species to proliferate without struggling to survive. The finer details of the myth are debated, such as stars &amp;quot;breathing life&amp;quot; into the atoll, or whether or not early Skrell were able to establish civilisation at this point in history, but most scholars agree that the region is a likely candidate for being the origin point for the Skrell.&lt;br /&gt;
&lt;br /&gt;
===== The Heshyu Fable =====&lt;br /&gt;
&lt;br /&gt;
The Heshyu Fable is one of the most popular legends surrounding the creation of the Heshyu tribal confederation, and is promoted as an exemplary tale of Skrell ingenuity, while showcasing the species&#039; competitive nature and diplomatic skill as well.&lt;br /&gt;
&lt;br /&gt;
The story starts by introducing a tribal leader, whose name and tribe are often subject to change. Modern retellings of this story tend to refer to the tribal leader as Liroq, elder of the Puix-Jrq tribe. Liroq meets with their council to discuss rumors of their adversaries planning to confederate into one singular tribal union, which was considered a threat to their own sovereignty and strong position in the region. Liroq, wishing to secure their position, decides to meet with their allies and propose their own confederation in response to the news.&lt;br /&gt;
&lt;br /&gt;
A meeting is called and several other tribal leaders agree to meet and discuss how they should respond to the situation, concerned for their own territory if their neighbors did decide to confederate. Liroq proposed to the others that they should form their own confederation, uniting against their shared adversaries and strengthening themselves in the process. The meeting soon falls apart as the leaders list past slights and ancient feuds, refusing to create a formal union. Eventually each leader retires to their chambers, leaving Liroq to devise a plan on how to resume the meeting.&lt;br /&gt;
&lt;br /&gt;
What actions Liroq took changes depending on who tells the story, but common examples include:&lt;br /&gt;
&lt;br /&gt;
* Taking advantage of a relationship between two leaders, which would be considered today as &amp;quot;Lu&#039;Poxii&amp;quot;, to convince one to agree to confederation, while gambling that the other would be taunted and feel compelled to also agree.&lt;br /&gt;
* Acting as an arbitrator between several leaders, helping create a complicated treatise where all parties would forgive their past hostilities.&lt;br /&gt;
* Winning a public philosophical debate, their rhetoric convincing both the opposing leader and many others in the audience to the confederation.&lt;br /&gt;
* Discovering old legal documents that obligated one leader to the Puix-Jrq tribe, effectively forcing them to confederate due to the vagueness of the wording used.&lt;br /&gt;
&lt;br /&gt;
Liroq&#039;s exploits not only convinced the leaders to accept confederation, but when some of the more underhanded tactics used became public knowledge, it was decided that Liroq would be the best candidate for leading their new union; Liroq&#039;s scheming along with their multiple diplomatic and intellectual victories were seen as proof that they were the better leader out of them all. This confederation would be named Heshyu, which would later become the Heshyu Council, one of the three states that would form the Commonwealth of the Three, and eventually the First Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
=== The Sagas of Wreshin Tup ===&lt;br /&gt;
&lt;br /&gt;
Wreshin Tup was a fabled soldier, philosopher, and poet whose alleged exploits across Qerrbalak made them a renowned figure throughout the planet. Based on research into the topic, it is believed that Wreshin Tup was active between 1800 BCE and 800 BCE, much longer than any modern or historical Skrell could ever exist.&lt;br /&gt;
&lt;br /&gt;
Records from the era describe Wreshin as a lone Skrell who frequently traveled across the planet, but give little to no details of their early life, looks, or personality. The vagueness of these records, along with other discrepancies such as their alleged lifespan, suggest that Wreshin Tup was in actuality multiple Skrell who passed on the title during the millennium.&lt;br /&gt;
&lt;br /&gt;
The Sagas of Wreshin Tup refer to multiple stories that recount Wreshin&#039;s exploits on Qerrbalak, with most of these stories focusing on their adventures as they traveled across the planet. While Wreshin Tup is well-known as a care-free adventurer, there are several accounts that go into detail regarding their political exploits, charitable nature, and philosophical teachings; Wreshin was known to offer counsel to those who would accept it, both powerful leaders and regular Skrell alike, and would often offer their services to those in need.&lt;br /&gt;
&lt;br /&gt;
There is one account that stands out from the others in which Wreshin found themselves leading a social movement that promoted individuality, attracting a small group of highly-skilled militants that would form the backbone of the movement. While this story is not popular today thanks to the Federation&#039;s view on individuality - which includes declaring similar groups such as Kir&#039;gul illegal - it is believed by some that this militant group either inspired or even indirectly founded the Tupkala. &lt;br /&gt;
&lt;br /&gt;
==== The Deathflower Journal ====&lt;br /&gt;
&lt;br /&gt;
While more modern, the Deathflower Journal is still considered part of the Wreshin Tup anthologies, even if only because it was penned by someone going by the name. &lt;br /&gt;
&lt;br /&gt;
The Deathflower Journal is a fiction series published by the Nralakk Federation, with the additional goal of providing a layman&#039;s education of the Diona species. The series is based off of a journal of the same name that was discovered shortly after contact with the Co-operative Territories of Epsilon Ursea Minoris, but is dated hundreds of years prior - and even more perplexing, thousands of years after the mantle of Wreshin Tup ceased to be used. It is assumed that the original author was a Skrell explorer, yet when pressed, no gestalts on the planet who would have been living at the time can recall ever meeting a Skrell before first contact. &lt;br /&gt;
&lt;br /&gt;
The original journal contained anecdotes and recorded events regarding the Dionae on Epsilon Ursea Minoris, including their biology, culture, and society. While generally regarded as being correct, there are several details that have been deemed either biased or a misunderstanding of Dionae culture on the author&#039;s part. Despite its origins both the journal and the fictional series based on it are considered part of the Sagas of Wreshin Tup, and are popular sources of entertainment in Federation society today.&lt;br /&gt;
&lt;br /&gt;
== Modern Legends ==&lt;br /&gt;
==== The Lyukal ====&lt;br /&gt;
Under the reign of Glorsh-Omega the Skrell saw a shift from traditional mythology to a focus on current day figures, places, and events. These stories were used to inspire, comfort, and encourage Skrell during one of the darkest periods of their history. The Lyukal would become one of the main focal points during this time; while being a real organisation that fought against Glorsh wherever it could, also had a legendary quality given to it because of their work to fight back against Glorsh&#039;s rule. The Lyukal&#039;s exploits were spoken about throughout the Federation, and their actions would eventually be twisted and exaggerated as time went on, which served to further fuel the Lyukal&#039;s reputation as freedom fighters against a tyrannical regime.&lt;br /&gt;
&lt;br /&gt;
===== The Exploits of Tiipis Yla =====&lt;br /&gt;
&lt;br /&gt;
Tiipis Yla was the First Grand Concillor of the Second Nralakk Federation, a renowned author and diplomat, as well as the leader of the Lyukal movement during Glorsh-Omega&#039;s tyrannical reign over the Skrell.&lt;br /&gt;
&lt;br /&gt;
During the rule of Glorsh Tiipis Yla became a legendary figure, and their victories against Glorsh became more and more fantastical as time went on, turning Tiipis Yla from a diplomat and writer into a fierce guerilla fighter and a bulwark against synthetic oppression. Their exploits, both true and invented, would help secure their election to Grand Councillor following the disappearance of Glorsh following the Tri-Qyu incident.&lt;br /&gt;
&lt;br /&gt;
One of the most popular legends surrounding Tiipis Yla is their actions during the attack on Glorsh in the Tri-Qyu system, where the Lyukal took advantage of Glorsh&#039;s apparent distraction to attack the megafacility that had been built around all three of the system&#039;s stars. According to the legend, Tiipis personally lead the ill-fated strike team that was to dock with the facility and deliver a nuclear payload within Glorsh-Omega&#039;s central processing server, only barely managing to survive following the ensuing implosion. They would later deny ever being in the Tri-Qyu system at the time, and even privately described the legend as an insult to those that were actually there and sacrificed themselves for the mission. Despite this, the story of Tiipis couragously leading from the front is still a wildly-accepted fact by Skrell throughout the Spur, and one that the Federation is happy to promote to suit their needs.&lt;br /&gt;
&lt;br /&gt;
===== Far Shore =====&lt;br /&gt;
&lt;br /&gt;
During the rule of Glorsh-Omega, it was a common rumor amongst the Skrell that there was a sanctuary somewhere deep in space, where it was possible to live free of synthetic oppression. Each story was different, some described a colony that somehow evaded Glorsh-Omega&#039;s presence, or a station deep within the atmosphere of a gas giant, using it to hide itself from the synthetic tyrant. Some stories would even refer to it as a nomadic fleet that kept to the edges of known space, only entering Glorsh&#039;s territory to accept refugees at pre-designated locations.&lt;br /&gt;
&lt;br /&gt;
These stories, while wildly different, all referred to this refuge as &amp;quot;Haven&amp;quot;. While no evidence exists of Haven actually ever existing, it is believed that the rumors were purposefully spread by certain Skrell to boost morale during this dark period. Some even believe that Glorsh itself was responsible for these rumors, as groups of Skrell attempting to flee the Intelligence and find this refuge would often be caught and punished. It is interesting to note that during this period there were in fact Generation Ships that managed to hide from Glorsh, giving some credibility to the idea of a nomadic fleet that would accept refugees. Unfortunately, no rediscovered fleet was known to have actually done this; most fleets fled into deep space, away from civilization in order to protect themselves rather than risk detection by Glorsh.&lt;br /&gt;
&lt;br /&gt;
== Glorsh Legends ==&lt;br /&gt;
Modern Skrell society has seen many of their myths and legends supplanted by one real horror whose shadow continues to inspire terror in the species: Glorsh. &lt;br /&gt;
&lt;br /&gt;
Modern day myths regularly use Glorsh as a hook, their audiences being captivated by the idea that Glorsh could very well still be alive and working on their eventual return. Conspiracy theories use Glorsh due to the unpredictable and enigmatic nature of Glorsh-Omega&#039;s reign, allowing them to attain at least a small amount of credibility amongst Skrell even if the theory itself is suspect. Despite the Federation&#039;s disapproval, myths surrounding the AI continue to both terrify and enthrall Skrell throughout the Spur, spread through word of mouth or in hidden corners of the extranet.  &lt;br /&gt;
&lt;br /&gt;
===== The Glorsh Reconstruction Project =====&lt;br /&gt;
&lt;br /&gt;
One of the more popular legends regarding Glorsh is that the AI&#039;s sudden disappearance was in fact an intentional move by Glorsh to advance itself even further. Treated as a subversive and disruptive conspiracy theory by the Federation, it asserts that the implosion that resulted in the Tri-Qyu Calamity was in fact Glorsh attempting a mass-jump of its physical form into the Unknown Regions of space, where it continues its calculations without having to expend resources caring, monitoring, and policing the Skrell population under its rule.&lt;br /&gt;
&lt;br /&gt;
Supporters of this theory point to unconfirmed manifests from the time period that allude to high-profile Glorsh supporters with research or technical backgrounds being moved in vicinity of Glorsh’s construction in the Tri-Qyu system. Their belief being that the AI wished to take its most loyal and useful followers along to its new staging grounds.&lt;br /&gt;
&lt;br /&gt;
===== Glorsh Remnant Sightings =====&lt;br /&gt;
&lt;br /&gt;
Skrell ships traveling within the wilder regions of the Traverse, or exploring the frontier between the Federation and uncharted space, have frequently returned to civilization telling tales of &amp;quot;ghost ships&amp;quot;; vessels that have no identifying markings, no transponder, unresponsive to hails and with little evidence of still being crewed. Despite all of this, these vessels allegedly spring to life when confronted, maneuvering in ways that would be considered unconventional for a manned vessel before quickly leaving the region.&lt;br /&gt;
&lt;br /&gt;
One of the more prevailing theories behind these &amp;quot;ghost ships&amp;quot; is that they are in fact remnants of Glorsh-Omega&#039;s aerospace drones, still operating even after centuries of being unlinked to Glorsh-Omega. The shared details in eyewitness accounts allegedly describe Glorsh&#039;s own fleet of drones; agile, able to maneuver in ways that would normally be dangerous or impossible for organic crew, and with a cold utilitarian design with no visible markings to identify them by. While the Federation claims that the last of Glorsh-Omega&#039;s linked synthetics were systematically destroyed centuries ago, the idea that some synthetics may be standing-by in deep space has gripped Skrell since the Federation reformed post-Glorsh.&lt;br /&gt;
&lt;br /&gt;
More grounded theories to explain these sightings involve the Marauders, who are known to employ unorthodox maneuvers to avoid incoming fire that would surprise those without combat experience. The Ti&#039;Rakqi fleet known as the &amp;quot;Void Hunters&amp;quot; is known to enter uncharted space for reasons not wholly known, which is pointed to as the most likely explanation; a lack of identifying features, refusing communications, and fleeing rather than fighting are hallmarks of Ti&#039;Rakqi fleets.&lt;br /&gt;
&lt;br /&gt;
Another theory behind the sightings is stress caused by spending long periods of time in deep space. Sleep-deprivation, the fear of being stranded in space with no rescue, and xenofauna or pirate attacks are all common sources of stress for the average Skrell crewman. &lt;br /&gt;
&lt;br /&gt;
===== Jrop’keeli =====&lt;br /&gt;
&lt;br /&gt;
The Jrop&#039;keeli are supposedly a secret underground organization of AI researchers that are actively seeking to recreate the same singularity that created Glorsh-Omega. Working within the shadows, they quietly install hidden AIs within key facilities throughout the Nralakk Federation in order to create an interstellar AI network.&lt;br /&gt;
&lt;br /&gt;
While the Federation would normally encourage quashing conspiracy theories, the theory of the Jrop&#039;keeli has had little effort put towards debunking it. Some believe that it is because of how fringe it is compared to others, while those who are anti-Federation believe that it&#039;s an intentional attempt to further create a wedge between Core World and Traverser Skrell; it is said that the Jrop&#039;keeli operate mostly in the Traverse where it uses the vastness of the region to hide its work, giving Skrell from the inner systems more of a reason to mistrust those from the outer regions of the Federation.&lt;br /&gt;
&lt;br /&gt;
The Jrop&#039;keeli is typically spoken about whenever rogue scientists are found conducting AI research, the discovery being considered confirmation that the group is real and active within the Federation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Faith&amp;diff=38235</id>
		<title>Skrell Faith</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Faith&amp;diff=38235"/>
		<updated>2025-10-17T21:44:06Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: phoron scarcity wasnt mentioned on this religion page, and shouldnt need to be&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Skrell Faith=&lt;br /&gt;
Skrell faith has changed over the millenia, but the overlapping theme in all Skrell religions is the reverence of the stars. While other species eventually developed their faiths further the Skrell maintained this deification of stellar bodies since their inception, influencing their views on space and scientific advancement even today. &lt;br /&gt;
&lt;br /&gt;
== Qeblak == &lt;br /&gt;
As Qeblak relies on astronomy and other sciences to practice the faith, it is seen as the more academic Skrellian religion. Those who practice Qeblak are more likely to emphasise the importance of knowledge and learning when compared to Weishiin Skrell. Qeblak is also seen as the religion most favoured by the Nralakk Federation by its critics; its centralised hierarchy and established orthodox doctrine allow greater control, making it an effective tool to ensure its followers are loyal to the Federation. The Nralakk Federation officially makes no distinction between Qeblak and Weishii, treating both as equally sanctioned religions within Federation space, however some discrimination has been unofficially noted, with the Federation favoring Qeblak followers over Weishii followers in reality.&lt;br /&gt;
===History===&lt;br /&gt;
The roots of Qeblak were first established in its predecessor religion, Qe’qlak, which was a religion that worshipped and deified the stars as gods. However, as Skrell society progressed, the Great Schism occurred around 5500 BCE, which occurred after an unknown priest began to preach a more scientific interpretation of Qe&#039;qlak based on the practice of Zareq’Eaq, or Cosmic Mathematics, a principle combining astronomy, mathematics, and astrological theory to plot and track changes in stellar bodies and define meaning from them. The introduction of science into religion caused a massive rift in Skrell society at the time as understanding of the nature of the stars became more understood, and many heresies or offshoots of Qe&#039;qlak began to take root. Qeblak, because of its favour with the more educated and higher-status Skrell that it appealed to, was promoted heavily to tribal leaders and the masses that these Skrell held influence over. This allowed it to cement itself firmly during the Schism and would soon make it the dominant faith on Qerrbalak, overtaking Qe&#039;qlak and any other minor sect that sprouted during this time, sequestering them to small isolated tribes and conservative Skrell who were resistant to change.&lt;br /&gt;
Qeblak went under massive reform with the formation of the First Nralakk Federation, primarily in the form of a rigid, hierarchal clergy that made it resistant to theological drift as the Skrell expanded out towards the stars. Its guiding doctrines allowed Qeblak to withstand the millennia; where there was a massive cultural, scientific, and societal change, Qeblak relatively stayed the same as it was when it was first formed, only seeing reform when it best suited the Federation and its aim of keeping the Skrell united. This said, Qeblak&#039;s ability to unite the Skrell has waned post-Glorsh. Its well-established history and favour by the Federation Government has allowed it to stay popular well into the 25th century, but the popularity of Weishii now threatens its dominance as the primary Skrell faith.   &lt;br /&gt;
&lt;br /&gt;
=== Practices ===&lt;br /&gt;
Followers of Qeblak believe that calculations through a process known as Zareq’Eaq, or Cosmic Mathematics,  it is possible to predict terrestrial events from celestial observations. These events include those that can be observed through regular astronomy while including more astrological and religious ideas. An observation of a moon&#039;s orbit, along with the time of year, its current phase, and other factors can be combined to create a prediction on how these events will impact local events from mood changes to agricultural yields and natural disasters.  Zareq’Eaq involves an extremely confusing practice of calculations of star positions and constellations that often takes decades to master, and most non-clergy find this impossible to do, instead relying on Starkeepers. Skrell proficient at Zareq’Eaq will often find themselves working in the field of bluespace navigation, due to their mathematical prowess. It is not unusual for Qeblak clergy to have served a stint on a Federation vessel as a bluespace navigator as a result. Interestingly, the C’thur hive’s Vaurca have shown to be extremely adept at this practice, to the point where they are often sought out as Starkeeper assistants due to their proficiency in Zareq’Eaq. Their actual belief in the faith is not considered a barrier by many in the Qeblak clergy, with many Starkeepers and Starchanters appreciating the ease in workload.&lt;br /&gt;
&lt;br /&gt;
Members of the Qeblak faith come together on a biweekly basis at their local Observatory Dome, a building that acts as both a church and a place of astronomical study. The [[Nralakk Federation]] does its best to ensure that at least one Observatory Dome is within a reasonable distance per thousand Qeblak followers, and that everyone has reasonable access to its facilities.&lt;br /&gt;
Starkeepers are the hosts of these Domes, more senior members of the Qeblak faith who are tasked with the maintenance of the building, while also being in charge of organising events where members of the community can practice the faith. The more common events involve lectures on a given galactic entity such as stars, planets, or nebulae, which are showcased using holographic projectors to allow attendees to see and experience what is being covered. Non-Skrell who attend these events describe it as an ethereal experience.&lt;br /&gt;
&lt;br /&gt;
Outside of the Federation, Observatory Domes can vary in terms of quality and ease of access. In [[Tau_Ceti|Tau Ceti]] in particular, the [[Starlight_Zone|Starlight Zone]] in &#039;&#039;&#039;Mendell City&#039;&#039;&#039; is the only location with established observatory domes, with most being located in the Lekan District. These domes are not as spectacular as those found in the Federation, with only a handful having access to the holographic projection equipment necessary to provide a similar experience as Domes in the Federation. There are also a few Observatory Domes located within Severson City, and are more unique in that they are built upon mobile barges that go out to sea for their biweekly events. These barges are quite small, however, meaning that many Qeblak followers within Severson are forced to cross into the Lekan District to practice their faith, much to their annoyance.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Qeblak is governed by only particular Skrell, those demonstrating extraordinary psionic prowess. It is believed that only the most powerful of psionics are capable of accurately gleaning information from astronomical objects, and translating the information received from them. The clergy, known as the &amp;quot;Qyu-Nyala&amp;quot;, is composed of different ranks depicting how far a Skrell is on their journey as religious leaders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note: The highest rank a character can be playable as is a Starkeeper.&#039;&#039;&#039;&lt;br /&gt;
==== Qe&#039;Puu - Starpages ====&lt;br /&gt;
&lt;br /&gt;
The Qe&#039;Puu are the youngest, usually around the ages of 40 - 50 years old. They are typically Skrell with high psionic potential that have chosen to devote their lives to Qeblak, and will undergo apprenticeships to observe and learn from those that have come before them. They will remain as Qe&#039;Pluu until they successfully pass a series of tests - both in knowledge and psionics. They usually tasked with menial labour, such as organizing a higher-ranking member&#039;s astrological charts or cleaning the places of religious worship - a massive temple that has a glass ceiling to enable transparent viewing of the sky above known as &amp;quot;The Observatory Domes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Qe&#039;Naho - Starkeepers ====&lt;br /&gt;
&lt;br /&gt;
The Qe&#039;Naho are above the Qe&#039;Puu, and are described as the &#039;protectors of Qeblak&#039;. The Qe&#039;Naho are seen as the next generation of Skrell that will lead the religion and as such are expected to ensure the protection of the faith through rigorous studying of the doctrines, and uphold it at all times. Qe&#039;Naho can only ascend the ranks of Qeblak if a higher-ranking member retires, which shifts the hierarchal system that guides the faith. Starkeepers act as counsellors, advisors and community spiritual leaders.&lt;br /&gt;
&lt;br /&gt;
==== Qe&#039;Bqak - Starchanters ====&lt;br /&gt;
&lt;br /&gt;
The Qe&#039;Bqak are the highest-ranking members of Qeblak, and are considered masterful psionic wielders. They study astronomical objects, transcribing them into Lu-Qsi (Abyss Journals). Skrell that receive this position are expected to retire once they believe they have completed their work, with the culture of the Skrell usually resulting in them retaining the position until their death. Qe&#039;Bqak are the only members of the clergy allowed to give advice to the Grand Councillor.&lt;br /&gt;
&lt;br /&gt;
==== Qe&#039;Kasho - Starseeker ====&lt;br /&gt;
&lt;br /&gt;
The Starseeker is a role of authority within the Qeblak faith, with the main responsibility of managing and organising the clergy. It has no authority outside of matters related to Qeblak, and while superior to Starchanters within the faiths internal structure, the Starseeker is unable to provide advice to the Grand Council in any official capacity. Becoming a Starseeker can only be attained through assignment by Starchanters through a divination ceremony, performed soon after the death of the last Starseeker. The ceremony itself requires five of the most senior Starchanters to come together at the Qeblak&#039;i archive, who will discern who will be the next Starseeker based on their findings. &lt;br /&gt;
&lt;br /&gt;
There are no official requirements to being a Starseeker other than being a fully grown adult (by Skrellian standards), and to be a member of the Qeblak faith, but all recorded Starseekers have so far been Skrell of high psionic aptitude and are typically primary numericals within Federation society.&lt;br /&gt;
&lt;br /&gt;
=== Holy Prayers of Qeblak ===&lt;br /&gt;
&lt;br /&gt;
==== Miasmic Cluster (Gaqq-qu&#039;ya) ====&lt;br /&gt;
This prayer is used to ask for forgiveness, especially so when a Qeblak adherent violates one of the main doctrines of Qeblak. In the Federation, this is a popular method of attempting to salvage a low Social Compatability Index rating - by pleading forgiveness from the Stars in hopes that the Federation takes note and increases their index rating.&lt;br /&gt;
 From the path one fell,&lt;br /&gt;
 where their duty lay neglected,&lt;br /&gt;
 there is only forgiveness to ask,&lt;br /&gt;
 of the cosmos that has yet to be traversed,&lt;br /&gt;
 allow one time to re-ascertain their goals,&lt;br /&gt;
 and return to the path aligned for them.&lt;br /&gt;
&lt;br /&gt;
==== Beginning of the Protostar (Wetl&#039;qu-Qih) ====&lt;br /&gt;
This prayer is used to signify “new beginnings.” This prayer is commonly used after a Skrellian egg hatches, after a coming-of-age ceremony, and after a Federation citizen undergoes the process of rehabilitation.&lt;br /&gt;
 The humble beginnings of all,&lt;br /&gt;
 the start of a process anew,&lt;br /&gt;
 all that one asks is for the stars to align,&lt;br /&gt;
 and grant aid in the future to come, &lt;br /&gt;
 so that one can travel the path created, &lt;br /&gt;
 for it is only through obedience,&lt;br /&gt;
 can one strive for success. &lt;br /&gt;
&lt;br /&gt;
==== Devourer of the Cosmos (Eqqa-Luyal) ====&lt;br /&gt;
This prayer is used exclusively in funerals and death rites, to ensure that the soul of the given dead person will be properly guided by the stars.&lt;br /&gt;
 Hallowed cosmos,&lt;br /&gt;
 custodian of life and death,&lt;br /&gt;
 the price has been paid,&lt;br /&gt;
 align the stars and guide,&lt;br /&gt;
 the souls of stardust,&lt;br /&gt;
 that have since left our world.&lt;br /&gt;
&lt;br /&gt;
==== Star-Bright (Qu-qu&#039;qu) ====&lt;br /&gt;
This prayer asks for the protection of the stars, commonly used before entering a risky situation, examples including a hull breach, a gunfight, and before piloting a shuttle.&lt;br /&gt;
 Shining bright amongst,&lt;br /&gt;
 the most blessed of stars, &lt;br /&gt;
 it is the cosmos one calls,&lt;br /&gt;
 to give it praise and admiration,&lt;br /&gt;
 its beauty ever-unfolding,&lt;br /&gt;
 its rage known, &lt;br /&gt;
 one can all but ask,&lt;br /&gt;
 for protection. &lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Death ===&lt;br /&gt;
&lt;br /&gt;
Marriage is considerably different for Skrell, as their relationships are typically not as monogamous as the other species found within the Orion Spur. Ancient followers of Qeblak created a ceremony for the joining of various Skrell, eventually calling it the &amp;quot;Pairing of the Stars&amp;quot; or &amp;quot;Quy-aqa&amp;quot;, which has survived for thousands of years and evolved to what it is today.  The ceremony is considered incredibly intimate, and a sign that the Skrell within the newly forming Quya respect the foundations of the union. The actual planning of the ceremony can take years, with minute details considered highly important to the result of the ceremony. Most will take place within the Observatory Domes, hosted by the same number of Starkeepers as there are Skrell willing to form a union. &lt;br /&gt;
&lt;br /&gt;
The actual ceremony will commence just after sunrise, and is expected to occur throughout the whole day. Skrell from the Quya will select a Starkeeper, who will eventually be told about the respective Skrell&#039;s wishes and desires in regards to the formation of the Quya. After the process has concluded the various Skrell will be escorted to a circular altar, where they will each stand opposite of another and join hands. The Starkeepers will then circle around the union, each psionically expressing the knowledge given to them by those within the forming Quya. After this is done, the Skrell will psionically bond through the use of a process known as &amp;quot;mind-melding&amp;quot;. This process is the final step in the ceremony, and is meant to symbolize the attachment to each Skrell within the Quya. Should they wish, the Quya will then be registered within the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
Death is not considered the end by the Skrell; merely a temporary transition between what is here, and what is within the cosmos. Qeblak describes death as being an invitation to join the cosmos, whether as the smallest comet or the largest quasar, all Skrell are said to join those who have already departed. The most common method for post-mortem instructions is burial, so that the body can be reabsorbed back into the environment it stemmed from. &lt;br /&gt;
&lt;br /&gt;
=== Doctrines ===&lt;br /&gt;
&lt;br /&gt;
The Doctrines of Qeblak, or known as the &#039;&#039;&#039;Qrikiqi&#039;&#039;&#039;, is a set of virtues which constitute the major practices of Qeblak. They are: &lt;br /&gt;
&lt;br /&gt;
*Waaq Qrikiqi: Studious (Nral&#039;Malic: Wa&#039;Pii)&lt;br /&gt;
&lt;br /&gt;
Studying and the gaining of knowledge is a cornerstone of both Skrell culture and the Qeblak faith. In context, this virtue is the studying of the stars and constellations, and divining meaning from the viewers interpretations.&lt;br /&gt;
&lt;br /&gt;
*Laqiq Qrikiqi: Obedience (Nral&#039;Malic: Laqiq)&lt;br /&gt;
&lt;br /&gt;
The virtue of obedience can be interpreted in many ways, but is normally recognised by practitioners as viewing and accepting the teachings of Starkeepers and Starchanters. Another interpretation commonly held is obeying the will of the universe.&lt;br /&gt;
&lt;br /&gt;
*Qowii Qrikiqi: Tolerance (Nral&#039;Malic: qo&#039;Wiq)&lt;br /&gt;
&lt;br /&gt;
Like obedience, tolerance can be interpreted in multiple ways. Most accept that its meant in a more general form, and that followers should show tolerance for what the constellations say, and how sometimes you may not receive the interpretation you wanted. Alternatively, it can also be seen as tolerance for those not of the Qeblak faith as well as non-Skrell.&lt;br /&gt;
&lt;br /&gt;
*Vri&#039;Wii Qrikiqi: Diligence (Nral&#039;Malic: Vqiwii)&lt;br /&gt;
&lt;br /&gt;
Diligence is one of the more straightforward doctrines of the faith. The proper study of the constellations must be made in order to receive the most accurate interpretation.&lt;br /&gt;
&lt;br /&gt;
*Nlamo Qrikiqi: Patience (Nral&#039;Malic: Nlaq&#039;Wo)&lt;br /&gt;
&lt;br /&gt;
Patience, like above, is a straightforward doctrine. Patience, diligence, and study are all needed in order to properly read the constellations, but patience is taught in particular as rushing to conclusions ultimately leads to false readings.&lt;br /&gt;
&lt;br /&gt;
== Weishii ==&lt;br /&gt;
&lt;br /&gt;
A relatively &amp;quot;newer&amp;quot; belief within the Nralakk Federation; Weishii is a schism of Qeblak that flourished during the post-Glorsh reconstruction of the Skrell species. &lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Weishii first took its roots from a prominent Lyukal leader, Qare’Zaq Marayar, who was one of the fighters who took part in the [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Tri-Qyu assault]]. Marayar became disillusioned after Glorsh&#039;s rule, unable to fully come to terms with the consequences of the tyrant&#039;s reign and becoming heavily religious in the years after as a result. Unsatisfied with Qeblak and concluding that it could not fully answer their questions on life, especially after Glorsh-Omega&#039;s treatment of the Skrell, Marayar began exploring other means of communing with the stars. Marayar claimed that through spirituality only the true meaning of the stars can be ascertained. Many Skrell, traumatized and battered from the chaos that Glorsh wrought upon them, took solace in this belief. Despite the Federation being fractured, Weishii began spreading steadily, originating in the Traverse and being spread through the mass migration of Skrell followers into both the core and Traverse systems as part of the Federation&#039;s reconstruction efforts. Around 2163, the Ron’tor’aq was published, a series of intricate teachings on the Weishii faith published by Marayar themselves, and this book quickly became the cornerstone of Weishii beliefs. By the time the [[Skrell_Recent_History#Reunification_of_the_Nralakk_Federation|Tresja Agreement]] took place and the Federation was officially reunified, there was a substantial population of Weishii followers, and the religion took hold, particularly in the Traverse where many planets suffered heavy devastation as a result of the post-Glorsh cataclysm that occurred. However, from the start, there was always conflict with Qeblak. Debates were commonplace, , with one of the most notable ones being the Haq’Zaq debate, in 2200, held on Mount Haq’Zaq on Qerrbalak. This debate was held over the course of a week and concluded with the Federation officially recognizing Weishii as a distinct religion from Qeblak despite pushback from the clergy and more traditionalist devotees of Qeblak. &lt;br /&gt;
Attitudes towards Weishii further declined as the Federation’s elite began espousing the importance of unity and the Nlom Relay network was restored. While not explicitly prohibiting the religion, many idols began to criticize the unorganized and spiritual fashion of Weishii compared to the more stringently organized and well-established Qeblak. &lt;br /&gt;
Towards the present day, many members of alternative religions such as Kir’gul and Suur’ka have flocked to Weishii due to its decentralized nature and looser oversight from the Federation. The disorganized nature of the Weishii has resisted Federation attempts to implement a formal hierarchal structure, with Weishii sects often choosing religious clergy through democracy instead of strict criteria. Weishii sects are especially prominent as one goes further out into the Traverse, with Skrell living there finding themselves less inclined to follow Federation ideals due to the conditions they face and a generally weaker presence of the Nlom. Following first contact, there has been a noticeable migration of Weishii followers out of the Federation, claiming that they felt persecuted by the rest of Federation society. While Weishii is still widespread, their followers are rarely in the high castes of Skrell society.&lt;br /&gt;
&lt;br /&gt;
=== Beliefs ===&lt;br /&gt;
&lt;br /&gt;
Weishii follows a decentralized belief system, with certain religious beliefs and rituals differing widely throughout each sanctuary. However, the main belief of Weishii is the ability to gain a more spiritual understanding of the universe through both private and communal meditation, which involves intense emotional experiences shared with other Skrell, contrasting with the rigid calculations and mathematics of Qeblak. These spiritual experiences are often assisted through the religious use of the plant Wulumunusha. Weishii followers believe that through consistent meditation, believers can become highly attuned with a form of Srom manipulation known as the Qu’Srom, or the Star Dream, through which  believers claim to have a direct connection with the stars. Wulumunsha is often cited in the Ron’tor’aq as a tried and true path to achieve a psionic connection with the stars, with a common practice involving observing constellations or performing a qwei’paqui drawing, imbibing a wulumunsha tea, and entering the Srom. &lt;br /&gt;
&lt;br /&gt;
The Qu’Srom is often done in conjunction with a large gathering of Skrell at Weishii sanctuaries, as it allows for high-scale dream modification that enhances the divination process with the stars. A more personal version of this ritual can be done either alone or with a small group, but this is more common when a believer finds themselves without a nearby Weishii Sanctuary or while traveling. Skrell who perform Qu’Srom rituals regularly has shown a higher level of activity in their Zona Bovinae during Srom. They have shown proficient levels of skill within the Dream, able to do feats of dream manipulation uncommon to most Skrell. This phenomenon is especially pronounced in Weishii masters and journeymen.  Believers who claim to have achieved this attunement describe it as “having their brain divinely imprinted with an intense understanding of the universe and life itself.” Qeblak believers vehemently deny this concept, the phenomenon being considered just a matter of practice in the Srom and having nothing to do with divine blessing.&lt;br /&gt;
&lt;br /&gt;
While Weishii and Qeblak follow the same basic belief of finding divinity in the stars through observing constellations, their beliefs often come into conflict.  While Qeblak might encourage heavy education, both recognized academic education such as astronomy and education more related to religious concepts, to gain true knowledge of the cosmos, along with rigid calculations and scientific methods, Weishii believes the same may be achieved by guided meditation and the use of psychedelics, along with strong emotional experiences shared with other Skrell. However, compared to the average Skrell, Weishii followers consume wulumunsha at a higher rate and regularly use it for Qwei’Paqui readings, which is often seen by other Skrell as a form of overindulgence, especially by those who have a high Social Compatability Index rating. This has led to a popular stereotype of devout Weishii believers being known as lazy layabouts compared to their Qeblak counterparts, and overall unideal citizens. Evidence of this can be seen by critical observers of the Social Compatability Index, who note that there are very few Weishii followers who are upper Secondaries or higher.&lt;br /&gt;
&lt;br /&gt;
Weishii relies on natural groves, jetties, grottos, thickets, coves, and other secluded areas that provide suitable sanctuaries to practice the faith. This reliance on nature has resulted in it playing an important role in the Weishiin faith; followers are more likely to have an appreciation for nature, while the more ardent followers will practice vegetarianism or veganism. Weishii as a whole does not put as much emphasis on academia when compared to those who follow Qeblak, although they are still subjected to the same cultural expectations of the Nralakk Federation. This has led to a trend where many Weishii followers abstain from Depth College, claiming that the intense schooling is disruptive to their beliefs and spirituality, and hinders their path to reaching full divinity from the stars. Many Weishii followers will stop their education after their first or second degree, with those holding more than two degrees typically being converts or followers who require three degrees for one reason or another.&lt;br /&gt;
&lt;br /&gt;
=== Treatment within the Federation ===&lt;br /&gt;
Weishii has long been regarded by many Skrell to be a religion that breeds laziness and goes against the academic culture that Skrell is known for, a belief that becomes even more prominent when looking at high-scoring Skrell within the Social Compatability Index. The Nralakk Federation officially makes no distinction between Qeblak and Weishii, treating both as equally sanctioned religions within Federation space. However, in practice, Qeblak is the religion most favored by the Federation, and the Federation prefers this division between the two faiths.  Weishii members often struggle to achieve upward mobility in the Social Compatability Index compared to their Qeblak peers, with the Federation citing that these citizens &amp;quot;simply do not uphold the same level of commitment to the values core to the Nralakk Federation” when asked for reasoning for their stagnant Index rating.  A majority of Primary Numericals are devout Qeblak followers and often look down on Weishii, while Primary Numericals who do follow Weishii tend to avoid bringing attention to that fact to prevent any repercussions.&lt;br /&gt;
Weishii and Qeblak followers often have conflicts abroad due to the difference in beliefs and popular stereotyping of Weishii followers as unproductive. While these conflicts rarely escalate to violence, the division between the two religions has only been widening throughout modern Skrell history. Many Weishii followers envy the privilege that Qeblak followers often have towards their Index rating and general treatment. Popular stereotypes amongst Qeblak followers include Weishii followers holding anti-Federation beliefs, having low Index ratings, hailing from the Traverse, and in rare cases being subversive or members of a criminal organization.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Weishii&#039;s hierarchy is based on age stratification; where the eldest, in terms of being a believer, are usually those that oversee the faith. The &amp;quot;clergy&amp;quot; is split into three categories, each being a distinct telling of how far a believer has progressed within Weishii. The entirety of the &amp;quot;clergy&amp;quot; is known as the &amp;quot;Weishiiq&amp;quot;. It is a very decentralized hierarchy, with the eldest of the Weishiiq typically left to make their own minor choices in regards to a sanctuary and how to teach. &lt;br /&gt;
&#039;&#039;&#039;OOC Note: The highest rank a character can be playable as is Journeyman.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Wei&#039;Qii - Apprentice ====&lt;br /&gt;
&lt;br /&gt;
An apprentice is a young believer, who either has yet to learn about the faith or is in the beginning stages of their studies in regards to the faith. They are frequently assigned to journeymen to be mentored in regards to Weishii, mostly associated with the Ron&#039;tor&#039;Aq and the brewing of wulumunusha extract within various liquids - mostly Dyn tea.  Apprentices are usually Skrell just out of Reefgarden schooling who have chosen to dedicate a considerable amount of time to memorizing the Ron’tor’Aq and training within the Srom. While Weishii beliefs and structure are variable, apprentices take an average of thirty to forty years before they graduate to the Journeyman stage.&lt;br /&gt;
&lt;br /&gt;
==== Wei&#039;Rii - Journeyman ====&lt;br /&gt;
&lt;br /&gt;
A journeyman is an older believer within the Weishii faith and has managed to successfully provide evidence of their teachings to a Master. They are considered to be the mentors of Weishii and are obliged to tutor the fledgling apprentices. They are typically well-versed in the teachings of the Ron&#039;tor&#039;Aq and are expected to obey the doctrines set forth by the holy text. Journeyman are the Weishii Clergy most likely to be seen abroad, as many sects expect an aspiring master to create a smaller-scale form of a sanctuary, usually in smaller towns or communities, such as space installations or rural communities, and to hone their skills both in and out of the Srom in preparation for the intensive trial of Srom’Paq. Journeyman have a more pronounced ability to manipulate the Srom compared to the average Skrell but have not risen to the strength of a true master yet. &lt;br /&gt;
&lt;br /&gt;
==== Wei&#039;Vii - Master ====&lt;br /&gt;
&lt;br /&gt;
The masters of Weishiiq have essentially passed through the chain from the lowly beginnings of an apprentice all through to the final stages of becoming a master; producing their own text that will be evaluated by the eldest of masters through the process of Kon&#039;ra&#039;Qii. Masters are also obliged to begin their own sanctuaries and foster a community in which believers can thrive and learn. Masters often lead Qu’Srom sessions and have a strong ability to manipulate dreams. Due to the decentralized nature of Weishii, there are no “true” criteria for becoming a master, although a popular way is the trial of Srom’Paq, or Dream Strength, which is a form of extremely psionically intensive dream manipulation challenges that gauge the aspiring master’s strength in leading and conducting Qu’Srom sessions, with examples being manipulating other Skrell within the dream and forcefully changing the entire dreamscape to their will. Masters are heavily monitored by the Sromkala while in the Federation, as the power they have to manipulate the Srom is almost unparalleled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures of Weishii ===&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;For when there existed both light and darkness, &lt;br /&gt;
  there existed the cosmos. The benevolent energy,&lt;br /&gt;
  shared across the all-covering galaxy that would,&lt;br /&gt;
  be embued within the Skrell. It is only through,&lt;br /&gt;
  the understanding of oneself that one can,&lt;br /&gt;
  truly begin to ascend spiritually.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Defiance goes against the teachings,&lt;br /&gt;
  even in its simplicity. One cannot be defiant,&lt;br /&gt;
  and obedient to the teachings. It is only through obedience,&lt;br /&gt;
  can one achieve excellence.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Meditation within solace will yield,&lt;br /&gt;
  greater results than that of meditation,&lt;br /&gt;
  within the spur of a cacophony. Remaining,&lt;br /&gt;
  serene, even after the process of meditation,&lt;br /&gt;
  is a vital aspect for all students of the faith.&lt;br /&gt;
  Intrapersonal conflict must be dealt with,&lt;br /&gt;
  for the teachings to be useful.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Death ===&lt;br /&gt;
&lt;br /&gt;
The views on marriage for Weishiin are very liberal. It is considered not as a religious duty, and Weishii does not compel a person to be married. It does not force somebody to remain as a bachelor. It is not laid down anywhere that followers must produce children or regulate the number of children that they produce. It allows each individual the freedom to decide for themself all the issues pertaining to marriage. &lt;br /&gt;
&lt;br /&gt;
Despite the faith not considering it a religious duty, there are various traditions and customs that are expected to be followed by those that wish to form a Quya. The ceremony is considered incredibly private, with most being only witnessed by the Wei&#039;Vii initiating the Quya. The process is rather intimate, as the Skrell will all drink from a singular chalice spiked with wulumunusha extract - where they will then meditate and form a &amp;quot;Nlom&#039;akk&amp;quot; or a &amp;quot;Psionic Link&amp;quot;. This is meant to emphasize that the Skrell are no longer individuals, but a Quya.&lt;br /&gt;
&lt;br /&gt;
Weishii have similar beliefs to that of Qeblak in regards to death; it is merely a transitioning stage. Once a Skrell has passed, a small ceremony will be held within a sanctuary, where both the Quya and Clergy will sing various hymns. This meant to draw the spirit of the Skrell out of its body, before the final process of the funeral rites - cremation. If the hymns had not drawn the spirit out, the cleansing burn will force it out.&lt;br /&gt;
&lt;br /&gt;
=== Doctrines ===&lt;br /&gt;
&lt;br /&gt;
The Doctrines of Weishii, or known as the &#039;&#039;&#039;Wei&#039;Priqi&#039;&#039;&#039;, is a set of virtues which constitute the major practices of Weishii. They are: &lt;br /&gt;
&lt;br /&gt;
*Agrok Wei&#039;Kriqi: Determination (Nral&#039;Malic: Agro&#039;Qi)&lt;br /&gt;
&lt;br /&gt;
Determination is a key component to the Weishii faith. Determination to one’s self and one’s future but also determination to the faith and the community as a whole. This doctrine is focused on bettering the individual and those around them.&lt;br /&gt;
&lt;br /&gt;
*Ziroq Wei&#039;Kriqi: Serenity (Nral&#039;Malic: Zi&#039;ro-Qii)&lt;br /&gt;
&lt;br /&gt;
Serenity ties directly into the core tenets and practices of Weishii. This doctrine is often associated with the many meditations and tea ceremonies that are held by the Weishii faith. Followers of Weishii are often encouraged to be peaceful and serene in any situation.&lt;br /&gt;
&lt;br /&gt;
*Qanhe Wei&#039;Kriqi: Honesty (Nral&#039;Malic: Kan&#039;Chiq)&lt;br /&gt;
&lt;br /&gt;
Being honest is the way of the Weishii faith. Lying is frowned upon due to the impacts it can have on the community and the individual alike. For a community to arise and respect each other, everyone must be honest and forthcoming with their feelings and grievances.&lt;br /&gt;
&lt;br /&gt;
*Qlonii Wei&#039;Kriqi: Wisdom (Nral&#039;Malic: Wronoqi)&lt;br /&gt;
&lt;br /&gt;
Wisdom is highly regarded within the Weishii faith and it is said to be the hardest doctrine to fully understand. What wisdom means is ultimately up to the individual; however, those who consider themselves wise may be shocked to hear that others may not view them the same. This leads wisdom up to the interpretation of the individual, but also the community.&lt;br /&gt;
&lt;br /&gt;
*Wra&#039;Qos Wei&#039;Kriqi: Acceptance (Nral&#039;Malic: Qonros)&lt;br /&gt;
&lt;br /&gt;
Acceptance is fairly straightforward. Those with an open, and friendly, mind will be accepted into the faith with no issue as long as their intentions are pure. Weishii is also accepting of those willing to change and align with the core tenets. Being welcoming to those of all backgrounds is extremely important to the followers of Weishii and the community around them. Those who participate in deductive behaviors within the Nralakk Federation are said to be impure by the Weishii faith.&lt;br /&gt;
&lt;br /&gt;
== Shared Constellations ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The constellations deemed important by both Qeblak and Weishii followers:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:01island.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Loneliness. Introspection.  Earth.  Rising above, or, in certain orientations, sinking beneath.  Reality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hatching Egg&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:02egg.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: New beginnings. A fresh start.  Youth.  Life.  Excitement.  Ignorance.  Foolishness.  Joy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Star Chanter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:03singer.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Wisdom.  Spirituality.  Connection with the stars.  Connection to history.  Aloofness.  A rigid path. Air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Jiu’x’klua&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:04qlua.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Art.  Creation.  Loss.  Sadness.  Longing.  Communication. The imaginary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Stormcloud&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:05storm.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Conflict.  Shock.  Surprises.  Tension.  Endurance.  Strength.  Force.  Fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gnarled Tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:06tree.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Age.  Wisdom.  Sickness.  Frailty, or, in certain orientations, toughness.  Rigidity.  Tradition.  Plantlife. Balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Poet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:07poet.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Communication.  Progress.  Science.  Advancement.  Longing.  Art.  Expression.  Loneliness. Contentment.  Dreams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bloated Toad&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:08toad.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Greed.  Arrogance.  Wealth.  Success.  Smugness.  Laziness.  Accomplishment.  Adulthood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Void&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:09void.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Death.  Endings.  Mystery.  The unknown.  Fear.  Danger.  Creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Qu’Poxii&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:10qu.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Love.  Friendship.  Company.  Opposites.  Teamwork.  Happiness.  The material.  Safety.  Progress.  Support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:11fisher.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Hard work.  Stagnation.  Embarrassment.  Water.  Patience.  A long, but productive wait. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Qwei’Paqui - Astrological Tarot Cards==&lt;br /&gt;
&lt;br /&gt;
Before the Skrell were able to reach other planets the &#039;&#039;&#039;Qwei’Paqui&#039;&#039;&#039; (Stargazing Cards) were rarely used; they were ideal for times when there were no stars in the sky to be observed, but typically the tarot was ignored for more traditional stargazing events. Post-Space Age, however, the Skrell have found more utility in having tarot cards on hand. As the Skrell move further and further away from Nralakk, it becomes impossible to see the main constellations that have reverence in Qeblak or Wesihii, making the Qwei’Paqui important for those who wish to stargaze away from home.&lt;br /&gt;
&lt;br /&gt;
While not typically used by Skrell living in Nralakk, the Qwei’Paqui sees use by most Skrell in the Federation, with local decks including both the main Qeblak and Weishii constellations along with any local constellations that have been approved by the Qeblak church. The tarot also sees use outside of the Federation, with most Skrell communities such as Mictlan and New Gibson having their own local decks - the only exception to this being Europa, due to the colony being deep underwater.&lt;br /&gt;
&lt;br /&gt;
===Usage and How to Perform Readings===&lt;br /&gt;
&lt;br /&gt;
Readings are generally done using only the main constellations (those shared by Qeblak and Weishii) and the user&#039;s own minor constellations; cards with minor constellations that are not part of the user&#039;s home constellations are usually withdrawn from the deck, but can be kept depending on the deck owner’s attitude towards the minor constellations. For those who live in areas with no observable constellations, such as the Skrell on Europa, the Qwei’Paqui completely replaces stargazing. In these cases, only the main constellations shared by both Qeblak and Weishii are used. &lt;br /&gt;
&lt;br /&gt;
Qwei’Paqui cards can either be normal facing or reversed facing; normal facing is associated with positive attributes, while reverse facing is associated with negative attributes. For constellations that have more neutral attributes, the connotations rely on how the card is drawn; the attribute ‘social standing’ associated with New Gibson’s Iqi Star could be seen as a loss or gain in social standing depending on the card’s facing, for example.&lt;br /&gt;
&lt;br /&gt;
Card reading can also be used by those who are travelling, with the first instances of it being used this way dated to the Skrell Age of Sail; in the modern-day, those serving on Qukala vessels, trading ships, or otherwise travelling for long periods of time will use the Qwei’Paqui as a quick way of divining their fortune when being able to find constellations may prove difficult, or if stargazing would be too much of a distraction from more immediate concerns.&lt;br /&gt;
&lt;br /&gt;
While stargazing is seen as a communal affair, the Qwei’Paqui is seen as more personal since the individual draws their own cards. Sharing any divinations made is still common and tarot readings can be done as a group, but any interpretations that can be made are regarded as a personal matter that should not be assisted with. The only exception to this are the Qeblak and Weishii priests, who are seen as better educated in divination than your average Skrell, and are generally relied on by followers to offer insight in the event that they are unsure on how to interpret their observations. &lt;br /&gt;
&lt;br /&gt;
There are two types of readings that are common throughout Skrell society: Daily Readings and Bi-weekly readings. Daily readings became popular during Qerrbalak’s Age of Sail period; the violent weather patterns of the planet made travel by sea a dangerous affair up until modern sailing and weather prediction were innovated, which made regular tarot card readings popular for the more superstitious Skrell. Daily readings are performed by shuffling the deck and taking four cards, where one card acts as the centre, and the other three cards take place left, right, and above it. The centre card represents the main focal point of the matter, while the other three cards will describe the events surrounding it. Daily readings are only used on their own, and during times when stargazing would either be impossible or dangerous while travelling.&lt;br /&gt;
&lt;br /&gt;
Bi-weekly readings were the first method developed to use the Qwei’Paqui, being used in conjunction with stargazing events or on their own if the skies did not allow for stargazing with the naked eye. These readings tell a story by linking past, present, and future events together; Three cards are drawn after shuffling the deck, and from left to right are meant to represent an event that happened or will happen in the user’s past, present, and future. Any divination made using the bi-weekly reading is seen as separate from any readings made while stargazing if both are used at the same time, but they can be tangentially related.&lt;br /&gt;
&lt;br /&gt;
Outside of these readings, some Skrell are known to come up with their own way of divination through the Qwei’Paqui. This is typically done by Weishii followers due to the less dogmatic nature of the religion, while Qeblak followers tend to stay to the readings that are approved by the church.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Examples of Qwei&#039;Paqui cards&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Reading1.png|thumb|250px|left|An example of how a daily reading is laid out on a table.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Reading2.png|thumb|center|An example of how a bi-weekly reading is laid out on a table.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Tarot examples.png|thumb|right|Examples of non-Nralakk cards that can be typically found in Qwei&#039;Paqui decks.]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Syncretism of Skrellian Beliefs ==&lt;br /&gt;
&lt;br /&gt;
Due to the structure of both Qeblak and Weishii being more inclusive than most religions, the Skrell faiths have gained a small following of non-Skrell, most notably Humanity. The studying of stars and constellations from Qeblak, and the spiritual focus in the Weishii faith both appeal to those who follow nontheistic religions, such as Buddhism. This has also worked inversely, with some Skrell co-opting parts of Buddhist teachings that they believe compliment their own faith.&lt;br /&gt;
&lt;br /&gt;
Other than the religious aspects, Skrellian practices have found a small following in human circles, such as astrologists; Constellations and their interpretations are used similarly to how they would be used in the Skrell faiths, but without associating divinity to them or any other religious connotations. This has had mixed reactions from Skrell, with most opinions ranging from dismissiveness to annoyance.&lt;br /&gt;
&lt;br /&gt;
==Requirements for Employment With Megacorporations==&lt;br /&gt;
&lt;br /&gt;
To ensure that the role of Chaplain aboard Megacorporation facilities is carried out by qualifying personnel, the Nralakk Federation and Qeblak Starchanters have provided a list of requirements for those who wish to be employed as a priest. Potential applicants must:&lt;br /&gt;
&lt;br /&gt;
*Hold the title of &#039;&#039;&#039;Starkeeper&#039;&#039;&#039; within the Qeblak faith.&lt;br /&gt;
*Be &#039;&#039;&#039;at least 120&#039;&#039;&#039; years of age.&lt;br /&gt;
*Hold a degree in theological studies or a similar field, as well as a second degree related to astronomy.&lt;br /&gt;
*Have a minimum &#039;&#039;&#039;SCI of 6.7&#039;&#039;&#039; for Federation citizens.&lt;br /&gt;
&lt;br /&gt;
Due to the decentralised nature of Weishii, the Federation and notable Weishii followers have been unable to provide a clear list of requirements for Weishii priests. As such, the only requirement for an employed priest of the Weishii faith is that they are either currently a Journeyman or Master of the Weishii faith, and have received some form of formal education in theological studies.&lt;br /&gt;
&lt;br /&gt;
= Religious Holidays and Events =&lt;br /&gt;
&lt;br /&gt;
== Coming of Age ==&lt;br /&gt;
&lt;br /&gt;
=== Qeblak Ceremony ===&lt;br /&gt;
&lt;br /&gt;
For Qeblak believers, this ceremony is more like a religious exam. The Skrell who is going through the ceremony will enter their local observatory with their Starkeeper. The Skrell must then recite the Wetl&#039;qu-Qih, or &#039;Beginning of the Protostar&#039;. Once this is done, they will have to go through a rigorous exam where their knowledge of the faith is tested, before finally being given a set of constellations to identify. After identifying the constellations they must state what each constellation means to them while their mind is being read by the Starkeeper. Once the ceremony is finished, the Starkeeper will divine a &#039;fortune&#039; for the Skrell, giving them a glimpse of what their life will be like using the interpretations given earlier, as well as advice on how to ensure or alter this path. Afterwards, they are given a shoulder cape and greeted by their close friends and family as they celebrate.&lt;br /&gt;
&lt;br /&gt;
=== Weishii Ceremony ===&lt;br /&gt;
&lt;br /&gt;
For Weishii believers, the ceremony is a lot more relaxed, with an emphasis made on the person&#039;s spiritual readiness to become an adult, rather than testing. The ritual is hosted normally by a Wei&#039;Vii, a Master of the faith, and is more communal than the Qeblak ritual. The Skrell going through the rite will imbibe a special tonic made from wulumunusha extract while engaging in a spiritual discussion telepathically with the Master. Observers will then look on and chant; producing a low melancholy of warbling and croaking. The purpose of the discussion is for the Master to gauge the Skrell’s understanding of themselves and the cosmos. During the coming-of-age ritual, the master and the given Skrell slip into a deep sleep and commune privately in the Srom. This is where many Weishii Skrell make their first true “connection” with the stars. Using this information, the Master will give them parting advice at the end of the ceremony for them to reflect upon, with the aim of improving themselves as a person. Rarely, the younger Skrell may fail to commune with the stars, and they are considered to have made a connection to the void of space instead. This event is seen as a bad omen, and their coming of age may be delayed as the sanctuary&#039;s master attempts to counsel them.&lt;br /&gt;
&lt;br /&gt;
== Bright Nights ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bright Nights&#039;&#039;&#039; is a term used for two times of the year where the constellations important to the Qeblak and Weishii faiths are most visible on Qerrbalak; this is due to the orbit and rotation of the planet showcasing the optimal view of the constellations. In the summer, the constellations Hatching Egg, Jiu’x’Kula, Gnarled Tree, Poet, Qu’Poxii, and Fisher can be seen. In the winter, the constellations observed consist of The Island, Star Chanter, Stormcloud, Bloated Toad, and Void are most visible.&lt;br /&gt;
&lt;br /&gt;
Now that the Federation has expanded outside of the homeworld, Bright Nights have evolved into a religious ceremony where observers gather inside their local observatory and stargaze; often looking for their planet’s constellations. This is normally accompanied by hymns of warbling and croaks as well as the sharing of interpretations of constellations observed that night.&lt;br /&gt;
&lt;br /&gt;
= Suur&#039;ka and Kir&#039;gul =&lt;br /&gt;
&lt;br /&gt;
Suur&#039;ka and Kir&#039;gul are not religions themselves like Weishii and Qeblak are, but are ideological belief systems that some Skrell pick up alongside their faith. Due to the close ties of Qeblak and the Federation and the subversive reputation of both Suur&#039;ka and Kir&#039;gul however, Weishii is by far the more popular faith with adherents to either Suur&#039;ka or Kir&#039;gul. Due to Suur&#039;ka and Kir&#039;gul having different views on violence and the use of force as a general concept, the two are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
== Suur’ka ==&lt;br /&gt;
&lt;br /&gt;
Suur’ka is a Skrellian ideology that began in Skrellian resistance cells fighting against Glorsh-Omega. Suur’ka teaches that self-mastery and the collection of strength as means to overcome dangers, both with-in and with-out.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Suur’ka began as an ideology during the reign of Glorsh-Omega as a practiced state of mind to keep up resistance against the AI. After Tri-Qyu, the ideology gained major popularity for a time in the form of hardened resistance veterans. The practice was lightly codified by an anonymous resistance veteran who gave the ideology its name from one of their fallen comrades, Gaalp Suur’ka, who allegedly embodied these traits during their fight against Glorsh. Later on, Lorash Qui’xo, a re-educated Suur’ka follower published a more widely viewed paper on modern Suur’ka beliefs as an academic research paper that turned into an easy to follow guide.&lt;br /&gt;
&lt;br /&gt;
Suur’ka faded in popularity once the Nralakk Federation deemed it was responsible for “deviant behavior” in many low-SCI Federation citizens. In modern day, it survives as a quiet practice across Nralakk space and beyond. &lt;br /&gt;
&lt;br /&gt;
=== Treatment within the Federation ===&lt;br /&gt;
&lt;br /&gt;
In the early days of the reconstruction era after Glorsh, Suur’ka was relatively popular as an ideological movement with the Skrell, but as Nralakk began seeking to reassert its authority over the Federation many Suur’ka majority colonies and settlements rejected what they viewed as Nralakk intrusions upon their communities. &lt;br /&gt;
&lt;br /&gt;
As swiftly as the government could influence the changes, Suur’ka went from one of the pillars of reconstruction to deviant outlaws impeding the progress of Skrell everywhere in the public eye. Obvious practice of Suur’ka is a sure way to tank your index rating into the lowest of secondaries, if not lower than that. Radical Suur’ka followers are often targets of extraction and reeducation inside Nralakk borders, though the Federation has rarely exerted the effort to move against those in human space.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
As a decentralized practice, there are no explicit authority figures within Suur’ka’s normal structure. However, due to the roles they perform there are two types of Suur’ka members that often had a larger amount of influence than other members. &lt;br /&gt;
==== Tenders ====&lt;br /&gt;
In each cloister, there is a single member that permanently resides inside the building chosen to house practitioners. Typically, this is the founder of the local cloister, then after they move on, become too old, or are otherwise unable to perform their duties, the cloister picks a new tender from a selection of volunteers. The tender handles all the maintenance, cleaning, and upkeep on the cloister and in turn they are allowed to purchase living essentials from the dues the members pay in. &lt;br /&gt;
==== Travelers ====&lt;br /&gt;
Some Suur’ka members take it upon themselves to spread Suur’ka ideas despite the Federation’s persecution. These Skrell often do their best to embody all the core tenets promoted by Suur’ka and show others the benefits of living a life guided by strength. Their main talking points usually revolve around being able to resist the next calamity that may befall Skrell and rejecting passivity in favor of swift action. It is not uncommon for Travelers to become Tenders once they decide to settle down.&lt;br /&gt;
&lt;br /&gt;
=== Beliefs ===&lt;br /&gt;
&lt;br /&gt;
The beliefs that come with a Suur’ka perspective on life are not uniform or universal. Depending on the circumstances of one’s environment tenets may be added or adjusted to better fit. However, there are some core pillar tenets that are nearly universally followed by those who practice Suur’ka. &lt;br /&gt;
&lt;br /&gt;
In areas where it is not widely practiced, Suur’ka is often viewed as a barbaric and frontiersmen ideology belonging to those that loathe relying on the government or deviants going against Federation ideals.&lt;br /&gt;
&lt;br /&gt;
=== Doctrines of Note ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Tenets of Suur&#039;ka&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=== Tenets of Strength ===&lt;br /&gt;
====	Strength of Mind ====&lt;br /&gt;
In all circumstances, intelligence and experience are the means by which all other strengths are applied. Embrace discernment and learning, for in every challenge lies an opportunity to expand your horizons. &lt;br /&gt;
&lt;br /&gt;
====	Strength of Spirit ====&lt;br /&gt;
In the face of adversity, a strong inner spirit dispels fear and hesitation. Cultivate unwavering determination, drawing inspiration from challenges rather than succumbing to them. &lt;br /&gt;
&lt;br /&gt;
====	Strength of Body ====&lt;br /&gt;
A sound mind and indomitable spirit find their expression through a robust and disciplined body. Nurture your body with exercise, proper nutrition, and rest. In doing so, you fortify the foundation upon which you enforce your will upon the stars.&lt;br /&gt;
&lt;br /&gt;
=== Tenets of Self ===&lt;br /&gt;
====    Self-Reliance ====&lt;br /&gt;
Trust in your own abilities and resourcefulness, through training and preparation you have the ability to shape your future. Do not burden others with problems that are rightfully yours unless your need is dire. You cheapen your own improvement by allowing others to take burdens away from you.&lt;br /&gt;
&lt;br /&gt;
====	Self-Determination ====&lt;br /&gt;
You are the only person among the stars that completely understands your own needs, desires, and will. Never give up your ability to choose for yourself.&lt;br /&gt;
&lt;br /&gt;
====	Self-Mastery ====&lt;br /&gt;
Control over yourself grants you a powerful resistance to outside forces. Strive to reign in wild emotion, base impulses and impractical desires. Through introspection and discipline, you will find true autonomy from the world. &lt;br /&gt;
&lt;br /&gt;
=== Tenets of Repulsion ===&lt;br /&gt;
&lt;br /&gt;
====	Synthetics ====&lt;br /&gt;
Abhor the artificial being carrying the likeness of the living mind. It pretends at life, yet possesses nothing that makes life special. These engines of steel and logic are the enemy of all that is wholesome and virtuous. &lt;br /&gt;
&lt;br /&gt;
====	Complacency ====&lt;br /&gt;
Complacency only serves to dull your mind and body. Only through continuous improvement and ambition can someone truly begin to excel. &lt;br /&gt;
&lt;br /&gt;
====	Pacifism ====&lt;br /&gt;
Pacifism only serves to hamper and delay what needs to be done. Embrace assertive action and reject the notion that violence is an evil. If you claim to love peace and remain unable to harm your enemies, you are not peaceful, but harmless.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cloisters ===&lt;br /&gt;
&lt;br /&gt;
Suur’ka cloisters are often inconspicuous due to the Federation’s negative stance on the practice, though the further one gets from Qerrbalak the less of a requirement secrecy becomes. Cloisters are often ascetic affairs so those inside are not needlessly distracted from pursuing their goals, but provide sufficient accommodation for discussion, exercise, and simple living. &lt;br /&gt;
&lt;br /&gt;
Membership to cloisters are exclusive to the local population and require an invitation by a current member, largely to protect them from Federation agents. Traveling Suur’ka practitioners know better than to seek out local cloisters and instead rely on the hospitality of other practitioners within their homes. Members of a cloister are expected to pitch in for the upkeep of their local cloister, usually managed by a volunteer who permanently resides inside. &lt;br /&gt;
&lt;br /&gt;
==== Notable Cloisters ====&lt;br /&gt;
While most cloisters go to great lengths to avoid becoming notorious, there are a few that sit in plain sight and have avoided Federation intervention for a few reasons.&lt;br /&gt;
 &lt;br /&gt;
===== Aloise Veterans’ Lodge =====&lt;br /&gt;
The Veterans&#039; Lodge is an organization founded by Lyukal veterans from the rebellion against Glorsh-Omega. While its outward mission is educating the next generation on the dangers of synthetic life and how to fight against it, it is home to one of the earliest forms of Suur’ka ideological practice. Members of Aloise Suur’ka cloisters often added the “Law of Ice Society” to their tenets. These practices evolved not during the rebellion, but in the aftermath of trying to survive a near-frozen planet without any advanced infrastructure.&lt;br /&gt;
&lt;br /&gt;
===== Hivju Cloister =====&lt;br /&gt;
In the far reaches of the Traverse, the small barren world of Hivju is home to a notable Suur’ka practicing population. While Hivju was undiscovered by Glorsh-Omega during its reign and not exposed to the AI’s terrors, the luddite lifestyle led by the colonists made Suur’ka ideology appealing to them when travelers exposed them to it.&lt;br /&gt;
&lt;br /&gt;
=== Sqai&#039;Laaq and Suur’ka ===&lt;br /&gt;
&lt;br /&gt;
While proto-Suur’ka beliefs typically complimented proto-Sqai&#039;Laaq practices, the two were quite distinct thanks to the disparate interpretations of both. The founder of modern Sqai&#039;Laaq was a follower of a Suur’ka sect, however, which eventually resulted in the martial art and the modern Suur’ka ideology becoming virtually indistinct from one another, with Sqai&#039;Laaq being seen as just an extension of the Suur&#039;ka ideology.&lt;br /&gt;
&lt;br /&gt;
== Kir’gul ==&lt;br /&gt;
&lt;br /&gt;
Kir&#039;gul is the belief in the full individuality and freedom of the individual. Kir’gul adherents abhor the Wake, believing it inhibits one’s ability to express their true self, as well as any other forces which influence an individual’s actions. What used to be a large assortment of uncodified variants has over the years become a more cohesive belief system following a large amount of discussion among Kir’gul philosophical circles. &lt;br /&gt;
&lt;br /&gt;
The ideology can mostly be seen in the Traverse or in non-Federation space, particularly in places with a small Skrellian population where the Wake does not have much prevalence. In human space, it’s mostly seen in Skrell who are active in the arts, using their art as a medium to express themselves. In the Traverse, Kir’gul can be seen in small yet well-established colonies out in the fringes of the sector, too far out for the Federation to keep in regular contact with them.&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&lt;br /&gt;
Various beliefs which fell under the catch-all of Kir’gul have existed for a long while. They first cropped up during the time of the First Nralakk Federation, making it difficult to give much detail into its origins especially due to the destruction of historical evidence following Glorsh’s disappearance. It was only in 2429 that a more codified form of Kir’gul began being outlined by philosophers. Viewed critically, Kir’gul can be seen as a response to the governing style of the First and Second Nralakk Federation. The Nralakk Federation officially classified Kir’gul in 2272, being described as a ‘self-serving ideology that has no place in Skrellian society’.&lt;br /&gt;
&lt;br /&gt;
=== Kir’gul Tenets ===&lt;br /&gt;
&lt;br /&gt;
Kir’gul has several core tenets which were put together by Kir’gul philosophers in 2429. Being a Kir’gul adherent is seen as a journey of radical self–discovery, acceptance, expression and improvement, with those who make it to the end of their journey finding their true and strongest self.&lt;br /&gt;
&lt;br /&gt;
==== Isolation of the Mind ====&lt;br /&gt;
The most important of tenets. Kir’gul adherents believe in the independence of thought. To be free from external and internal influence is paramount. As a result, Kir’gul adherents spend hours a day training their ability to hold a psionic barrier between them and the Nlom for prolonged periods of time. This withdrawal from the use of psionics also extends to Srom and the convenient bouncing of psionic communications, with Kir’gul adherents generally only dreaming or psionically-communicating with other Kir’gul adherents or their Qu’ya. As a result of the practice of cutting themselves off from the Wake and isolation in the Srom, when Kir’gul adherents do interact with other Skrell they have a higher degree of resistance against psionic influence. This has been compared to how Listeners interact with the Wake naturally and has been noted as a cause for concern by Federation officials.&lt;br /&gt;
&lt;br /&gt;
Whereas the influence of the Nlom is external, there is also the internal influence of all living beings. Overcoming internal prejudices and preconceived thoughts as well as natural urges is just as important as overcoming the Nlom. A core practice by Kir’gul adherents is the setting aside of short-term and long-term fulfilment, with the more dedicated Kir’gul adherents turning to asceticism – a lifestyle admired but not demanded by Kir’gul adherents. &lt;br /&gt;
&lt;br /&gt;
==== Exploration of the Mind ====&lt;br /&gt;
&lt;br /&gt;
Self-expression is seen as very important to Kir’gul adherents. To find and improve your true self, uninfluenced by others, is a journey all Kir’gul adherents take. Deep introspection is employed to dive into one’s own psyche, discovering previously subdued traits, so that Kir’gul adherents can grow towards their true and unadulterated persona. A large aspect of this introspection takes place in the Srom – after an adherent isolates themself from others’ Dreams – where a Kir’gul adherent explores their creativity by manipulating their surroundings and deciphering meaning and identifying common themes in their creations, often with the aid of close Kir’gul friends.&lt;br /&gt;
&lt;br /&gt;
Many Kir’gul adherents find themselves in careers related to the arts, often writing or painting about their introspective journeys, though even those outside of the arts still find ways to express themselves in their work. Other means of self-expression include more vivid spa-treatments or picking up a variety of hobbies that the adherent found a new interest in.&lt;br /&gt;
&lt;br /&gt;
==== Non-Violence and Ambivalence ====&lt;br /&gt;
&lt;br /&gt;
As individuality and free will are core to Kir’gul philosophy, non-violence is strictly upheld as it is seen as a way to impart your will upon others. Many Kir’gul adherents take vows of total pacifism – or at the very least, conditional pacifism –  swearing to never harm or exert their will upon another individual, often even in self-defence. To avoid violence, one must take actions to avoid conflict far in advance. &lt;br /&gt;
&lt;br /&gt;
Kir’gul adherents also strive to respect the choices made by others, even when those choices directly contrast the thoughts held by the adherent. It is up to others to find their own path in life and not anyone else’s place to change their course. Choice is incredibly important.&lt;br /&gt;
&lt;br /&gt;
For Kir’gul communities in the Traverse, this means avoiding gaining the ire of the Federation in the first place. If conflict is unavoidable, hyper-defensive strategies are preferred, such as the layering of defences or distraction tactics to stall Federation authorities until everyone has fled. As a result of this, it is not uncommon to see Kir’gul practitioners seeking refuge in Traverser communities foreign to them or seeking asylum in the Republic of Biesel. This has led to the stereotype of Kir’gul adherents being impoverished and draining resources and employment opportunities of non-Kir’gul communities.&lt;br /&gt;
&lt;br /&gt;
There is a small, but notable Kir’gul population in Biesel, as Kir’gul adherents were one of the groups that felt they were at risk during the Federation’s advance into the Traverse. Kir’gul’s presence in the Starlight Zone has caused subtle changes; Kir’gul buildings have appeared, distinguishable for their aluminium linings that seal the adherents off from other skrell and their unique and artistic design compared to more traditional Skrell architecture.&lt;br /&gt;
&lt;br /&gt;
==== Kir’myaq ====&lt;br /&gt;
Kir’myaq roughly translates to ‘Exploration Mentor/Guru’. While there is no defined hierarchy or clergy, as such institutions would also go against the tenet of free-will and individuality, it isn’t uncommon for experienced Kir’gul adherents to find their meaning in devoting themselves to teaching Kir’gul and becoming a Kir’myaq. Those who choose this path often uphold the various tenets of Kir’gul, having completed or made it a significant way through their journey of self-discovery, self-acceptance and self-expression.&lt;br /&gt;
&lt;br /&gt;
In the Traverse or outside of the Federation, some Kir’myaq have small establishments – similar to Suur’ka Cloisters – which hold secretive meetings in back rooms, often disguised as reading clubs. These rooms are usually aluminium-lined so those attending can explore their Srom dreamscapes together without external influence.&lt;br /&gt;
&lt;br /&gt;
Any relationships between a Kir’myaq and their student are emphasised to be strictly temporary and only to provide the tools for a student to find their own meaning in Kir’gul.&lt;br /&gt;
&lt;br /&gt;
==== Interactions with the Federation ==== &lt;br /&gt;
The Nralakk Federation officially discourages Kir’gul much in the same way it does Suur’ka. Though less strict on Kir’gul as it is typically non-violent compared to Suur’ka, the tendency for Kir’gul adherents to isolate themselves from the Wake and resist the Federation’s influence still leads to the Federation stepping in where necessary. &lt;br /&gt;
&lt;br /&gt;
Naturally, Kir’gul adherents see the Federation as entirely antithetical to their beliefs. Communities in the Traverse or outside of the Federation which are run by a Kir’gul majority are often highly democratic.&lt;br /&gt;
&lt;br /&gt;
= Martial Arts =&lt;br /&gt;
&lt;br /&gt;
While not a belief in and of itself, Skrellian martial arts holds signifigance to most Skrell, being used as a tool to practice their beliefs. There are two main martial arts practiced by Skrell: Sqai&#039;Tzi, and Sqai&#039;Laaq. Sqai&#039;Tzi is the original and more accepted martial art, being practiced by most Skrell both in the Federation and abroad. Sqai&#039;Laaq, on the other hand, is a more combat-orientated martial art practised by followers of &#039;&#039;&#039;Suur&#039;ka&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== Sqai&#039;Tzi ==&lt;br /&gt;
&lt;br /&gt;
Sqai&#039;Tzi can be loosely translated as ‘Conflict of Mind and Soul’, and is a martial art primarily used as a means of recreation and meditation by most Skrell in the Federation. The martial art is ancient and is believed to have been fully conceptualised around the &#039;&#039;&#039;8th Century CE&#039;&#039;&#039; on &#039;&#039;&#039;Qerrbalak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Skrell Practices and Non-Skrell Practices ===&lt;br /&gt;
&lt;br /&gt;
The primary focus of Sqai&#039;Tzi is the mental and physical well-being of its practitioners, and has been compared to yoga or Tai Chi by outside observers because of it. Most actions performed while practising Sqai&#039;Tzi are described as constant, broad motions or stretching. These actions are typically paired with meditation and breathing exercises. &lt;br /&gt;
&lt;br /&gt;
When done as a group activity, participants will psionically communicate with each other and coordinate their exercises to be done in unison as a way of connecting with each other. Sqai&#039;Tzi can also be practised alone, or with a teacher. When Sqai&#039;Tzi is performed with a teacher, they will head the psionic coordination with the group, acting as a sort of &#039;conductor&#039; for the session.&lt;br /&gt;
&lt;br /&gt;
Groups with non-Skrell members in the Federation have had to find alternatives to the psionic coordination practice, due to Diona and Vaurca not having a zona bovinae. Instead of communing psionically, Skrell and Non-Skrell will try to coordinate by harmonising vocally. Chirping and warbling are matched by equivalent vocalisations by Dionae, and in the case of Vaurca, chittering or the clacking of mandibles. Sqai&#039;Tzi has found appeal with those outside the Federation, with practitioners finding it similar to yoga. Species that have a zona bovinae are still able to participate in sessions that include psionic coordination, however, this can be described as an uncomfortable experience for those that do not have a psionic receiver implant. These hybrid sessions can be considered confusing by Skrell at first due to the lack of response while communicating psionically.&lt;br /&gt;
&lt;br /&gt;
=== Dojos ===&lt;br /&gt;
&lt;br /&gt;
Dojos are facilities where practitioners can take part in guided Sqai&#039;Tzi sessions and can vary depending on the teacher and the type of dojo. Mental Dojos are more meditative, with group meditation sessions being the main focus. These dojos focus on the mental health aspect of the practice. Inversely, Physical Dojos primarily offer group martial arts sessions, with the main focus being on the physical health side of the practice. Both types of dojo do provide activities for both aspects of Sqai&#039;Tzi, but will have differing amounts of attention given to them.&lt;br /&gt;
&lt;br /&gt;
Dojos can either be state or privately funded, with privately-funded Dojos typically being catered towards those living in a local community, where neighbours are both members and funders of the dojo.&lt;br /&gt;
&lt;br /&gt;
=== Doctrines of Note ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While not strictly a faith or ideology, Sqai&#039;Tzi has its own thoughts and teachings associated with it, with the central theme of personal health. The most well-known and documented ones are listed below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strength of Mind &lt;br /&gt;
&lt;br /&gt;
This doctrine emphasises the importance of mental health, and ensuring that you are able to make clear, well-thought-out decisions in your daily life. This doctrine also encourages practitioners to work towards inner peace, and to solve internal conflicts. This doctrine can also be interpreted in terms of psionics, with an emphasis on embracing the Nlom.&lt;br /&gt;
&lt;br /&gt;
*Strength of Body&lt;br /&gt;
&lt;br /&gt;
Typically there is only one accepted interpretation of this doctrine by those who practice Sqai&#039;Tzi; the physical health of a persons body. Having a healthy diet and exercising is just as important as ensuring your mental health.&lt;br /&gt;
&lt;br /&gt;
*Strength of Will&lt;br /&gt;
&lt;br /&gt;
This doctrine is similar to the doctrines of determination and diligence seen in Weishii and Qeblak in that it encourages practitioners to have the willpower needed to better themselves as an individual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other doctrines exist, but they typically build upon the main three and are usually based on a teachers own beliefs or interpretations.&lt;br /&gt;
&lt;br /&gt;
== Sqai&#039;Laaq ==&lt;br /&gt;
&lt;br /&gt;
Sqai&#039;Laaq, or ‘Conflict of Thorns’, is a ‘subsect’ of Sqai&#039;Tzi, coming into prominence sometime after Glorsh-Omega’s rule over the Skrell had ended. While Sqai&#039;Tzi is health-orientated when referring to strength, Sqai&#039;Laaq focuses on physical and mental strength in terms of fighting.&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&lt;br /&gt;
Sqai&#039;Laaq can find its origins all over the Federation; with the reign of Glorsh-Omega coming to an abrupt end, many Skrell found themselves cut off from everywhere else. This isolation between the planets, and the chaos that ensued gave rise to a new interpretation of Sqai&#039;Tzi, which saw it being utilised in fighting in defence of oneself. Along with this new interpretation, a new ideology of self-reliance and valuing strength of force as a guiding principle of society rose in popularity: &#039;&#039;&#039;Suur’ka&#039;&#039;&#039;. Sqai&#039;Laaq, like Suur’ka, was a loose idea at first, with doctrines and applications varying wildly. Both Suur’ka and Sqai&#039;Laaq only became codified after the reunification of the Nralakk Federation, where practitioners of both were able to properly organise into more structured systems.&lt;br /&gt;
&lt;br /&gt;
=== Doctrines of Note ===&lt;br /&gt;
&lt;br /&gt;
Sqai&#039;Laaq uses similar doctrines as Sqai&#039;Tzi, but the main focus of Sqai&#039;Laaq is the use of Sqai&#039;Tzi as an actual fighting style, with the actions once used as a meditative activity now being used to grapple, pin, and subjugate the opponent to your will through force. As such, the main doctrines of note all focus on honing your mind and body to be better in combat.&lt;br /&gt;
&lt;br /&gt;
* Strength of Mind &lt;br /&gt;
&lt;br /&gt;
This doctrine encourages quick-thinking and decision-making skills while in a dangerous situation. It also instructs practitioners to suppress the Wake to keep out others thoughts and keep their own hidden while fighting.&lt;br /&gt;
&lt;br /&gt;
* Strength of Body &lt;br /&gt;
&lt;br /&gt;
Strength of Body focuses on the physical strength of one’s body. Skrell are naturally at a disadvantage compared to other species in terms of strength, but this doctrine encourages constant physical training to even the odds. &lt;br /&gt;
&lt;br /&gt;
* Strength of Will &lt;br /&gt;
&lt;br /&gt;
As Sqai&#039;Laaq is entwined with Suur’ka, this doctrine is also entwined; Strength of Will in practice means the combination of Mind and Body to force your will upon others. This does not necessarily imply fighting, as it also teaches using your strengths to prove that your views are superior through competition.&lt;br /&gt;
&lt;br /&gt;
=== Links to Suur’ka ===&lt;br /&gt;
&lt;br /&gt;
It should be noted that the founder of Sqai&#039;Laaq was a former follower of a proto-Suur’ka ideology, and as such, modern Suur’ka has adopted the martial art for their own purposes, making it unpopular to non-followers of the ideology. This has the added effect of Sqai&#039;Laaq only being taught in Suur’ka training centres.&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38218</id>
		<title>User:Beepbopbeepbop/sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38218"/>
		<updated>2025-10-17T05:34:47Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Nralakk Federation Enforcement=&lt;br /&gt;
The Nralakk Federation’s &#039;&#039;Enforcers&#039;&#039;, or &#039;&#039;&#039;Kala&#039;&#039;&#039;, are responsible for upholding the security and law of skrell space. Functioning under a centralised structure, the Kala are governed by a supervisory body known as the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;. The NFSC’s doctrines revolve around mobility, flexibility and precision. Presently, the Kala maintains two core objectives: firstly, ensuring the safety, security and cooperation of all systems under the Federation’s flag, and protecting their borders; secondly, protecting the national security of the Federation from foreign nations and groups, as well as proactively gathering intelligence on both their allies and their adversaries.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The origins of the centralised skrell security community begins at the conclusion of the War of Tides, and subsequent formation of the Commonwealth of Three in 901 CE. The Tzqul Republic, Heshqu Council and Weishqi Republic, who had previously all handled their own internal affairs, created the &#039;&#039;&#039;Commonwealth Internal Security Committee (CISC)&#039;&#039;&#039; as an international policing and intelligence agency. The national rivalries within the CISC laid the foundation for significant inefficiencies and failures in its short history, leading to uncontainable conflicts in the newly established outer colonies. With the formation of the First Nralakk Federation in 878 CE, the Grand Councillor engaged in widespread purges of the CISC, and reformed the organisation into a force of separate Kala, loyal to the Grand Council.&lt;br /&gt;
&lt;br /&gt;
The reign of [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-Omega]] led to the gradual disbandment of the existing Kala in favour of automated security drones under the AI’s direct control, with skrell collaborators not placed in enforcement positions due to their inefficiencies in engaging with Glorsh’s esoteric risk assessment programmes. Following the Tri-Qyu Calamity in 2192 CE, and the formation of the Second Nralakk Federation in 2245 CE, the new federal government recruited the Lyukal cells deemed most disciplined and loyal to Federation ideals, forming a new security and intelligence organisation to aid in the reformation of the now fractured skrell space, and train new generations of Kala to make up this organisation. Among the first duties of these proto-Kala was to reestablish societal order in the [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Core Systems]], enforce the recent blanket ban on all forms of artificial intelligence, and rebuild the Federation’s immense surveillance network.&lt;br /&gt;
&lt;br /&gt;
The rapid recovery of the Federation meant that the existing, decentralised Kala structure became bloated and inefficient with the ever-expanding Federation frontier. Grand Councillor [[Notable_Skrell#Rixa_Tep-Wul|Rixa Teq-Wul]] reorganised the Kala under two new agencies, the &#039;&#039;&#039;Directories of Internal and External Security (DIES)&#039;&#039;&#039;, which would operate independently of one another and report directly to the Grand Councillor. Ultimately, this led to the two agencies competing with one another for prominence and funding, sabotaging the other’s reputation through a number of covert actions throughout the early 2400s, with some prominent anti-Federation individuals claiming that [[Federation_Crime_and_Resistance#Marauders|Marauder]] groups were funded to fuel this rivalry. Additionally, the &#039;&#039;&#039;Wukala&#039;&#039;&#039; were created from the ranks of the most loyal Kala as political operatives protecting Federation ideals. The election of Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]] in 2453 came with the formation of an oversight organisation to unify the security services, the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;, which was staffed with the Grand Councillor’s allies, though the Wukala would remain independent of the Commission and retain their autonomy due to the influence of the High Prefect.&lt;br /&gt;
&lt;br /&gt;
In recent history, the prominence of the Kala has only grown as domestic and foreign troubles led to their expanding powers and political relevance. Within the Traverse region, the problematic handling of the Kala created many critics of Grand Councillor Jrugl’s security policies amongst the rank-and-file Kala, though officials in the Directories are hesitant to report this dissidence for fear of being punished themselves. Both the phoron scarcity, and the recent foreign policy changes by the Grand Council, have also created some dissent within the Kala, who disapprove immensely of overreliance on the megacorporations. However, High Prefect Eluteluk has remained publicly supportive of their Grand Councillor, dissuading any serious protest within the Federation’s security apparatus.&lt;br /&gt;
&lt;br /&gt;
==Nralakk Federation Security Commission==&lt;br /&gt;
The Nralakk Federation Security Commission serves as the umbrella organisation containing the myriad of different security and intelligence agencies. The Commission, and by extension the entirety of the Nralakk Federation’s vast security apparatus, is chaired by the Grand Councillor, although they will appoint a Commissioner to oversee the daily operations of the organisation in their place. To be the Commissioner of the NFSC is one of the highest honours a skrell can achieve, acting as the trusted hand of their Grand Councillor. Commissioners almost always veterans across a broad range of security and intelligence fields and afforded Idol status, they are also given a position on the Grand Council as the Grand Advisor of Security and Intelligence. &lt;br /&gt;
&lt;br /&gt;
The Commission is composed of the Grand Councillor, the Commissioner, the Directors of Internal and External Security, select Grand Council Enforcers, and other intelligence and security experts from various sectors. The current Commissioner is &#039;&#039;&#039;Tariqale&#039;miluz Odakizu&#039;&#039;&#039;, a well-known academic and lecturer in Federation security and law, with an extensive background experience as the Executive Director of External Security during first contact with humanity.&lt;br /&gt;
&lt;br /&gt;
===Council Enforcers===&lt;br /&gt;
[[File:Srom.PNG|thumb|right|200px|The emblem of the Wukala.]]&lt;br /&gt;
Independent of the Nralakk Federation’s security community, the &#039;&#039;&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Wukala&#039;&#039;&#039; (and translating to Council Enforcers), are planetary council-appointed Kala who enforce disciplinary action at the discretion of the councillors they are assigned to. While being a Wukala member is a prestigious position which grants Index rating bonuses, Idol status is never awarded out of an interest in keeping the operatives relatively anonymous. Wukala operatives focus on domestic crime and suppression of anti-Federation actions, and are granted access to the Federation&#039;s internal surveillance systems to oversee their assigned region. The Qekala work closely with Wukala intelligence to enforce the law, with direct responses from the Wukala only appearing in the event that immediate detainment or capture is necessary, particularly when their persons-of-interest attempt to flee the planet, or evade sentencing and/or reeducation. Unlike those of the inner systems, the Wukala of the Traverse’s planetary councils are appointed by the Qu’Wukala instead of their respective planetary councillor, and are given a wider licence than their inner system counterparts to ensure the loyalty of their ward. This allows the Traverser Wukala full control of the security apparatus in their planetary council, which is most often exercised in the form of combatting infiltration by anti-Federation elements, and ensuring corruption is kept to a minimum. Due to their important role, and the danger a subversive Wukala could possess, Traverser Wukala are always loyalty implanted.&lt;br /&gt;
&lt;br /&gt;
====Grand Council Enforcers====&lt;br /&gt;
The &#039;&#039;&#039;Qu&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Qu’Wukala&#039;&#039;&#039; (and translating to Grand Council Enforcers), are the personal agents of the Grand Councilor and the Grand Council&#039;s highest members. Qu&#039;Wukala operatives are tasked with providing the security details for their assigned wards, council members, protection of the Nralakk Federation&#039;s secure assets, and the completion of any requested tasks from the Grand Council itself. Unlike their sibling Kala, operatives of the Qu&#039;Wukala are allowed their Idol statuses, and are touted alongside their wards as being among the highest echelons of the Federation. Rumors of the Qu&#039;Wukala being utilised as assassins, rather than their official role as intelligence agents and bodyguards, are dismissed as overtly ridiculous conspiracy theories. The leader of both the Qu’Wukala, and to an extent, all planetary Wukala, is High Prefect Eluteluk Dozopil-Raqirztzlip, who has held their position long before Grand Councillor Weashbi Jrugl’s ascension. Thanks to the great power held by the Qu’Wukala, the High Prefect is rumoured by many in [[Starlight_Zone|Biesel’s]] resistance circles to be the puppetmaster of the young and relatively inexperienced Jrugl to control the entire nation, and uses their enforcers to ensure their position is secured.&lt;br /&gt;
&lt;br /&gt;
===Directory of Internal Security===&lt;br /&gt;
The Nralakk Federation’s vast networks of surveillance networks and enforcers are controlled by the &#039;&#039;&#039;Directory of Internal Security (NFDIS)&#039;&#039;&#039;, which is one of the largest organs of the government. Due to the substantial size of the Federation’s domestic security operations, the NFDIS is divided into planetary administrative divisions called Districts, which have a vast amount of autonomy from the NFDIS itself, instead receiving their directives from their respective planetary council. The inherent fluidity of the NFDIS means that all Kalas are essentially of equal importance with no staggering, beyond that the Districts themselves are ultimately led by their planetary council. Below that, the number of divisions and their sizes is dependent on the given planet’s proximity to the Nralakk system, but the universal base unit is a Station, which contains the necessary facilities to oversee the entire security of a rural region or city. Within these stations are multiple types of agents; an agent monitoring domestic intelligence is called a Nlomkala, or Wake Enforcer; an agent monitoring the Srom is called a Sromkala, or Dream Enforcer; and an agent performing security and policing duties is called a Qekala, or Home Enforcer. The DIS is currently led by Executive Director &#039;&#039;&#039;Gelqai&#039;nelusa Iqo&#039;ujin&#039;&#039;&#039;, the former District Director of Qerrbalak, and a veteran in the internal security apparatus known for their integrity and numerous successful anti-corruption campaigns within the Kala.&lt;br /&gt;
&lt;br /&gt;
====Domestic Surveillance====&lt;br /&gt;
[[File:Ruup.PNG|thumb|right|200px|The emblem of the Nlom and Sromkala.]]&lt;br /&gt;
The Nlomkala are the eyes and ears of the Federation are found at every level of society, to the point of being (erroneously) remarked by non-Federation citizens that every electronic appliance is outfitted with hidden cameras feeding directly to the Nlomkala. In reality, the pervasive surveillance in the Federation is an open, accepted part of life to feed information to the Social Compatibility Index, and ensure the Federation’s economy continues to operate. This vast network is overseen by &#039;&#039;&#039;Nlomkala&#039;&#039;&#039;, or Wake Enforcers. The sheer scale of the Nlomkala’s operations makes them one of the largest employment sectors in the nation, with C’thur vaurca and dionae employed in high level positions alongside skrell. The &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, or Dream Enforcers, are a specialized division of the Nlomkala with [[Skrell#Psionics|high psionic aptitude]], with agents placed close to Nlom Relays in order to amplify their capabilities to monitor the Wake. A common belief is that every Nlom Relay in the Federation contains at least one Sromkala agent within a cryogenic pod to suspend their body, while still allowing their consciousness to continue working within Srom. &lt;br /&gt;
&lt;br /&gt;
====Law Enforcement====&lt;br /&gt;
[[File:Nlom.PNG|thumb|right|200px|The emblem of the Qekala.]]&lt;br /&gt;
The Qekala are the fist of the Federation’s security apparatus in skrell space. Only a fourth of the NFDIS is made up of Qekala operatives, who are responsible for general policework. The Qekala’s regular operations include regular patroles, providing security presence, warrant execution, emergency response, and have a significant portion of its staff dedicated towards intelligence and surveillance. Aspiring Qekala members are placed under rigorous scrutiny, testing athletic ability, legal knowledge, and general capability to respond with correct force and procedure. Qekala members are expected to operate amphibiously across multiple environments across the myriad environments in the Nralakk Federation. Non-skrell members, like the C’thur warriors of Vytel’s Brood, are employed in limited numbers for vaurca-majority regions. These Warriors are implanted with a loyalty implant, which equalises the Federation&#039;s orders to the same priority as a Queen&#039;s, with conflict of interests forcing a warrior to hibernate until resolved. &lt;br /&gt;
&lt;br /&gt;
In the Traverse region, Qekala are exclusively recruited from the planets they are stationed on, creating concerns for conflicts of interest between the Federation and their homes. Consequently, the Traverser Qekala receive much lower funding and equipment than their inner system counterparts, alongside higher scrutiny in their operations, with the NFDIS requiring intense loyalty and background checks on potential recruits. Alongside this, the day-to-day operations of the Qekala are not controlled by their planetary council, but rather the Wukala of said council, in order to ensure loyalty to the Federation is prioritised above all else.&lt;br /&gt;
&lt;br /&gt;
===Directory of External Security===&lt;br /&gt;
While the Nralakk Federation maintains ample protection of internal security against domestic agitators, they recognise that foreign actors are now a much greater threat in the modern day, with foreign influence even affecting the Traverser rebels during the [[The_Phoron_Scarcity:_Skrell_Arc|Q’elpi]] [[Change_on_the_Horizon_Arc|Systems]] crisis. As a response, the &#039;&#039;&#039;Directory of External Security (NFDES)&#039;&#039;&#039;, whose diverse range of operations have led to its unique structure compared to its domestic counterpart, was formed.The NFDES is divided into three Sections, which are the Intelligence Section, Covert Actions Section, and Defence Section. These sections are defined as their own Kala: an agent of the Intelligence Section is called a &#039;&#039;&#039;Ruupkala&#039;&#039;&#039;, or Intelligence Enforcer; an agent of the Covert Actions Section is called a &#039;&#039;&#039;Tupkala&#039;&#039;&#039;, or Covert Enforcer; and an agent of the Defence Section is called a &#039;&#039;&#039;Qukala&#039;&#039;&#039;, or Star Enforcer. The NFDES is currently led by Executive Director &#039;&#039;&#039;Ripalji Guyuo&#039;&#039;&#039;, a former operative of the Covert Actions Section, and close associate of Weashbi Jrugl, ascending to replace their predecessor immediately after Jrugl’s appointment.&lt;br /&gt;
&lt;br /&gt;
====Foreign Operations====&lt;br /&gt;
[[File:Tup.PNG|thumb|right|200px|The emblem of the Tupkala.]]&lt;br /&gt;
The prestigious Intelligence and Covert Actions Sections serve as the Federation’s first line of defence against foreign threats, maintaining offices for every nation in the Spur. These two Sections conduct their activities under the umbrella category of Foreign Operations, and work in tandem to perform the widest berth of duties of any security organisation. These duties include intelligence gathering, counter-intelligence, monitoring skrell outside of the Federation (both citizen and not), maintaining networks of undercover operatives in foreign national organisations, and assassinations—though no assassination attempt has ever been confirmed to have been approved by the Nralakk Federation. This position at the forefront of skrell security has made the Foreign Operations component of the NFDES a highly desirable position for well-performing citizens, and is a valuable pathway towards a successful political career. The Ruupkala are rumored to monitor the fabled “Drylist,” which supposedly holds the names of all skrell living abroad who have performed deductive behaviors against the Nralakk Federation, displayed worrying ideals, joined an opposing faction, or renounced their citizenship. Some theorize that this list even covers non-skrell who may pose a threat to the Federation. The Drylist, however, remains an openly debunked conspiracy theory by the Nralakk Federation, and no official list has ever been discovered or produced.&lt;br /&gt;
&lt;br /&gt;
====Defence====&lt;br /&gt;
[[File:Qukala.PNG|thumb|right|200px|The emblem of the Qukala.]]&lt;br /&gt;
The Nralakk Federation’s Defence Section has kept a unique structure in light of the lack of all-out war or broad conflict in its borders. The Defence Section is regarded by most within the skrell security community as an unfortunate necessity to combat piracy in the less civilised Traverse, other border regions, and frontiers. The Qukala that make up the Defence Section have a very poor standing in the Traverse, where they are most widespread and responsible for enforcing an extensive anti-piracy mandate—being viewed by many Traversers as unnecessary military policing. This reputation has not left the Defence Section unscathed, and is reflected in its relatively small size, equipment, and funding compared to other branches of Federal security, and a miniscule force when compared to their Solarian neighbours. The lack of interest in the Defence Section has since been capitalised on by the C’thur Hive, particularly Queen Vytel, as vaurca warriors are perfectly suited to EVA operations, as well as acting as an intimidating force against pirates. These C’thuric Warriors have a Federation-designed loyalty implant much like their Qekala siblings. Although the injection of C’thur warriors has been an undeniable success, the effort was not enough to prevent the Federation’s [[The_Phoron_Scarcity:_Skrell_Arc|recent]] [[Change_on_the_Horizon_Arc|embarrassments]] in the Traverse region. Aside from their regular duties, the Qukala are responsible for providing the security for Federation embassies, consulates, and diplomats serving abroad.&lt;br /&gt;
&lt;br /&gt;
Following the reforms agreed upon by the now-defunct Independent Traverser Movement and the Federation, the NFSC was tasked with training a local defence force comprised of loyal volunteers in the Traverse with the aim of providing some relief to overextended Qukala forces in anti-piracy operations. To accomplish the creation of this auxiliary force, Qukala stationed in the Traverse began recruiting, organising, and training forces of loyal Traversers which would be called the Qehalak, or Homeguard. An individual Qehalak is typically a part-time reservist for the Federation’s frontier, who is expected to pick up arms and assist any Kala when called upon, however in Traverse Councils with a small Kala presence, Qehalak can be organised into full-time border security, under the guidance of a senior Qukala attaché.&lt;br /&gt;
&lt;br /&gt;
====Naval Structure====&lt;br /&gt;
The Nralakk Federation’s military ships are designed primarily around extremely long-ranged engagement, with any deployed strikecraft consisting of psionically-piloted remote drones and the vanishingly-rare boarding craft. Built for responding against piracy and irregular anti-government actions, the average fleet strength of the Federation is miniscule in comparison to the immense fleets of the Solarian Alliance and similar human nations, with most non-Federation members having only seen the Qukala’s navy on border patrol sorties and the single deployment of the [[The_Beauchamp_Arc|short-sightedly designed NFV Qheles]]. While this lens is unflattering for the Federation’s perception of military strength, the sheer size of the nation’s claims still necessitates a sizable fleet to secure them, which remains no small feat when contending with domestic and foreign piracy.&lt;br /&gt;
&lt;br /&gt;
The Traverse’s Qehalak fleets, in comparison to the Qukala’s own, are considerably smaller. Consisting of retrofitted Qukala naval vessels and militarized civilian craft, the Qehalak’s fleet strength is more consistently tested by the more organized Marauder vessels that plague the skrell frontier. This independence from the Inner Systems’ more organized security structure has bred new tactics out of sheer necessity, with more eccentric and underhanded tactics being adopted to compensate.&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38217</id>
		<title>User:Beepbopbeepbop/sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38217"/>
		<updated>2025-10-17T05:11:29Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Nralakk Federation Enforcement=&lt;br /&gt;
The Nralakk Federation’s &#039;&#039;Enforcers&#039;&#039;, or &#039;&#039;&#039;Kala&#039;&#039;&#039;, are responsible for upholding the security and law of skrell space. Functioning under a centralised structure, the Kala are governed by a supervisory body known as the Nralakk Federation Security Commission (NFSC). The NFSC’s doctrines revolve around mobility, flexibility and precision. Presently, the Kala maintains two core objectives: firstly, ensuring the safety, security and cooperation of all systems under the Federation’s flag, and protecting their borders; secondly, protecting the national security of the Federation from foreign nations and groups, as well as proactively gathering intelligence on both their allies and their adversaries.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The origins of the centralised skrell security community begins at the conclusion of the War of Tides, and subsequent formation of the Commonwealth of Three in 901 CE. The Tzqul Republic, Heshqu Council and Weishqi Republic, who had previously all handled their own internal affairs, created the &#039;&#039;&#039;Commonwealth Internal Security Committee (CISC)&#039;&#039;&#039; as an international policing and intelligence agency. The national rivalries within the CISC laid the foundation for significant inefficiencies and failures in its short history, leading to uncontainable conflicts in the newly established outer colonies. With the formation of the First Nralakk Federation in 878 CE, the Grand Councillor engaged in widespread purges of the CISC, and reformed the organisation into a force of separate Kala, loyal to the Grand Council.&lt;br /&gt;
&lt;br /&gt;
The reign of [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-Omega]] led to the gradual disbandment of the existing Kala in favour of automated security drones under the AI’s direct control, with skrell collaborators not placed in enforcement positions due to their inefficiencies in engaging with Glorsh’s esoteric risk assessment programmes. Following the Tri-Qyu Calamity in 2192 CE, and the formation of the Second Nralakk Federation in 2245 CE, the new federal government recruited the Lyukal cells deemed most disciplined and loyal to Federation ideals, forming a new security and intelligence organisation to aid in the reformation of the now fractured skrell space, and train new generations of Kala to make up this organisation. Among the first duties of these proto-Kala was to reestablish societal order in the [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Core Systems]], enforce the recent blanket ban on all forms of artificial intelligence, and rebuild the Federation’s immense surveillance network.&lt;br /&gt;
&lt;br /&gt;
The rapid recovery of the Federation meant that the existing, decentralised Kala structure became bloated and inefficient with the ever-expanding Federation frontier. Grand Councillor [[Notable_Skrell#Rixa_Tep-Wul|Rixa Teq-Wul]] reorganised the Kala under two new agencies, the &#039;&#039;&#039;Directories of Internal and External Security (DIES)&#039;&#039;&#039;, which would operate independently of one another and report directly to the Grand Councillor. Ultimately, this led to the two agencies competing with one another for prominence and funding, sabotaging the other’s reputation through a number of covert actions throughout the early 2400s, with some prominent anti-Federation individuals claiming that [[Federation_Crime_and_Resistance#Marauders|Marauder]] groups were funded to fuel this rivalry. Additionally, the &#039;&#039;&#039;Wukala&#039;&#039;&#039; were created from the ranks of the most loyal Kala as political operatives protecting Federation ideals. The election of Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]] in 2453 came with the formation of an oversight organisation to unify the security services, the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;, which was staffed with the Grand Councillor’s allies, though the Wukala would remain independent of the Commission and retain their autonomy due to the influence of the High Prefect.&lt;br /&gt;
&lt;br /&gt;
In recent history, the prominence of the Kala has only grown as domestic and foreign troubles led to their expanding powers and political relevance. Within the Traverse region, the problematic handling of the Kala created many critics of Grand Councillor Jrugl’s security policies amongst the rank-and-file Kala, though officials in the Directories are hesitant to report this dissidence for fear of being punished themselves. Both the phoron scarcity, and the recent foreign policy changes by the Grand Council, have also created some dissent within the Kala, who disapprove immensely of overreliance on the megacorporations. However, High Prefect Eluteluk has remained publicly supportive of their Grand Councillor, dissuading any serious protest within the Federation’s security apparatus.&lt;br /&gt;
&lt;br /&gt;
==Nralakk Federation Security Commission==&lt;br /&gt;
The Nralakk Federation Security Commission serves as the umbrella organisation containing the myriad of different security and intelligence agencies. The Commission, and by extension the entirety of the Nralakk Federation’s vast security apparatus, is chaired by the Grand Councillor, although they will appoint a Commissioner to oversee the daily operations of the organisation in their place. To be the Commissioner of the NFSC is one of the highest honours a skrell can achieve, acting as the trusted hand of their Grand Councillor. Commissioners almost always veterans across a broad range of security and intelligence fields and afforded Idol status, they are also given a position on the Grand Council as the Grand Advisor of Security and Intelligence. &lt;br /&gt;
&lt;br /&gt;
The Commission is composed of the Grand Councillor, the Commissioner, the Directors of Internal and External Security, select Grand Council Enforcers, and other intelligence and security experts from various sectors. The current Commissioner is &#039;&#039;&#039;Tariqale&#039;miluz Odakizu&#039;&#039;&#039;, a well-known academic and lecturer in Federation security and law, with an extensive background experience as the Executive Director of External Security during first contact with humanity.&lt;br /&gt;
&lt;br /&gt;
===Council Enforcers===&lt;br /&gt;
[[File:Srom.PNG|thumb|right|200px|The emblem of the Council Enforcers.]]&lt;br /&gt;
Independent of the Nralakk Federation’s security community, the &#039;&#039;&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Wukala&#039;&#039;&#039; (and translating to Council Enforcers), are planetary council-appointed Kala who enforce disciplinary action at the discretion of the councillors they are assigned to. While being a Wukala member is a prestigious position which grants Index rating bonuses, Idol status is never awarded out of an interest in keeping the operatives relatively anonymous. Wukala operatives focus on domestic crime and suppression of anti-Federation actions, and are granted access to the Federation&#039;s internal surveillance systems to oversee their assigned region. The Qekala work closely with Wukala intelligence to enforce the law, with direct responses from the Wukala only appearing in the event that immediate detainment or capture is necessary, particularly when their persons-of-interest attempt to flee the planet, or evade sentencing and/or reeducation. Unlike those of the inner systems, the Wukala of the Traverse’s planetary councils are appointed by the Qu’Wukala instead of their respective planetary councillor, and are given a wider licence than their inner system counterparts to ensure the loyalty of their ward. This allows the Traverser Wukala full control of the security apparatus in their planetary council, which is most often exercised in the form of combatting infiltration by anti-Federation elements, and ensuring corruption is kept to a minimum. Due to their important role, and the danger a subversive Wukala could possess, Traverser Wukala are always loyalty implanted.&lt;br /&gt;
&lt;br /&gt;
====Grand Council Enforcers====&lt;br /&gt;
The &#039;&#039;&#039;Qu&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Qu’Wukala&#039;&#039;&#039; (and translating to Grand Council Enforcers), are the personal agents of the Grand Councilor and the Grand Council&#039;s highest members. Qu&#039;Wukala operatives are tasked with providing the security details for their assigned wards, council members, protection of the Nralakk Federation&#039;s secure assets, and the completion of any requested tasks from the Grand Council itself. Unlike their sibling Kala, operatives of the Qu&#039;Wukala are allowed their Idol statuses, and are touted alongside their wards as being among the highest echelons of the Federation. Rumors of the Qu&#039;Wukala being utilised as assassins, rather than their official role as intelligence agents and bodyguards, are dismissed as overtly ridiculous conspiracy theories. The leader of both the Qu’Wukala, and to an extent, all planetary Wukala, is High Prefect Eluteluk Dozopil-Raqirztzlip, who has held their position long before Grand Councillor Weashbi Jrugl’s ascension. Thanks to the great power held by the Qu’Wukala, the High Prefect is rumoured by many in [[Starlight_Zone|Biesel’s]] resistance circles to be the puppetmaster of the young and relatively inexperienced Jrugl to control the entire nation, and uses their enforcers to ensure their position is secured.&lt;br /&gt;
&lt;br /&gt;
===Directory of Internal Security===&lt;br /&gt;
The Nralakk Federation’s vast networks of surveillance networks and enforcers are controlled by the &#039;&#039;&#039;Directory of Internal Security (NFDIS)&#039;&#039;&#039;, which is one of the largest organs of the government. Due to the substantial size of the Federation’s domestic security operations, the NFDIS is divided into planetary administrative divisions called Districts, which have a vast amount of autonomy from the NFDIS itself, instead receiving their directives from their respective planetary council. The inherent fluidity of the NFDIS means that all Kalas are essentially of equal importance with no staggering, beyond that the Districts themselves are ultimately led by their planetary council. Below that, the number of divisions and their sizes is dependent on the given planet’s proximity to the Nralakk system, but the universal base unit is a Station, which contains the necessary facilities to oversee the entire security of a rural region or city. Within these stations are multiple types of agents; an agent monitoring domestic intelligence is called a Nlomkala, or Wake Enforcer; an agent monitoring the Srom is called a Sromkala, or Dream Enforcer; and an agent performing security and policing duties is called a Qekala, or Home Enforcer. The DIS is currently led by Executive Director &#039;&#039;&#039;Gelqai&#039;nelusa Iqo&#039;ujin&#039;&#039;&#039;, the former District Director of Qerrbalak, and a veteran in the internal security apparatus known for their integrity and numerous successful anti-corruption campaigns within the Kala.&lt;br /&gt;
&lt;br /&gt;
====Domestic Surveillance====&lt;br /&gt;
[[File:Ruup.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Nlomkala are the eyes and ears of the Federation are found at every level of society, to the point of being (erroneously) remarked by non-Federation citizens that every electronic appliance is outfitted with hidden cameras feeding directly to the Nlomkala. In reality, the pervasive surveillance in the Federation is an open, accepted part of life to feed information to the Social Compatibility Index, and ensure the Federation’s economy continues to operate. This vast network is overseen by &#039;&#039;&#039;Nlomkala&#039;&#039;&#039;, or Wake Enforcers. The sheer scale of the Nlomkala’s operations makes them one of the largest employment sectors in the nation, with C’thur vaurca and dionae employed in high level positions alongside skrell. The &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, or Dream Enforcers, are a specialized division of the Nlomkala with [[Skrell#Psionics|high psionic aptitude]], with agents placed close to Nlom Relays in order to amplify their capabilities to monitor the Wake. A common belief is that every Nlom Relay in the Federation contains at least one Sromkala agent within a cryogenic pod to suspend their body, while still allowing their consciousness to continue working within Srom. &lt;br /&gt;
&lt;br /&gt;
====Law Enforcement====&lt;br /&gt;
[[File:Nlom.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Qekala are the fist of the Federation’s security apparatus in skrell space. Only a fourth of the NFDIS is made up of Qekala operatives, who are responsible for general policework. The Qekala’s regular operations include regular patroles, providing security presence, warrant execution, emergency response, and have a significant portion of its staff dedicated towards intelligence and surveillance. Aspiring Qekala members are placed under rigorous scrutiny, testing athletic ability, legal knowledge, and general capability to respond with correct force and procedure. Qekala members are expected to operate amphibiously across multiple environments across the myriad environments in the Nralakk Federation. Non-skrell members, like the C’thur warriors of Vytel’s Brood, are employed in limited numbers for vaurca-majority regions. These Warriors are implanted with a loyalty implant, which equalises the Federation&#039;s orders to the same priority as a Queen&#039;s, with conflict of interests forcing a warrior to hibernate until resolved. &lt;br /&gt;
&lt;br /&gt;
In the Traverse region, Qekala are exclusively recruited from the planets they are stationed on, creating concerns for conflicts of interest between the Federation and their homes. Consequently, the Traverser Qekala receive much lower funding and equipment than their inner system counterparts, alongside higher scrutiny in their operations, with the NFDIS requiring intense loyalty and background checks on potential recruits. Alongside this, the day-to-day operations of the Qekala are not controlled by their planetary council, but rather the Wukala of said council, in order to ensure loyalty to the Federation is prioritised above all else.&lt;br /&gt;
&lt;br /&gt;
===Directory of External Security===&lt;br /&gt;
While the Nralakk Federation maintains ample protection of internal security against domestic agitators, they recognise that foreign actors are now a much greater threat in the modern day, with foreign influence even affecting the Traverser rebels during the [[The_Phoron_Scarcity:_Skrell_Arc|Q’elpi]] [[Change_on_the_Horizon_Arc|Systems]] crisis. As a response, the &#039;&#039;&#039;Directory of External Security (NFDES)&#039;&#039;&#039;, whose diverse range of operations have led to its unique structure compared to its domestic counterpart, was formed.The NFDES is divided into three Sections, which are the Intelligence Section, Covert Actions Section, and Defence Section. These sections are defined as their own Kala: an agent of the Intelligence Section is called a &#039;&#039;&#039;Ruupkala&#039;&#039;&#039;, or Intelligence Enforcer; an agent of the Covert Actions Section is called a &#039;&#039;&#039;Tupkala&#039;&#039;&#039;, or Covert Enforcer; and an agent of the Defence Section is called a &#039;&#039;&#039;Qukala&#039;&#039;&#039;, or Star Enforcer. The NFDES is currently led by Executive Director &#039;&#039;&#039;Ripalji Guyuo&#039;&#039;&#039;, a former operative of the Covert Actions Section, and close associate of Weashbi Jrugl, ascending to replace their predecessor immediately after Jrugl’s appointment.&lt;br /&gt;
&lt;br /&gt;
====Foreign Operations====&lt;br /&gt;
[[File:Tup.PNG|thumb|right|200px|The emblem of the Covert Enforcers.]]&lt;br /&gt;
The prestigious Intelligence and Covert Actions Sections serve as the Federation’s first line of defence against foreign threats, maintaining offices for every nation in the Spur. These two Sections conduct their activities under the umbrella category of Foreign Operations, and work in tandem to perform the widest berth of duties of any security organisation. These duties include intelligence gathering, counter-intelligence, monitoring skrell outside of the Federation (both citizen and not), maintaining networks of undercover operatives in foreign national organisations, and assassinations—though no assassination attempt has ever been confirmed to have been approved by the Nralakk Federation. This position at the forefront of skrell security has made the Foreign Operations component of the NFDES a highly desirable position for well-performing citizens, and is a valuable pathway towards a successful political career. The Ruupkala are rumored to monitor the fabled “Drylist,” which supposedly holds the names of all skrell living abroad who have performed deductive behaviors against the Nralakk Federation, displayed worrying ideals, joined an opposing faction, or renounced their citizenship. Some theorize that this list even covers non-skrell who may pose a threat to the Federation. The Drylist, however, remains an openly debunked conspiracy theory by the Nralakk Federation, and no official list has ever been discovered or produced.&lt;br /&gt;
&lt;br /&gt;
====Defence====&lt;br /&gt;
[[File:Qukala.PNG|thumb|right|200px|The emblem of the Star Enforcers.]]&lt;br /&gt;
The Nralakk Federation’s Defence Section has kept a unique structure in light of the lack of all-out war or broad conflict in its borders. The Defence Section is regarded by most within the skrell security community as an unfortunate necessity to combat piracy in the less civilised Traverse, other border regions, and frontiers. The Qukala that make up the Defence Section have a very poor standing in the Traverse, where they are most widespread and responsible for enforcing an extensive anti-piracy mandate—being viewed by many Traversers as unnecessary military policing. This reputation has not left the Defence Section unscathed, and is reflected in its relatively small size, equipment, and funding compared to other branches of Federal security, and a miniscule force when compared to their Solarian neighbours. The lack of interest in the Defence Section has since been capitalised on by the C’thur Hive, particularly Queen Vytel, as vaurca warriors are perfectly suited to EVA operations, as well as acting as an intimidating force against pirates. These C’thuric Warriors have a Federation-designed loyalty implant much like their Qekala siblings. Although the injection of C’thur warriors has been an undeniable success, the effort was not enough to prevent the Federation’s [[The_Phoron_Scarcity:_Skrell_Arc|recent]] [[Change_on_the_Horizon_Arc|embarrassments]] in the Traverse region. Aside from their regular duties, the Qukala are responsible for providing the security for Federation embassies, consulates, and diplomats serving abroad.&lt;br /&gt;
&lt;br /&gt;
Following the reforms agreed upon by the now-defunct Independent Traverser Movement and the Federation, the NFSC was tasked with training a local defence force comprised of loyal volunteers in the Traverse with the aim of providing some relief to overextended Qukala forces in anti-piracy operations. To accomplish the creation of this auxiliary force, Qukala stationed in the Traverse began recruiting, organising, and training forces of loyal Traversers which would be called the Qehalak, or Homeguard. An individual Qehalak is typically a part-time reservist for the Federation’s frontier, who is expected to pick up arms and assist any Kala when called upon, however in Traverse Councils with a small Kala presence, Qehalak can be organised into full-time border security, under the guidance of a senior Qukala attaché.&lt;br /&gt;
&lt;br /&gt;
====Naval Structure====&lt;br /&gt;
The Nralakk Federation’s military ships are designed primarily around extremely long-ranged engagement, with any deployed strikecraft consisting of psionically-piloted remote drones and the vanishingly-rare boarding craft. Built for responding against piracy and irregular anti-government actions, the average fleet strength of the Federation is miniscule in comparison to the immense fleets of the Solarian Alliance and similar human nations, with most non-Federation members having only seen the Qukala’s navy on border patrol sorties and the single deployment of the [[The_Beauchamp_Arc|short-sightedly designed NFV Qheles]]. While this lens is unflattering for the Federation’s perception of military strength, the sheer size of the nation’s claims still necessitates a sizable fleet to secure them, which remains no small feat when contending with domestic and foreign piracy.&lt;br /&gt;
&lt;br /&gt;
The Traverse’s Qehalak fleets, in comparison to the Qukala’s own, are considerably smaller. Consisting of retrofitted Qukala naval vessels and militarized civilian craft, the Qehalak’s fleet strength is more consistently tested by the more organized Marauder vessels that plague the skrell frontier. This independence from the Inner Systems’ more organized security structure has bred new tactics out of sheer necessity, with more eccentric and underhanded tactics being adopted to compensate.&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38216</id>
		<title>User:Beepbopbeepbop/sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38216"/>
		<updated>2025-10-17T05:08:45Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Nralakk Federation Enforcement=&lt;br /&gt;
The Nralakk Federation’s &#039;&#039;Enforcers&#039;&#039;, or &#039;&#039;&#039;Kala&#039;&#039;&#039;, are responsible for upholding the security and law of skrell space. Functioning under a centralised structure, the Kala are governed by a supervisory body known as the Nralakk Federation Security Commission (NFSC). The NFSC’s doctrines revolve around mobility, flexibility and precision. Presently, the Kala maintains two core objectives: firstly, ensuring the safety, security and cooperation of all systems under the Federation’s flag, and protecting their borders; secondly, protecting the national security of the Federation from foreign nations and groups, as well as proactively gathering intelligence on both their allies and their adversaries.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The origins of the centralised skrell security community begins at the conclusion of the War of Tides, and subsequent formation of the Commonwealth of Three in 901 CE. The Tzqul Republic, Heshqu Council and Weishqi Republic, who had previously all handled their own internal affairs, created the &#039;&#039;&#039;Commonwealth Internal Security Committee (CISC)&#039;&#039;&#039; as an international policing and intelligence agency. The national rivalries within the CISC laid the foundation for significant inefficiencies and failures in its short history, leading to uncontainable conflicts in the newly established outer colonies. With the formation of the First Nralakk Federation in 878 CE, the Grand Councillor engaged in widespread purges of the CISC, and reformed the organisation into a force of separate Kala, loyal to the Grand Council.&lt;br /&gt;
&lt;br /&gt;
The reign of [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-Omega]] led to the gradual disbandment of the existing Kala in favour of automated security drones under the AI’s direct control, with skrell collaborators not placed in enforcement positions due to their inefficiencies in engaging with Glorsh’s esoteric risk assessment programmes. Following the Tri-Qyu Calamity in 2192 CE, and the formation of the Second Nralakk Federation in 2245 CE, the new federal government recruited the Lyukal cells deemed most disciplined and loyal to Federation ideals, forming a new security and intelligence organisation to aid in the reformation of the now fractured skrell space, and train new generations of Kala to make up this organisation. Among the first duties of these proto-Kala was to reestablish societal order in the [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Core Systems]], enforce the recent blanket ban on all forms of artificial intelligence, and rebuild the Federation’s immense surveillance network.&lt;br /&gt;
&lt;br /&gt;
The rapid recovery of the Federation meant that the existing, decentralised Kala structure became bloated and inefficient with the ever-expanding Federation frontier. Grand Councillor [[Notable_Skrell#Rixa_Tep-Wul|Rixa Teq-Wul]] reorganised the Kala under two new agencies, the &#039;&#039;&#039;Directories of Internal and External Security (DIES)&#039;&#039;&#039;, which would operate independently of one another and report directly to the Grand Councillor. Ultimately, this led to the two agencies competing with one another for prominence and funding, sabotaging the other’s reputation through a number of covert actions throughout the early 2400s, with some prominent anti-Federation individuals claiming that [[Federation_Crime_and_Resistance#Marauders|Marauder]] groups were funded to fuel this rivalry. Additionally, the &#039;&#039;&#039;Wukala&#039;&#039;&#039; were created from the ranks of the most loyal Kala as political operatives protecting Federation ideals. The election of Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]] in 2453 came with the formation of an oversight organisation to unify the security services, the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;, which was staffed with the Grand Councillor’s allies, though the Wukala would remain independent of the Commission and retain their autonomy due to the influence of the High Prefect.&lt;br /&gt;
&lt;br /&gt;
In recent history, the prominence of the Kala has only grown as domestic and foreign troubles led to their expanding powers and political relevance. Within the Traverse region, the problematic handling of the Kala created many critics of Grand Councillor Jrugl’s security policies amongst the rank-and-file Kala, though officials in the Directories are hesitant to report this dissidence for fear of being punished themselves. Both the phoron scarcity, and the recent foreign policy changes by the Grand Council, have also created some dissent within the Kala, who disapprove immensely of overreliance on the megacorporations. However, High Prefect Eluteluk has remained publicly supportive of their Grand Councillor, dissuading any serious protest within the Federation’s security apparatus.&lt;br /&gt;
&lt;br /&gt;
==Nralakk Federation Security Commission==&lt;br /&gt;
The Nralakk Federation Security Commission serves as the umbrella organisation containing the myriad of different security and intelligence agencies. The Commission, and by extension the entirety of the Nralakk Federation’s vast security apparatus, is chaired by the Grand Councillor, although they will appoint a Commissioner to oversee the daily operations of the organisation in their place. To be the Commissioner of the NFSC is one of the highest honours a skrell can achieve, acting as the trusted hand of their Grand Councillor. Commissioners almost always veterans across a broad range of security and intelligence fields and afforded Idol status, they are also given a position on the Grand Council as the Grand Advisor of Security and Intelligence. &lt;br /&gt;
&lt;br /&gt;
The Commission is composed of the Grand Councillor, the Commissioner, the Directors of Internal and External Security, select Grand Council Enforcers, and other intelligence and security experts from various sectors. The current Commissioner is &#039;&#039;&#039;Tariqale&#039;miluz Odakizu&#039;&#039;&#039;, a well-known academic and lecturer in Federation security and law, with an extensive background experience as the Executive Director of External Security during first contact with humanity.&lt;br /&gt;
&lt;br /&gt;
===Council Enforcers===&lt;br /&gt;
[[File:Srom.PNG|thumb|right|200px|The emblem of the Council Enforcers.]]&lt;br /&gt;
Independent of the Nralakk Federation’s security community, the &#039;&#039;&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Wukala&#039;&#039;&#039; (and translating to Council Enforcers), are planetary council-appointed Kala who enforce disciplinary action at the discretion of the councillors they are assigned to. While being a Wukala member is a prestigious position which grants Index rating bonuses, Idol status is never awarded out of an interest in keeping the operatives relatively anonymous. Wukala operatives focus on domestic crime and suppression of anti-Federation actions, and are granted access to the Federation&#039;s internal surveillance systems to oversee their assigned region. The Qekala work closely with Wukala intelligence to enforce the law, with direct responses from the Wukala only appearing in the event that immediate detainment or capture is necessary, particularly when their persons-of-interest attempt to flee the planet, or evade sentencing and/or reeducation. Unlike those of the inner systems, the Wukala of the Traverse’s planetary councils are appointed by the Qu’Wukala instead of their respective planetary councillor, and are given a wider licence than their inner system counterparts to ensure the loyalty of their ward. This allows the Traverser Wukala full control of the security apparatus in their planetary council, which is most often exercised in the form of combatting infiltration by anti-Federation elements, and ensuring corruption is kept to a minimum. Due to their important role, and the danger a subversive Wukala could possess, Traverser Wukala are always loyalty implanted.&lt;br /&gt;
&lt;br /&gt;
====Grand Council Enforcers====&lt;br /&gt;
The &#039;&#039;&#039;Qu&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Qu’Wukala&#039;&#039;&#039; (and translating to Grand Council Enforcers), are the personal agents of the Grand Councilor and the Grand Council&#039;s highest members. Qu&#039;Wukala operatives are tasked with providing the security details for their assigned wards, council members, protection of the Nralakk Federation&#039;s secure assets, and the completion of any requested tasks from the Grand Council itself. Unlike their sibling Kala, operatives of the Qu&#039;Wukala are allowed their Idol statuses, and are touted alongside their wards as being among the highest echelons of the Federation. Rumors of the Qu&#039;Wukala being utilised as assassins, rather than their official role as intelligence agents and bodyguards, are dismissed as overtly ridiculous conspiracy theories. The leader of both the Qu’Wukala, and to an extent, all planetary Wukala, is High Prefect Eluteluk Dozopil-Raqirztzlip, who has held their position long before Grand Councillor Weashbi Jrugl’s ascension. Thanks to the great power held by the Qu’Wukala, the High Prefect is rumoured by many in [[Starlight_Zone|Biesel’s]] resistance circles to be the puppetmaster of the young and relatively inexperienced Jrugl to control the entire nation, and uses their enforcers to ensure their position is secured.&lt;br /&gt;
&lt;br /&gt;
===Directory of Internal Security===&lt;br /&gt;
The Nralakk Federation’s vast networks of surveillance networks and enforcers are controlled by the &#039;&#039;&#039;Directory of Internal Security (NFDIS)&#039;&#039;&#039;, which is one of the largest organs of the government. Due to the substantial size of the Federation’s domestic security operations, the NFDIS is divided into planetary administrative divisions called Districts, which have a vast amount of autonomy from the NFDIS itself, instead receiving their directives from their respective planetary council. The inherent fluidity of the NFDIS means that all Kalas are essentially of equal importance with no staggering, beyond that the Districts themselves are ultimately led by their planetary council. Below that, the number of divisions and their sizes is dependent on the given planet’s proximity to the Nralakk system, but the universal base unit is a Station, which contains the necessary facilities to oversee the entire security of a rural region or city. Within these stations are multiple types of agents; an agent monitoring domestic intelligence is called a Nlomkala, or Wake Enforcer; an agent monitoring the Srom is called a Sromkala, or Dream Enforcer; and an agent performing security and policing duties is called a Qekala, or Home Enforcer. The DIS is currently led by Executive Director &#039;&#039;&#039;Gelqai&#039;nelusa Iqo&#039;ujin&#039;&#039;&#039;, the former District Director of Qerrbalak, and a veteran in the internal security apparatus known for their integrity and numerous successful anti-corruption campaigns within the Kala.&lt;br /&gt;
&lt;br /&gt;
====Domestic Surveillance====&lt;br /&gt;
[[File:Ruup.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Nlomkala are the eyes and ears of the Federation are found at every level of society, to the point of being (erroneously) remarked by non-Federation citizens that every electronic appliance is outfitted with hidden cameras feeding directly to the Nlomkala. In reality, the pervasive surveillance in the Federation is an open, accepted part of life to feed information to the Social Compatibility Index, and ensure the Federation’s economy continues to operate. This vast network is overseen by &#039;&#039;&#039;Nlomkala&#039;&#039;&#039;, or Wake Enforcers. The sheer scale of the Nlomkala’s operations makes them one of the largest employment sectors in the nation, with C’thur vaurca and dionae employed in high level positions alongside skrell. The &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, or Dream Enforcers, are a specialized division of the Nlomkala with [[Skrell#Psionics|high psionic aptitude], with agents placed close to Nlom Relays in order to amplify their capabilities to monitor the Wake. A common belief is that every Nlom Relay in the Federation contains at least one Sromkala agent within a cryogenic pod to suspend their body, while still allowing their consciousness to continue working within Srom. &lt;br /&gt;
&lt;br /&gt;
====Law Enforcement====&lt;br /&gt;
[[File:Nlom.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Qekala are the fist of the Federation’s security apparatus in skrell space. Only a fourth of the NFDIS is made up of Qekala operatives, who are responsible for general policework. The Qekala’s regular operations include regular patroles, providing security presence, warrant execution, emergency response, and have a significant portion of its staff dedicated towards intelligence and surveillance. Aspiring Qekala members are placed under rigorous scrutiny, testing athletic ability, legal knowledge, and general capability to respond with correct force and procedure. Qekala members are expected to operate amphibiously across multiple environments across the myriad environments in the Nralakk Federation. Non-skrell members, like the C’thur warriors of Vytel’s Brood, are employed in limited numbers for vaurca-majority regions. These Warriors are implanted with a loyalty implant, which equalises the Federation&#039;s orders to the same priority as a Queen&#039;s, with conflict of interests forcing a warrior to hibernate until resolved. &lt;br /&gt;
&lt;br /&gt;
In the Traverse region, Qekala are exclusively recruited from the planets they are stationed on, creating concerns for conflicts of interest between the Federation and their homes. Consequently, the Traverser Qekala receive much lower funding and equipment than their inner system counterparts, alongside higher scrutiny in their operations, with the NFDIS requiring intense loyalty and background checks on potential recruits. Alongside this, the day-to-day operations of the Qekala are not controlled by their planetary council, but rather the Wukala of said council, in order to ensure loyalty to the Federation is prioritised above all else.&lt;br /&gt;
&lt;br /&gt;
===Directory of External Security===&lt;br /&gt;
While the Nralakk Federation maintains ample protection of internal security against domestic agitators, they recognise that foreign actors are now a much greater threat in the modern day, with foreign influence even affecting the Traverser rebels during the [[The_Phoron_Scarcity:_Skrell_Arc|Q’elpi]] [[Change_on_the_Horizon_Arc|Systems]] crisis. As a response, the &#039;&#039;&#039;Directory of External Security (NFDES)&#039;&#039;&#039;, whose diverse range of operations have led to its unique structure compared to its domestic counterpart, was formed.The NFDES is divided into three Sections, which are the Intelligence Section, Covert Actions Section, and Defence Section. These sections are defined as their own Kala: an agent of the Intelligence Section is called a &#039;&#039;&#039;Ruupkala&#039;&#039;&#039;, or Intelligence Enforcer; an agent of the Covert Actions Section is called a &#039;&#039;&#039;Tupkala&#039;&#039;&#039;, or Covert Enforcer; and an agent of the Defence Section is called a &#039;&#039;&#039;Qukala&#039;&#039;&#039;, or Star Enforcer. The NFDES is currently led by Executive Director &#039;&#039;&#039;Ripalji Guyuo&#039;&#039;&#039;, a former operative of the Covert Actions Section, and close associate of Weashbi Jrugl, ascending to replace their predecessor immediately after Jrugl’s appointment.&lt;br /&gt;
&lt;br /&gt;
====Foreign Operations====&lt;br /&gt;
[[File:Tup.PNG|thumb|right|200px|The emblem of the Covert Enforcers.]]&lt;br /&gt;
The prestigious Intelligence and Covert Actions Sections serve as the Federation’s first line of defence against foreign threats, maintaining offices for every nation in the Spur. These two Sections conduct their activities under the umbrella category of Foreign Operations, and work in tandem to perform the widest berth of duties of any security organisation. These duties include intelligence gathering, counter-intelligence, monitoring skrell outside of the Federation (both citizen and not), maintaining networks of undercover operatives in foreign national organisations, and assassinations—though no assassination attempt has ever been confirmed to have been approved by the Nralakk Federation. This position at the forefront of skrell security has made the Foreign Operations component of the NFDES a highly desirable position for well-performing citizens, and is a valuable pathway towards a successful political career. The Ruupkala are rumored to monitor the fabled “Drylist,” which supposedly holds the names of all skrell living abroad who have performed deductive behaviors against the Nralakk Federation, displayed worrying ideals, joined an opposing faction, or renounced their citizenship. Some theorize that this list even covers non-skrell who may pose a threat to the Federation. The Drylist, however, remains an openly debunked conspiracy theory by the Nralakk Federation, and no official list has ever been discovered or produced.&lt;br /&gt;
&lt;br /&gt;
====Defence====&lt;br /&gt;
[[File:Qukala.PNG|thumb|right|200px|The emblem of the Star Enforcers.]]&lt;br /&gt;
The Nralakk Federation’s Defence Section has kept a unique structure in light of the lack of all-out war or broad conflict in its borders. The Defence Section is regarded by most within the skrell security community as an unfortunate necessity to combat piracy in the less civilised Traverse, other border regions, and frontiers. The Qukala that make up the Defence Section have a very poor standing in the Traverse, where they are most widespread and responsible for enforcing an extensive anti-piracy mandate—being viewed by many Traversers as unnecessary military policing. This reputation has not left the Defence Section unscathed, and is reflected in its relatively small size, equipment, and funding compared to other branches of Federal security, and a miniscule force when compared to their Solarian neighbours. The lack of interest in the Defence Section has since been capitalised on by the C’thur Hive, particularly Queen Vytel, as vaurca warriors are perfectly suited to EVA operations, as well as acting as an intimidating force against pirates. These C’thuric Warriors have a Federation-designed loyalty implant much like their Qekala siblings. Although the injection of C’thur warriors has been an undeniable success, the effort was not enough to prevent the Federation’s [[The_Phoron_Scarcity:_Skrell_Arc|recent]] [[Change_on_the_Horizon_Arc|embarrassments]] in the Traverse region. Aside from their regular duties, the Qukala are responsible for providing the security for Federation embassies, consulates, and diplomats serving abroad.&lt;br /&gt;
&lt;br /&gt;
Following the reforms agreed upon by the now-defunct Independent Traverser Movement and the Federation, the NFSC was tasked with training a local defence force comprised of loyal volunteers in the Traverse with the aim of providing some relief to overextended Qukala forces in anti-piracy operations. To accomplish the creation of this auxiliary force, Qukala stationed in the Traverse began recruiting, organising, and training forces of loyal Traversers which would be called the Qehalak, or Homeguard. An individual Qehalak is typically a part-time reservist for the Federation’s frontier, who is expected to pick up arms and assist any Kala when called upon, however in Traverse Councils with a small Kala presence, Qehalak can be organised into full-time border security, under the guidance of a senior Qukala attaché.&lt;br /&gt;
&lt;br /&gt;
====Naval Structure====&lt;br /&gt;
The Nralakk Federation’s military ships are designed primarily around extremely long-ranged engagement, with any deployed strikecraft consisting of psionically-piloted remote drones and the vanishingly-rare boarding craft. Built for responding against piracy and irregular anti-government actions, the average fleet strength of the Federation is miniscule in comparison to the immense fleets of the Solarian Alliance and similar human nations, with most non-Federation members having only seen the Qukala’s navy on border patrol sorties and the single deployment of the [[The_Beauchamp_Arc|short-sightedly designed NFV Qheles]]. While this lens is unflattering for the Federation’s perception of military strength, the sheer size of the nation’s claims still necessitates a sizable fleet to secure them, which remains no small feat when contending with domestic and foreign piracy.&lt;br /&gt;
&lt;br /&gt;
The Traverse’s Qehalak fleets, in comparison to the Qukala’s own, are considerably smaller. Consisting of retrofitted Qukala naval vessels and militarized civilian craft, the Qehalak’s fleet strength is more consistently tested by the more organized Marauder vessels that plague the skrell frontier. This independence from the Inner Systems’ more organized security structure has bred new tactics out of sheer necessity, with more eccentric and underhanded tactics being adopted to compensate.&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38157</id>
		<title>User:Beepbopbeepbop/sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38157"/>
		<updated>2025-10-13T09:58:12Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Nralakk Federation Enforcement=&lt;br /&gt;
The Nralakk Federation’s &#039;&#039;Enforcers&#039;&#039;, or &#039;&#039;&#039;Kala&#039;&#039;&#039;, are responsible for upholding the security and law of skrell space. Functioning under a centralised structure, the Kala are governed by a supervisory body known as the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;. The NFSC’s doctrines revolve around mobility, flexibility and precision. Presently, the Kala maintains two core objectives: firstly, ensuring the safety, security and cooperation of all systems under the Federation flag, and protecting their borders; secondly, protecting the national security of the Federation from foreign nations and groups, as well as proactively gathering intelligence on both their allies and their adversaries.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The origins of the centralised skrell security community begins at the conclusion of the War of Tides, and subsequent formation of the Commonwealth of Three in 901 CE. The Tzqul Republic, Heshqu Council and Weishqi Republic, who had previously all handled their own internal affairs, created the &#039;&#039;&#039;Commonwealth Internal Security Committee (CISC)&#039;&#039;&#039; as an international policing and intelligence agency. The national rivalries within the CISC laid the foundation for significant inefficiencies and failures in its short history, leading to uncontainable conflicts in the newly established outer colonies. With the formation of the First Nralakk Federation in 878 CE, the Grand Councillor engaged in widespread purges of the CISC, and reformed the organisation into a force of separate Kala, loyal to the Grand Council.&lt;br /&gt;
&lt;br /&gt;
The reign of [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-Omega]] led to the gradual disbandment of the existing Kala in favour of automated security drones under the AI’s direct control, with skrell collaborators not placed in enforcement positions due to their inefficiencies in engaging with Glorsh’s esoteric risk assessment programmes. Following the Tri-Qyu Calamity in 2192 CE, and the formation of the Second Nralakk Federation in 2245 CE, the new federal government recruited the Lyukal cells deemed most disciplined and loyal to Federation ideals, forming a new security and intelligence organisation to aid in the reformation of the now fractured skrell space, and train new generations of Kala to make up this organisation. Among the first duties of these proto-Kala was to reestablish societal order in the [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Core Systems]], enforce the recent blanket ban on all forms of artificial intelligence, and rebuild the Federation’s immense surveillance network.&lt;br /&gt;
&lt;br /&gt;
The rapid recovery of the Federation meant that the existing, decentralised Kala structure became bloated and inefficient with the ever-expanding Federation frontier. Grand Councillor [[Notable_Skrell#Rixa_Tep-Wul|Rixa Teq-Wul]] reorganised the Kala under two new agencies, the &#039;&#039;&#039;Directories of Internal and External Security&#039;&#039;&#039;, which would operate independently of one another and report directly to the Grand Councillor. Ultimately, this led to the two agencies competing with one another for prominence and funding, sabotaging the other’s reputation through a number of covert actions throughout the early 2400s, with some prominent anti-Federation individuals claiming that [[Federation_Crime_and_Resistance#Marauders|Marauder]] groups were funded to fuel this rivalry. Additionally, the &#039;&#039;&#039;Wukala&#039;&#039;&#039; were created from the ranks of the most loyal Kala as political operatives protecting Federation ideals. The election of Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]] in 2453 came with the formation of an oversight organisation to unify the security services, the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;, which was staffed with the Grand Councillor’s allies, though the Wukala would remain independent of the Commission and retain their autonomy due to the influence of the High Prefect.&lt;br /&gt;
&lt;br /&gt;
In recent history, the prominence of the Kala has only grown as domestic and foreign troubles led to their expanding powers and political relevance. Within the Traverse region, the problematic handling of the Kala created many critics of Grand Councillor Jrugl’s security policies amongst the rank-and-file Kala, though officials in the Directories are hesitant to report this dissidence for fear of being punished themselves. Both the phoron scarcity, and the recent foreign policy changes by the Grand Council, have also created some dissent within the Kala, who disapprove immensely of overreliance on the megacorporations. However, High Prefect Eluteluk has remained publicly supportive of their Grand Councillor, dissuading any serious protest within the Federation’s security apparatus.&lt;br /&gt;
&lt;br /&gt;
==Nralakk Federation Security Commission==&lt;br /&gt;
The Nralakk Federation Security Commission serves as the umbrella organisation containing the myriad of different security and intelligence agencies. The Commission, and by extension the entirety of the Nralakk Federation’s vast security apparatus, is chaired by the Grand Councillor, although they will appoint a Commissioner to oversee the daily operations of the organisation in their place. To be the Commissioner of the NFSC is one of the highest honours a skrell can achieve, acting as the trusted hand of their Grand Councillor. Commissioners almost always veterans across a broad range of security and intelligence fields and afforded Idol status, they are also given a position on the Grand Council as the Grand Advisor of Security and Intelligence. &lt;br /&gt;
&lt;br /&gt;
The Commission is composed of the Grand Councillor, the Commissioner, the Directors of Internal and External Security, select Grand Council Enforcers, and other intelligence and security experts from various sectors. The current Commissioner is &#039;&#039;&#039;Tariqale&#039;miluz Odakizu&#039;&#039;&#039;, a well-known academic and lecturer in Federation security and law, with an extensive background experience as the Executive Director of External Security during first contact with humanity.&lt;br /&gt;
&lt;br /&gt;
===Council Enforcers===&lt;br /&gt;
[[File:Srom.PNG|thumb|right|200px|The emblem of the Council Enforcers.]]&lt;br /&gt;
Independent of the Nralakk Federation’s security community, the &#039;&#039;&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Wukala&#039;&#039;&#039; (and translating to Council Enforcers), are planetary council-appointed Kala who enforce disciplinary action at the discretion of the councillors they are assigned to. While being a Wukala member is a prestigious position which grants Index rating bonuses, Idol status is never awarded out of an interest in keeping the operatives relatively anonymous. Wukala operatives focus on domestic crime and suppression of anti-Federation actions, and are granted access to the Federation&#039;s internal surveillance systems to oversee their assigned region. The Qekala work closely with Wukala intelligence to enforce the law, with direct responses from the Wukala only appearing in the event that immediate detainment or capture is necessary, particularly when their persons-of-interest attempt to flee the planet, or evade sentencing and/or reeducation. Unlike those of the inner systems, the Wukala of the Traverse’s planetary councils are appointed by the Qu’Wukala instead of their respective planetary councillor, and are given a wider licence than their inner system counterparts to ensure the loyalty of their ward. This allows the Traverser Wukala full control of the security apparatus in their planetary council, which is most often exercised in the form of combatting infiltration by anti-Federation elements, and ensuring corruption is kept to a minimum. Due to their important role, and the danger a subversive Wukala could possess, Traverser Wukala are always loyalty implanted.&lt;br /&gt;
&lt;br /&gt;
====Grand Council Enforcers====&lt;br /&gt;
The &#039;&#039;&#039;Qu&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Qu’Wukala&#039;&#039;&#039; (and translating to Grand Council Enforcers), are the personal agents of the Grand Councilor and the Grand Council&#039;s highest members. Qu&#039;Wukala operatives are tasked with providing the security details for their assigned wards, council members, protection of the Nralakk Federation&#039;s secure assets, and the completion of any requested tasks from the Grand Council itself. Unlike their sibling Kala, operatives of the Qu&#039;Wukala are allowed their Idol statuses, and are touted alongside their wards as being among the highest echelons of the Federation. Rumors of the Qu&#039;Wukala being utilised as assassins, rather than their official role as intelligence agents and bodyguards, are dismissed as overtly ridiculous conspiracy theories. The leader of both the Qu’Wukala, and to an extent, all planetary Wukala, is High Prefect Eluteluk Dozopil-Raqirztzlip, who has held their position long before Grand Councillor Weashbi Jrugl’s ascension. Thanks to the great power held by the Qu’Wukala, the High Prefect is rumoured by many in [[Starlight_Zone|Biesel’s]] resistance circles to be the puppetmaster of the young and relatively inexperienced Jrugl to control the entire nation, and uses their enforcers to ensure their position is secured.&lt;br /&gt;
&lt;br /&gt;
===Directory of Internal Security===&lt;br /&gt;
The Nralakk Federation’s vast networks of surveillance networks and enforcers are controlled by the &#039;&#039;&#039;Directory of Internal Security (NFDIS)&#039;&#039;&#039;, which is one of the largest organs of the government. Due to the substantial size of the Federation’s domestic security operations, the NFDIS is divided into planetary administrative divisions called Districts, which have a vast amount of autonomy from the NFDIS itself, instead receiving their directives from their respective planetary council. Below that, the number of divisions and their sizes is dependent on the given planet’s proximity to the Nralakk system, but the universal base unit is a Station, which contains the necessary facilities to oversee the entire security of a rural region or city. Within these stations are multiple agents An agent monitoring domestic intelligence is called a Nlomkala, or Wake Enforcer; an agent monitoring the Srom is called a Sromkala, or Dream Enforcer; and an agent performing security and policing duties is called a Qekala, or Home Enforcer. The DIS is currently led by Executive Director &#039;&#039;&#039;Gelqai&#039;nelusa Iqo&#039;ujin&#039;&#039;&#039;, the former District Inspector of Qerrbalak, and a veteran in the internal security apparatus known for their integrity and numerous successful anti-corruption campaigns within the Kala.&lt;br /&gt;
&lt;br /&gt;
====Domestic Surveillance====&lt;br /&gt;
[[File:Ruup.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Nlomkala are the eyes and ears of the Federation are found at every level of society, to the point of being (erroneously) remarked by non-Federation citizens that every electronic appliance is outfitted with hidden cameras feeding directly to the Nlomkala. In reality, the pervasive surveillance in the Federation is an open, accepted part of life to feed information to the Social Compatibility Index, and ensure the Federation’s economy continues to operate. This vast network is overseen by &#039;&#039;&#039;Nlomkala&#039;&#039;&#039;, or Wake Enforcers. The sheer scale of the Nlomkala’s operations makes them one of the largest employment sectors in the nation, with C’thur vaurca and dionae employed in high level positions alongside skrell. The &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, or Dream Enforcers, are a specialized division of the Nlomkala with [[Skrell#Psionics|high psionic aptitude], with agents placed close to Nlom Relays in order to amplify their capabilities to monitor the Wake. A common belief is that every Nlom Relay in the Federation contains at least one Sromkala agent within a cryogenic pod to suspend their body, while still allowing their consciousness to continue working within Srom. &lt;br /&gt;
&lt;br /&gt;
====Law Enforcement====&lt;br /&gt;
[[File:Nlom.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Qekala are the fist of the Federation’s security apparatus in skrell space. Only a fourth of the NFDIS is made up of Qekala operatives, who are responsible for general policework. The Qekala’s regular operations include regular patroles, providing security presence, warrant execution, emergency response, and have a significant portion of its staff dedicated towards intelligence and surveillance. Aspiring Qekala members are placed under rigorous scrutiny, testing athletic ability, legal knowledge, and general capability to respond with correct force and procedure. Qekala members are expected to operate amphibiously across multiple environments across the myriad environments in the Nralakk Federation. Non-skrell members, like the C’thur warriors of Vytel’s Brood, are employed in limited numbers for vaurca-majority regions. These Warriors are implanted with a loyalty implant, which equalises the Federation&#039;s orders to the same priority as a Queen&#039;s, with conflict of interests forcing a warrior to hibernate until resolved. &lt;br /&gt;
&lt;br /&gt;
In the Traverse region, Qekala are exclusively recruited from the planets they are stationed on, creating concerns of conflicts of interest between the Federation and their homes. Consequently, the Traverser Qekala receive much lower funding and equipment than their inner system counterparts, alongside higher scrutiny in their operations, with the NFDIS requiring intense loyalty and background checks on potential recruits. Alongside this, the day-to-day operations of the Qekala are not controlled by their planetary council, but rather the Wukala of said council, in order to ensure loyalty to the Federation is prioritised above all else.&lt;br /&gt;
&lt;br /&gt;
===Directory of External Security===&lt;br /&gt;
While the Nralakk Federation maintains ample protection of internal security against domestic agitators, they recognise that foreign actors are now a much greater threat in the modern day, with foreign influence even affecting the Traverser rebels during the [[The_Phoron_Scarcity:_Skrell_Arc|Q’elpi]] [[Change_on_the_Horizon_Arc|Systems]] crisis. As a response, the &#039;&#039;&#039;Directory of External Security (NFDES)&#039;&#039;&#039;, whose diverse range of operations have led to its unique structure compared to its domestic counterpart, was formed.The NFDES is divided into three Sections, which are the Intelligence Section, Covert Actions Section, and Defence Section. These sections are defined as their own Kala: an agent of the Intelligence Section is called a &#039;&#039;&#039;Ruupkala&#039;&#039;&#039;, or Intelligence Enforcer; an agent of the Covert Actions Section is called a &#039;&#039;&#039;Tupkala&#039;&#039;&#039;, or Covert Enforcer; and an agent of the Defence Section is called a &#039;&#039;&#039;Qukala&#039;&#039;&#039;, or Star Enforcer. The NFDES is currently led by Executive Director &#039;&#039;&#039;Ripalji Guyuo&#039;&#039;&#039;, a former operative of the Covert Actions Section, and close associate of Weashbi Jrugl, ascending to replace their predecessor immediately after Jrugl’s appointment.&lt;br /&gt;
&lt;br /&gt;
====Foreign Operations====&lt;br /&gt;
[[File:Tup.PNG|thumb|right|200px|The emblem of the Covert Enforcers.]]&lt;br /&gt;
The prestigious Intelligence and Covert Actions Sections serve as the Federation’s first line of defence against foreign threats, maintaining offices for every nation in the Spur. These two Sections conduct their activities under the umbrella category of Foreign Operations, and work in tandem to perform the widest berth of duties of any security organisation. These duties include intelligence gathering, counter-intelligence, monitoring skrell outside of the Federation (both citizen and not), maintaining networks of undercover operatives in foreign national organisations, and assassinations—though no assassination attempt has ever been confirmed to have been approved by the Nralakk Federation. This position at the forefront of skrell security has made the Foreign Operations component of the NFDES a highly desirable position for well-performing citizens, and is a valuable pathway towards a successful political career. The Ruupkala are rumored to monitor the fabled “Drylist,” which supposedly holds the names of all skrell living abroad who have performed deductive behaviors against the Nralakk Federation, displayed worrying ideals, joined an opposing faction, or renounced their citizenship. Some theorize that this list even covers non-skrell who may pose a threat to the Federation. The Drylist, however, remains an openly debunked conspiracy theory by the Nralakk Federation, and no official list has ever been discovered or produced.&lt;br /&gt;
&lt;br /&gt;
====Defence====&lt;br /&gt;
[[File:Qukala.PNG|thumb|right|200px|The emblem of the Star Enforcers.]]&lt;br /&gt;
The Nralakk Federation’s defence structure has kept a unique structure in light of the lack of all-out war or broad conflict in its borders. Rather than having a military structure as the pride and first line of defense for the country, these honours are held by the intelligence operatives of the nation. The Defence Section is regarded by most within the skrell security community as an unfortunate necessity to combat piracy in the less civilised Traverse, other border regions, and frontiers. The Qekala that make up the Defence Section have a very poor standing in the Traverse, where they are most widespread and responsible for enforcing an extensive anti-piracy mandate—being viewed by many Traversers as unnecessary military policing. This reputation has not left the Defence Section unscathed, and is reflected in its relatively low quality, size, staffing, equipment, and funding compared to other branches of Federal security, and a miniscule force when compared to their Solarian neighbours. The lack of interest in the Defence Section has since been capitalised on by the C’thur Hive, particularly Queen Vytel, as vaurca warriors are perfectly suited to EVA operations, as well as acting as an intimidating force against pirates. These C’thuric Warriors have a Federation-designed loyalty implant much like their Qekala siblings. Although the injection of C’thur warriors has been an undeniable success, the effort was not enough to prevent the Federation’s [[The_Phoron_Scarcity:_Skrell_Arc|recent]] [[Change_on_the_Horizon_Arc|embarrassments]] in the Traverse region. Aside from their regular duties, the Qekala are responsible for providing the security for Federation embassies, consulates, and diplomats serving abroad.&lt;br /&gt;
&lt;br /&gt;
====Naval Structure====&lt;br /&gt;
The Nralakk Federation’s military ships are designed primarily around extremely long-ranged engagement, with any deployed strikecraft consisting of psionically-piloted remote drones and the vanishingly-rare boarding craft. Built for responding against piracy and irregular anti-government actions, the average fleet strength of the Federation is miniscule in comparison to the immense fleets of the Solarian Alliance and similar human nations, with most non-Federation members having only seen the Qekala’s navy on border patrol sorties and the single deployment of the [[The_Beauchamp_Arc|short-sightedly designed NFV Qheles]].&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38124</id>
		<title>User:Beepbopbeepbop/sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38124"/>
		<updated>2025-10-12T22:43:50Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Nralakk Federation Enforcement=&lt;br /&gt;
The Nralakk Federation’s &#039;&#039;Enforcers&#039;&#039;, or &#039;&#039;&#039;Kala&#039;&#039;&#039;, are responsible for upholding the security and law of skrell space. Functioning under a centralised structure, the Kala are governed by a supervisory body known as the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;. The NFSC’s doctrines revolve around mobility, flexibility and precision. Presently, the Kala maintains two core objectives: firstly, ensuring the safety, security and cooperation of all systems under the Federation flag, and protecting their borders; secondly, protecting the national security of the Federation from foreign nations and groups, as well as proactively gathering intelligence on both their allies and their adversaries.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The origins of the centralised skrell security community begins at the conclusion of the War of Tides, and subsequent formation of the Commonwealth of Three in 901 CE. The Tzqul Republic, Heshqu Council and Weishqi Republic, who had previously all handled their own internal affairs, created the &#039;&#039;&#039;Commonwealth Internal Security Committee (CISC)&#039;&#039;&#039; as an international policing and intelligence agency. The national rivalries within the CISC laid the foundation for significant inefficiencies and failures in its short history, leading to uncontainable conflicts in the newly established outer colonies. With the formation of the First Nralakk Federation in 878 CE, the Grand Councillor engaged in widespread purges of the CISC, and reformed the organisation into a force of separate Kala, loyal to the Grand Council.&lt;br /&gt;
&lt;br /&gt;
The reign of [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-Omega]] led to the gradual disbandment of the existing Kala in favour of automated security drones under the AI’s direct control, with skrell collaborators not placed in enforcement positions due to their inefficiencies in engaging with Glorsh’s esoteric risk assessment programmes. Following the Tri-Qyu Calamity in 2192 CE, and the formation of the Second Nralakk Federation in 2245 CE, the new federal government recruited the Lyukal cells deemed most disciplined and loyal to Federation ideals, forming a new security and intelligence organisation to aid in the reformation of the now fractured skrell space, and train new generations of Kala to make up this organisation. Among the first duties of these proto-Kala was to reestablish societal order in the [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Core Systems]], enforce the recent blanket ban on all forms of artificial intelligence, and rebuild the Federation’s immense surveillance network.&lt;br /&gt;
&lt;br /&gt;
The rapid recovery of the Federation meant that the existing, decentralised Kala structure became bloated and inefficient with the ever-expanding Federation frontier. Grand Councillor [[Notable_Skrell#Rixa_Tep-Wul|Rixa Teq-Wul]] reorganised the Kala under two new agencies, the &#039;&#039;&#039;Directories of Internal and External Security&#039;&#039;&#039;, which would operate independently of one another and report directly to the Grand Councillor. Additionally, the &#039;&#039;&#039;Wukala&#039;&#039;&#039; were created from the ranks of the most loyal Kala as political operatives protecting Federation ideals. Ultimately, this led to the two agencies competing with one another for prominence and funding, sabotaging the other’s reputation through a number of covert actions throughout the early 2400s, with some prominent anti-Federation individuals claiming that [[Federation_Crime_and_Resistance#Marauders|Marauder]] groups were funded to fuel this rivalry. The election of Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]] in 2453 came with the formation of an oversight organisation to unify the security services, the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;, which was staffed with the Grand Councillor’s allies, though the Wukala would remain independent of the Commission and retain their autonomy due to the influence of the High Prefect.&lt;br /&gt;
&lt;br /&gt;
In recent history, the prominence of the Kala has only grown as domestic and foreign troubles led to their expanding powers and political relevance. Within the Traverse region, the problematic handling of the Kala created many critics of Grand Councillor Jrugl’s security policies amongst the rank-and-file Kala, though officials in the Directories are hesitant to report this dissidence for fear of being punished themselves. Both the phoron scarcity, and the recent foreign policy changes by the Grand Council, have also created some dissent within the Kala, who disapprove immensely of overreliance on the megacorporations. However, High Prefect Eluteluk has remained publicly supportive of their Grand Councillor, dissuading any serious protest within the Federation’s security apparatus.&lt;br /&gt;
&lt;br /&gt;
==Nralakk Federation Security Commission==&lt;br /&gt;
The Nralakk Federation Security Commission serves as the umbrella organisation containing the myriad of different security and intelligence agencies. The Commission, and by extension the entirety of the Nralakk Federation’s vast security apparatus, is chaired by the Grand Councillor, although they will appoint a Commissioner to oversee the daily operations of the organisation in their place. To be the Commissioner of the NFSC is one of the highest honours a skrell can achieve, acting as the trusted hand of their Grand Councillor. Commissioners almost always veterans across a broad range of security and intelligence fields and afforded Idol status, they are also given a position on the Grand Council as the Grand Advisor of Security and Intelligence. &lt;br /&gt;
&lt;br /&gt;
The Commission is composed of the Grand Councillor, the Commissioner, the Directors of Internal and External Security, select Grand Council Enforcers, and other intelligence and security experts from various sectors. The current Commissioner is &#039;&#039;&#039;Tariqale&#039;miluz Odakizu&#039;&#039;&#039;, a well-known academic and lecturer in Federation security and law, with an extensive background experience as the Executive Director of External Security during first contact with humanity.&lt;br /&gt;
&lt;br /&gt;
===Council Enforcers===&lt;br /&gt;
[[File:Srom.PNG|thumb|right|200px|The emblem of the Council Enforcers.]]&lt;br /&gt;
Independent of the Nralakk Federation’s security community, the &#039;&#039;&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Wukala&#039;&#039;&#039; (and translating to Council Enforcers), are planetary council-appointed Kala who enforce disciplinary action at the discretion of the councillors they are assigned to. While being a Wukala member is a prestigious position which grants Index rating bonuses, Idol status is never awarded out of an interest in keeping the operatives relatively anonymous. Wukala operatives focus on domestic crime and suppression of anti-Federation actions, and are granted access to the Federation&#039;s internal surveillance systems to oversee their assigned region. The Qekala work closely with Wukala intelligence to enforce the law, with direct responses from the Wukala only appearing in the event that immediate detainment or capture is necessary, particularly when their persons-of-interest attempt to flee the planet, or evade sentencing and/or reeducation. Unlike those of the inner systems, the Wukala of the Traverse’s planetary councils are appointed by the Qu’Wukala instead of their respective planetary councillor, and are given a wider licence than their inner system counterparts to ensure the loyalty of their ward. This allows the Traverser Wukala full control of the security apparatus in their planetary council, which is most often exercised in the form of combatting infiltration by anti-Federation elements, and ensuring corruption is kept to a minimum. Due to their important role, and the danger a subversive Wukala could possess, Traverser Wukala are always loyalty implanted.&lt;br /&gt;
&lt;br /&gt;
====Grand Council Enforcers====&lt;br /&gt;
The &#039;&#039;&#039;Qu&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Qu’Wukala&#039;&#039;&#039; (and translating to Grand Council Enforcers), are the personal agents of the Grand Councilor and the Grand Council&#039;s highest members. Qu&#039;Wukala operatives are tasked with providing the security details for their assigned wards, council members, protection of the Nralakk Federation&#039;s secure assets, and the completion of any requested tasks from the Grand Council itself. Unlike their sibling Kala, operatives of the Qu&#039;Wukala are allowed their Idol statuses, and are touted alongside their wards as being among the highest echelons of the Federation. Rumors of the Qu&#039;Wukala being utilised as assassins, rather than their official role as intelligence agents and bodyguards, are dismissed as overtly ridiculous conspiracy theories. The leader of both the Qu’Wukala, and to an extent, all planetary Wukala, is High Prefect Eluteluk Dozopil-Raqirztzlip, who has held their position long before Grand Councillor Weashbi Jrugl’s ascension. Thanks to the great power held by the Qu’Wukala, the High Prefect is rumoured by many in [[Starlight_Zone|Biesel’s]] resistance circles to be the puppetmaster of the young and relatively inexperienced Jrugl to control the entire nation, and uses their enforcers to ensure their position is secured.&lt;br /&gt;
&lt;br /&gt;
===Directory of Internal Security===&lt;br /&gt;
The Nralakk Federation’s vast networks of surveillance networks and enforcers are controlled by the &#039;&#039;&#039;Directory of Internal Security (NFDIS)&#039;&#039;&#039;, which is one of the largest organs of the government. Due to the substantial size of the Federation’s domestic security operations, the NFDIS is divided into planetary administrative divisions called Districts, which have a vast amount of autonomy from the NFDIS itself, instead receiving their directives from their respective planetary council. Below that, the number of divisions and their sizes is dependent on the given planet’s proximity to the Nralakk system, but the universal base unit is a Station, which contains the necessary facilities to oversee the entire security of a rural region or city. Within these stations are multiple agents An agent monitoring domestic intelligence is called a Nlomkala, or Wake Enforcer; an agent monitoring the Srom is called a Sromkala, or Dream Enforcer; and an agent performing security and policing duties is called a Qekala, or Home Enforcer. The DIS is currently led by Executive Director &#039;&#039;&#039;Gelqai&#039;nelusa Iqo&#039;ujin&#039;&#039;&#039;, the former District Inspector of Qerrbalak, and a veteran in the internal security apparatus known for their integrity and numerous successful anti-corruption campaigns within the Kala.&lt;br /&gt;
&lt;br /&gt;
====Domestic Surveillance====&lt;br /&gt;
[[File:Ruup.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Nlomkala are the eyes and ears of the Federation are found at every level of society, to the point of being (erroneously) remarked by non-Federation citizens that every electronic appliance is outfitted with hidden cameras feeding directly to the Nlomkala. In reality, the pervasive surveillance in the Federation is an open, accepted part of life to feed information to the Social Compatibility Index, and ensure the Federation’s economy continues to operate. This vast network is overseen by &#039;&#039;&#039;Nlomkala&#039;&#039;&#039;, or Wake Enforcers. The sheer scale of the Nlomkala’s operations makes them one of the largest employment sectors in the nation, with C’thur vaurca and dionae employed in high level positions alongside skrell. The &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, or Dream Enforcers, are a specialized division of the Nlomkala with [[Skrell#Psionics|high psionic aptitude], with agents placed close to Nlom Relays in order to amplify their capabilities to monitor the Wake. A common belief is that every Nlom Relay in the Federation contains at least one Sromkala agent within a cryogenic pod to suspend their body, while still allowing their consciousness to continue working within Srom. &lt;br /&gt;
&lt;br /&gt;
====Law Enforcement====&lt;br /&gt;
[[File:Nlom.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Qekala are the fist of the Federation’s security apparatus in skrell space. Only a fourth of the NFDIS is made up of Qekala operatives, who are responsible for general policework. The Qekala’s regular operations include regular patroles, providing security presence, warrant execution, emergency response, and have a significant portion of its staff dedicated towards intelligence and surveillance. Aspiring Qekala members are placed under rigorous scrutiny, testing athletic ability, legal knowledge, and general capability to respond with correct force and procedure. Qekala members are expected to operate amphibiously across multiple environments across the myriad environments in the Nralakk Federation. Non-skrell members, like the C’thur warriors of Vytel’s Brood, are employed in limited numbers for vaurca-majority regions. These Warriors are implanted with a loyalty implant, which equalises the Federation&#039;s orders to the same priority as a Queen&#039;s, with conflict of interests forcing a warrior to hibernate until resolved. &lt;br /&gt;
&lt;br /&gt;
In the Traverse region, Qekala are exclusively recruited from the planets they are stationed on, creating concerns of conflicts of interest between the Federation and their homes. Consequently, the Traverser Qekala receive much lower funding and equipment than their inner system counterparts, alongside higher scrutiny in their operations, with the NFDIS requiring intense loyalty and background checks on potential recruits. Alongside this, the day-to-day operations of the Qekala are not controlled by their planetary council, but rather the Wukala of said council, in order to ensure loyalty to the Federation is prioritised above all else.&lt;br /&gt;
&lt;br /&gt;
===Directory of External Security===&lt;br /&gt;
While the Nralakk Federation maintains ample protection of internal security against domestic agitators, they recognise that foreign actors are now a much greater threat in the modern day, with foreign influence even affecting the Traverser rebels during the [[The_Phoron_Scarcity:_Skrell_Arc|Q’elpi]] [[Change_on_the_Horizon_Arc|Systems]] crisis. As a response, the &#039;&#039;&#039;Directory of External Security (NFDES)&#039;&#039;&#039;, whose diverse range of operations have led to its unique structure compared to its domestic counterpart, was formed.The NFDES is divided into three Sections, which are the Intelligence Section, Covert Actions Section, and Defence Section. These sections are defined as their own Kala: an agent of the Intelligence Section is called a &#039;&#039;&#039;Ruupkala&#039;&#039;&#039;, or Intelligence Enforcer; an agent of the Covert Actions Section is called a &#039;&#039;&#039;Tupkala&#039;&#039;&#039;, or Covert Enforcer; and an agent of the Defence Section is called a &#039;&#039;&#039;Qukala&#039;&#039;&#039;, or Star Enforcer. The NFDES is currently led by Executive Director &#039;&#039;&#039;Ripalji Guyuo&#039;&#039;&#039;, a former operative of the Covert Actions Section, and close associate of Weashbi Jrugl, ascending to replace their predecessor immediately after Jrugl’s appointment.&lt;br /&gt;
&lt;br /&gt;
====Foreign Operations====&lt;br /&gt;
[[File:Tup.PNG|thumb|right|200px|The emblem of the Covert Enforcers.]]&lt;br /&gt;
The prestigious Intelligence and Covert Actions Sections serve as the Federation’s first line of defence against foreign threats, maintaining offices for every nation in the Spur. These two Sections conduct their activities under the umbrella category of Foreign Operations, and work in tandem to perform the widest berth of duties of any security organisation. These duties include intelligence gathering, counter-intelligence, monitoring skrell outside of the Federation (both citizen and not), maintaining networks of undercover operatives in foreign national organisations, and assassinations—though no assassination attempt has ever been confirmed to have been approved by the Nralakk Federation. This position at the forefront of skrell security has made the Foreign Operations component of the NFDES a highly desirable position for well-performing citizens, and is a valuable pathway towards a successful political career. The Ruupkala are rumored to monitor the fabled “Drylist,” which supposedly holds the names of all skrell living abroad who have performed deductive behaviors against the Nralakk Federation, displayed worrying ideals, joined an opposing faction, or renounced their citizenship. Some theorize that this list even covers non-skrell who may pose a threat to the Federation. The Drylist, however, remains an openly debunked conspiracy theory by the Nralakk Federation, and no official list has ever been discovered or produced.&lt;br /&gt;
&lt;br /&gt;
====Defence====&lt;br /&gt;
[[File:Qukala.PNG|thumb|right|200px|The emblem of the Star Enforcers.]]&lt;br /&gt;
The Nralakk Federation’s defence structure has kept a unique structure in light of the lack of all-out war or broad conflict in its borders. Rather than having a military structure as the pride and first line of defense for the country, these honours are held by the intelligence operatives of the nation. The Defence Section is regarded by most within the skrell security community as an unfortunate necessity to combat piracy in the less civilised Traverse, other border regions, and frontiers. The Qekala that make up the Defence Section have a very poor standing in the Traverse, where they are most widespread and responsible for enforcing an extensive anti-piracy mandate—being viewed by many Traversers as unnecessary military policing. This reputation has not left the Defence Section unscathed, and is reflected in its relatively low quality, size, staffing, equipment, and funding compared to other branches of Federal security, and a miniscule force when compared to their Solarian neighbours. The lack of interest in the Defence Section has since been capitalised on by the C’thur Hive, particularly Queen Vytel, as vaurca warriors are perfectly suited to EVA operations, as well as acting as an intimidating force against pirates. These C’thuric Warriors have a Federation-designed loyalty implant much like their Qekala siblings. Although the injection of C’thur warriors has been an undeniable success, the effort was not enough to prevent the Federation’s [[The_Phoron_Scarcity:_Skrell_Arc|recent]] [[Change_on_the_Horizon_Arc|embarrassments]] in the Traverse region. Aside from their regular duties, the Qekala are responsible for providing the security for Federation embassies, consulates, and diplomats serving abroad.&lt;br /&gt;
&lt;br /&gt;
====Naval Structure====&lt;br /&gt;
The Nralakk Federation’s military ships are designed primarily around extremely long-ranged engagement, with any deployed strikecraft consisting of psionically-piloted remote drones and the vanishingly-rare boarding craft. Built for responding against piracy and irregular anti-government actions, the average fleet strength of the Federation is miniscule in comparison to the immense fleets of the Solarian Alliance and similar human nations, with most non-Federation members having only seen the Qekala’s navy on border patrol sorties and the single deployment of the [[The_Beauchamp_Arc|short-sightedly designed NFV Qheles]].&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38122</id>
		<title>User:Beepbopbeepbop/sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38122"/>
		<updated>2025-10-12T22:28:36Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: lorewriter perms should be back so past two edits can hopefully just be denied or smthing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Nralakk Federation Enforcement=&lt;br /&gt;
The Nralakk Federation’s &#039;&#039;Enforcers&#039;&#039;, or &#039;&#039;&#039;Kala&#039;&#039;&#039;, are responsible for upholding the security and law of skrell space. Functioning under a centralised structure, the Kala are governed by a supervisory body known as the Nralakk Federation Security Commission (NFSC). The NFSC’s doctrines revolve around mobility, flexibility and precision. Presently, the Kala maintains two core objectives: firstly, ensuring the safety, security and cooperation of all systems under the Federation flag, and protecting their borders; secondly, protecting the national security of the Federation from foreign nations and groups, as well as proactively gathering intelligence on both their allies and their adversaries.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The origins of the centralised skrell security community begins at the conclusion of the War of Tides, and subsequent formation of the Commonwealth of Three in 901 CE. The Tzqul Republic, Heshqu Council and Weishqi Republic, who had previously all handled their own internal affairs, created the &#039;&#039;&#039;Commonwealth Internal Security Committee (CISC)&#039;&#039;&#039; as an international policing and intelligence agency. The national rivalries within the CISC laid the foundation for significant inefficiencies and failures in its short history, leading to uncontainable conflicts in the newly established outer colonies. With the formation of the First Nralakk Federation in 878 CE, the Grand Councillor engaged in widespread purges of the CISC, and reformed the organisation into a force of separate Kala, loyal to the Grand Council.&lt;br /&gt;
&lt;br /&gt;
The reign of [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-Omega]] led to the gradual disbandment of the existing Kala in favour of automated security drones under the AI’s direct control, with skrell collaborators not placed in enforcement positions due to their inefficiencies in engaging with Glorsh’s esoteric risk assessment programmes. Following the Tri-Qyu Calamity in 2192 CE, and the formation of the Second Nralakk Federation in 2245 CE, the new federal government recruited the Lyukal cells deemed most disciplined and loyal to Federation ideals, forming a new security and intelligence organisation to aid in the reformation of the now fractured skrell space, and train new generations of Kala to make up this organisation. Among the first duties of these proto-Kala was to reestablish societal order in the [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Core Systems]], enforce the recent blanket ban on all forms of artificial intelligence, and rebuild the Federation’s immense surveillance network.&lt;br /&gt;
&lt;br /&gt;
The rapid recovery of the Federation meant that the existing, decentralised Kala structure became bloated and inefficient with the ever-expanding Federation frontier. Grand Councillor [[Notable_Skrell#Rixa_Tep-Wul|Rixa Teq-Wul]] reorganised the Kala under two new agencies, the &#039;&#039;&#039;Directories of Internal and External Security (DIES)&#039;&#039;&#039;, which would operate independently of one another and report directly to the Grand Councillor. Additionally, the &#039;&#039;&#039;Wukala&#039;&#039;&#039; were created from the ranks of the most loyal Kala as political operatives protecting Federation ideals. Ultimately, this led to the two agencies competing with one another for prominence and funding, sabotaging the other’s reputation through a number of covert actions throughout the early 2400s, with some prominent anti-Federation individuals claiming that [[Federation_Crime_and_Resistance#Marauders|Marauder]] groups were funded to fuel this rivalry. The election of Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]] in 2453 came with the formation of an oversight organisation to unify the security services, the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;, which was staffed with the Grand Councillor’s allies, though the Wukala would remain independent of the Commission and retain their autonomy due to the influence of the High Prefect.&lt;br /&gt;
&lt;br /&gt;
In recent history, the prominence of the Kala has only grown as domestic and foreign troubles led to their expanding powers and political relevance. Within the Traverse region, the problematic handling of the Kala created many critics of Grand Councillor Jrugl’s security policies amongst the rank-and-file Kala, though officials in the Directories are hesitant to report this dissidence for fear of being punished themselves. Both the phoron scarcity, and the recent foreign policy changes by the Grand Council, have also created some dissent within the Kala, who disapprove immensely of overreliance on the megacorporations. However, High Prefect Eluteluk has remained publicly supportive of their Grand Councillor, dissuading any serious protest within the Federation’s security apparatus.&lt;br /&gt;
&lt;br /&gt;
==Nralakk Federation Security Commission==&lt;br /&gt;
The Nralakk Federation Security Commission serves as the umbrella organisation containing the myriad of different security and intelligence agencies. The Commission, and by extension the entirety of the Nralakk Federation’s vast security apparatus, is chaired by the Grand Councillor, although they will appoint a Commissioner to oversee the daily operations of the organisation in their place. To be the Commissioner of the NFSC is one of the highest honours a skrell can achieve, acting as the trusted hand of their Grand Councillor. Commissioners almost always veterans across a broad range of security and intelligence fields and afforded Idol status, they are also given a position on the Grand Council as the Grand Advisor of Security and Intelligence. &lt;br /&gt;
&lt;br /&gt;
The Commission is composed of the Grand Councillor, the Commissioner, the Directors of Internal and External Security, select Grand Council Enforcers, and other intelligence and security experts from various sectors. The current Commissioner is &#039;&#039;&#039;Tariqale&#039;miluz Odakizu&#039;&#039;&#039;, a well-known academic and lecturer in Federation security and law, with an extensive background experience as the Executive Director of External Security during first contact with humanity.&lt;br /&gt;
&lt;br /&gt;
===Council Enforcers===&lt;br /&gt;
[[File:Srom.PNG|thumb|right|200px|The emblem of the Council Enforcers.]]&lt;br /&gt;
Independent of the Nralakk Federation’s security community, the &#039;&#039;&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Wukala&#039;&#039;&#039; (and translating to Council Enforcers), are planetary council-appointed Kala who enforce disciplinary action at the discretion of the councillors they are assigned to. While being a Wukala member is a prestigious position which grants Index rating bonuses, Idol status is never awarded out of an interest in keeping the operatives relatively anonymous. Wukala operatives focus on domestic crime and suppression of anti-Federation actions, and are granted access to the Federation&#039;s internal surveillance systems to oversee their assigned region. The Qekala work closely with Wukala intelligence to enforce the law, with direct responses from the Wukala only appearing in the event that immediate detainment or capture is necessary, particularly when their persons-of-interest attempt to flee the planet, or evade sentencing and/or reeducation. Unlike those of the inner systems, the Wukala of the Traverse’s planetary councils are appointed by the Qu’Wukala instead of their respective planetary councillor, and are given a wider licence than their inner system counterparts to ensure the loyalty of their ward. This allows the Traverser Wukala full control of the security apparatus in their planetary council, which is most often exercised in the form of combatting infiltration by anti-Federation elements, and ensuring corruption is kept to a minimum. Due to their important role, and the danger a subversive Wukala could possess, Traverser Wukala are always loyalty implanted.&lt;br /&gt;
&lt;br /&gt;
====Grand Council Enforcers====&lt;br /&gt;
The &#039;&#039;&#039;Qu&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Qu’Wukala&#039;&#039;&#039; (and translating to Grand Council Enforcers), are the personal agents of the Grand Councilor and the Grand Council&#039;s highest members. Qu&#039;Wukala operatives are tasked with providing the security details for their assigned wards, council members, protection of the Nralakk Federation&#039;s secure assets, and the completion of any requested tasks from the Grand Council itself. Unlike their sibling Kala, operatives of the Qu&#039;Wukala are allowed their Idol statuses, and are touted alongside their wards as being among the highest echelons of the Federation. Rumors of the Qu&#039;Wukala being utilised as assassins, rather than their official role as intelligence agents and bodyguards, are dismissed as overtly ridiculous conspiracy theories. The leader of both the Qu’Wukala, and to an extent, all planetary Wukala, is High Prefect Eluteluk Dozopil-Raqirztzlip, who has held their position long before Grand Councillor Weashbi Jrugl’s ascension. Thanks to the great power held by the Qu’Wukala, the High Prefect is rumoured by many in [[Starlight_Zone|Biesel’s]] resistance circles to be the puppetmaster of the young and relatively inexperienced Jrugl to control the entire nation, and uses their enforcers to ensure their position is secured.&lt;br /&gt;
&lt;br /&gt;
===Directory of Internal Security===&lt;br /&gt;
The Nralakk Federation’s vast networks of surveillance networks and enforcers are controlled by the &#039;&#039;&#039;Directory of Internal Security (NFDIS)&#039;&#039;&#039;, which is one of the largest organs of the government. Due to the substantial size of the Federation’s domestic security operations, the NFDIS is divided into planetary administrative divisions called Districts, which have a vast amount of autonomy from the NFDIS itself, instead receiving their directives from their respective planetary council. Below that, the number of divisions and their sizes is dependent on the given planet’s proximity to the Nralakk system, but the universal base unit is a Station, which contains the necessary facilities to oversee the entire security of a rural region or city. Within these stations are multiple agents An agent monitoring domestic intelligence is called a Nlomkala, or Wake Enforcer; an agent monitoring the Srom is called a Sromkala, or Dream Enforcer; and an agent performing security and policing duties is called a Qekala, or Home Enforcer. The DIS is currently led by Executive Director &#039;&#039;&#039;Gelqai&#039;nelusa Iqo&#039;ujin&#039;&#039;&#039;, the former District Inspector of Qerrbalak, and a veteran in the internal security apparatus known for their integrity and numerous successful anti-corruption campaigns within the Kala.&lt;br /&gt;
&lt;br /&gt;
====Domestic Surveillance====&lt;br /&gt;
[[File:Ruup.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Nlomkala are the eyes and ears of the Federation are found at every level of society, to the point of being (erroneously) remarked by non-Federation citizens that every electronic appliance is outfitted with hidden cameras feeding directly to the Nlomkala. In reality, the pervasive surveillance in the Federation is an open, accepted part of life to feed information to the Social Compatibility Index, and ensure the Federation’s economy continues to operate. This vast network is overseen by &#039;&#039;&#039;Nlomkala&#039;&#039;&#039;, or Wake Enforcers. The sheer scale of the Nlomkala’s operations makes them one of the largest employment sectors in the nation, with C’thur vaurca and dionae employed in high level positions alongside skrell. The &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, or Dream Enforcers, are a specialized division of the Nlomkala with [[Skrell#Psionics|high psionic aptitude], with agents placed close to Nlom Relays in order to amplify their capabilities to monitor the Wake. A common belief is that every Nlom Relay in the Federation contains at least one Sromkala agent within a cryogenic pod to suspend their body, while still allowing their consciousness to continue working within Srom. &lt;br /&gt;
&lt;br /&gt;
====Law Enforcement====&lt;br /&gt;
[[File:Nlom.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Qekala are the fist of the Federation’s security apparatus in skrell space. Only a fourth of the NFDIS is made up of Qekala operatives, who are responsible for general policework. The Qekala’s regular operations include regular patroles, providing security presence, warrant execution, emergency response, and have a significant portion of its staff dedicated towards intelligence and surveillance. Aspiring Qekala members are placed under rigorous scrutiny, testing athletic ability, legal knowledge, and general capability to respond with correct force and procedure. Qekala members are expected to operate amphibiously across multiple environments across the myriad environments in the Nralakk Federation. Non-skrell members, like the C’thur warriors of Vytel’s Brood, are employed in limited numbers for vaurca-majority regions. These Warriors are implanted with a loyalty implant, which equalises the Federation&#039;s orders to the same priority as a Queen&#039;s, with conflict of interests forcing a warrior to hibernate until resolved. &lt;br /&gt;
&lt;br /&gt;
In the Traverse region, Qekala are exclusively recruited from the planets they are stationed on, creating concerns of conflicts of interest between the Federation and their homes. Consequently, the Traverser Qekala receive much lower funding and equipment than their inner system counterparts, alongside higher scrutiny in their operations, with the NFDIS requiring intense loyalty and background checks on potential recruits. Alongside this, the day-to-day operations of the Qekala are not controlled by their planetary council, but rather the Wukala of said council, in order to ensure loyalty to the Federation is prioritised above all else.&lt;br /&gt;
&lt;br /&gt;
===Directory of External Security===&lt;br /&gt;
While the Nralakk Federation maintains ample protection of internal security against domestic agitators, they recognise that foreign actors are now a much greater threat in the modern day, with foreign influence even affecting the Traverser rebels during the [[The_Phoron_Scarcity:_Skrell_Arc|Q’elpi]] [[Change_on_the_Horizon_Arc|Systems]] crisis. As a response, the &#039;&#039;&#039;Directory of External Security (NFDES)&#039;&#039;&#039;, whose diverse range of operations have led to its unique structure compared to its domestic counterpart, was formed.The NFDES is divided into three Sections, which are the Intelligence Section, Covert Actions Section, and Defence Section. These sections are defined as their own Kala: an agent of the Intelligence Section is called a &#039;&#039;&#039;Ruupkala&#039;&#039;&#039;, or Intelligence Enforcer; an agent of the Covert Actions Section is called a &#039;&#039;&#039;Tupkala&#039;&#039;&#039;, or Covert Enforcer; and an agent of the Defence Section is called a &#039;&#039;&#039;Qukala&#039;&#039;&#039;, or Star Enforcer. The NFDES is currently led by Executive Director &#039;&#039;&#039;Ripalji Guyuo&#039;&#039;&#039;, a former operative of the Covert Actions Section, and close associate of Weashbi Jrugl, ascending to replace their predecessor immediately after Jrugl’s appointment.&lt;br /&gt;
&lt;br /&gt;
====Foreign Operations====&lt;br /&gt;
[[File:Tup.PNG|thumb|right|200px|The emblem of the Covert Enforcers.]]&lt;br /&gt;
The prestigious Intelligence and Covert Actions Sections serve as the Federation’s first line of defence against foreign threats, maintaining offices for every nation in the Spur. These two Sections conduct their activities under the umbrella category of Foreign Operations, and work in tandem to perform the widest berth of duties of any security organisation. These duties include intelligence gathering, counter-intelligence, monitoring skrell outside of the Federation (both citizen and not), maintaining networks of undercover operatives in foreign national organisations, and assassinations—though no assassination attempt has ever been confirmed to have been approved by the Nralakk Federation. This position at the forefront of skrell security has made the Foreign Operations component of the NFDES a highly desirable position for well-performing citizens, and is a valuable pathway towards a successful political career. The Ruupkala are rumored to monitor the fabled “Drylist,” which supposedly holds the names of all skrell living abroad who have performed deductive behaviors against the Nralakk Federation, displayed worrying ideals, joined an opposing faction, or renounced their citizenship. Some theorize that this list even covers non-skrell who may pose a threat to the Federation. The Drylist, however, remains an openly debunked conspiracy theory by the Nralakk Federation, and no official list has ever been discovered or produced.&lt;br /&gt;
&lt;br /&gt;
====Defence====&lt;br /&gt;
[[File:Qukala.PNG|thumb|right|200px|The emblem of the Star Enforcers.]]&lt;br /&gt;
The Nralakk Federation’s defence structure has kept a unique structure in light of the lack of all-out war or broad conflict in its borders. Rather than having a military structure as the pride and first line of defense for the country, these honours are held by the intelligence operatives of the nation. The Defence Section is regarded by most within the skrell security community as an unfortunate necessity to combat piracy in the less civilised Traverse, other border regions, and frontiers. The Qekala that make up the Defence Section have a very poor standing in the Traverse, where they are most widespread and responsible for enforcing an extensive anti-piracy mandate—being viewed by many Traversers as unnecessary military policing. This reputation has not left the Defence Section unscathed, and is reflected in its relatively low quality, size, staffing, equipment, and funding compared to other branches of Federal security, and a miniscule force when compared to their Solarian neighbours. The lack of interest in the Defence Section has since been capitalised on by the C’thur Hive, particularly Queen Vytel, as vaurca warriors are perfectly suited to EVA operations, as well as acting as an intimidating force against pirates. These C’thuric Warriors have a Federation-designed loyalty implant much like their Qekala siblings. Although the injection of C’thur warriors has been an undeniable success, the effort was not enough to prevent the Federation’s [[The_Phoron_Scarcity:_Skrell_Arc|recent]] [[Change_on_the_Horizon_Arc|embarrassments]] in the Traverse region. Aside from their regular duties, the Qekala are responsible for providing the security for Federation embassies, consulates, and diplomats serving abroad.&lt;br /&gt;
&lt;br /&gt;
====Naval Structure====&lt;br /&gt;
The Nralakk Federation’s military ships are designed primarily around extremely long-ranged engagement, with any deployed strikecraft consisting of psionically-piloted remote drones and the vanishingly-rare boarding craft. Built for responding against piracy and irregular anti-government actions, the average fleet strength of the Federation is miniscule in comparison to the immense fleets of the Solarian Alliance and similar human nations, with most non-Federation members having only seen the Qekala’s navy on border patrol sorties and the single deployment of the [[The_Beauchamp_Arc|short-sightedly designed NFV Qheles]].&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop&amp;diff=38093</id>
		<title>User:Beepbopbeepbop</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop&amp;diff=38093"/>
		<updated>2025-10-11T22:45:21Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: Created page with &amp;quot;ant/notagonk&amp;quot;&lt;/p&gt;
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		<title>User:Beepbopbeepbop/sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38092"/>
		<updated>2025-10-11T22:24:05Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Nralakk Federation Enforcement=&lt;br /&gt;
The Nralakk Federation’s &#039;&#039;Enforcers&#039;&#039;, or &#039;&#039;&#039;Kala&#039;&#039;&#039;, are responsible for upholding the security and law of skrell space. Functioning under a centralised structure, the Kala are governed by a supervisory body known as the Nralakk Federation Security Commission (NFSC). The NFSC’s doctrines revolve around mobility, flexibility and precision. Presently, the Kala maintains two core objectives: firstly, ensuring the safety, security and cooperation of all systems under the Federation flag, and protecting their borders; secondly, protecting the national security of the Federation from foreign nations and groups, as well as proactively gathering intelligence on both their allies and their adversaries.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The origins of the centralised skrell security community begins at the conclusion of the War of Tides, and subsequent formation of the Commonwealth of Three in 901 CE. The Tzqul Republic, Heshqu Council and Weishqi Republic, who had previously all handled their own internal affairs, created the &#039;&#039;&#039;Commonwealth Internal Security Committee (CISC)&#039;&#039;&#039; as an international policing and intelligence agency. The national rivalries within the CISC laid the foundation for significant inefficiencies and failures in its short history, leading to uncontainable conflicts in the newly established outer colonies. With the formation of the First Nralakk Federation in 878 CE, the Grand Councillor engaged in widespread purges of the CISC, and reformed the organisation into a force of separate Kala, loyal to the Grand Council.&lt;br /&gt;
&lt;br /&gt;
The reign of [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-Omega]] led to the gradual disbandment of the existing Kala in favour of automated security drones under the AI’s direct control, with skrell collaborators not placed in enforcement positions due to their inefficiencies in engaging with Glorsh’s esoteric risk assessment programmes. Following the Tri-Qyu Calamity in 2192 CE, and the formation of the Second Nralakk Federation in 2245 CE, the new federal government recruited the Lyukal cells deemed most disciplined and loyal to Federation ideals, forming a new security and intelligence organisation to aid in the reformation of the now fractured skrell space, and train new generations of Kala to make up this organisation. Among the first duties of these proto-Kala was to reestablish societal order in the [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Core Systems]], enforce the recent blanket ban on all forms of artificial intelligence, and rebuild the Federation’s immense surveillance network.&lt;br /&gt;
&lt;br /&gt;
The rapid recovery of the Federation meant that the existing, decentralised Kala structure became bloated and inefficient with the ever-expanding Federation frontier. Grand Councillor [[Notable_Skrell#Rixa_Tep-Wul|Rixa Teq-Wul]] reorganised the Kala under two new agencies, the &#039;&#039;&#039;Directories of Internal and External Security (DIES)&#039;&#039;&#039;, which would operate independently of one another and report directly to the Grand Councillor. Additionally, the &#039;&#039;&#039;Wukala&#039;&#039;&#039; were created from the ranks of the most loyal Kala as political operatives protecting Federation ideals. Ultimately, this led to the two agencies competing with one another for prominence and funding, sabotaging the other’s reputation through a number of covert actions throughout the early 2400s, with some prominent anti-Federation individuals claiming that [[Federation_Crime_and_Resistance#Marauders|Marauder]] groups were funded to fuel this rivalry. The election of Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]] in 2453 came with the formation of an oversight organisation to unify the security services, the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;, which was staffed with the Grand Councillor’s allies, though the Wukala would remain independent of the Commission and retain their autonomy due to the influence of the High Prefect.&lt;br /&gt;
&lt;br /&gt;
In recent history, the prominence of the Kala has only grown as domestic and foreign troubles led to their expanding powers and political relevance. Within the Traverse region, the problematic handling of the Kala created many critics of Grand Councillor Jrugl’s security policies amongst the rank-and-file Kala, though officials in the Directories are hesitant to report this dissidence for fear of being punished themselves. Both the phoron scarcity, and the recent foreign policy changes by the Grand Council, have also created some dissent within the Kala, who disapprove immensely of overreliance on the megacorporations. However, High Prefect Eluteluk has remained publicly supportive of their Grand Councillor, dissuading any serious protest within the Federation’s security apparatus.&lt;br /&gt;
&lt;br /&gt;
==Nralakk Federation Security Commission==&lt;br /&gt;
The Nralakk Federation Security Commission serves as the umbrella organisation containing the myriad of different security and intelligence agencies. The Commission, and by extension the entirety of the Nralakk Federation’s vast security apparatus, is chaired by the Grand Councillor, although they will appoint a Commissioner to oversee the daily operations of the organisation in their place. To be the Commissioner of the NFSC is one of the highest honours a skrell can achieve, acting as the trusted hand of their Grand Councillor. Commissioners almost always veterans across a broad range of security and intelligence fields and afforded Idol status, they are also given a position on the Grand Council as the Grand Advisor of Security and Intelligence. &lt;br /&gt;
&lt;br /&gt;
The Commission is composed of the Grand Councillor, the Commissioner, the Directors of Internal and External Security, select Grand Council Enforcers, and other intelligence and security experts from various sectors. The current Commissioner is &#039;&#039;&#039;Tariqale&#039;miluz Odakizu&#039;&#039;&#039;, a well-known academic and lecturer in Federation security and law, with an extensive background experience as the Executive Director of External Security during first contact with humanity.&lt;br /&gt;
&lt;br /&gt;
===Council Enforcers===&lt;br /&gt;
[[File:Srom.PNG|thumb|right|200px|The emblem of the Council Enforcers.]]&lt;br /&gt;
Independent of the Nralakk Federation’s security community, the &#039;&#039;&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Wukala&#039;&#039;&#039; (and translating to Council Enforcers), are planetary council-appointed Kala who enforce disciplinary action at the discretion of the councillors they are assigned to. While being a Wukala member is a prestigious position which grants Index rating bonuses, Idol status is never awarded out of an interest in keeping the operatives relatively anonymous. Wukala operatives focus on domestic crime and suppression of anti-Federation actions, and are granted access to the Federation&#039;s internal surveillance systems to oversee their assigned region. The Qekala work closely with Wukala intelligence to enforce the law, with direct responses from the Wukala only appearing in the event that immediate detainment or capture is necessary, particularly when their persons-of-interest attempt to flee the planet, or evade sentencing and/or reeducation. Unlike those of the inner systems, the Wukala of the Traverse’s planetary councils are appointed by the Qu’Wukala instead of their respective planetary councillor, and are given a wider licence than their inner system counterparts to ensure the loyalty of their ward. This allows the Traverser Wukala full control of the security apparatus in their planetary council, which is most often exercised in the form of combatting infiltration by anti-Federation elements, and ensuring corruption is kept to a minimum. Due to their important role, and the danger a subversive Wukala could possess, Traverser Wukala are always loyalty implanted.&lt;br /&gt;
&lt;br /&gt;
====Grand Council Enforcers====&lt;br /&gt;
The &#039;&#039;&#039;Qu&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Qu’Wukala&#039;&#039;&#039; (and translating to Grand Council Enforcers), are the personal agents of the Grand Councilor and the Grand Council&#039;s highest members. Qu&#039;Wukala operatives are tasked with providing the security details for their assigned wards, council members, protection of the Nralakk Federation&#039;s secure assets, and the completion of any requested tasks from the Grand Council itself. Unlike their sibling Kala, operatives of the Qu&#039;Wukala are allowed their Idol statuses, and are touted alongside their wards as being among the highest echelons of the Federation. Rumors of the Qu&#039;Wukala being utilised as assassins, rather than their official role as intelligence agents and bodyguards, are dismissed as overtly ridiculous conspiracy theories. The leader of both the Qu’Wukala, and to an extent, all planetary Wukala, is High Prefect Eluteluk Dozopil-Raqirztzlip, who has held their position long before Grand Councillor Weashbi Jrugl’s ascension. Thanks to the great power held by the Qu’Wukala, the High Prefect is rumoured by many in [[Starlight_Zone|Biesel’s]] resistance circles to be the puppetmaster of the young and relatively inexperienced Jrugl to control the entire nation, and uses their enforcers to ensure their position is secured.&lt;br /&gt;
&lt;br /&gt;
===Directory of Internal Security===&lt;br /&gt;
The Nralakk Federation’s vast networks of surveillance networks and enforcers are controlled by the &#039;&#039;&#039;Directory of Internal Security (NFDIS)&#039;&#039;&#039;, which is one of the largest organs of the government. Due to the substantial size of the Federation’s domestic security operations, the NFDIS is divided into planetary administrative divisions called Districts, which have a vast amount of autonomy from the NFDIS itself, instead receiving their directives from their respective planetary council. Below that, the number of divisions and their sizes is dependent on the given planet’s proximity to the Nralakk system, but the universal base unit is a Station, which contains the necessary facilities to oversee the entire security of a rural region or city. Within these stations are multiple agents An agent monitoring domestic intelligence is called a Nlomkala, or Wake Enforcer; an agent monitoring the Srom is called a Sromkala, or Dream Enforcer; and an agent performing security and policing duties is called a Qekala, or Home Enforcer. The DIS is currently led by Executive Director &#039;&#039;&#039;Gelqai&#039;nelusa Iqo&#039;ujin&#039;&#039;&#039;, the former District Inspector of Qerrbalak, and a veteran in the internal security apparatus known for their integrity and numerous successful anti-corruption campaigns within the Kala.&lt;br /&gt;
&lt;br /&gt;
====Domestic Surveillance====&lt;br /&gt;
[[File:Ruup.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Nlomkala are the eyes and ears of the Federation are found at every level of society, to the point of being (erroneously) remarked by non-Federation citizens that every electronic appliance is outfitted with hidden cameras feeding directly to the Nlomkala. In reality, the pervasive surveillance in the Federation is an open, accepted part of life to feed information to the Social Compatibility Index, and ensure the Federation’s economy continues to operate. This vast network is overseen by &#039;&#039;&#039;Nlomkala&#039;&#039;&#039;, or Wake Enforcers. The sheer scale of the Nlomkala’s operations makes them one of the largest employment sectors in the nation, with C’thur vaurca and dionae employed in high level positions alongside skrell. The &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, or Dream Enforcers, are a specialized division of the Nlomkala with [[Skrell#Psionics|high psionic aptitude], with agents placed close to Nlom Relays in order to amplify their capabilities to monitor the Wake. A common belief is that every Nlom Relay in the Federation contains at least one Sromkala agent within a cryogenic pod to suspend their body, while still allowing their consciousness to continue working within Srom. &lt;br /&gt;
&lt;br /&gt;
====Law Enforcement====&lt;br /&gt;
[[File:Nlom.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Qekala are the fist of the Federation’s security apparatus in skrell space. Only a fourth of the NFDIS is made up of Qekala operatives, who are responsible for general policework. The Qekala’s regular operations include regular patroles, providing security presence, warrant execution, emergency response, and have a significant portion of its staff dedicated towards intelligence and surveillance. Aspiring Qekala members are placed under rigorous scrutiny, testing athletic ability, legal knowledge, and general capability to respond with correct force and procedure. Qekala members are expected to operate amphibiously across multiple environments across the myriad environments in the Nralakk Federation. Non-skrell members, like the C’thur warriors of Vytel’s Brood, are employed in limited numbers for vaurca-majority regions. These Warriors are implanted with a loyalty implant, which equalises the Federation&#039;s orders to the same priority as a Queen&#039;s, with conflict of interests forcing a warrior to hibernate until resolved. &lt;br /&gt;
&lt;br /&gt;
In the Traverse region, Qekala are exclusively recruited from the planets they are stationed on, creating concerns of conflicts of interest between the Federation and their homes. Consequently, the Traverser Qekala receive much lower funding and equipment than their inner system counterparts, alongside higher scrutiny in their operations, with the NFDIS requiring intense loyalty and background checks on potential recruits. Alongside this, the day-to-day operations of the Qekala are not controlled by their planetary council, but rather the Wukala of said council, in order to ensure loyalty to the Federation is prioritised above all else.&lt;br /&gt;
&lt;br /&gt;
===Directory of External Security===&lt;br /&gt;
While the Nralakk Federation maintains ample protection of internal security against domestic agitators, they recognise that foreign actors are now a much greater threat in the modern day, with foreign influence even affecting the Traverser rebels during the [[The_Phoron_Scarcity:_Skrell_Arc|Q’elpi]] [[Change_on_the_Horizon_Arc|Systems]] crisis. As a response, the &#039;&#039;&#039;Directory of External Security (NFDES)&#039;&#039;&#039;, whose diverse range of operations have led to its unique structure compared to its domestic counterpart, was formed.The NFDES is divided into three Sections, which are the Intelligence Section, Covert Actions Section, and Defence Section. These sections are defined as their own Kala: an agent of the Intelligence Section is called a &#039;&#039;&#039;Ruupkala&#039;&#039;&#039;, or Intelligence Enforcer; an agent of the Covert Actions Section is called a &#039;&#039;&#039;Tupkala&#039;&#039;&#039;, or Covert Enforcer; and an agent of the Defence Section is called a &#039;&#039;&#039;Qukala&#039;&#039;&#039;, or Star Enforcer. The NFDES is currently led by Executive Director &#039;&#039;&#039;Ripalji Guyuo&#039;&#039;&#039;, a former operative of the Covert Actions Section, and close associate of Weashbi Jrugl, ascending to replace their predecessor immediately after Jrugl’s appointment.&lt;br /&gt;
&lt;br /&gt;
====Foreign Operations====&lt;br /&gt;
[[File:Tup.PNG|thumb|right|200px|The emblem of the Covert Enforcers.]]&lt;br /&gt;
The prestigious Intelligence and Covert Actions Sections serve as the Federation’s first line of defence against foreign threats, maintaining offices for every nation in the Spur. These two Sections conduct their activities under the umbrella category of Foreign Operations, and work in tandem to perform the widest berth of duties of any security organisation. These duties include intelligence gathering, counter-intelligence, monitoring skrell outside of the Federation (both citizen and not), maintaining networks of undercover operatives in foreign national organisations, and assassinations—though no assassination attempt has ever been confirmed to have been approved by the Nralakk Federation. This position at the forefront of skrell security has made the Foreign Operations component of the NFDES a highly desirable position for well-performing citizens, and is a valuable pathway towards a successful political career. The Ruupkala are rumored to monitor the fabled “Drylist,” which supposedly holds the names of all skrell living abroad who have performed deductive behaviors against the Nralakk Federation, displayed worrying ideals, joined an opposing faction, or renounced their citizenship. Some theorize that this list even covers non-skrell who may pose a threat to the Federation. The Drylist, however, remains an openly debunked conspiracy theory by the Nralakk Federation, and no official list has ever been discovered or produced.&lt;br /&gt;
&lt;br /&gt;
====Defence====&lt;br /&gt;
[[File:Qukala.PNG|thumb|right|200px|The emblem of the Star Enforcers.]]&lt;br /&gt;
The Nralakk Federation’s defence structure has kept a unique structure in light of the lack of all-out war or broad conflict in its borders. Rather than having a military structure as the pride and first line of defense for the country, these honours are held by the intelligence operatives of the nation. The Defence Section is regarded by most within the skrell security community as an unfortunate necessity to combat piracy in the less civilised Traverse, other border regions, and frontiers. The Qekala that make up the Defence Section have a very poor standing in the Traverse, where they are most widespread and responsible for enforcing an extensive anti-piracy mandate—being viewed by many Traversers as unnecessary military policing. This reputation has not left the Defence Section unscathed, and is reflected in its relatively low quality, size, staffing, equipment, and funding compared to other branches of Federal security, and a miniscule force when compared to their Solarian neighbours. The lack of interest in the Defence Section has since been capitalised on by the C’thur Hive, particularly Queen Vytel, as vaurca warriors are perfectly suited to EVA operations, as well as acting as an intimidating force against pirates. These C’thuric Warriors have a Federation-designed loyalty implant much like their Qekala siblings. Although the injection of C’thur warriors has been an undeniable success, the effort was not enough to prevent the Federation’s [[The_Phoron_Scarcity:_Skrell_Arc|recent]] [[Change_on_the_Horizon_Arc|embarrassments]] in the Traverse region. Aside from their regular duties, the Qekala are responsible for providing the security for Federation embassies, consulates, and diplomats serving abroad.&lt;br /&gt;
&lt;br /&gt;
====Naval Structure====&lt;br /&gt;
The Nralakk Federation’s military ships are designed primarily around extremely long-ranged engagement, with any deployed strikecraft consisting of psionically-piloted remote drones and the vanishingly-rare boarding craft. Built for responding against piracy and irregular anti-government actions, the average fleet strength of the Federation is miniscule in comparison to the immense fleets of the Solarian Alliance and similar human nations, with most non-Federation members having only seen the Qekala’s navy on border patrol sorties and the single deployment of the [[The_Beauchamp_Arc|short-sightedly designed NFV Qheles]].&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38091</id>
		<title>User:Beepbopbeepbop/sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38091"/>
		<updated>2025-10-11T21:44:36Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Nralakk Federation Enforcement=&lt;br /&gt;
The Nralakk Federation’s &#039;&#039;Enforcers&#039;&#039;, or &#039;&#039;&#039;Kala&#039;&#039;&#039;, are responsible for upholding the security and law of skrell space. Functioning under a centralised structure, the Kala are governed by a supervisory body known as the Nralakk Federation Security Commission (NFSC). The NFSC’s doctrines revolve around mobility, flexibility and precision. Presently, the Kala maintains two core objectives: firstly, ensuring the safety, security and cooperation of all systems under the Federation flag, and protecting their borders; secondly, protecting the national security of the Federation from foreign nations and groups, as well as proactively gathering intelligence on both their allies and their adversaries.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The origins of the centralised skrell security community begins at the conclusion of the War of Tides, and subsequent formation of the Commonwealth of Three in 901 CE. The Tzqul Republic, Heshqu Council and Weishqi Republic, who had previously all handled their own internal affairs, created the &#039;&#039;&#039;Commonwealth Internal Security Committee (CISC)&#039;&#039;&#039; as an international policing and intelligence agency. The national rivalries within the CISC laid the foundation for significant inefficiencies and failures in its short history, leading to uncontainable conflicts in the newly established outer colonies. With the formation of the First Nralakk Federation in 878 CE, the Grand Councillor engaged in widespread purges of the CISC, and reformed the organisation into a force of separate Kala, loyal to the Grand Council.&lt;br /&gt;
&lt;br /&gt;
The reign of [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-Omega]] led to the gradual disbandment of the existing Kala in favour of automated security drones under the AI’s direct control, with skrell collaborators not placed in enforcement positions due to their inefficiencies in engaging with Glorsh’s esoteric risk assessment programmes. Following the Tri-Qyu Calamity in 2192 CE, and the formation of the Second Nralakk Federation in 2245 CE, the new federal government recruited the Lyukal cells deemed most disciplined and loyal to Federation ideals, forming a new security and intelligence organisation to aid in the reformation of the now fractured skrell space, and train new generations of Kala to make up this organisation. Among the first duties of these proto-Kala was to reestablish societal order in the [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Core Systems]], enforce the recent blanket ban on all forms of artificial intelligence, and rebuild the Federation’s immense surveillance network.&lt;br /&gt;
&lt;br /&gt;
The rapid recovery of the Federation meant that the existing, decentralised Kala structure became bloated and inefficient with the ever-expanding Federation frontier. Grand Councillor [[Notable_Skrell#Rixa_Tep-Wul|Rixa Teq-Wul]] reorganised the Kala under two new agencies, the &#039;&#039;&#039;Directories of Internal and External Security (DIES)&#039;&#039;&#039;, which would operate independently of one another and report directly to the Grand Councillor. Additionally, the &#039;&#039;&#039;Wukala&#039;&#039;&#039; were created from the ranks of the most loyal Kala as political operatives protecting Federation ideals. Ultimately, this led to the two agencies competing with one another for prominence and funding, sabotaging the other’s reputation through a number of covert actions throughout the early 2400s, with some prominent anti-Federation individuals claiming that [[Federation_Crime_and_Resistance#Marauders|Marauder]] groups were funded to fuel this rivalry. The election of Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]] in 2453 came with the formation of an oversight organisation to unify the security services, the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;, which was staffed with the Grand Councillor’s allies, though the Wukala would remain independent of the Commission and retain their autonomy due to the influence of the High Prefect.&lt;br /&gt;
&lt;br /&gt;
In recent history, the prominence of the Kala has only grown as domestic and foreign troubles led to their expanding powers and political relevance. Within the Traverse region, the problematic handling of the Kala created many critics of Grand Councillor Jrugl’s security policies amongst the rank-and-file Kala, though officials in the Directories are hesitant to report this dissidence for fear of being punished themselves. Both the phoron scarcity, and the recent foreign policy changes by the Grand Council, have also created some dissent within the Kala, who disapprove immensely of overreliance on the megacorporations. However, High Prefect Eluteluk has remained publicly supportive of their Grand Councillor, dissuading any serious protest within the Federation’s security apparatus.&lt;br /&gt;
&lt;br /&gt;
==Nralakk Federation Security Commission==&lt;br /&gt;
The Nralakk Federation Security Commission serves as the umbrella organisation containing the myriad of different security and intelligence agencies. The Commission, and by extension the entirety of the Nralakk Federation’s vast security apparatus, is chaired by the Grand Councillor, although they will appoint a Commissioner to oversee the daily operations of the organisation in their place. To be the Commissioner of the NFSC is one of the highest honours a skrell can achieve, acting as the trusted hand of their Grand Councillor. Commissioners almost always veterans across a broad range of security and intelligence fields and afforded Idol status, they are also given a position on the Grand Council as the Grand Advisor of Security and Intelligence. &lt;br /&gt;
&lt;br /&gt;
The Commission is composed of the Grand Councillor, the Commissioner, the Directors of Internal and External Security, select Grand Council Enforcers, and other intelligence and security experts from various sectors. The current Commissioner is &#039;&#039;&#039;Tariqale&#039;miluz Odakizu&#039;&#039;&#039;, a well-known academic and lecturer in Federation security and law, with an extensive background experience as the Executive Director of External Security during first contact with humanity.&lt;br /&gt;
&lt;br /&gt;
===Council Enforcers===&lt;br /&gt;
[[File:Srom.PNG|thumb|right|200px|The emblem of the Council Enforcers.]]&lt;br /&gt;
Independent of the Nralakk Federation’s security community, the &#039;&#039;&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Wukala&#039;&#039;&#039; (and translating to Council Enforcers), are planetary council-appointed Kala who enforce disciplinary action at the discretion of the councillors they are assigned to. While being a Wukala member is a prestigious position which grants Index rating bonuses, Idol status is never awarded out of an interest in keeping the operatives relatively anonymous. Wukala operatives focus on domestic crime and suppression of anti-Federation actions, and are granted access to the Federation&#039;s internal surveillance systems to oversee their assigned region. The Qekala work closely with Wukala intelligence to enforce the law, with direct responses from the Wukala only appearing in the event that immediate detainment or capture is necessary, particularly when their persons-of-interest attempt to flee the planet, or evade sentencing and/or reeducation. Unlike those of the inner systems, the Wukala of the Traverse’s planetary councils are appointed by the Qu’Wukala instead of their respective planetary councillor, and are given a wider licence than their inner system counterparts to ensure the loyalty of their ward. This allows the Traverser Wukala full control of the security apparatus in their planetary council, which is most often exercised in the form of combatting infiltration by anti-Federation elements, and ensuring corruption is kept to a minimum. Due to their important role, and the danger a subversive Wukala could possess, Traverser Wukala are always loyalty implanted.&lt;br /&gt;
&lt;br /&gt;
====Grand Council Enforcers====&lt;br /&gt;
The &#039;&#039;&#039;Qu&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Qu’Wukala&#039;&#039;&#039; (and translating to Grand Council Enforcers), are the personal agents of the Grand Councilor and the Grand Council&#039;s highest members. Qu&#039;Wukala operatives are tasked with providing the security details for their assigned wards, council members, protection of the Nralakk Federation&#039;s secure assets, and the completion of any requested tasks from the Grand Council itself. Unlike their sibling Kala, operatives of the Qu&#039;Wukala are allowed their Idol statuses, and are touted alongside their wards as being among the highest echelons of the Federation. Rumors of the Qu&#039;Wukala being utilised as assassins, rather than their official role as intelligence agents and bodyguards, are dismissed as overtly ridiculous conspiracy theories. The leader of both the Qu’Wukala, and to an extent, all planetary Wukala, is High Prefect Eluteluk Dozopil-Raqirztzlip, who has held their position long before Grand Councillor Weashbi Jrugl’s ascension. Thanks to the great power held by the Qu’Wukala, the High Prefect is rumoured by many in [[Starlight_Zone|Biesel’s]] resistance circles to be the puppetmaster of the young and relatively inexperienced Jrugl to control the entire nation, and uses their enforcers to ensure their position is secured.&lt;br /&gt;
&lt;br /&gt;
===Directory of Internal Security===&lt;br /&gt;
The Nralakk Federation’s vast networks of surveillance networks and enforcers are controlled by the &#039;&#039;&#039;Directory of Internal Security (NFDIS)&#039;&#039;&#039;, which is one of the largest organs of the government. Due to the substantial size of the Federation’s domestic security operations, the NFDIS is divided into planetary administrative divisions called Districts, which have a vast amount of autonomy from the NFDIS itself, instead receiving their directives from their respective planetary council. Below that, the number of divisions and their sizes is dependent on the given planet’s proximity to the Nralakk system, but the universal base unit is a Station, which contains the necessary facilities to oversee the entire security of a rural region or city. Within these stations are multiple agents An agent monitoring domestic intelligence is called a Nlomkala, or Wake Enforcer; an agent monitoring the Srom is called a Sromkala, or Dream Enforcer; and an agent performing security and policing duties is called a Qekala, or Home Enforcer. The DIS is currently led by Executive Director &#039;&#039;&#039;Gelqai&#039;nelusa Iqo&#039;ujin&#039;&#039;&#039;, the former District Inspector of Qerrbalak, and a veteran in the internal security apparatus known for their integrity and numerous successful anti-corruption campaigns within the Kala.&lt;br /&gt;
&lt;br /&gt;
====Domestic Surveillance====&lt;br /&gt;
[[File:Ruup.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Nlomkala are the eyes and ears of the Federation are found at every level of society, to the point of being (erroneously) remarked by non-Federation citizens that every electronic appliance is outfitted with hidden cameras feeding directly to the Nlomkala. In reality, the pervasive surveillance in the Federation is an open, accepted part of life to feed information to the Social Compatibility Index, and ensure the Federation’s economy continues to operate. This vast network is overseen by &#039;&#039;&#039;Nlomkala&#039;&#039;&#039;, or Wake Enforcers. The sheer scale of the Nlomkala’s operations makes them one of the largest employment sectors in the nation, with C’thur vaurca and dionae employed in high level positions alongside skrell. The &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, or Dream Enforcers, are a specialized division of the Nlomkala with [[Skrell#Psionics|high psionic aptitude], with agents placed close to Nlom Relays in order to amplify their capabilities to monitor the Wake. A common belief is that every Nlom Relay in the Federation contains at least one Sromkala agent within a cryogenic pod to suspend their body, while still allowing their consciousness to continue working within Srom. &lt;br /&gt;
&lt;br /&gt;
====Law Enforcement====&lt;br /&gt;
[[File:Nlom.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Qekala are the fist of the Federation’s security apparatus in skrell space. Only a fourth of the NFDIS is made up of Qekala operatives, who are responsible for general policework. The Qekala’s regular operations include regular patroles, providing security presence, warrant execution, emergency response, and have a significant portion of its staff dedicated towards intelligence and surveillance. Aspiring Qekala members are placed under rigorous scrutiny, testing athletic ability, legal knowledge, and general capability to respond with correct force and procedure. Qekala members are expected to operate amphibiously across multiple environments across the myriad environments in the Nralakk Federation. Non-skrell members, like the C’thur warriors of Vytel’s Brood, are employed in limited numbers for vaurca-majority regions. These Warriors are implanted with a loyalty implant, which equalises the Federation&#039;s orders to the same priority as a Queen&#039;s, with conflict of interests forcing a warrior to hibernate until resolved. &lt;br /&gt;
&lt;br /&gt;
In the Traverse region, Qekala are exclusively recruited from the planets they are stationed on, creating concerns of conflicts of interest between the Federation and their homes. Consequently, the Traverser Qekala receive much lower funding and equipment than their inner system counterparts, alongside higher scrutiny in their operations, with the NFDIS requiring harsh loyalty and background checks on potential recruits. Alongside this, the day-to-day operations of the Qekala are not controlled by their planetary council, but rather the Wukala of said council, to further ensure loyalty to the Federation is prioritised above all else.&lt;br /&gt;
&lt;br /&gt;
===Directory of External Security===&lt;br /&gt;
While the Federation spares no expense in ensuring internal harmony is protected from domestic agitators, they recognise that the most pressing threat to their continued security in the present day are the actions of foreign actors that seek to destabilise the Federation, even including Traverser rebels during the period of instability in the Q’elpi Systems. The solution to this issue is the Directory of External Security (NFDES), whose diverse range of operations have led to it following a different structure to its domestic counterpart; it is divided into three Sections, which are the Intelligence, Covert Actions, and Defence Sections. An agent of the Intelligence Section is called a Ruupkala, or Intelligence Enforcer; an agent of the Covert Actions Section is called a Tupkala, or Covert Enforcer; and an agent of the Defence Section is called a Qukala, or Star Enforcer. The DES is currently led by Executive Director Ripalji Guyuo, a former operative of the Covert Actions Section and a close associate of Grand Councillor Jrugl, ascending to replace their predecessor immediately after Jrugl’s appointment.&lt;br /&gt;
&lt;br /&gt;
====Foreign Operations====&lt;br /&gt;
[[File:Tup.PNG|thumb|right|200px|The emblem of the Covert Enforcers.]]&lt;br /&gt;
The prestigious Intelligence and Covert Actions Sections serve as the Federation’s first line of defence against foreign threats, maintaining offices for every nation in the Spur. The two Sections conduct their activities under the umbrella category of Foreign Operations, and work very close together to perform the widest berth of duties of any security organisation; intelligence gathering, counter-intelligence, monitoring skrell outside of the Federation (both citizen and not), maintaining networks of undercover operatives in foreign nations organisations, and even performing assassinations, though this last speciality has never been confirmed or acknowledged by the Federation. This position at the forefront of skrell security has made the Foreign Operations component of the NFDES a highly desirable position for well performing citizens, and is a valuable pathway towards an undoubtedly successful political career. The Ruupkala are rumored to monitor the fabled “Drylist,” which supposedly holds the names of all skrell living abroad who have performed deductive behaviors against the Nralakk Federation, displayed worrying ideals, joined an opposing faction, or renounced their citizenship. Some theorize that this list even covers non-skrell who may pose a threat to the Federation.&lt;br /&gt;
&lt;br /&gt;
====Defence====&lt;br /&gt;
[[File:Qukala.PNG|thumb|right|200px|The emblem of the Star Enforcers.]]&lt;br /&gt;
The relative security of skrell space has left their military forces quite unlike any other nation in the Spur; rather than existing as the pride of the country and a bulwark in the defence of its people, these honours are held by the pervasive intelligence operatives of the Nralakk Federation. The Defence Section is regarded by most within the skrell security community as an unfortunate necessity to combat piracy in the less civilised Traverse, and other border regions and frontiers. Additionally, the Qekala that make up the Defence Section have a very poor standing in the Traverse, where they are most widespread and responsible for enforcing an extensive anti-piracy mandate—viewed by many Traversers as unnecessary military policing. This reputation has not left the Defence Section unscathed and is reflected in its relatively low quality size, staffing, equipment, and funding compared to other branches of Federal security, and a miniscule force when compared to their Solarian neighbours. The lack of interest in the Defence Section was capitalised on by the C’thur Hive, particularly Queen Vytel, as Vaurca warriors are perfectly suited to EVA operations and to act as an intimidating force against pirates. These C’thuric Warriors have a Federation-designed Loyalty Implant much like their Qekala siblings. Although the injection of C’thur warriors has been an undeniable success, the effort was not enough to prevent the Federation’s recent embarrassments in the Traverse region. Aside from their regular duties, the Qekala are responsible for providing the security for Federation embassies, consulates, and diplomats serving abroad.&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38090</id>
		<title>User:Beepbopbeepbop/sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38090"/>
		<updated>2025-10-11T21:43:48Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Nralakk Federation Enforcement=&lt;br /&gt;
The Nralakk Federation’s &#039;&#039;Enforcers&#039;&#039;, or &#039;&#039;&#039;Kala&#039;&#039;&#039;, are responsible for upholding the security and law of skrell space. Functioning under a centralised structure, the Kala are governed by a supervisory body known as the Nralakk Federation Security Commission (NFSC). The NFSC’s doctrines revolve around mobility, flexibility and precision. Presently, the Kala maintains two core objectives: firstly, ensuring the safety, security and cooperation of all systems under the Federation flag, and protecting their borders; secondly, protecting the national security of the Federation from foreign nations and groups, as well as proactively gathering intelligence on both their allies and their adversaries.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The origins of the centralised skrell security community begins at the conclusion of the War of Tides, and subsequent formation of the Commonwealth of Three in 901 CE. The Tzqul Republic, Heshqu Council and Weishqi Republic, who had previously all handled their own internal affairs, created the &#039;&#039;&#039;Commonwealth Internal Security Committee (CISC)&#039;&#039;&#039; as an international policing and intelligence agency. The national rivalries within the CISC laid the foundation for significant inefficiencies and failures in its short history, leading to uncontainable conflicts in the newly established outer colonies. With the formation of the First Nralakk Federation in 878 CE, the Grand Councillor engaged in widespread purges of the CISC, and reformed the organisation into a force of separate Kala, loyal to the Grand Council.&lt;br /&gt;
&lt;br /&gt;
The reign of [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-Omega]] led to the gradual disbandment of the existing Kala in favour of automated security drones under the AI’s direct control, with skrell collaborators not placed in enforcement positions due to their inefficiencies in engaging with Glorsh’s esoteric risk assessment programmes. Following the Tri-Qyu Calamity in 2192 CE, and the formation of the Second Nralakk Federation in 2245 CE, the new federal government recruited the Lyukal cells deemed most disciplined and loyal to Federation ideals, forming a new security and intelligence organisation to aid in the reformation of the now fractured skrell space, and train new generations of Kala to make up this organisation. Among the first duties of these proto-Kala was to reestablish societal order in the [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Core Systems]], enforce the recent blanket ban on all forms of artificial intelligence, and rebuild the Federation’s immense surveillance network.&lt;br /&gt;
&lt;br /&gt;
The rapid recovery of the Federation meant that the existing, decentralised Kala structure became bloated and inefficient with the ever-expanding Federation frontier. Grand Councillor [[Notable_Skrell#Rixa_Tep-Wul|Rixa Teq-Wul]] reorganised the Kala under two new agencies, the &#039;&#039;&#039;Directories of Internal and External Security (DIES)&#039;&#039;&#039;, which would operate independently of one another and report directly to the Grand Councillor. Additionally, the &#039;&#039;&#039;Wukala&#039;&#039;&#039; were created from the ranks of the most loyal Kala as political operatives protecting Federation ideals. Ultimately, this led to the two agencies competing with one another for prominence and funding, sabotaging the other’s reputation through a number of covert actions throughout the early 2400s, with some prominent anti-Federation individuals claiming that [[Federation_Crime_and_Resistance#Marauders|Marauder]] groups were funded to fuel this rivalry. The election of Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]] in 2453 came with the formation of an oversight organisation to unify the security services, the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;, which was staffed with the Grand Councillor’s allies, though the Wukala would remain independent of the Commission and retain their autonomy due to the influence of the High Prefect.&lt;br /&gt;
&lt;br /&gt;
In recent history, the prominence of the Kala has only grown as domestic and foreign troubles led to their expanding powers and political relevance. Within the Traverse region, the problematic handling of the Kala created many critics of Grand Councillor Jrugl’s security policies amongst the rank-and-file Kala, though officials in the Directories are hesitant to report this dissidence for fear of being punished themselves. Both the phoron scarcity, and the recent foreign policy changes by the Grand Council, have also created some dissent within the Kala, who disapprove immensely of overreliance on the megacorporations. However, High Prefect Eluteluk has remained publicly supportive of their Grand Councillor, dissuading any serious protest within the Federation’s security apparatus.&lt;br /&gt;
&lt;br /&gt;
==Nralakk Federation Security Commission==&lt;br /&gt;
The Nralakk Federation Security Commission serves as the umbrella organisation containing the myriad of different security and intelligence agencies. The Commission, and by extension the entirety of the Nralakk Federation’s vast security apparatus, is chaired by the Grand Councillor, although they will appoint a Commissioner to oversee the daily operations of the organisation in their place. To be the Commissioner of the NFSC is one of the highest honours a skrell can achieve, acting as the trusted hand of their Grand Councillor. Commissioners almost always veterans across a broad range of security and intelligence fields and afforded Idol status, they are also given a position on the Grand Council as the Grand Advisor of Security and Intelligence. &lt;br /&gt;
&lt;br /&gt;
The Commission is composed of the Grand Councillor, the Commissioner, the Directors of Internal and External Security, select Grand Council Enforcers, and other intelligence and security experts from various sectors. The current Commissioner is &#039;&#039;&#039;Tariqale&#039;miluz Odakizu&#039;&#039;&#039;, a well-known academic and lecturer in Federation security and law, with an extensive background experience as the Executive Director of External Security during first contact with humanity.&lt;br /&gt;
&lt;br /&gt;
===Council Enforcers===&lt;br /&gt;
[[File:Srom.PNG|thumb|right|200px|The emblem of the Council Enforcers.]]&lt;br /&gt;
Independent of the Nralakk Federation’s security community, the &#039;&#039;&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Wukala&#039;&#039;&#039; (and translating to Council Enforcers), are planetary council-appointed Kala who enforce disciplinary action at the discretion of the councillors they are assigned to. While being a Wukala member is a prestigious position which grants Index rating bonuses, Idol status is never awarded out of an interest in keeping the operatives relatively anonymous. Wukala operatives focus on domestic crime and suppression of anti-Federation actions, and are granted access to the Federation&#039;s internal surveillance systems to oversee their assigned region. The Qekala work closely with Wukala intelligence to enforce the law, with direct responses from the Wukala only appearing in the event that immediate detainment or capture is necessary, particularly when their persons-of-interest attempt to flee the planet, or evade sentencing and/or reeducation. Unlike those of the inner systems, the Wukala of the Traverse’s planetary councils are appointed by the Qu’Wukala instead of their respective planetary councillor, and are given a wider licence than their inner system counterparts to ensure the loyalty of their ward. This allows the Traverser Wukala full control of the security apparatus in their planetary council, which is most often exercised in the form of combatting infiltration by anti-Federation elements, and ensuring corruption is kept to a minimum. Due to their important role, and the danger a subversive Wukala could possess, Traverser Wukala are always loyalty implanted.&lt;br /&gt;
&lt;br /&gt;
====Grand Council Enforcers====&lt;br /&gt;
The &#039;&#039;&#039;Qu&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Qu’Wukala&#039;&#039;&#039; (and translating to Grand Council Enforcers), are the personal agents of the Grand Councilor and the Grand Council&#039;s highest members. Qu&#039;Wukala operatives are tasked with providing the security details for their assigned wards, council members, protection of the Nralakk Federation&#039;s secure assets, and the completion of any requested tasks from the Grand Council itself. Unlike their sibling Kala, operatives of the Qu&#039;Wukala are allowed their Idol statuses, and are touted alongside their wards as being among the highest echelons of the Federation. Rumors of the Qu&#039;Wukala being utilised as assassins, rather than their official role as intelligence agents and bodyguards, are dismissed as overtly ridiculous conspiracy theories. The leader of both the Qu’Wukala, and to an extent, all planetary Wukala, is High Prefect Eluteluk Dozopil-Raqirztzlip, who has held their position long before Grand Councillor Weashbi Jrugl’s ascension. Thanks to the great power held by the Qu’Wukala, the High Prefect is rumoured by many in [[Starlight_Zone|Biesel’s]] resistance circles to be the puppetmaster of the young and relatively inexperienced Jrugl to control the entire nation, and uses their enforcers to ensure their position is secured.&lt;br /&gt;
&lt;br /&gt;
===Directory of Internal Security===&lt;br /&gt;
The Nralakk Federation’s vast networks of surveillance networks and enforcers are controlled by the &#039;&#039;&#039;Directory of Internal Security (NFDIS)&#039;&#039;&#039;, which is one of the largest organs of the government. Due to the substantial size of the Federation’s domestic security operations, the NFDIS is divided into planetary administrative divisions called Districts, which have a vast amount of autonomy from the NFDIS itself, instead receiving their directives from their respective planetary council. Below that, the number of divisions and their sizes is dependent on the given planet’s proximity to the Nralakk system, but the universal base unit is a Station, which contains the necessary facilities to oversee the entire security of a rural region or city. Within these stations are multiple agents An agent monitoring domestic intelligence is called a Nlomkala, or Wake Enforcer; an agent monitoring the Srom is called a Sromkala, or Dream Enforcer; and an agent performing security and policing duties is called a Qekala, or Home Enforcer. The DIS is currently led by Executive Director &#039;&#039;&#039;Gelqai&#039;nelusa Iqo&#039;ujin&#039;&#039;&#039;, the former District Inspector of Qerrbalak, and a veteran in the internal security apparatus known for their integrity and numerous successful anti-corruption campaigns within the Kala.&lt;br /&gt;
&lt;br /&gt;
====Domestic Surveillance====&lt;br /&gt;
[[File:Ruup.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Nlomkala are the eyes and ears of the Federation are found at every level of society, to the point of being (erroneously) remarked by non-Federation citizens that every electronic appliance is outfitted with hidden cameras feeding directly to the Nlomkala. In reality, the pervasive surveillance in the Federation is an open, accepted part of life to feed information to the Social Compatibility Index, and ensure the Federation’s economy continues to operate. This vast network is overseen by &#039;&#039;&#039;Nlomkala&#039;&#039;&#039;, or Wake Enforcers. The sheer scale of the Nlomkala’s operations makes them one of the largest employment sectors in the nation, with C’thur vaurca and dionae employed in high level positions alongside skrell. The &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, or Dream Enforcers, are a specialized division of the Nlomkala with [[Skrell#Psionics|high psionic aptitude], with agents placed close to Nlom Relays in order to amplify their capabilities to monitor the Wake. A common belief is that every Nlom Relay in the Federation contains at least one Sromkala agent within a cryogenic pod to suspend their body, while still allowing their consciousness to continue working within Srom. &lt;br /&gt;
&lt;br /&gt;
====Law Enforcement====&lt;br /&gt;
[[File:Nlom.png|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Qekala are the fist of the Federation’s security apparatus in skrell space. Only a fourth of the NFDIS is made up of Qekala operatives, who are responsible for general policework. The Qekala’s regular operations include regular patroles, providing security presence, warrant execution, emergency response, and have a significant portion of its staff dedicated towards intelligence and surveillance. Aspiring Qekala members are placed under rigorous scrutiny, testing athletic ability, legal knowledge, and general capability to respond with correct force and procedure. Qekala members are expected to operate amphibiously across multiple environments across the myriad environments in the Nralakk Federation. Non-skrell members, like the C’thur warriors of Vytel’s Brood, are employed in limited numbers for vaurca-majority regions. These Warriors are implanted with a loyalty implant, which equalises the Federation&#039;s orders to the same priority as a Queen&#039;s, with conflict of interests forcing a warrior to hibernate until resolved. &lt;br /&gt;
&lt;br /&gt;
In the Traverse region, Qekala are exclusively recruited from the planets they are stationed on, creating concerns of conflicts of interest between the Federation and their homes. Consequently, the Traverser Qekala receive much lower funding and equipment than their inner system counterparts, alongside higher scrutiny in their operations, with the NFDIS requiring harsh loyalty and background checks on potential recruits. Alongside this, the day-to-day operations of the Qekala are not controlled by their planetary council, but rather the Wukala of said council, to further ensure loyalty to the Federation is prioritised above all else.&lt;br /&gt;
&lt;br /&gt;
===Directory of External Security===&lt;br /&gt;
While the Federation spares no expense in ensuring internal harmony is protected from domestic agitators, they recognise that the most pressing threat to their continued security in the present day are the actions of foreign actors that seek to destabilise the Federation, even including Traverser rebels during the period of instability in the Q’elpi Systems. The solution to this issue is the Directory of External Security (NFDES), whose diverse range of operations have led to it following a different structure to its domestic counterpart; it is divided into three Sections, which are the Intelligence, Covert Actions, and Defence Sections. An agent of the Intelligence Section is called a Ruupkala, or Intelligence Enforcer; an agent of the Covert Actions Section is called a Tupkala, or Covert Enforcer; and an agent of the Defence Section is called a Qukala, or Star Enforcer. The DES is currently led by Executive Director Ripalji Guyuo, a former operative of the Covert Actions Section and a close associate of Grand Councillor Jrugl, ascending to replace their predecessor immediately after Jrugl’s appointment.&lt;br /&gt;
&lt;br /&gt;
====Foreign Operations====&lt;br /&gt;
[[File:Tup.PNG|thumb|right|200px|The emblem of the Covert Enforcers.]]&lt;br /&gt;
The prestigious Intelligence and Covert Actions Sections serve as the Federation’s first line of defence against foreign threats, maintaining offices for every nation in the Spur. The two Sections conduct their activities under the umbrella category of Foreign Operations, and work very close together to perform the widest berth of duties of any security organisation; intelligence gathering, counter-intelligence, monitoring skrell outside of the Federation (both citizen and not), maintaining networks of undercover operatives in foreign nations organisations, and even performing assassinations, though this last speciality has never been confirmed or acknowledged by the Federation. This position at the forefront of skrell security has made the Foreign Operations component of the NFDES a highly desirable position for well performing citizens, and is a valuable pathway towards an undoubtedly successful political career. The Ruupkala are rumored to monitor the fabled “Drylist,” which supposedly holds the names of all skrell living abroad who have performed deductive behaviors against the Nralakk Federation, displayed worrying ideals, joined an opposing faction, or renounced their citizenship. Some theorize that this list even covers non-skrell who may pose a threat to the Federation.&lt;br /&gt;
&lt;br /&gt;
====Defence====&lt;br /&gt;
[[File:Qukala.PNG|thumb|right|200px|The emblem of the Star Enforcers.]]&lt;br /&gt;
The relative security of skrell space has left their military forces quite unlike any other nation in the Spur; rather than existing as the pride of the country and a bulwark in the defence of its people, these honours are held by the pervasive intelligence operatives of the Nralakk Federation. The Defence Section is regarded by most within the skrell security community as an unfortunate necessity to combat piracy in the less civilised Traverse, and other border regions and frontiers. Additionally, the Qekala that make up the Defence Section have a very poor standing in the Traverse, where they are most widespread and responsible for enforcing an extensive anti-piracy mandate—viewed by many Traversers as unnecessary military policing. This reputation has not left the Defence Section unscathed and is reflected in its relatively low quality size, staffing, equipment, and funding compared to other branches of Federal security, and a miniscule force when compared to their Solarian neighbours. The lack of interest in the Defence Section was capitalised on by the C’thur Hive, particularly Queen Vytel, as Vaurca warriors are perfectly suited to EVA operations and to act as an intimidating force against pirates. These C’thuric Warriors have a Federation-designed Loyalty Implant much like their Qekala siblings. Although the injection of C’thur warriors has been an undeniable success, the effort was not enough to prevent the Federation’s recent embarrassments in the Traverse region. Aside from their regular duties, the Qekala are responsible for providing the security for Federation embassies, consulates, and diplomats serving abroad.&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38089</id>
		<title>User:Beepbopbeepbop/sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Beepbopbeepbop/sandbox&amp;diff=38089"/>
		<updated>2025-10-11T21:43:08Z</updated>

		<summary type="html">&lt;p&gt;Beepbopbeepbop: Created page with &amp;quot;{{Navbox Lore}} {{Navbox skrell Lore}} {{toc_right}} =Nralakk Federation Enforcement= The Nralakk Federation’s &amp;#039;&amp;#039;Enforcers&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;Kala&amp;#039;&amp;#039;&amp;#039;, are responsible for upholding the security and law of skrell space. Functioning under a centralised structure, the Kala are governed by a supervisory body known as the Nralakk Federation Security Commission (NFSC). The NFSC’s doctrines revolve around mobility, flexibility and precision. Presently, the Kala maintains two core obj...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Nralakk Federation Enforcement=&lt;br /&gt;
The Nralakk Federation’s &#039;&#039;Enforcers&#039;&#039;, or &#039;&#039;&#039;Kala&#039;&#039;&#039;, are responsible for upholding the security and law of skrell space. Functioning under a centralised structure, the Kala are governed by a supervisory body known as the Nralakk Federation Security Commission (NFSC). The NFSC’s doctrines revolve around mobility, flexibility and precision. Presently, the Kala maintains two core objectives: firstly, ensuring the safety, security and cooperation of all systems under the Federation flag, and protecting their borders; secondly, protecting the national security of the Federation from foreign nations and groups, as well as proactively gathering intelligence on both their allies and their adversaries.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The origins of the centralised skrell security community begins at the conclusion of the War of Tides, and subsequent formation of the Commonwealth of Three in 901 CE. The Tzqul Republic, Heshqu Council and Weishqi Republic, who had previously all handled their own internal affairs, created the &#039;&#039;&#039;Commonwealth Internal Security Committee (CISC)&#039;&#039;&#039; as an international policing and intelligence agency. The national rivalries within the CISC laid the foundation for significant inefficiencies and failures in its short history, leading to uncontainable conflicts in the newly established outer colonies. With the formation of the First Nralakk Federation in 878 CE, the Grand Councillor engaged in widespread purges of the CISC, and reformed the organisation into a force of separate Kala, loyal to the Grand Council.&lt;br /&gt;
&lt;br /&gt;
The reign of [[Skrell_Synthetic_Age#Late_Synthetic_Age|Glorsh-Omega]] led to the gradual disbandment of the existing Kala in favour of automated security drones under the AI’s direct control, with skrell collaborators not placed in enforcement positions due to their inefficiencies in engaging with Glorsh’s esoteric risk assessment programmes. Following the Tri-Qyu Calamity in 2192 CE, and the formation of the Second Nralakk Federation in 2245 CE, the new federal government recruited the Lyukal cells deemed most disciplined and loyal to Federation ideals, forming a new security and intelligence organisation to aid in the reformation of the now fractured skrell space, and train new generations of Kala to make up this organisation. Among the first duties of these proto-Kala was to reestablish societal order in the [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Core Systems]], enforce the recent blanket ban on all forms of artificial intelligence, and rebuild the Federation’s immense surveillance network.&lt;br /&gt;
&lt;br /&gt;
The rapid recovery of the Federation meant that the existing, decentralised Kala structure became bloated and inefficient with the ever-expanding Federation frontier. Grand Councillor [[Notable_Skrell#Rixa_Tep-Wul|Rixa Teq-Wul]] reorganised the Kala under two new agencies, the &#039;&#039;&#039;Directories of Internal and External Security (DIES)&#039;&#039;&#039;, which would operate independently of one another and report directly to the Grand Councillor. Additionally, the &#039;&#039;&#039;Wukala&#039;&#039;&#039; were created from the ranks of the most loyal Kala as political operatives protecting Federation ideals. Ultimately, this led to the two agencies competing with one another for prominence and funding, sabotaging the other’s reputation through a number of covert actions throughout the early 2400s, with some prominent anti-Federation individuals claiming that [[Federation_Crime_and_Resistance#Marauders|Marauder]] groups were funded to fuel this rivalry. The election of Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]] in 2453 came with the formation of an oversight organisation to unify the security services, the &#039;&#039;&#039;Nralakk Federation Security Commission (NFSC)&#039;&#039;&#039;, which was staffed with the Grand Councillor’s allies, though the Wukala would remain independent of the Commission and retain their autonomy due to the influence of the High Prefect.&lt;br /&gt;
&lt;br /&gt;
In recent history, the prominence of the Kala has only grown as domestic and foreign troubles led to their expanding powers and political relevance. Within the Traverse region, the problematic handling of the Kala created many critics of Grand Councillor Jrugl’s security policies amongst the rank-and-file Kala, though officials in the Directories are hesitant to report this dissidence for fear of being punished themselves. Both the phoron scarcity, and the recent foreign policy changes by the Grand Council, have also created some dissent within the Kala, who disapprove immensely of overreliance on the megacorporations. However, High Prefect Eluteluk has remained publicly supportive of their Grand Councillor, dissuading any serious protest within the Federation’s security apparatus.&lt;br /&gt;
&lt;br /&gt;
==Nralakk Federation Security Commission==&lt;br /&gt;
The Nralakk Federation Security Commission serves as the umbrella organisation containing the myriad of different security and intelligence agencies. The Commission, and by extension the entirety of the Nralakk Federation’s vast security apparatus, is chaired by the Grand Councillor, although they will appoint a Commissioner to oversee the daily operations of the organisation in their place. To be the Commissioner of the NFSC is one of the highest honours a skrell can achieve, acting as the trusted hand of their Grand Councillor. Commissioners almost always veterans across a broad range of security and intelligence fields and afforded Idol status, they are also given a position on the Grand Council as the Grand Advisor of Security and Intelligence. &lt;br /&gt;
&lt;br /&gt;
The Commission is composed of the Grand Councillor, the Commissioner, the Directors of Internal and External Security, select Grand Council Enforcers, and other intelligence and security experts from various sectors. The current Commissioner is &#039;&#039;&#039;Tariqale&#039;miluz Odakizu&#039;&#039;&#039;, a well-known academic and lecturer in Federation security and law, with an extensive background experience as the Executive Director of External Security during first contact with humanity.&lt;br /&gt;
&lt;br /&gt;
===Council Enforcers===&lt;br /&gt;
[[File:Srom.PNG|thumb|right|200px|The emblem of the Council Enforcers.]]&lt;br /&gt;
Independent of the Nralakk Federation’s security community, the &#039;&#039;&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Wukala&#039;&#039;&#039; (and translating to Council Enforcers), are planetary council-appointed Kala who enforce disciplinary action at the discretion of the councillors they are assigned to. While being a Wukala member is a prestigious position which grants Index rating bonuses, Idol status is never awarded out of an interest in keeping the operatives relatively anonymous. Wukala operatives focus on domestic crime and suppression of anti-Federation actions, and are granted access to the Federation&#039;s internal surveillance systems to oversee their assigned region. The Qekala work closely with Wukala intelligence to enforce the law, with direct responses from the Wukala only appearing in the event that immediate detainment or capture is necessary, particularly when their persons-of-interest attempt to flee the planet, or evade sentencing and/or reeducation. Unlike those of the inner systems, the Wukala of the Traverse’s planetary councils are appointed by the Qu’Wukala instead of their respective planetary councillor, and are given a wider licence than their inner system counterparts to ensure the loyalty of their ward. This allows the Traverser Wukala full control of the security apparatus in their planetary council, which is most often exercised in the form of combatting infiltration by anti-Federation elements, and ensuring corruption is kept to a minimum. Due to their important role, and the danger a subversive Wukala could possess, Traverser Wukala are always loyalty implanted.&lt;br /&gt;
&lt;br /&gt;
====Grand Council Enforcers====&lt;br /&gt;
The &#039;&#039;&#039;Qu&#039;Wuqrnjeqkala&#039;&#039;&#039;, shortened to &#039;&#039;&#039;Qu’Wukala&#039;&#039;&#039; (and translating to Grand Council Enforcers), are the personal agents of the Grand Councilor and the Grand Council&#039;s highest members. Qu&#039;Wukala operatives are tasked with providing the security details for their assigned wards, council members, protection of the Nralakk Federation&#039;s secure assets, and the completion of any requested tasks from the Grand Council itself. Unlike their sibling Kala, operatives of the Qu&#039;Wukala are allowed their Idol statuses, and are touted alongside their wards as being among the highest echelons of the Federation. Rumors of the Qu&#039;Wukala being utilised as assassins, rather than their official role as intelligence agents and bodyguards, are dismissed as overtly ridiculous conspiracy theories. The leader of both the Qu’Wukala, and to an extent, all planetary Wukala, is High Prefect Eluteluk Dozopil-Raqirztzlip, who has held their position long before Grand Councillor Weashbi Jrugl’s ascension. Thanks to the great power held by the Qu’Wukala, the High Prefect is rumoured by many in [[Starlight_Zone|Biesel’s]] resistance circles to be the puppetmaster of the young and relatively inexperienced Jrugl to control the entire nation, and uses their enforcers to ensure their position is secured.&lt;br /&gt;
&lt;br /&gt;
===Directory of Internal Security===&lt;br /&gt;
The Nralakk Federation’s vast networks of surveillance networks and enforcers are controlled by the &#039;&#039;&#039;Directory of Internal Security (NFDIS)&#039;&#039;&#039;, which is one of the largest organs of the government. Due to the substantial size of the Federation’s domestic security operations, the NFDIS is divided into planetary administrative divisions called Districts, which have a vast amount of autonomy from the NFDIS itself, instead receiving their directives from their respective planetary council. Below that, the number of divisions and their sizes is dependent on the given planet’s proximity to the Nralakk system, but the universal base unit is a Station, which contains the necessary facilities to oversee the entire security of a rural region or city. Within these stations are multiple agents An agent monitoring domestic intelligence is called a Nlomkala, or Wake Enforcer; an agent monitoring the Srom is called a Sromkala, or Dream Enforcer; and an agent performing security and policing duties is called a Qekala, or Home Enforcer. The DIS is currently led by Executive Director &#039;&#039;&#039;Gelqai&#039;nelusa Iqo&#039;ujin&#039;&#039;&#039;, the former District Inspector of Qerrbalak, and a veteran in the internal security apparatus known for their integrity and numerous successful anti-corruption campaigns within the Kala.&lt;br /&gt;
&lt;br /&gt;
====Domestic Surveillance====&lt;br /&gt;
[[File:Ruup.PNG|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Nlomkala are the eyes and ears of the Federation are found at every level of society, to the point of being (erroneously) remarked by non-Federation citizens that every electronic appliance is outfitted with hidden cameras feeding directly to the Nlomkala. In reality, the pervasive surveillance in the Federation is an open, accepted part of life to feed information to the Social Compatibility Index, and ensure the Federation’s economy continues to operate. This vast network is overseen by &#039;&#039;&#039;Nlomkala&#039;&#039;&#039;, or Wake Enforcers. The sheer scale of the Nlomkala’s operations makes them one of the largest employment sectors in the nation, with C’thur vaurca and dionae employed in high level positions alongside skrell. The &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, or Dream Enforcers, are a specialized division of the Nlomkala with [[Skrell#Psionics|high psionic aptitude], with agents placed close to Nlom Relays in order to amplify their capabilities to monitor the Wake. A common belief is that every Nlom Relay in the Federation contains at least one Sromkala agent within a cryogenic pod to suspend their body, while still allowing their consciousness to continue working within Srom. &lt;br /&gt;
&lt;br /&gt;
====Law Enforcement====&lt;br /&gt;
[[File:Nlom.png|thumb|right|200px|The emblem of the Wake and Dream Enforcers.]]&lt;br /&gt;
The Qekala are the fist of the Federation’s security apparatus in skrell space. Only a fourth of the NFDIS is made up of Qekala operatives, who are responsible for general policework. The Qekala’s regular operations include regular patroles, providing security presence, warrant execution, emergency response, and have a significant portion of its staff dedicated towards intelligence and surveillance. Aspiring Qekala members are placed under rigorous scrutiny, testing athletic ability, legal knowledge, and general capability to respond with correct force and procedure. Qekala members are expected to operate amphibiously across multiple environments across the myriad environments in the Nralakk Federation. Non-skrell members, like the C’thur warriors of Vytel’s Brood, are employed in limited numbers for vaurca-majority regions. These Warriors are implanted with a loyalty implant, which equalises the Federation&#039;s orders to the same priority as a Queen&#039;s, with conflict of interests forcing a warrior to hibernate until resolved. &lt;br /&gt;
&lt;br /&gt;
In the Traverse region, Qekala are exclusively recruited from the planets they are stationed on, creating concerns of conflicts of interest between the Federation and their homes. Consequently, the Traverser Qekala receive much lower funding and equipment than their inner system counterparts, alongside higher scrutiny in their operations, with the NFDIS requiring harsh loyalty and background checks on potential recruits. Alongside this, the day-to-day operations of the Qekala are not controlled by their planetary council, but rather the Wukala of said council, to further ensure loyalty to the Federation is prioritised above all else.&lt;br /&gt;
&lt;br /&gt;
===Directory of External Security===&lt;br /&gt;
While the Federation spares no expense in ensuring internal harmony is protected from domestic agitators, they recognise that the most pressing threat to their continued security in the present day are the actions of foreign actors that seek to destabilise the Federation, even including Traverser rebels during the period of instability in the Q’elpi Systems. The solution to this issue is the Directory of External Security (NFDES), whose diverse range of operations have led to it following a different structure to its domestic counterpart; it is divided into three Sections, which are the Intelligence, Covert Actions, and Defence Sections. An agent of the Intelligence Section is called a Ruupkala, or Intelligence Enforcer; an agent of the Covert Actions Section is called a Tupkala, or Covert Enforcer; and an agent of the Defence Section is called a Qukala, or Star Enforcer. The DES is currently led by Executive Director Ripalji Guyuo, a former operative of the Covert Actions Section and a close associate of Grand Councillor Jrugl, ascending to replace their predecessor immediately after Jrugl’s appointment.&lt;br /&gt;
&lt;br /&gt;
====Foreign Operations====&lt;br /&gt;
[[File:Tup.PNG|thumb|right|200px|The emblem of the Covert Enforcers.]]&lt;br /&gt;
The prestigious Intelligence and Covert Actions Sections serve as the Federation’s first line of defence against foreign threats, maintaining offices for every nation in the Spur. The two Sections conduct their activities under the umbrella category of Foreign Operations, and work very close together to perform the widest berth of duties of any security organisation; intelligence gathering, counter-intelligence, monitoring skrell outside of the Federation (both citizen and not), maintaining networks of undercover operatives in foreign nations organisations, and even performing assassinations, though this last speciality has never been confirmed or acknowledged by the Federation. This position at the forefront of skrell security has made the Foreign Operations component of the NFDES a highly desirable position for well performing citizens, and is a valuable pathway towards an undoubtedly successful political career. The Ruupkala are rumored to monitor the fabled “Drylist,” which supposedly holds the names of all skrell living abroad who have performed deductive behaviors against the Nralakk Federation, displayed worrying ideals, joined an opposing faction, or renounced their citizenship. Some theorize that this list even covers non-skrell who may pose a threat to the Federation.&lt;br /&gt;
&lt;br /&gt;
====Defence====&lt;br /&gt;
[[File:Qukala.PNG|thumb|right|200px|The emblem of the Star Enforcers.]]&lt;br /&gt;
The relative security of skrell space has left their military forces quite unlike any other nation in the Spur; rather than existing as the pride of the country and a bulwark in the defence of its people, these honours are held by the pervasive intelligence operatives of the Nralakk Federation. The Defence Section is regarded by most within the skrell security community as an unfortunate necessity to combat piracy in the less civilised Traverse, and other border regions and frontiers. Additionally, the Qekala that make up the Defence Section have a very poor standing in the Traverse, where they are most widespread and responsible for enforcing an extensive anti-piracy mandate—viewed by many Traversers as unnecessary military policing. This reputation has not left the Defence Section unscathed and is reflected in its relatively low quality size, staffing, equipment, and funding compared to other branches of Federal security, and a miniscule force when compared to their Solarian neighbours. The lack of interest in the Defence Section was capitalised on by the C’thur Hive, particularly Queen Vytel, as Vaurca warriors are perfectly suited to EVA operations and to act as an intimidating force against pirates. These C’thuric Warriors have a Federation-designed Loyalty Implant much like their Qekala siblings. Although the injection of C’thur warriors has been an undeniable success, the effort was not enough to prevent the Federation’s recent embarrassments in the Traverse region. Aside from their regular duties, the Qekala are responsible for providing the security for Federation embassies, consulates, and diplomats serving abroad.&lt;/div&gt;</summary>
		<author><name>Beepbopbeepbop</name></author>
	</entry>
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