Difference between revisions of "Federation Crime and Resistance"

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= Crime =
= Crime =


As one of the eldest civilisations spanning across thousands of star systems, it would be foolish to think the skrellian territories manage to stay free of criminals and illicit organisations. All across the territories, smuggling rings, extortion rackets, underground science labs engaged in gruesome experiments and organised crime can be found, operating behind the scenes. While the Skrell have at their disposal a very large network of relations and maintain several fragile alliances between various other established criminals throughout the Jargon Federation, their only loyalty residing in their own. They will temporarily hire anyone competent enough to fulfil their goals, wilfully or forcefully.
As one of the oldest civilizations, spanning across thousands of star systems, it didn't take long for the Skrellian territories to be inundated with criminals and illicit organisations looking to break the law for their own benefit. Despite official Federation claims to the contrary, smuggling rings, extortion rackets, underground science labs, and organized crime can be found operating behind the scenes across all of Federation space - a fact that is especially true in the Traverse, where the Federation's influence can be irregular. These criminal syndicates vary wildly in size, organisation, motives, and goals. While there is not much that unites these groups, their criminal status and lack of security frequently lead to alliances being brokered between like-minded groups. These alliances are temporary, though, and are notorious for being fragile and prone to dissolution once agendas no longer align.


== Consultant Agencies ==
== Consultant Agencies ==


The consultant agencies have existed for almost as long as the Skrell have. The primary focus of these agencies is to improve the image of artists, politicians, scientists and wealthy enough clients, through employing disciplines ranging from psychology and advertising to blackmail, bribes and the occasional psychic nudge. They have continued success over the last four millennia thanks to the Jargon Federation essentially turning a blind eye to their operations, sometimes even utilizing them for smear campaigns against politicians that go against the status quo.  
Consultant agencies are secretive groups of Skrell dedicated to assisting with the long-term success of a client and their agenda - as long as they are paid, at least. These agencies began to appear during the [[Skrell_Early_History#Advancement_of_Skrellkind|War of the Tides]], a two-millennia-long cold war on Qerrbalak that was famous for being fought through clandestine operations, wars by proxy, spies, and backroom dealings. The war influenced enterprising Skrell to use these same methods to provide their clients - typically artists, celebrities, and politicians - with less-than-legal assistance to improve their image and fulfil their agenda. This could range from psychoanalysis of an opponent, bribery, blackmail, or even psionic subversion. While at the time considered legal enterprises, evidence of their illegal methods was discovered after the disappearance of Glorsh-Omega, resulting in their complete ban by the Nralakk Federation. Unofficially, however, the Federation has routinely turned a blind eye to the activities of consultant agencies unless they were a direct threat to the Federation, or were too brazen to ignore. These agencies are sometimes even utilised by the Federation itself for smear campaigns against politicians that go against the status quo, or to extort an individual into falling back in line if they attempted to speak out against the Government.


== Smuggling Operations ==
These agencies today enjoy a position where while technically illegal, they are utilised by officials and others in power to the point that they can operate with near impunity. They are considered an open secret within the Federation; while everyone knows what the Consultant Agencies are and have a vague idea of what they do, who they provide their services to and the actual position the Federation takes on them is up for debate.


Smuggling operations are rampant throughout the Jargon Federation - with Skrell, and the odd non-Skrell, conducting clandestine missions to sneak a myriad of different items to the greater Orion Spur. Most continue successfully thanks to the presence of the Fleetrunners, who dominate these operations through the use of stealth and frequency-masking technologies. The discovery of humanity, and the subsequent unveiling of all the other species within the Orion Spur, has allowed these smuggling operations to experience exceptional profits which only continue to grow.  
=== Qerr'Malic's Consortium of Consultant Agencies ===
 
The Consortium of Consultant Agencies was the entity entrusted with the management of [[Qerr'Malic]] and its mining industry during the rule of the Commonwealth of the Three on Qerrbalak. The consortium consisted of agencies that focused on corporate interests, particularly those that were embedded in the mining and manufacturing industries. Their hold over Qerr'malic slowly waned, however, and as the mining industry on the moon became defunct, so did the Consortium, resulting in Qerr'malic's transition to a political structure more in-line with Qerrbalak and other Skrellian colonies.
 
=== Starry-Eyed Protostars ===
 
One of the "known" groups, this consultant agency focuses on celebrities within the Nralakk Federation, both cultural and scientific. While its actual name is Starry-Eyed Protostars, it is actually known by its acronym '''"SEP"''', which can be seen prominently displayed underneath a red nebula for its logo. Most Skrell who even take notice will only know of its logo and the group's association with celebrities, and newly-minted idols may hear rumours of a group that can help them reach the upper bounds of idol status when the Federation seems passive about their career. In reality, SEP works on behalf of the Federation government, being given responsibility for the management of idols that have just entered the scene but show promise. Idols that are considered unsuitable for direct interaction by the Federation are instead given to the agency to manage. The Federation's reasoning varies, from simply not believing them to be worth proper investment yet, to the idol having an unsteady footing that might result in their untimely fall from idol status.
 
Regardless of their reasons, the Federation uses SEP to prepare those they are unsure about, freeing up resources that the Government can put to better use with more established idols. The agency assists with managing social media accounts, organising events, and providing frequent in-depth analyses of how the idol is performing. Once the Federation believes they are ready, they will take over from SEP and continue moulding the idol to their standards, more willing to invest their time and resources into a project that has been set up for them.
 
The agency is also utilised for idol eliminations, where they're tasked with discretely destroying an idol's image when natural loss of fame or Federation intervention isn't possible, and making their fall from idol status seem like a natural turn of events.
 
== Unsanctioned Research ==
 
Research into certain fields within Federation space is either outright banned or strictly regulated by Federation authorities. The more notable examples are AI research and the research of autonomous machines as a whole, with the former being outright banned due to Glorsh-Omega, and the latter heavily monitored due to its closeness to AI research itself. Like anything that's prohibited, it did not take long for individuals or even teams of scientists to establish their own labs, conducting research outside the legal bounds of Federation law.
 
The Federation invests a lot of its resources into finding and dismantling these research labs throughout its territory, with the highest punishments being given out to those who are caught attempting to build their own Artificial Intelligence. Leniency is normally given for lesser offences, though, particularly for those whose research could be utilised by the Federation in countering potential threats. Although not public knowledge, these Skrell are basically given an exemption to conduct their research in a controlled environment. These cases are rare, however, and the advances made are utilised only as a tool to defend against these threats, rather than actually being used by the Federation itself. A good example of this approach would be the Federation's response to research done in fields such as weaponised diseases or chemicals, where the research teams are given the choice of imprisonment or working on projects that help protect the Federation from these types of attacks.
 
The Federation goes to great lengths to educate its populace on unsanctioned research and its dangers, with records of what each dismantled lab was working on being freely available and only lightly censored. Details regarding lab-related accidents or deaths are well reported as well, as a means to deter others from attempting the same work.
 
===Genetic Engineering===
 
One of the more commonly pursued forms of unsanctioned research, genetic engineering is a field that is highly regulated by the Nralakk Federation due to the [[Skrell_Ailments#X’Lu’oa_Disorder|X'Lu'oa]], the disorder present in most modern Skrell that has made the majority of the species infertile by the tyrant Glorsh-Omega. Because of the perceived dangers of genetic experimentation further exacerbating the disorder, any and all research into the field requires the Federation's strict oversight.
 
Either out of existential terror or through prideful desperation to become the one to discover a cure, Skrell scientists have been known to set up their own research facilities in search of a way to reverse the effects of the disorder. The pursuit of this cure results in many scientists adopting a "by any means necessary" philosophy regarding their work. Their methods tend to be rushed and the side effects not thoroughly researched before attempting trials. So far there has been no instance of unsanctioned research into this field leading to meaningful advances, and the Federation hands out punishments on par with those given for AI research to those caught performing genetic experiments on Skrell.


== Narcotics Production ==  
== Narcotics Production ==  


The narcotics industry within the Jargon Federation is a subtle enterprise. The production and distribution of these narcotics usually result in harsh punishments due to their illegality, however, demand still continues to exist and thus production of these narcotics remain. Whilst there are production sites within skrellian space, most stick to the fringes of the Traverse and in some cases even the human frontier, a tactic that has ensured that these criminal groups stay operational even with the Federation's crackdown on narcotics within its borders.
The narcotics industry within the Nralakk Federation is a subtle enterprise. The production and distribution of these narcotics usually result in harsh punishments due to their illegality, however, demand still continues to exist and thus production of these narcotics remains. Whilst there are production sites within Skrellian space, most stick to the fringes of the Traverse and in some cases even the human frontier, a tactic that has ensured that these criminal groups stay operational even with the Federation's crackdown on narcotics within its borders.


===Uoo’qui Xuqi (Recollection Pills)===
===Uoo’qui Xuqi (Recollection Pills)===
The base plant for Uoo’qui can be found within the swamps of Aweiji; a large nettle-like vine that produces bulbous flowers that can be refined into a powder and ingested. In its distilled form, usually a pill but can also be baked into food or mixed into drinks, the drug allows a Skrell to vividly relive past memories. The drug makes use of the Skrell’s developed Zona Bovinae to recreate memories, with all five senses having a part to play in the recreation. Users are known to prepare their immediate surroundings with music, aromas, or using old clothes or other memorabilia to help guide themselves to the memory they wish to relive. Scientists researching the drug hypothesise that Uoo’qui Xuqi makes the user relive their strongest memories, with most users experiencing memories of events that happened as recently as a few years ago if they do not make the appropriate preparations. It has also been noted by researchers that the drug has the user enter a comatose-like state as they do not appear in the Srom. The duration of the drug varies by user and dosage, but on average can last roughly six hours.
The base plant for Uoo’qui can be found within the swamps of Aweiji; a large nettle-like vine that produces bulbous flowers which can be refined into a powder and ingested. Typically taking the form of a pill, but can also be baked into food or mixed into drinks, the drug allows a Skrell to vividly relive past memories. The drug makes use of the Skrell’s developed Zona Bovinae to recreate memories, with all five senses having a part to play in the recreation. Users are known to prepare their immediate surroundings with music, aromas, or using old clothes or other memorabilia to help guide themselves to the memory they wish to relive. Scientists researching the drug hypothesise that Uoo’qui Xuqi makes the user relive their strongest memories, with most users experiencing memories of events that happened as recently as a few years ago if they do not make the appropriate preparations. It has also been noted by researchers that the drug has the user enter a comatose-like state as they do not appear in the Srom. The duration of the drug varies by user and dosage, but on average can last roughly six hours.


When the drug was first released, it caused a massive halt of operations across the Federation as Skrell were desperate to live out their memories from before Glorsh-Omega. The Jargon Government was quick to make the production and sale of the drug illegal, and although demand has died down since its initial release, the drug is still popular for the older generations of Skrell. Side effects include short-term memory loss, premature tear stains, head-tail shortening, and extended use can cause a brain-fog effect; usage of the drug over long periods of time has been noted to cause permanent memory issues for the user. Uoo’qui pills have a negligible effect on non-Skrell, with humans who tried the drug entering the coma-like state but otherwise being unable to recall anything when they awoke.
When the drug was first released, it caused a massive halt of operations across the Federation as Skrell were desperate to live out their memories from before Glorsh-Omega. The Federation government was quick to make the production and sale of the drug illegal, and although demand has died down since its initial release, the drug is still popular for the older generations of Skrell. Side effects include short-term memory loss, premature tear stains, head-tail shortening, and extended use can cause a brain-fog effect; usage of the drug over long periods of time has been noted to cause permanent memory issues for the user. Uoo’qui pills have a negligible effect on non-Skrell, with humans who tried the drug entering the coma-like state but otherwise being unable to recall anything when they awoke.
   
   
===Co’qnixq Wuxi (Co’qnixq Nootropics)===
===Co’qnixq Wuxi (Co’qnixq Nootropics)===
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===Xu’Xi Gas===
===Xu’Xi Gas===
Originating on Qerr’Malic, Xu’Xi Gas is a mild hallucinogenic that can be compared to drugs such as Wulumunusha. A product of the gas vents located in the deep trenches of the moon, Xu’Xi Gas use is a popular pastime for both locals and tourists, with most users experiencing a pleasant high along with colourful hallucinations. While its natural form is considered legal by the Federation, its refined variant, as well as synthetic analogues, are not. The refined version is highly addictive, while the synthetic analogue is noted to have a harsher hangover and a risk of death due to the varying production standards the criminal groups centred around its production have.
Originating on [[Qerr%27Malic|Qerr'Malic]], Xu’Xi Gas is a mild hallucinogenic that can be compared to drugs such as Wulumunusha. A product of the gas vents located in the deep trenches of the moon, Xu’Xi Gas use is a popular pastime for both locals and tourists, with most users experiencing a pleasant high along with colourful hallucinations. While its natural form is considered legal by the Federation, its refined variant, as well as synthetic analogues, are not. The refined version is highly addictive, while the synthetic analogue is noted to have a harsher hangover and a risk of death due to the varying production standards the criminal groups centred around its production have.
 
Xu’Xi Gas’ effects are the same for non-Skrell as they are for Skrell, which has increased its popularity with some individuals due to the exotic nature of the drug. The synthetic variant of the drug is typically what can be found outside of the Nralakk Federation, with the real refined version being rare and too expensive for most users to afford.
== Marauders ==
 
The Skrell term for pirates, smugglers and other naval-based criminal elements active within the Nralakk Federation.  Marauders, with the exception of the Ti’Rakqi, tend to operate within a few star systems and have a handful of ships under their banner. Just like other criminal groups, however, Marauders are known to create temporary alliances to better their chances if they find themselves with similar goals.
 
The Federation has not participated in a “true” war, with current veterans of the Qukala having little actual combat experience against an equal foe. With that said, the Qukala as an entity has centuries of experience with anti-piracy operations and asymmetrical warfare as a result of fighting these Marauder groups throughout the Traverse.
 
=== Ti'Rakqi ===
 
Ti'Rakqi, or '''"Free Smugglers"''', are the most long-lived, the largest, and the most notorious group of Marauders known throughout the Nralakk Federation. An exact date cannot be given, but it is believed this particular group of Marauders formed sometime after first contact with Humanity.
 
The Ti'Rakqi was formed through an alliance of Marauders that came to realise that a unified group, where multiple fleets answered to a central authority, would provide more stability and organisation compared to the constant breaking and reforming of alliances. To that end, the group is headed by the '''Star-Admiral''', a Skrell who assumes complete operational control over the entire organisation and ensures that the fleets of the Ti'Rakqi ultimately operate for the benefit of the group. Whether it be raw materials stolen from a shipping vessel, scavenging for pre-Glorsh era technology, or illegally importing goods from Human space without the bureaucracy and taxes tied to it, the Ti’Rakqi have cemented themselves as ''the'' black market for the majority of Skrellian space.
 
While deemed subversive and “dangerous” by the Nralakk Federation, the Ti’Rakqi are a largely peaceful mercantile faction of pirates and smugglers, who focus on exploiting the lucrative gap in the isolated and state-planned economy of the Nralakk Federation. Even the fleets under the Ti'Rakqi that focus on piracy or combat do so with caution to prevent excessive damage or death; the Free Smugglers as a whole do not practise methods that could lead to direct confrontation with authorities, or that could bring harm to civilian targets. The group instead prefers rapid “hit and run” tactics that allow them to take their target by surprise, steal anything of value, and leave before a battle can begin in earnest. With this said, the Ti’Rakqi are far from being pacifists and do not restrict themselves in a fight if fleeing isn't an option.
 
The Ti’Rakqi prefers a doctrine that focuses on light, fast ships that are able to flee combat and still have a large cargo capacity. While most of their ships are refitted civilian vessels, they are equipped with at least basic electronic warfare equipment and weaponry, allowing them to still be considered a threat to unprotected merchants or unaware Qukala patrols. Small support craft are even known to spoof their signature while staying outside of visible range during raids, giving a psychological edge for the rest of the ships that deters immediate confrontation by authorities.


Xu’Xi Gas’ effects are the same for non-Skrell as they are for Skrell, which has increased its popularity with some individuals due to the exotic nature of the drug. The synthetic variant of the drug is typically what can be found outside of the Jargon Federation, with the real refined version being rare and too expensive for most users to afford.
The reputation of the Ti’Raqki varies depending on who you ask; it can range from being seen as a group of subversive criminals, as is the case when asking someone in the inner systems what they think of the group, to useful, if irritating, facets of life by Skrell living in the Traverse - or alternatively, as bastions of freedom from an oppressive regime. While officially the Ti’Raqki is not tolerated by the administrators and directors of the Traverse, many recognise that the Ti’Raqki are simply a fact of life as a result of their entanglement with the local economy. The group is known to supply what a colony needs to uphold its obligations to the Federation in exchange for free passage or other services, and are even considered liberators by the more oppressed regions of the Traverse - a view propped up by the fact that these fringe systems tend to be ignored and left to their own devices by the Federation proper. Some planets, far from the eye of the Federation, are rumoured to even purely operate under Ti’Raqki authority. These planets keep their allegiances unknown, and are only referred to as “The Freed” when mentioned.  


= Marauders =
Those who are exiled or otherwise discharged from service by the Ti’Raqki are often supplied with false documents and transport to the fringes of the Traverse, allowing the former member to begin a new life outside of the Federation.
As one of the eldest civilizations spanning across thousands of star systems, it would be foolish to think the skrellian territories manage to stay free of criminals and illicit organizations. All across the territories, smuggling rings, extortion rackets, underground science labs, and organized crime can be found operating behind the scenes. The organization at its disposal a very large network of relations, complemented by several fragile alliances between various other established criminals throughout the Jargon Federation, which has pushed a reputation of them temporarily hiring anyone competent enough to fulfill their goals, wilfully or forcefully.  
   
   
== Ti'Rakqi ==
==== Home Base ====
Ti'Rakqi, or '''"Free Smugglers"''', are the oldest, largest, and most notorious group of Marauders known throughout the Jargon Federation. Initially founded over a century ago, shortly after the first contact with humanity, Ti'Raqki has continually expanded its operations throughout the skrellian frontier known as the Traverse. Whilst deemed "dangerous" by the Jargon Federation, the Ti'Rakqi are far from such. They instead facilitate smuggling both internally and outside of the Jargon Federation, operating similarly as a "Black Market Operator".
 
Ippitaq’wesi or '''"The Secret City"''' is considered the headquarters of the Ti'Rakqi. Located within an asteroid somewhere deep in the Traverse, its name is taken from the fact that its location is unknown by most - even within the Ti’Rakqi itself - and is kept hidden through the use of equipment that masks artificial signals generated by the inhabitants and machinery of the asteroid.  


They are largely a peaceful mercantile faction that has simply found a rather lucrative gap in the economy, which has utilized advanced technology to mask their radio signals, radar positions, and faster-than-light wake. Smaller ships operating for the faction are known to embolden their radar signature, reporting themselves exponentially larger in order to deter intervention from official, and non-official, authorities across the Orion Spur.
Ippitaq’wesi was established early on in the organisation's history as a storage depot for the Ti’Raqki’s initial primary source of income: the market for technology recovered from the Era of Synthetic Oppression. This market is slowly shrinking as time goes on as pre-Glorsh era technology is seized, considered “dangerous” and cordoned off by Federation authorities, or otherwise lost to the ravages of time. This has forced the Ti’Raqki to divest its interests across many other ventures to prop itself up, and has led to Ippitaq’wesi today becoming a more generalised hub for the Ti’Raqki economy.  
The Ti'Rakqi operate primarily inside the Jargon Federation but sometimes venture out to the greater Orion Spur before returning to their base-of-operations that remains unknown; only the Captain of the spacecraft being privy to the details of their base of operations. They have slowly begun expanding their influence throughout the fringes of the Jargon Federation, most notably the Estuaries.


Those that have been either exiled or discharged by the Ti'Raqki are often supplied with false documents, which in turn can be used to start a new life outside of the Jargon Federation.  
The city itself has a large labour force, consisting of civilians from planets affiliated with the Ti’Raqki whose abilities were better utilised outside of smuggling or raiding. These civilians produce a wide range of goods that the Ti’Rakqi sell both within the Federation and abroad, although the volume and quality of these goods alone typically aren’t enough to cover the costs of maintaining such a massive organisation by itself. Those that aren't put to work producing goods may often find themselves working regular types of jobs; physicians, engineers, or even security details to ensure that those surviving on the asteroid can live in relative comfort. Life on the asteroid functions independently of the greater Orion Spur, with the only true worry for most being if their operations will cover the maintenance of their home for the month.
 
The Star-Admiral keeps a rather short list of those authorized to know its location - mostly captains of the fleets or single ships who have proven their loyalty. Additionally, those entrusted with its location are kept on a short leash, and those in the upper echelon of the Ti’Raqki have psionically-linked killswitches that trigger under specific circumstances. If these Captains were to write down or speak the location of the Secret City, defect, or otherwise betray the Ti’Rakqi, it would trigger the device.
   
   
=== Home Base ===
==== Culture and Lifestyle ====
Ippitaq or '''"Hidden City"''' is, by all means, considered the Headquarters of the Ti'Rakqi. Its name is token to the fact that its location is unknown and kept hidden by the usage of various machinery that is meant to dim or even completely cease all electromagnetic interference generated by the inhabitants of the asteroid.


Ippitaq currently functions as the main proponent of the Ti’Raqki economy, mostly built up out of technology scrapped from the Era of Synthetic Oppression. Despite the age of the machine capital, it generally manages to produce enough goods (supplemented by industrial workers) to sell to its customers nestled amongst the stars. Those that aren't put to work producing goods may often find themselves working regular types of jobs; physicians, engineers, or even security details to ensure that those surviving on the asteroid can live in relative comfort. Life on Ippitaq functions independently of the greater Orion Spur, yet the only true worry is if their operations will cover this month's maintenance fee.
Day-to-day life in the Ti’Raqki varies heavily depending on spacecraft, career choice, and location, but there are several experiences that some may have in common. The ship quarters are known by many as “coffins” due to the small sleeping area allocated for low-ranking members, which resembles that of a casket. Recreational activities provided by the ship are limited to small holodecks, for the most part, leading to many crewmembers relying on personal electronic devices or simple psionic games to pass the time. These vessels are considered a “home-away-from-home” for many members of the Ti’Raqki, and the ship's interior will usually reflect that as sections are dedicated to makeshift amenities and facilities for the crew where space allows. The result is an amalgamation of professional Federation ship design and improvised facilities reminiscent of [[Generation_Fleets|generation ships]] found post-Glorsh. Vessels seized by Federation authorities reveal that although not sophisticated, some of these ships do have facilities dedicated to food growing or proper cooking and cleaning, and the more affluent ships even have their own workshops for maintenance or even the home production of vessel-unique equipment, resulting in most ships being capable of long-term habitation and partial self-sufficiency where they originally were not.


The Star-Admiral keeps a rather short list of those authorized to know its location— mostly Captains of the fleets. Additionally, those entrusted of its location are kept on a short leash, and those in the upper echelon of the Ti’Raqki have psionically-linked explosive devices that trigger upon specific circumstances implanted. One such circumstance is speaking or writing the location of Ippitaq. Others typically include disobedience and possible defection.  
Most fleets stick to a meritocratic approach when it comes to the organisation and operation of spacecraft, with the only true constant being that the crew are encouraged to perform their best at all times; those that do not, or show behaviour “unbecoming” of a member of the Ti’Rakqi, are usually made examples of, which can lead to detention or even exile in the worst cases. While the captain of a vessel has executive control of the ship, due to the ship being considered a second home for the crew many of the internal affairs of the ship are decided by a council of officers and leaders of interest groups within the rank-and-file. Promotion of the lower ranks, duty assignment, and low-level punishments are decided by the council, with the Captain usually only having the privilege of observing unless a decision can’t be made or if it’s deemed a Captain-level issue. For example, the Captain has the final say in the matter when it comes to external issues such as combat or negotiations, but role assignments and recruitment are done through interviews and tests administered by the ship council.


Some say that the “Hidden City” includes a number of data-caches located on the surrounding unremarkable asteroids, and by connecting to them, coordinates are able to accessed and the entire network of Ti’Rakqi safehouses, fleets, and treasures are subsequently revealed.  
Despite what may appear to be ideal conditions discussed above, the model Ti’Rakqi ship has an underclass of the overworked and typically ill-treated rank known as the “Lu'fup”, or Void Private. The rank is given to fresh recruits and acts as a test itself for prospective crewmembers. A Lu’fup will be given cramped conditions, usually a barracks made from a decommissioned shuttlecraft in the ship hangar - or in the case of smaller vessels a cargo container in the hold. The meritocracy of a Ti’Raqki ship still applies to the Lu’fup, however, with those who can withstand their poor conditions being capable of advancing in rank and all the privileges that brings.
   
   
=== Culture ===
==== Rankings and Organisation ====
Day-to-day life in the Ti’Raqki heavily varies depending on spacecraft, career choice, and even location, but there are several experiences that some may have in common. Barracks, and even smaller dormitories, are known by many as “coffins” due to the small sleeping area allocated, resembling that of a casket, alongside recreational activities usually being limited to holodecks or simple psionic games.  
 
The organisation of the Ti’Raqki as a whole is more authoritarian in comparison to how its ships are organised, with a strict military-based hierarchy as opposed to the more democratic vessel hierarchy or what is used to govern the Nralakk Federation. The Ti’Raqki has an absolute head, titled the Star-Admiral, who serves for life unless ousted and replaced. To become the Star-Admiral, an heir-apparent must be selected by the previous Star-Admiral and accepted through a vote by the highest-ranking fleet commanders of the Ti’Raqki - usually a Star-Captain or a highly decorated Star-Lieutenant.
 
On the fleet level, the organisation, reputation, and goals of the Ti’Rakqi can vary; the fleets can range from loose confederations of smaller fleets, to dozens of spacecraft escorting and using the flagship as a mobile base of operations. One fleet could focus entirely on trading and smuggling, while another is more concerned with piracy or martial affairs. One fleet could be known for offering its services to other groups, and another could have a reputation for reneging on deals with non-Ti'Rakqi vessels. This variance results in interactions with the Ti’Rakqi differing wildly depending on who you come across.
 
===== Qu'vridaq-Ti'Rakqi =====
 
When formed or upon joining the Ti'Rakqi, fleets are expected to draft a formal code of conduct that codifies the rules and regulations that the fleet should follow internally. Combined with the mandate provided by the Star-Admiral, this creates the '''"Qu'vridaq-Ti'Rakqi"''', loosely translated as '''"The Star Accords of the Free Smugglers'''". The accords are the closest to a form of law that a fleet will possess, and keeps the fleet from straying too far from its objectives or allowing unfair treatment of its crew. While the mandate covers what a fleet should or shouldn't be doing, as laid out by the Star-Admiral, the code of conduct is a unanimously agreed-upon set of laws specific to that fleet that 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 - or even exile from the Ti'Rakqi.  It is expected that punishment is handled internally, but if egregious enough - such as a large swathe of a fleet deciding to mutiny - the Star-Admiral may give the order for all fleets affiliated with the Ti'Rakqi to hunt down the offenders.


Most fleets stick to a meritocratic approach when it comes to defining whether those working in the Ti’Raqki have what it takes to be useful aboard the smuggler spacecraft. It is encouraged to perform your best at all times; those that do not are usually made examples, sometimes resulting in their detention or even being exiled to the depths of the voids they traverse. Roles aboard the vessels are usually selected through a combination of interviews, experience, and negotiations.  
The accords dictate laws, such as property rights and crew payment, while also providing what is essentially the fleet's standard operating procedure for their mandate. These laws are not set in stone, however, and the accords will regularly be amended as mandates change or other circumstances arise.


The Ti’Raqki opiates on a titular hierarchy and is considered extremely far from what is used to govern the Jargon Federation. Acting similar to that of a military operation, the smuggling operation is "governed" or "lead" by a singular entity known as the Star-Admiral. In order for one to be declared the Star-Admiral, they must have been selected as Heir-Apparent by the previous reigning Star-Admiral before their death; however, there are circumstances where Star-Admirals can be ousted from their positions, and instead replaced.
=====Lu’fup (Void-Private)=====  
 
Officially, the Sector Administrators of the Traverse outwardly display an “intolerance” towards the Ti’Raqki, even vowing to dedicate a sizeable portion of their resources in order to stop their “unlawful” and “immoral” operations. Unofficially, many holding out in the Traverse recognize the Ti’Raqki as merely a way of life, or even liberators to some, due to their entanglement that has supplemented the local sector economy. This view is usually propped up by the fact the inner-sectors often abuse their position as suppliers in turn for political capital— those not caving in to their abuse usually being booted from office for failing to satisfy the consumer needs of the colony they represent. Some planets, far enough from the clutches of the Jargon Federation, purely operate beneath the Ti’Raqki and shun the Federation— they are often referred to as “The Freed”.
This is the lowest rank in the faction, comprised of newer recruits or those that have been demoted. The Void-Privates do not have many privileges provided to them, are often crammed into shuttlecraft instead of proper quarters, given the worst rations, and are only given limited access to showers or other facilities. Generally speaking, the Void-Privates of a Ti’Rakqi vessel are given menial jobs that do not require much pre-existing knowledge, with those that withstand the initial weeks usually picking a profession and being assigned to a higher-ranking member of the crew as an apprentice. The two exceptions to this are the role of gunnery operator, the role responsible for the operation of the ship’s offensive weapons, and the armourers, the role responsible for the maintenance and handling of personal weapons. Both of these roles are restricted to those who advance in rank to prevent a mutiny by disgruntled Void-Privates.
 
=== Rankings ===
The role is seen as a “trial” rank that will quickly separate those who are worthy of becoming proper crew from the unworthy, with those being considered “unworthy” being dropped off at the nearest port to make room for more recruits. Interestingly, it seems that Skrell identified as Listeners move up faster than their Receiver contemporaries - although this preference doesn't prevent a Receiver from advancing in rank.  
=====Qu’fup (Star Private)=====  
This is the lowest section in the faction, comprised of newer recruits or those that have been demoted. The Qu’fup do not have many privileges across the fleets and are often crammed into barracks aboard detachable shuttles instead of proper quarters and are heavily “discouraged” from using any of the recreation facilities around the fleet. Interestingly, it seems that any Listeners that have been identified in the Qu’fup move up faster than their Receiver contemporaries.  


'''The Trial of the Private''' - To escape the lowest rank, a Skrell must declare their intent to move up the rankings, and then, if the group of Qu’oot they work most closely with believes that the Qu’fup is competent, they will organize a trial for them. The trial changes drastically based on the Qu’fup’s role in the fleet. An engineer would get a different trial than that of a Pilot, but, generally, each trial is constructed carefully in order to be fair.
'''The Trial of the Private''' - To escape the lowest rank, a Skrell must declare their intent to move up the rankings, and then, if the group of Ensigns they work most closely with believes that they are competent, they will organize a trial for them. The trial changes drastically based on the Private's intended role in the fleet. An engineer would get a different trial than that of a navigator, but generally, each trial is constructed carefully in order to be fair. The ship council administers the trial and if successful, the Private is promoted and quickly moved out of their old quarters and into a much comfier dormitory.  
   
   
=====Qu’oot (Star-Ensign)=====
=====Qu’oot (Star-Ensign)=====
The considered more-experienced of the newer recruits, the Qu’oot are one of the most populated ranks throughout the entirety of the Ti’Raqki and receives a greater quality of living to that of the Qu’fup, usually enjoying a smaller bunk as well as easier access to recreational activities that any particular fleet can provide.


'''The Test of the Ensign''' - The trial undertaken by the Qu’oot is far different to that of the Qu’fup. The Trial can only be invoked if the Qu’oot initiating it can succeed in three fights against their fellow Qu’oots; one of body and one of mind. The loss of even one challenge immediately disqualifies them from promotion to that of Lu’oot. Even the nature of the promotion has some social impact as well. If a Qu’oot is constantly being challenged and consistently losing, they begin to lose reputation until they make a visible effort to shape up; should they fail, they’ll eventually be demoted or even exiled.
The rank-and-file of any given Ti’Rakqi vessel, Star-Ensigns are one of the most populated ranks throughout the entirety of the Ti’Raqki, and receive a greater quality of living compared to that of a Void-Private. This usually comes in the form of a small bunk in the crew barracks as well as easier access to recreational activities that the fleet provides. When promoted, an Ensign will have unlimited access to facilities such as the kitchen, which is likely to be the first destination for those who were just promoted.
 
Star-Ensigns are more specialised in their role on the ship compared to Void-Privates, having specific duties that they’re expected to perform to the standards set by the ship’s Captain and their officers. The roles are organised into broad assignments, which can vary in scope depending on ship. The more senior crew tend to be specialised for a specific task for their role, and will often take up a position similar in authority to a middle manager:
 
'''"Engineer'''" - Responsible for the maintenance of the ship itself and its systems. More senior engineers will specialise in specific systems such as weapons, propulsion, or electronics, and will attempt to fine-tune these areas of the ship when able to better fit the capabilities of the ship and crew. A ship that consistently has a full cargo hold may have an engineer who focuses their efforts on modifying the ship's propulsion system for greater output to compensate.
 
'''"Surgeon'''" - As the Ti’Rakqi rarely have access to proper medical facilities outside of Ippitaq’wesi, the ship surgeons are responsible for ensuring at the very least a crewmember does not die, and are expected to know basic medical knowledge and how to treat common wounds and ailments. Senior surgeons tend to be those with an actual medical background, and will be fast-tracked from the lower ranks due to the demand for actual medical Doctors. Some Ti’Rakqi vessels are known to pay well-performing crewmembers to go abroad to study medicine if they show promise as a ship surgeon.
 
'''"Navigator'''" - Responsible for flying and navigating the ship. Senior navigators are in charge of using the ship's electronic warfare suite, as well as plotting routes through more dangerous regions of space such as military cordons or hostile territory.
 
'''"Gunnery Operator'''" - Responsible for the operation of the ship’s offensive weaponry, the gunnery operator is a role that’s only available once a crewmate has reached the rank of Star-Ensign. Senior gunnery operators will act as commanders during a battle, coordinating with the other weapon teams to increase the effectiveness of a salvo, as well as being in charge of defending the ship if boarded.
 
'''"Armourer'''" - The armourer is responsible for the storage and maintenance of personal weapons aboard the ship, and handing them out along with miscellaneous equipment when a raid or boarding action is being organised. Senior armourers will act as quartermasters alongside senior cooks for the ship, taking stock of what’s aboard and advising the officers and Captain of the ship on what’s needed the next time they make port. On vessels that have their own workshops, the armourers are also responsible for the production of in-house equipment or modifications to pre-existing equipment, such as weapons, armour, or specialised gear for a specific raiding target.
 
'''"Cook'''" - Although not particularly important to the day-to-day operation of the ship, cooks are in practice one of the more influential crewmembers of a Ti’Rakqi vessel. They are responsible for providing a varied and at least somewhat healthy diet for the rest of the crew, and a good cook is well-protected by their crewmates - both from external threats and from other crewmates that may have a grudge. Senior cooks work in conjunction with armourers as quartermasters for the ship, sharing the responsibility of stock-taking and ordering supplies.
 
'''The Test of the Ensign''' - The trial undertaken by the Star-Ensign is far different to that of the Void-Private. The Trial can only be invoked if the Ensign initiating it can succeed in three fights against their fellow Ensigns; with the fights either being physical, known as the "fight of the body", or psionic, known as the "fight of the mind". The loss of even one challenge immediately disqualifies them from promotion to Star-Lieutenant. Even the nature of the promotion has some social impact as well. If a Star-Ensign is constantly being challenged and consistently losing, they begin to lose reputation until they make a visible effort to shape up; should they fail, they’ll eventually be demoted or even exiled.
   
   
=====Lu’oot (Star-Lieutenant)=====
=====Qu’qrot (Star-Lieutenant)=====
One of the highest roles offered in the Ti’Raqki, the Lu’oot are the leaders and masterminds behind the organization. They reside in their own private quarters and are typically assigned their own spacecraft, which they will operate under the banner of the Ti’Raqki. Despite the political structure of the Ti’Raqki heavily relying on a meritocratic system, the Lu’oot requires a combination of both age and experience. Younger Lu’oot will be given command positions, akin to Heads of a Department, whilst the older Lu’oot will have the entire command of a specific vessel, akin to that of a Captain.  
 
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. While not always, a Star-Lieutenant will usually have a senior role aboard the ship, and by being a Star-Lieutenant they take on the extra responsibility of being a head of staff for that area of the ship’s operation. The role requires a combination of age and experience, with the younger and less experienced Star-Lieutenants typically working under senior Star-Lieutenants until they reach that point. If not responsible for any specific department of the ship, a Qu’qrot will be given the responsibility of personally leading raids or boarding actions.
 
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.
   
   
'''The Trial of the Abyss''' - The Abyss Trial can be invoked at any time from any Lu’oot. The Trial is extremely simple, and that is to beat the Star-Admiral in either a challenge of the mind or that of the body. The Challenger gets to choose between whether it will be Physical or Mental, and if the Lu’oot wins, they become the Lu’Vru’qos, if they lose, they are demoted back to Qu’fup. Due to the respect given to the Star-Admiral, it is hard to get promoted again, since initiating the trial implies you think their way of commanding isn’t good enough. So far, only five Abyss Trials have been held. Each time the Star-Admiral was declared victorious, except for that of the battle between Xioshi and his predecessor.  
'''The Trial of Authority''' - The Authority Trial can be invoked at any time by any Star-Lieutenant. The Trial is extremely simple, and that is to beat an existing Star-Captain in a single challenge of the mind or of the body. The challenger gets to choose between whether it will be physical or mental, and if the Star-Lieutenant wins, they become a Star-Captain. If they lose, however, they are demoted back to Void-Private. It is hard to get promoted again since initiating the trial is considered an implication of your belief that the Star-Captains’ way of commanding isn’t good enough, and a disregard for the respect of the rank. If the challenger succeeds, they are given command of their own ship, or if already commanding their own ship they will be given a new vessel deemed more appropriate for the rank.
 
=====Lu’Vru’qos (Star-Captain)=====
 
The rank of Star-Captain is seen as the highest 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.
 
Junior Captains will command just one ship, adjusting to their new role and responsibilities - both to the ship and to the Ti’Rakqi itself. As a Star-Captain gains more experience they may be appointed their own fleet to manage, and outside of a broad mandate provided by the Star-Admiral themselves the Captain will have free reign to operate as they see fit. Star-Captains are also provided with the location of Ippitaq’wesi upon promotion, along with the implanted killswitch that prevents them from betraying the Ti’Rakqi or the location of their home base before dying.
 
'''The Trial of The Abyss''' - The Abyss trial is the Ti’Rakqi’s codified method of deposing a Star-Admiral who has shown ineffective leadership or is otherwise seen as unworthy of the position by a Star-Captain. As with the Authority trial it can either be a trial of the body or a trial of the mind, but unlike previous challenges, this trial results in a permanent demotion and assignment to Ippitaq’wesi as punishment for doubting the leadership of the Admiral. To date, only five Abyss trials have been initiated, with the only successful Abyss trial being Xioshi’s against their predecessor.
   
   
=====Lu’Vru’qos (Star Admiral)=====
=====Qu’Vru’qos (Star Admiral)=====
The Rank of the Leader of the Ti’Raqki. They have complete authority and expect unwavering loyalty to the organization. The Star-Admiral is appointed typically after the death of the previous Star-Admiral, but specific circumstances (such as invoking the Abyss Trial) can circumvent this tradition. The current presiding Star-Admiral is simply known as Xioshi.  
 
The rank of the leader of the Ti’Raqki. They have complete authority and expect unwavering loyalty to the organization. The Star-Admiral is appointed typically after the death of the previous Star-Admiral, but specific circumstances, such as invoking the Abyss Trial, can circumvent this tradition. The current presiding Star-Admiral is simply known as Xioshi.
 
The rank is a very hands-off position in comparison to the other ranks, with the responsibilities mostly relating to providing mandates to fleets and ensuring the continued success of the Ti’Raqki. With every new fleet that is established or that joins the Ti'Rakqi, its leader is given the privilege of meeting the current Star-Admiral face-to-face. This meeting is private, and not much is known outside of the Star Admiral congratulating them and giving them their mandate. The mandate depends on what the Ti’Rakqi requires, and is essentially a broad order for the fleet to operate with a certain goal in mind.  
   
   
======Xioshi, Lu’Vru’qos of the Ti’Raqki======
=====Xioshi, Current Qu’Vru’qos of the Ti’Raqki=====
A very psionically powerful Listener and tactical genius by skrellian standards, they managed to climb the ranks most in part to their profound psionic abilities— rumors perpetuate that presence can be felt across an entire star system. It is unknown where they hail from, many assuming their origin is somewhere in the expanse of the Traverse.  
 
A comparatively psionically powerful Listener and tactical genius by Skrellian standards, Xioshi managed to climb the ranks solely through the use of their psionic abilities, completing every trial through a test of the mind.
 
As an ambitious Star-Lieutenant, they achieved resounding success through several operations as a ship captain, and reportedly became a Star-Captain much faster than what was considered typical at the time. While initially their psionics carried them through the ranks, it wasn’t until they completed the operation that gave them their own fleet, the Kaz-qi’Thum, that Xioshi’s tactical prowess was unveiled.
 
Their reputation and abilities eventually culminated in their invocation of the Abyss trial, where they were able to best their predecessor and ultimately rose to the rank of Star-Admiral. The story of their rise to power, combined with their stellar reputation both before and during their thirty-year tenure as Star-Admiral has secured their reign over the Ti’Rakqi.
 
====Notable Fleets====
=====Kax-qi'Thum=====
 
Kax-qi'Thum, or when loosely translated '''"Iron Cannons"''', is a fleet headed by two massive Planaq carriers, and is the main display of power projection for the Ti’Raqki operation. The twin ships both have a complement of Ayoni escort craft, which act as the fleet's backbone while being supplemented by the usual retrofitted civilian craft the Ti'Rakqi employ.
 
The Kax-qi’Thum formed after its military vessels were stolen from an asteroid used by the Federation as a 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 Planaq spacecraft and had their engineers perform the most basic work required to get them flight-worthy. Combined with a feint action by the rest of Xioshi’s fleet that distracted the local Qukala force, the two ships and their complement of Ayoni escorts were safely brought to a friendly port where proper maintenance could be conducted. This operation ultimately led to Xioshi pushing for their promotion to Star-Captain, and when promoted their fleet was given the military vessels as a reward. Although largely suppressed by Federation media, the Federation did respond with tighter security measures that have made it much harder for the Ti’Rakqi to even operate near the region.
 
The two ships are largely outdated compared to what the Qukala currently uses, and are not themselves considered a major threat by the Federation. That said, the Kax-qi’Thum is still considered a threat to any merchant or hostile Marauder unlucky enough to come across it. The fleet mostly acts as a deterrent to any small Qukala patrols or opposing Marauder fleets that threaten Ti’Raqki operations in an area, with the regular upgrades that Xioshi puts the two ships under keeping them competitive.
 
The Skrell aboard these twin sister ships have become to recognize one another as Qu'Draa, or even Qrra'Myaqq, as a result of the considerably long history involving both ships. The battles the two have survived, both from the Nralakk Federation and other Marauder groups, have left many scars on both their hulls and the surviving crew.
 
=====Diingi'Lumiik=====
 
Diingi'Lumiik, or when translated '''"Harbingers of the Void"''', consists mostly of retrofitted civilian spacecraft, but with the addition of three additional Qaqii spacecraft that 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.  


Whilst initially it was his psionics that allowed him to slowly begin to climb the ranks, it wasn’t until he was promoted to a commanding position aboard the Kaz-qi’Thum that his tactical prowess was unveiled. Several operations had ended in a resounding success solely based on the efforts of the ambitious Lu’oot.  
The Diingi'Lumiik is considered the most hawkish amongst the other fleets within the Ti'Raqki; while the Kax-qi’Thum acts as a deterrent, the Diingi’Lumiik is the actual fighting force of the Ti’Raqki. The fleet considers the Deadspace Spine to be its main area of operations, but its mandate requires it to protect Ti’Raqki assets and affiliated planets across the Traverse, forcing the fleet to currently be split into groups of varying sizes. Because of its mandate, the fleet is more welcoming of newcomers into the Ti’Raqki, seeing them as potential recruits to pad out its thinly-stretched numbers.


His reputation far superseded that of other Lu’oots, and eventually culminated in his invocation of the Abyss Trial, whereby he bested his predecessor and ultimately rose to that of the Lu’Vru’qos. A combination of his powerful psionics, a stellar reputation, and his tactical abilities is what has secured his reign for almost thirty years.  
The Skrell aboard the trio of Qaqii vessels see one another as friendly rivals, always doing their best to outdo one another. Whilst this has worked out favourably many times in the past, the rivalry does mean that the three vessels are always in need of repairs after their latest attempt to one-up one of the other ships, further delaying the fleet in seeing these three vessels becoming fully functional. The rivalry has also promoted an intense personality amongst their crew, causing the three ships to be separated along with the rest of the fleet to prevent escalation and the potential destruction of one or all three of the 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.
   
   
===Notable Fleets===
===== Tana’raq’iq =====
====Kax-qi'Thum====
 
Loosely translated to '''“Scavengers”''', the Tana’raq’iq is unique in that it is not a singular fleet, but a loose confederation of fleets that share a similar philosophy and preferred tactics to achieve their goals. These fleets usually engage in smuggling operations, minor piracy, and reportedly have ties to scrapper groups within the [[Tri-Qyu]] system. The loose confederation, while initially seen as a break in tradition by the rest of the Ti’Rakqi, is now seen as a blessing; the decentralised nature of the fleet has allowed it to have a wider area of operations when compared to other fleets, while still being organised enough to bring in more income for the Ti’Rakqi than any of the fleets could bring in alone.
 
The Skrell active in the Tana’raq’iq are considered the “wildcards” of the Ti’Rakqi. The broad activities of the fleet combined with the daredevil escapades of some of its individual fleets close to the inner systems, including unprovoked clashes with Qukala forces, have given the fleet a reputation of being unpredictable. When another fleet of the Ti’Rakqi interacts with the Tana’raq’iq, it is said that the crews should prepare for both a fight and a party.
 
The Tana’raq’iq do have two main areas where they operate despite their decentralised nature: to the northeast, near [[Xrim]] and towards [[Hieroaetheria]], and to the southeast, towards [[Empire_of_Dominia|The Empire of Dominia]] and the [[Izweski Nation|Izweski Hegemony]].
 
Those who base themselves closer to the southeastern borders of the Nralakk Federation are known to frequently cooperate with their Unathi peers. While they are willing to trade with most in the area as long as there is a benefit to it, these Marauders have found themselves cooperating closely with [[Unathi Piracy#Kazu's Techraiders|Kazu's Techraiders]] in particular.
 
The two groups trade regular goods when beneficial, but the relationship is mostly characterised by its cooperative aspects; the Tana’raq’iq are known to provide their own vessels for Techraider missions within Federation space, while the Techraiders provide manpower for Skrell smuggling operations outside of Federation space, along with importing essential goods for the Tana’raq’iq to smuggle into the Federation proper. The Techraiders, being mostly interested in 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 likewise invested in continuing this relationship as Techraider support provides them with easy access to markets outside of the Federation. This relationship seems to be unstrained by the Techraider’s kidnapping of Skrellian scientists; while unsavoury, these kidnappings do not technically go against the mandate that disallows them from harming civilians in any capacity - an order that while not justified by the Star Admiral, is generally considered to be a wise decision, as the nature of the fleet requires additional checks and balances to prevent rogue elements from acting against the interests of the Ti'Rakqi.


Kax-qi'Thum, or when loosely translated '''"Iron Cannons"''', are two massive Planoq-Class spacecraft that have become the flagships of the entire operation of the Ti'Raqki. Typically, they are escorted by approximately twelve to fifteen Ayoni-Class spacecraft, who have the sole objective to ensure the protection of the Kax-qi'Thum and their cargo. It is not uncommon for these Ayoni-Class fleets to splinter and encounter various elements throughout the universe.
In comparison, the relationship between the Tana’raq’iq and the Unathi pirate group [[Unathi Piracy#Hiskyn's Revanchists|Hiskyn's Revanchists]] is described as cold at best; the Marauders of the Tana’raq’iq have near-unanimously agreed to not interact with the Revanchists in any way due to their ‘morally bankrupt’ methods of achieving their objectives, which include supporting synthetic groups when it comes to fighting Dominia. With this said, due to the decentralised nature of the Tana’raq’iq, some vessels have been known to cooperate with the Revanchists when their agendas align. Regardless, the Revanchists are known to target Tana’raq’iq vessels, believing these Skrell to be too weak to do what it takes to complete their objectives.


The Skrell aboard these twin sister ships have become to recognize one another as Qu'Draa, or even Qrra'Myaqq, mostly in part to the considerably long history involving both the behemoths. The battles the two have survived, both from the Jargon Federation and other malevolent entities lurking deep inside the voids of the Orion Spur, have left many scars on both their hulls and the surviving crew.  
To the northeastern borders of the Nralakk Federation, the Tana’raq’iq mostly focuses on piracy, stealing from Federation merchant vessels and discretely selling the cargo on Epsilon Ursea Minoris. While the Commonwealth of Hieroaetheria and the Federation cooperate to prevent these events from occurring, the Tana’raq’iq in the region have plenty of “clean” ships that they provide with false documentation, allowing for seemingly legal trade within Hieroaetherian space and making their capture that much harder for the authorities.  


====Diingi'Lumiik====
Deeper within Federation territory, closer to Xrim, the Tana’raq’iq primarily focus on recruitment. Using the fact that the region is mostly left alone by the greater Federation, the affiliated vessels here will use the fleet's assets to recruit for themselves - and to a lesser extent the rest of the Ti’Rakqi. While rumours are rampant about Dionae joining the Ti'Rakqi, particularly Shrkh wishing to flee persecution on Xrim, there has so far been no evidence that proves the rumours to be true.


Diingi'Lumiik, or when loosely translated '''"Harbingers of the Void"''', are three monumental Qaqii-Class spacecraft that have managed to instill fear across the entirety of the Jargon Federation. Designed and subsequently outfitted with technology meant to destroy any ability to retaliate against these dreadnoughts, the Diingi'Lumiik is considered the hub of tacticians amongst the other fleets operated by the Ti'Raqki, and has the ability to produce additional corvettes— thanks to the Skrell implementing shipbuilding abilities into the Qaqii-Class vessels. The fleet notably acts as protectors of the Ti'Raqki assets, including planets that choose to pledge unwavering loyalty to the mercantile group.
===== Veq’Luuq =====


The Skrell aboard the triplets come to see one another as friendly rivals, always doing their best to "outdo" one another. Whilst this has worked out favorably numerous times in the heat of the moment, this has lead to a rather intense personality developing among those that choose to call triplets "home". The fleet has witnessed many interstellar battles leading to many a Skrell referring to themselves as "hardened veterans" of the Orion Spur.
The Veq’Luuq, or the '''“Void Hunters”''', is a fleet similar to the Tana’raq’iq in that it is in practice a loose confederation of large, independently acting vessels. These ships are solely commanded by experienced Star-Captains, and have a higher than average number of Void-Privates due to the fleet's reputation of being the best opportunity to get fast-tracked to Star-Ensign.
 
==== Tana’raq’iq ====
The captains of the Veq’Luuq have the primary goal of probing uncharted regions of space, while secondarily hunting dangerous xenofauna so that they can provide a stable source of income for the Ti’Rakqi. It is largely unknown to what end they are exploring uncharted space, but it is believed that the Star Admiral may have plans to expand Ti’Rakqi operations, or to prepare for the eventual expansion of the Nralakk Federation. Outside of this, the Veq’Luuq has the unique freedom of operating as they see fit because of the distances that normally separate them from the rest of the Ti'Rakqi. The Captains are allowed to pursue their mandate or their own personal goals how they please, where they please, so long as they still follow the Star Admiral’s original orders and uphold their obligations to the Ti'Rakqi.  
Tana’raq’iq, or when loosely translated '''“Scavengers”''', aren’t a singular fleet, but in reality dozens or even hundreds. They’re quick to operate and aren’t contained to any one particular class of spacecraft. These fleets usually engage in small smuggling operations or even minor piracy. They have begun to become somewhat of a blessing in disguise, regularly breaking the perimeter into the inner-sectors to get what they can before returning back to the hub of the Ti’Raqki, asserting their defiance of the Jargon Federation.  
 
It is expected of the Captains of the Veq’Luuq to return to port on a regular basis, giving intelligence as well as their tribute to the Ti’Rakqi in exchange for repairs, upgrades, equipment, and additional crew at a fraction of what it would normally cost as members of any other fleet. It is also expected that a third of their Ensigns who were promoted during their voyage be discharged and allowed to join more standard Ti’Rakqi fleets, to be replaced with fresh recruits.  
==== Trade ====
 
The Ti’Raqki economy is diversified across many illegal ventures, but the main source of their income is the smuggling of goods across the Nralakk Federation. A large portion of their operations is dedicated to selling goods to the Traverse, allowing the Traverse to be less reliant on the inner sectors. While this relationship required a hefty sqiip sum, the recent economic collapse and the phoron shortage has forced the Ti’Rakqi to allow bartering with their long-term clients, while giving discounts to the more disadvantaged groups across the Traverse. Detractors within the group comment on the short-term ramifications of this, but Xioshi is adamant that the benefits this will bring will outweigh the initial costs in the long term.


Skrell active these fleets can be defined as the “wildcards” of the Ti’Raqki fleets, often due to their escapades which can involve anything from smuggling people out of the Jargon Federation, to launching an all-out ambush on the Lukala patrolling the borders. One never knows what to expect from the Tana’raq’iq.
The internal economy is barter-based, with goods and services being exchanged between fleets rather than the exchange of money. The Star-Admiral entrusts the fleets to handle these affairs, only getting involved if needed to settle a dispute between two fleets. This system is supplemented by Ippitaq’wesi’s own industrial sector, which can produce goods that are either rationed out to the fleets, or packaged and sold in the Traverse as a low-cost alternative to what is usually provided by the inner systems.


The Star-Admiral has only one enforced rule for the Captain of these fleets: the capturing of Skrell is strictly forbidden. It is unknown why the Star-Admiral enforces such, and very few ever openly question it.  
Most Marauder groups on the fringes of Federation space have managed to extend their presence outside of the Federation, although their influence in these areas has always been middling at best. The Ti'Rakqi had the most success in extending their reach into what is now 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 though, they were forced to cease most of their operations. The chaos that followed the collapse at first benefited the Skrell operating there, but the anti-xeno attitudes of the Solarians, the securing of the borders by the Nralakk Federation, and the threat posed by the former fleets of the Solarian Navy forced the Marauders to retreat back into the Traverse. The Wildlands is seen by many today as an elusive target; a potential gold mine for anyone willing to take the risk, but just out of reach for most.
==== Veq’Luuq ====
The Veq’Luuq, or the '''“Void Hunters”''', are groupings of ships underneath the Ti’Raqki that are not a singular unified fleet but a large mass of individually acting ships. The largest ship in the Veq’Luuq would be a Qrolis-ship, but it’s not uncommon for alien ships to be stolen, retrofitted with skrellian technology, and added to the Veq’Luuq. These ships are usually commanded by an experienced Qu’oot (or rarely a young Lu’oot) and commonly staffed by Qu’fup trying to prove themselves ready for the Trial of the Private.  


The captains of the Veq’Luuq are given far more freedom to act as they please. These captains are allowed to partake in any business they want, wherever they want, however they want to do it, so long as they return to Ippitaq once every three months and fork over a third of their total profit to the main fleet. In exchange for their cooperation, they are given offers to them for repairs, upgrades, additional crew members, equipment, and unique tools for a fraction of what it would cost at a typical criminal-aligned port.
With the Wildlands being seen as too hostile for non-human pirates, many of the Marauder groups have elected to strengthen their presence within the Traverse rather than look outwards. The exception to this is the Ti'Rakqi, due to it being one of the few Marauder groups that are large enough to look at external trade without compromising their position within the Traverse. Trading is done discretely on the border as Skrell and Human pirates quickly exchange goods before retreating back into their respective territories, fearing that they might attract the attention of the authorities.  
Similar to the Tana’raq’iq, the Veq’Luuq have a mandated rule of not taking Skrell Prisoners.  
=== Trade ===
The Ti'Raqki largely relies on their ability to smuggle goods across the Jargon Federation with a sizeable portion of their operations usually dedicated to selling goods to the Traverse, which in turn assists in alleviating the Traverse's reliance on the inner sectors. Whilst their operations usually require potential customers to provide a rather hefty sum of credits, they have begun allowing bartering to occur due to the recent economic collapse originating from the lack of Phoron.


Their economy survives rather insularly and relies heavily on a system of bartering amongst the fleets. The Star-Admiral will designate certain fleets to fulfill services such as repairs or even obtaining resources for long hauls (such as foodstuffs). Their internal economy is usually supplemented by the industrial efforts on Ippitaq with thousands devoting their time to producing both consumer and luxury goods which are, in turn, either utilized by the fleets or packaged and sold to the Traverse.
Aside from the Tana'raq'iq's dealings with [[Unathi Piracy|Unathi pirates]], the southeastern frontier is considered an untapped resource for the Ti'Rakqi to exploit. While not as lucrative as the former Solarian territories, the comparatively relaxed border security and lack of organised policing past the Federation border does allow Marauder activity to proliferate. Dominia's pact with its neighbouring pirate fleets has deterred those who would consider the Empire to be an opportunity, and as a result Marauder activity in the region tends to stop before reaching Dominian space.


=The Resistance=
=The Resistance=
[[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.]]
The Resistance, or '''Lyukal''' in Nral'Malic, is a collection of groups opposed to what they perceive as oppression of all Skrell by the Federation government. These groups are concentrated mostly in the [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|Traverse]], particularly where the central government has little presence. However, with Weibii's [[Warbling_:_The_Traverse_Strikes_Back|Exodus]] the Lyukal have branched out to regions outside of Federation space; along with their usual strongholds within the Traverse, the Lyukal now have a notable presence within Mendell City's [[Starlight_Zone|Starlight Zone]].
'''OOC Note: Being a member of the Lyukal is considered highly illegal by the Nralakk Federation. Playing a character with affiliations with the Lyukal runs the risk of permanently losing that character.'''
==History==
The Lyukal's decentralised nature makes it difficult to determine its exact origins, but it can be said that at least some parts of the modern Lyukal can trace their roots to members of the Lyukal during [[Skrell_Synthetic_Age|Glorsh-Omega's reign]] that disagreed with the formation of the Second Nralakk Federation. These groups saw the Federation's re-establishment as a new oppressive government, not much different than Glorsh's rule that they spent years fighting. These Skrell, who spent years waging a guerilla war against Glorsh, now found themselves organising against their fellow Skrell. In the centuries since its inception, other groups have aligned themselves with the Lyukal's cause. The motivations of these groups vary, with some sharing the Lyukal's belief of the Skrell's right to freedom and self-determination, while others are motivated by more selfish goals. Regardless of their motivation, all members of the Lyukal are united under one common belief: the Nralakk Federation's rule over all Skrell cannot be tolerated.
While the Lyukal has been active for centuries, it has remained an unorganised and unfocused dissident group in the eyes of the Federation, a fact that both benefits and constrains the Lyukal; by being decentralised, the Lyukal's effectiveness as a resistance group has been minimised. On the other hand, by not being severely impacted by the apprehension of one leader or dismantlement of one Cell, the Lyukal has remained a constant threat to the authority of the Nralakk Federation within the Traverse. On the outside, there seems to be a development, with a single leader who acts as the public face for the group and represents its goals abroad: [[Notable_Skrell#Kalq’Qi_Weibii|Kalq'Qi Weibii]]. After losing the [[Warbling_:_The_Traverse_Strikes_Back|'''2463''' Grand Councillor election]], Weibii encouraged any Skrell who felt dissatisfied 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 it's Capital. After this exodus, Weibii became the unofficial leader of the Lyukal, bringing the resistance movement recognition abroad and giving it a platform to promote its cause and lobby for support within human space.
It was discovered that the Lyukal had been supporting the [[Skrell_Politics#Independent_Traverser_Movement|Independent Traverser Movement]] while it was still active, although the extent of this support is unknown. Near the end of the Movement's activity, a Lyukal operation within Federation space was foiled thanks to a combined effort of ITM members and Ruupkala and Nlomkala officers. The operation involved providing arms and other supplies to militant members of the Independent Traverser Movement who were still active despite the overall movement losing traction as a result of successful negotiations with the Grand Council. It is believed that the Lyukal wished to have the remnants of the ITM continue its resistance against the Federation, but the operation was interrupted before it could come to fruition.
==Structure and Operations==


Historically, "The Resistance" or "Lyukal" within Jargon territory has always been defined by fringe groups concentrated in the rare few places where the Federation's control wasn't absolute. [[Federation Enforcement|Kala]], Nlom influence, censorship, and the Federation's encouragement of civilian informants make organised dissent in the modern era impossible at worst and a gruelling, major effort at best -- the latter on the fringes of the Traverse, where sluggish bureaucracy makes Jargon's panopticon ineffective towards craftier would-be dissidents.
The Lyukal is highly decentralised, and most groups are rarely, if ever, in contact with one another. When motives align, several groups of dissidents may come together to form '''Cells''', pooling resources and manpower to help accomplish a shared goal. The leader of a Cell is invariably the one who can exert the most control over its members, with many Cells experiencing a period of instability as this power struggle takes place. It is common for a new Cell to quickly dissolve during this period, with the Federation's [[Skrell_Politics#Federation_Enforcement|Kala]] finding it to be the easiest time to infiltrate and dismantle the operation before it can begin in earnest. Once a Cell has had the chance to establish itself, however, it can be extremely difficult to dismantle it. These Cells will primarily act independently of one another, with subdivisions within the Cell sometimes collaborating with other Cells if skills are needed or if the groups have a shared target in common. The internal structure of a Cell varies, with some being more centralised than others. The leader of a Cell may use clandestine methods to disseminate their orders, while others may rely on their subordinates to pursue their objectives autonomously. A common theme, however, is the compartmentalisation of information; groups within a Cell are 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 capture and arrest of other members of the Cell.


The modern iterations of resistance movements, including the four largest cells, derive directly from Traverse independence movements of old and Glorsh-era dissidents who see the very same dangers of the despotic AI in the current government, and many of the same methods. First Contact has lent a massive opportunity to would-be opposition groups and insurrectionary cells to speak out and act against Jargon from relative safety in [[Warbling : The Musical | alien space]], with many operating openly and vying for the aid of like-minded aliens, or simply seeking an audience for denouncing the Federation. Due to their common goal, the various cells will typically work alongside one another.  
While there is no central leader of the Lyukal, [[Notable_Skrell#Kalq’Qi_Weibii|Kalq'Qi Weibii]] is considered the "face" of the organisation as a whole. Their activities in Mendell City's [[Starlight_Zone|Starlight Zone]] focus on fostering anti-Federation sentiment in Skrell abroad, as well as recruitment and educating Skrell on the oppressiveness of the Nralakk Federation. While Weibii holds no official title, they are considered by many both within and without 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.


== Cells ==
== Cells ==
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'''Leader:''' [[Notable Skrell| Ockq Oona]]
'''Leader:''' [[Notable Skrell| Ockq Oona]]


'''Mission Statement:''' Dedicated to change through the use of technology. The Raqa'Nuul pursue acts of cyber warfare on the Jargon Federation, be it through disabling a wide net of Nlom Relays or through implementing dormant viruses that destroy the very programme that they are a symbiote of. They see themselves as activists and protectors of Skrell, and tend to rise up most powerfully when they perceive a threat to themselves or other sub-factions.
''"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 cattle to be kept docile. We aim for the free sharing of information within the Federation's extranet ecosystem, and the dismantling of the oppressive structures that prevent the free exchange of knowledge."''
 
The Raqa'Nuul was founded by its current leader, Ockq Oona, in 2398, following their expulsion from their planet's Depth College for what was officially "academic misconduct". Oona claims that their expulsion was based on their political activities rather than misconduct, and that the Federation forced their Depth College to expel them. Ockq Oona was highly critical of the Grand Council during their Depth College years and would regularly advocate for reform on free speech while on campus. When they were expelled, Ockq Oona formed an online community with their former classmates. This community would gather any information they could find on topics that the Federation were known to censor and publicise it before the authorities could catch on. Over time, this community would go on to become the Raqa'Nuul.


Allegedly established in the northernmost segment of the Traverse decades ago, Raqa'Nuul has become one of the most infamous splinter groups. Augmented Skrell, usually through both illegal and legal means, that use a variety of cybercrime methods to repel the growing influence of the Jargon Federation. The Raqa'Nuul push their agenda through launching massive DDoS attacks on Nlom Relays, as well as by leaking viruses into essential equipment. They have since become a large thorn in the backside of the Federation, consistently making the work of the [[Federation Enforcement| Ruupkala]] difficult.
Dedicated to the freedom of information, the Raqa'Nuul pursues an almost purely virtual war against the Nralakk Federation. As a result, the Cell does not have much of a physical presence, and members mostly organise themselves in online spaces. The group focuses on combatting the Federation's propaganda through online activism but also commits acts of cyber terrorism to accomplish its goals. The Raqa'Nuul have been responsible for installing viruses in government systems, leaking Federation secrets over the extranet, and committing acts of vandalism on sites such as [[Skrell_Culture#Social_Media|Viv-ID]]. While mostly non-combative, the Raqa'Nuul's actions have at times led to serious injury or death; in one prominent case, a shipping depot's docking systems were compromised due to a virus used by the Raqa'Nuul, resulting in an incoming vessel being unable to dock properly and colliding with a station's hull. The Cell publicly apologised, stating that they only intended to interrupt shipping operations, but this and similar events have resulted in the group being seen as a serious threat to online and computer safety. The Federation has created a counter-campaign against the Raqa'Nuul that capitalises on the average citizen's fear of them; propaganda warning citizens about online fraud, account hacking, and similar illegal activities regularly reference the Raqa'Nuul which further reinforces negative attitudes towards the Cell.


'''Note:''' Whilst the act of being a member is not illegal, members of Raqa'Nuul will commonly find themselves preyed upon by the Jargon Federation. Bureaucratic processes that usually take moments suddenly find themselves lost within the system - taking weeks, months or even years to get completed. The result of this eventually pushed for many to either leave the Jargon Federation or simply go off-the-grid.
The Raqa'Nuul's expertise in hacking has made them popular amongst other Lyukal Cells and other criminal groups. If a system needs breaking into, or if local communications or an online service needs to be disrupted, Raqa'Nuul members are highly sought after. Their expertise in hacking has also made Raqa'Nuul members prize recruits for criminal groups elsewhere in the Spur, with criminal organisations known to pay a small fortune for their services. Additionally, the Cell is rumoured to be a target of the Ruupkala for recruitment, and captured members are marked for "special rehabilitation" to be turned into Ruupkala agents.


===Oqolk-Kora (Peace-Mongers)===
===Oqolk-Kora (New Path)===
'''Leader:''' [[Notable Skrell| The Latent]]
'''Leader:''' [[Notable Skrell| The Latent]]


'''Mission Statement:''' Oqolk-Kora are committed to liberating the Skrell through educating the masses. It is only through psionic wieldy, and suppression of the Nlom, that a Skrell can be who they truly are by expressing their individuality. Secrecy is the utmost of importance for the Oqolk-Kora, who usually use a variety of different cyphers to communicate with some forms even taking years to crack in order to prevent the Jargon Federation from intercepting their messages. Its leader, known as "The Latent", proclaims that the Oqolk-Kora can only achieve its goals peacefully and Skrell masquerading as a member whilst committing violent acts are unsanctioned by the group.
''"Those in power claim that the mistakes of the past shall not be repeated, but we can see the Federation for what it is. The Federation represents a stagnation in our progress as a species, a return to the old ways that will eventually lead us to another cataclysm such as Glorsh-Omega. The Oqolk-Kora refuse to see our people suffer under the hands of another tyrannical regime. When the Lyukal storms Kal'lo and seizes control, the Oqolk-Kora will be the ones that ensure a peaceful transition to a free and democratic government."''


By all accounts founded within the most southern segments of the Traverse, Oqolk-Kora is yet another renowned splinter group of the Resistance. Emphasizing psionic wieldy, Oqolk-Kora believes that the Skrell can peacefully emancipate themselves from the gripping clutches of the Jargon Federation by shedding their reliance of government-sanctioned Nlom Relays. These techniques are commonly associated with [[Skrell Faith#Kir'gul| Kir'gul]], especially with the use of psionics to express individuality by suppressing Nlom - usually done by creating a psionic barrier around an individual Skrell to prevent external influences.
The Oqolk-Kora was founded by members of the Lyukal who fought against Glorsh-Omega during its regime four centuries ago, but its culture has changed since its original inception. The Cell originally accepted all Skrell, regardless of their background, but in the modern day it now solely consists of Skrell who identify as [[Skrell_Faith#Kir’gul|Kir'gul]]. This recent change has been attributed to the Cell's enigmatic leader, only known as [[Notable Skrell| The Latent]]. Shortly after taking over from the previous leader Oroq Xaqu, who originally founded the Cell and died of old age, The Latent enacted a purge within Oqolk-Kora of all Skrell who refused to adhere to Kir'gul beliefs. Despite this radical change and the adoption of Kir'gul, Oqolk-Kora did not witness a fundamental shift in its original mission statement or objectives; Oqolk-Kora originally set out to see the Nralakk Federation dismantled and replaced with a new government system that does not oppress its citizens. The Oqolk-Kora plans to act as a caretaker government when the Lyukal seizes control of the Federation, focusing on ensuring a peaceful transition to a new form of governance. Arguably, the transition to Kir'gul has only reaffirmed the Cell's mission, although it has caused some division within the Lyukal; not all Lyukal members adhere to Kir'gul beliefs, and some are concerned that The Latent's aggressive stance on Kir'gul adherence within the ranks of the Oqolk-Kora will extend to everyone else if they were to take control.  


'''Note:''' Due to the illegality of Kir'gul, the Oqolk-Kore are branded as criminals by the Jargon Federation. Despite being peaceful, those that are found by the Jargon Federation will be sentenced to re-education, where they are usually converted into "perfect citizens". The Oqolk-Kora commonly practice in private, and communicate through the use of highly-encrypted ciphers in order to assure continuing their work.  
Before The Latent, the Oqolk-Kora focused on disrupting the political machinations of the Federation. The Cell would harass election candidates, organise smear campaigns against those deemed to be Federation puppets, and blackmail politicians to impact policymaking. It was also known to disrupt elections, spoiling ballot boxes and vandalising or even destroying polling stations. After The Latent took over the Cell, the modern Oqolk-Kora has become more secretive in its operations; the Cell now primarily promotes Kir'gul beliefs and the Lyukal's cause as a whole through education and propaganda. Members will typically infiltrate Kir'gul communities first, establishing themselves within an already oppressed community where the Lyukal may find sympathy before reaching out to the main Skrell population. Once members have cemented themselves within the general population, the group begins to infiltrate local politics with the end goal of having key areas of local government either controlled or closely aligned with the Oqolk-Kora.
 
The Nralakk Federation is noticeably more lenient when sentencing Oqolk-Kora members, typically sentencing them to re-education and releasing them upon completing their "treatment". It is assumed that the Federation keeps them under close surveillance upon release, with some even believing that they are used as active double agents to infiltrate Oqolk-Kora operations.


===Plurqh'Quq (Freedom Fighters)===
===Plurqh'Quq (Freedom Fighters)===
'''Leader:''' [[Notable Skrell| Ju'qoli Yeeboq]]
'''Leader:''' [[Notable Skrell| Ju'qoli Yeeboq]]


'''Mission Statement:'''  The Jargon Federation's rival, the Plurq'Quq are Skrell that use any means at their disposal to upheave any influence that the Federation may have. They have no preferred method to deal with the Jargon Federation, but usually launch small retaliations that have an overarching goal to a much larger insurrection force against the Federation. This is usually done through attacking Federation Fleets on the outskirts of the Traverse, essentially stealing the spacecraft and technology within to power their movement.  
''"Freedom by any means necessary. For too long have the Skrell been under the heel of an autocratic state; first Glorsh, now a "Federation" that exploits the underclass to the benefit of a privileged minority. While others use words, the Plurqh'Quq will accomplish our misson 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."''


Originally, the Plurqh'Quq initiated their operations withing the easternmost segments of the Traverse - with the belief that the only way for the Skrell to be freed from the grasp of the Jargon Federation is to fight back, using techniques very similar to those of the Kala; decapitating the opponent's ability to fight through tactical decisions. They have since relocated their base of operations within the contested regions surrounding the [[Sol Alliance| Solarian Alliance]]. In recent times, they have begun isolating transports convoys guarded by the [[Federation Enforcement| Lukala]] on the boundaries of the Jargon Federation - prompting an increase in [[Federation Enforcement| Qukala]], who have begun to intervene in the various border skirmishes in an attempt to keep the destabilized region from spilling over into the Jargon Federation.
The Plurqh'Quq is a more recent Cell, founded in the 2300s by its current leader Ju'qoli Yeeboq. Yeeboq was a former Qukala soldier, who claims that they were tasked with committing what they consider atrocities against alleged Lyukal sympathisers while deployed to the Traverse frontier. Yeeboq would eventually desert their post with several other members of the Qukala, temporarily forming a Marauder band before reorganising themselves as a Lyukal Cell.


'''Note:''' Plurqh'Quq is deemed a terrorist group by the Jargon Federation, and actively hunt those they suspect to be members. Those detained will eventually see themselves harshly sentenced, even disappearing and becoming lost in the cogs that keep the Jargon Federation running. Due to this, members of Plurqh'Quq will usually plot their escapades within other segments of the Orion Spur.
This Cell is best known for its terrorist acts and way of operating; using the Qukala's own tactics against them, the Plurqh'Quq commits surgical strikes against the Qukala within the Traverse. Plurqh'Quq raids will focus on decapitating strikes, taking out communications and senior officers before engaging their primary target. When not targeting the Qukala, the Cell is known to commit acts of terror - although not with the intent to kill. The Cell will typically call ahead of time to allow an evacuation of the area before bombing or attacking civilian areas, heavily contrasting with their ruthless operations against the Federation's military. The Plurqh'Quq is also known for its ties to Marauder groups due to its past, coordinating raids on cargo vessels with local Marauder fleets and selling Qukala equipment to groups they come across. The Cell's reputation as a violent resistance group has made it well known throughout Federation space, and it is standard protocol within the Qukala to engage and destroy Plurqh'Quq vessels on sight.
 
While not strictly a Suur'ka group, its methods have attracted many Skrell who follow Suur'ka. Yeeboq has capitalised on this trend, promoting strength and self-reliance within the Cell in hopes of making the Plurqh'Quq more attractive to Suur'ka members. Recruitment methods have also adapted in response to the trend, with a number of Suur'ka cloisters known to be funded by the Plurqh'Quq or even being organised by the Cell itself to act as recruitment hubs.


===Qranqi (Subversives)===
===Qranqi (Subversives)===
'''Leader:''' [[Notable Skrell| Psi]]
'''Leader:''' [[Notable Skrell| Psi]]


'''Mission Statement:''' Qranqi devotes itself to secrecy, confidentiality and being evasive. Steadfast in decreasing the power the Jargon Federation wields through moves that seem inconsequential and illogical at first - but later prove to have had profound effects. Not much else is known about Qranqi, except that they are guided by a seemingly all-knowing "Skrell".  
''"The oppressed and downtrodden of Federation society deserve more. We '''all''' deserve more. The [[Nralakk_Federation#Social_Credit_System|Social Credit System]] 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."''
 
The Qranqi is an elusive Cell, formed by the enigmatic Psi soon after the Federation's re-establishment post-Glorsh. When the Federation introduced the Social Credit System, many Skrell soon realised the negative impact it would have on large swathes of the population. Those who did not follow what the Federation considers "ideal" found themselves in a weaker position societally due to their score, losing access to aid and resources based on characteristics or factors outside of their control. Many of these disenfranchised Skrell would organise the Qranqi in response, initially as an advocacy movement, but soon joining the ranks of the Lyukal when it became apparent that their activities would not be tolerated by the Nralakk Federation.
 
Organised by and for those the Federation would consider "subversive", the Qranqi's ethos mostly centres on equality and combating the injustices inherent in Federation society, particularly the impact of the Social Credit System and the Federation's mistreatment of Listeners. Initially, Qranqi members would hold demonstrations and promote their cause through activism, but the Federation's crackdown on this dissident activity has resulted in the Qranqi taking a less public approach. The Cell focuses primarily on helping those with a poor social credit score or otherwise oppressed under the Federation; makeshift hospitals provide free, "true" universal healthcare, jobs are found for those struggling to find employment, and transport is sourced for those looking to flee the Federation. The Qranqi's focus on those the Federation considers subversive has given the Cell a lot of sympathy in the Federation's [[Skrell_Culture#Music|counterculture]] scene, making it a prime recruiting ground for the group; Qranqi agents have been known to embed themselves into local underground hotspots, becoming organisers for illegal raves or managing a club that hosts subversive events. While not every subversive is willing to fight the Federation in a literal sense, the Qranqi have been able to use their influence in the underground scene to convince those oppressed or impressionable enough to join their ranks.


Previously spread throughout the westernmost segments of the Traverse, Qranqi has since gone on to consider the region of space around [[Silversun]] their base of operations. The ever-popular tourist attraction for the Skrell has allowed many to cover their involvement in Qranqi through disguising their visit to the planet as a 'much-needed retreat'. One of the more elusive splinter groups, those belonging to the Qranqi can still often be found within the Federation - utilizing their supposed innocence to spread their agenda, gathering support from within shadows and planting seeds of rebellion within the Skrell. Rumours persist that the Jargon Federation fears the power held by the Qranqi, due to their numbers perpetually growing but also their elusive nature.
The Qranqi have a reputation as criminals and "punks" due to their ties with the subversive elements of Federation society. Furthermore, the Cell has 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 has not only made the average Skrell wary of them but has also resulted in actual criminals attempting to join the Cell. As with most Lyukal Cells, the Qranqi's decentralised nature means that the vetting process for recruits is not uniform, making the situation even more difficult.


'''Note:''' Qranqi are not recognised by the Jargon Federation, with most of their actions being covered up and swept beneath the carpet. Its leader, Psi, is shrouded in controversy as it is believed to either be a powerful psionic entity capable of predicting far into the future or simply an artificial intelligence outfitted with advanced predictive algorithms.
[[Category:Skrell]]

Latest revision as of 14:31, 22 August 2024

Crime

As one of the oldest civilizations, spanning across thousands of star systems, it didn't take long for the Skrellian territories to be inundated with criminals and illicit organisations looking to break the law for their own benefit. Despite official Federation claims to the contrary, smuggling rings, extortion rackets, underground science labs, and organized crime can be found operating behind the scenes across all of Federation space - a fact that is especially true in the Traverse, where the Federation's influence can be irregular. These criminal syndicates vary wildly in size, organisation, motives, and goals. While there is not much that unites these groups, their criminal status and lack of security frequently lead to alliances being brokered between like-minded groups. These alliances are temporary, though, and are notorious for being fragile and prone to dissolution once agendas no longer align.

Consultant Agencies

Consultant agencies are secretive groups of Skrell dedicated to assisting with the long-term success of a client and their agenda - as long as they are paid, at least. These agencies began to appear during the War of the Tides, a two-millennia-long cold war on Qerrbalak that was famous for being fought through clandestine operations, wars by proxy, spies, and backroom dealings. The war influenced enterprising Skrell to use these same methods to provide their clients - typically artists, celebrities, and politicians - with less-than-legal assistance to improve their image and fulfil their agenda. This could range from psychoanalysis of an opponent, bribery, blackmail, or even psionic subversion. While at the time considered legal enterprises, evidence of their illegal methods was discovered after the disappearance of Glorsh-Omega, resulting in their complete ban by the Nralakk Federation. Unofficially, however, the Federation has routinely turned a blind eye to the activities of consultant agencies unless they were a direct threat to the Federation, or were too brazen to ignore. These agencies are sometimes even utilised by the Federation itself for smear campaigns against politicians that go against the status quo, or to extort an individual into falling back in line if they attempted to speak out against the Government.

These agencies today enjoy a position where while technically illegal, they are utilised by officials and others in power to the point that they can operate with near impunity. They are considered an open secret within the Federation; while everyone knows what the Consultant Agencies are and have a vague idea of what they do, who they provide their services to and the actual position the Federation takes on them is up for debate.

Qerr'Malic's Consortium of Consultant Agencies

The Consortium of Consultant Agencies was the entity entrusted with the management of Qerr'Malic and its mining industry during the rule of the Commonwealth of the Three on Qerrbalak. The consortium consisted of agencies that focused on corporate interests, particularly those that were embedded in the mining and manufacturing industries. Their hold over Qerr'malic slowly waned, however, and as the mining industry on the moon became defunct, so did the Consortium, resulting in Qerr'malic's transition to a political structure more in-line with Qerrbalak and other Skrellian colonies.

Starry-Eyed Protostars

One of the "known" groups, this consultant agency focuses on celebrities within the Nralakk Federation, both cultural and scientific. While its actual name is Starry-Eyed Protostars, it is actually known by its acronym "SEP", which can be seen prominently displayed underneath a red nebula for its logo. Most Skrell who even take notice will only know of its logo and the group's association with celebrities, and newly-minted idols may hear rumours of a group that can help them reach the upper bounds of idol status when the Federation seems passive about their career. In reality, SEP works on behalf of the Federation government, being given responsibility for the management of idols that have just entered the scene but show promise. Idols that are considered unsuitable for direct interaction by the Federation are instead given to the agency to manage. The Federation's reasoning varies, from simply not believing them to be worth proper investment yet, to the idol having an unsteady footing that might result in their untimely fall from idol status.

Regardless of their reasons, the Federation uses SEP to prepare those they are unsure about, freeing up resources that the Government can put to better use with more established idols. The agency assists with managing social media accounts, organising events, and providing frequent in-depth analyses of how the idol is performing. Once the Federation believes they are ready, they will take over from SEP and continue moulding the idol to their standards, more willing to invest their time and resources into a project that has been set up for them.

The agency is also utilised for idol eliminations, where they're tasked with discretely destroying an idol's image when natural loss of fame or Federation intervention isn't possible, and making their fall from idol status seem like a natural turn of events.

Unsanctioned Research

Research into certain fields within Federation space is either outright banned or strictly regulated by Federation authorities. The more notable examples are AI research and the research of autonomous machines as a whole, with the former being outright banned due to Glorsh-Omega, and the latter heavily monitored due to its closeness to AI research itself. Like anything that's prohibited, it did not take long for individuals or even teams of scientists to establish their own labs, conducting research outside the legal bounds of Federation law.

The Federation invests a lot of its resources into finding and dismantling these research labs throughout its territory, with the highest punishments being given out to those who are caught attempting to build their own Artificial Intelligence. Leniency is normally given for lesser offences, though, particularly for those whose research could be utilised by the Federation in countering potential threats. Although not public knowledge, these Skrell are basically given an exemption to conduct their research in a controlled environment. These cases are rare, however, and the advances made are utilised only as a tool to defend against these threats, rather than actually being used by the Federation itself. A good example of this approach would be the Federation's response to research done in fields such as weaponised diseases or chemicals, where the research teams are given the choice of imprisonment or working on projects that help protect the Federation from these types of attacks.

The Federation goes to great lengths to educate its populace on unsanctioned research and its dangers, with records of what each dismantled lab was working on being freely available and only lightly censored. Details regarding lab-related accidents or deaths are well reported as well, as a means to deter others from attempting the same work.

Genetic Engineering

One of the more commonly pursued forms of unsanctioned research, genetic engineering is a field that is highly regulated by the Nralakk Federation due to the X'Lu'oa, the disorder present in most modern Skrell that has made the majority of the species infertile by the tyrant Glorsh-Omega. Because of the perceived dangers of genetic experimentation further exacerbating the disorder, any and all research into the field requires the Federation's strict oversight.

Either out of existential terror or through prideful desperation to become the one to discover a cure, Skrell scientists have been known to set up their own research facilities in search of a way to reverse the effects of the disorder. The pursuit of this cure results in many scientists adopting a "by any means necessary" philosophy regarding their work. Their methods tend to be rushed and the side effects not thoroughly researched before attempting trials. So far there has been no instance of unsanctioned research into this field leading to meaningful advances, and the Federation hands out punishments on par with those given for AI research to those caught performing genetic experiments on Skrell.

Narcotics Production

The narcotics industry within the Nralakk Federation is a subtle enterprise. The production and distribution of these narcotics usually result in harsh punishments due to their illegality, however, demand still continues to exist and thus production of these narcotics remains. Whilst there are production sites within Skrellian space, most stick to the fringes of the Traverse and in some cases even the human frontier, a tactic that has ensured that these criminal groups stay operational even with the Federation's crackdown on narcotics within its borders.

Uoo’qui Xuqi (Recollection Pills)

The base plant for Uoo’qui can be found within the swamps of Aweiji; a large nettle-like vine that produces bulbous flowers which can be refined into a powder and ingested. Typically taking the form of a pill, but can also be baked into food or mixed into drinks, the drug allows a Skrell to vividly relive past memories. The drug makes use of the Skrell’s developed Zona Bovinae to recreate memories, with all five senses having a part to play in the recreation. Users are known to prepare their immediate surroundings with music, aromas, or using old clothes or other memorabilia to help guide themselves to the memory they wish to relive. Scientists researching the drug hypothesise that Uoo’qui Xuqi makes the user relive their strongest memories, with most users experiencing memories of events that happened as recently as a few years ago if they do not make the appropriate preparations. It has also been noted by researchers that the drug has the user enter a comatose-like state as they do not appear in the Srom. The duration of the drug varies by user and dosage, but on average can last roughly six hours.

When the drug was first released, it caused a massive halt of operations across the Federation as Skrell were desperate to live out their memories from before Glorsh-Omega. The Federation government was quick to make the production and sale of the drug illegal, and although demand has died down since its initial release, the drug is still popular for the older generations of Skrell. Side effects include short-term memory loss, premature tear stains, head-tail shortening, and extended use can cause a brain-fog effect; usage of the drug over long periods of time has been noted to cause permanent memory issues for the user. Uoo’qui pills have a negligible effect on non-Skrell, with humans who tried the drug entering the coma-like state but otherwise being unable to recall anything when they awoke.

Co’qnixq Wuxi (Co’qnixq Nootropics)

Co’qnix Wuxi has existed since the pre-Glorsh era, initially developed as a cognitive enhancer for Skrell developing dementia. When taken, the users consciousness is heightened, alongside a mild to moderate boost to their energy. Many users report a feeling of ‘mental flexibility’ and an ability to ‘exert extreme focus’ while high on the drug. The effects of the nootropics are mostly cognitive but for Skrell it also provides a boost to their psionic ability, making the use of it less strenuous on the mind. One dose of these nootropics can last roughly four to eight hours.

Co’qnix Wuxi eventually found its way onto the civilian market, and quickly became popular with scientists, doctors, and students, allowing them to focus during their mentally exhausting work. There are few side-effects noted from long-term usage, but the Federation has made the use of the drug in an academic setting illegal and grounds for expulsion. Side effects include quickened speech, impatience, a heightened heart rate, and anxiety. Once the drug wears off, users will experience strong fatigue, with many also feeling thirsty or hungry. For non-Skrell users, the effects are similar but without the changes to psionics. In most cases, the lethargy experienced once the drug wears off can potentially make the user enter a coma that lasts for multiple days.

Xu’Xi Gas

Originating on Qerr'Malic, Xu’Xi Gas is a mild hallucinogenic that can be compared to drugs such as Wulumunusha. A product of the gas vents located in the deep trenches of the moon, Xu’Xi Gas use is a popular pastime for both locals and tourists, with most users experiencing a pleasant high along with colourful hallucinations. While its natural form is considered legal by the Federation, its refined variant, as well as synthetic analogues, are not. The refined version is highly addictive, while the synthetic analogue is noted to have a harsher hangover and a risk of death due to the varying production standards the criminal groups centred around its production have.

Xu’Xi Gas’ effects are the same for non-Skrell as they are for Skrell, which has increased its popularity with some individuals due to the exotic nature of the drug. The synthetic variant of the drug is typically what can be found outside of the Nralakk Federation, with the real refined version being rare and too expensive for most users to afford.

Marauders

The Skrell term for pirates, smugglers and other naval-based criminal elements active within the Nralakk Federation. Marauders, with the exception of the Ti’Rakqi, tend to operate within a few star systems and have a handful of ships under their banner. Just like other criminal groups, however, Marauders are known to create temporary alliances to better their chances if they find themselves with similar goals.

The Federation has not participated in a “true” war, with current veterans of the Qukala having little actual combat experience against an equal foe. With that said, the Qukala as an entity has centuries of experience with anti-piracy operations and asymmetrical warfare as a result of fighting these Marauder groups throughout the Traverse.

Ti'Rakqi

Ti'Rakqi, or "Free Smugglers", are the most long-lived, the largest, and the most notorious group of Marauders known throughout the Nralakk Federation. An exact date cannot be given, but it is believed this particular group of Marauders formed sometime after first contact with Humanity.

The Ti'Rakqi was formed through an alliance of Marauders that came to realise that a unified group, where multiple fleets answered to a central authority, would provide more stability and organisation compared to the constant breaking and reforming of alliances. To that end, the group is headed by the Star-Admiral, a Skrell who assumes complete operational control over the entire organisation and ensures that the fleets of the Ti'Rakqi ultimately operate for the benefit of the group. Whether it be raw materials stolen from a shipping vessel, scavenging for pre-Glorsh era technology, or illegally importing goods from Human space without the bureaucracy and taxes tied to it, the Ti’Rakqi have cemented themselves as the black market for the majority of Skrellian space.

While deemed subversive and “dangerous” by the Nralakk Federation, the Ti’Rakqi are a largely peaceful mercantile faction of pirates and smugglers, who focus on exploiting the lucrative gap in the isolated and state-planned economy of the Nralakk Federation. Even the fleets under the Ti'Rakqi that focus on piracy or combat do so with caution to prevent excessive damage or death; the Free Smugglers as a whole do not practise methods that could lead to direct confrontation with authorities, or that could bring harm to civilian targets. The group instead prefers rapid “hit and run” tactics that allow them to take their target by surprise, steal anything of value, and leave before a battle can begin in earnest. With this said, the Ti’Rakqi are far from being pacifists and do not restrict themselves in a fight if fleeing isn't an option.

The Ti’Rakqi prefers a doctrine that focuses on light, fast ships that are able to flee combat and still have a large cargo capacity. While most of their ships are refitted civilian vessels, they are equipped with at least basic electronic warfare equipment and weaponry, allowing them to still be considered a threat to unprotected merchants or unaware Qukala patrols. Small support craft are even known to spoof their signature while staying outside of visible range during raids, giving a psychological edge for the rest of the ships that deters immediate confrontation by authorities.

The reputation of the Ti’Raqki varies depending on who you ask; it can range from being seen as a group of subversive criminals, as is the case when asking someone in the inner systems what they think of the group, to useful, if irritating, facets of life by Skrell living in the Traverse - or alternatively, as bastions of freedom from an oppressive regime. While officially the Ti’Raqki is not tolerated by the administrators and directors of the Traverse, many recognise that the Ti’Raqki are simply a fact of life as a result of their entanglement with the local economy. The group is known to supply what a colony needs to uphold its obligations to the Federation in exchange for free passage or other services, and are even considered liberators by the more oppressed regions of the Traverse - a view propped up by the fact that these fringe systems tend to be ignored and left to their own devices by the Federation proper. Some planets, far from the eye of the Federation, are rumoured to even purely operate under Ti’Raqki authority. These planets keep their allegiances unknown, and are only referred to as “The Freed” when mentioned.

Those who are exiled or otherwise discharged from service by the Ti’Raqki are often supplied with false documents and transport to the fringes of the Traverse, allowing the former member to begin a new life outside of the Federation.

Home Base

Ippitaq’wesi or "The Secret City" is considered the headquarters of the Ti'Rakqi. Located within an asteroid somewhere deep in the Traverse, its name is taken from the fact that its location is unknown by most - even within the Ti’Rakqi itself - and is kept hidden through the use of equipment that masks artificial signals generated by the inhabitants and machinery of the asteroid.

Ippitaq’wesi was established early on in the organisation's history as a storage depot for the Ti’Raqki’s initial primary source of income: the market for technology recovered from the Era of Synthetic Oppression. This market is slowly shrinking as time goes on as pre-Glorsh era technology is seized, considered “dangerous” and cordoned off by Federation authorities, or otherwise lost to the ravages of time. This has forced the Ti’Raqki to divest its interests across many other ventures to prop itself up, and has led to Ippitaq’wesi today becoming a more generalised hub for the Ti’Raqki economy.

The city itself has a large labour force, consisting of civilians from planets affiliated with the Ti’Raqki whose abilities were better utilised outside of smuggling or raiding. These civilians produce a wide range of goods that the Ti’Rakqi sell both within the Federation and abroad, although the volume and quality of these goods alone typically aren’t enough to cover the costs of maintaining such a massive organisation by itself. Those that aren't put to work producing goods may often find themselves working regular types of jobs; physicians, engineers, or even security details to ensure that those surviving on the asteroid can live in relative comfort. Life on the asteroid functions independently of the greater Orion Spur, with the only true worry for most being if their operations will cover the maintenance of their home for the month.

The Star-Admiral keeps a rather short list of those authorized to know its location - mostly captains of the fleets or single ships who have proven their loyalty. Additionally, those entrusted with its location are kept on a short leash, and those in the upper echelon of the Ti’Raqki have psionically-linked killswitches that trigger under specific circumstances. If these Captains were to write down or speak the location of the Secret City, defect, or otherwise betray the Ti’Rakqi, it would trigger the device.

Culture and Lifestyle

Day-to-day life in the Ti’Raqki varies heavily depending on spacecraft, career choice, and location, but there are several experiences that some may have in common. The ship quarters are known by many as “coffins” due to the small sleeping area allocated for low-ranking members, which resembles that of a casket. Recreational activities provided by the ship are limited to small holodecks, for the most part, leading to many crewmembers relying on personal electronic devices or simple psionic games to pass the time. These vessels are considered a “home-away-from-home” for many members of the Ti’Raqki, and the ship's interior will usually reflect that as sections are dedicated to makeshift amenities and facilities for the crew where space allows. The result is an amalgamation of professional Federation ship design and improvised facilities reminiscent of generation ships found post-Glorsh. Vessels seized by Federation authorities reveal that although not sophisticated, some of these ships do have facilities dedicated to food growing or proper cooking and cleaning, and the more affluent ships even have their own workshops for maintenance or even the home production of vessel-unique equipment, resulting in most ships being capable of long-term habitation and partial self-sufficiency where they originally were not.

Most fleets stick to a meritocratic approach when it comes to the organisation and operation of spacecraft, with the only true constant being that the crew are encouraged to perform their best at all times; those that do not, or show behaviour “unbecoming” of a member of the Ti’Rakqi, are usually made examples of, which can lead to detention or even exile in the worst cases. While the captain of a vessel has executive control of the ship, due to the ship being considered a second home for the crew many of the internal affairs of the ship are decided by a council of officers and leaders of interest groups within the rank-and-file. Promotion of the lower ranks, duty assignment, and low-level punishments are decided by the council, with the Captain usually only having the privilege of observing unless a decision can’t be made or if it’s deemed a Captain-level issue. For example, the Captain has the final say in the matter when it comes to external issues such as combat or negotiations, but role assignments and recruitment are done through interviews and tests administered by the ship council.

Despite what may appear to be ideal conditions discussed above, the model Ti’Rakqi ship has an underclass of the overworked and typically ill-treated rank known as the “Lu'fup”, or Void Private. The rank is given to fresh recruits and acts as a test itself for prospective crewmembers. A Lu’fup will be given cramped conditions, usually a barracks made from a decommissioned shuttlecraft in the ship hangar - or in the case of smaller vessels a cargo container in the hold. The meritocracy of a Ti’Raqki ship still applies to the Lu’fup, however, with those who can withstand their poor conditions being capable of advancing in rank and all the privileges that brings.

Rankings and Organisation

The organisation of the Ti’Raqki as a whole is more authoritarian in comparison to how its ships are organised, with a strict military-based hierarchy as opposed to the more democratic vessel hierarchy or what is used to govern the Nralakk Federation. The Ti’Raqki has an absolute head, titled the Star-Admiral, who serves for life unless ousted and replaced. To become the Star-Admiral, an heir-apparent must be selected by the previous Star-Admiral and accepted through a vote by the highest-ranking fleet commanders of the Ti’Raqki - usually a Star-Captain or a highly decorated Star-Lieutenant.

On the fleet level, the organisation, reputation, and goals of the Ti’Rakqi can vary; the fleets can range from loose confederations of smaller fleets, to dozens of spacecraft escorting and using the flagship as a mobile base of operations. One fleet could focus entirely on trading and smuggling, while another is more concerned with piracy or martial affairs. One fleet could be known for offering its services to other groups, and another could have a reputation for reneging on deals with non-Ti'Rakqi vessels. This variance results in interactions with the Ti’Rakqi differing wildly depending on who you come across.

Qu'vridaq-Ti'Rakqi

When formed or upon joining the Ti'Rakqi, fleets are expected to draft a formal code of conduct that codifies the rules and regulations that the fleet should follow internally. Combined with the mandate provided by the Star-Admiral, this creates the "Qu'vridaq-Ti'Rakqi", loosely translated as "The Star Accords of the Free Smugglers". The accords are the closest to a form of law that a fleet will possess, and keeps the fleet from straying too far from its objectives or allowing unfair treatment of its crew. While the mandate covers what a fleet should or shouldn't be doing, as laid out by the Star-Admiral, the code of conduct is a unanimously agreed-upon set of laws specific to that fleet that 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 - or even exile from the Ti'Rakqi. It is expected that punishment is handled internally, but if egregious enough - such as a large swathe of a fleet deciding to mutiny - the Star-Admiral may give the order for all fleets affiliated with the Ti'Rakqi to hunt down the offenders.

The accords dictate laws, such as property rights and crew payment, while also providing what is essentially the fleet's standard operating procedure for their mandate. These laws are not set in stone, however, and the accords will regularly be amended as mandates change or other circumstances arise.

Lu’fup (Void-Private)

This is the lowest rank in the faction, comprised of newer recruits or those that have been demoted. The Void-Privates do not have many privileges provided to them, are often crammed into shuttlecraft instead of proper quarters, given the worst rations, and are only given limited access to showers or other facilities. Generally speaking, the Void-Privates of a Ti’Rakqi vessel are given menial jobs that do not require much pre-existing knowledge, with those that withstand the initial weeks usually picking a profession and being assigned to a higher-ranking member of the crew as an apprentice. The two exceptions to this are the role of gunnery operator, the role responsible for the operation of the ship’s offensive weapons, and the armourers, the role responsible for the maintenance and handling of personal weapons. Both of these roles are restricted to those who advance in rank to prevent a mutiny by disgruntled Void-Privates.

The role is seen as a “trial” rank that will quickly separate those who are worthy of becoming proper crew from the unworthy, with those being considered “unworthy” being dropped off at the nearest port to make room for more recruits. Interestingly, it seems that Skrell identified as Listeners move up faster than their Receiver contemporaries - although this preference doesn't prevent a Receiver from advancing in rank.

The Trial of the Private - To escape the lowest rank, a Skrell must declare their intent to move up the rankings, and then, if the group of Ensigns they work most closely with believes that they are competent, they will organize a trial for them. The trial changes drastically based on the Private's intended role in the fleet. An engineer would get a different trial than that of a navigator, but generally, each trial is constructed carefully in order to be fair. The ship council administers the trial and if successful, the Private is promoted and quickly moved out of their old quarters and into a much comfier dormitory.

Qu’oot (Star-Ensign)

The rank-and-file of any given Ti’Rakqi vessel, Star-Ensigns are one of the most populated ranks throughout the entirety of the Ti’Raqki, and receive a greater quality of living compared to that of a Void-Private. This usually comes in the form of a small bunk in the crew barracks as well as easier access to recreational activities that the fleet provides. When promoted, an Ensign will have unlimited access to facilities such as the kitchen, which is likely to be the first destination for those who were just promoted.

Star-Ensigns are more specialised in their role on the ship compared to Void-Privates, having specific duties that they’re expected to perform to the standards set by the ship’s Captain and their officers. The roles are organised into broad assignments, which can vary in scope depending on ship. The more senior crew tend to be specialised for a specific task for their role, and will often take up a position similar in authority to a middle manager:

"Engineer" - Responsible for the maintenance of the ship itself and its systems. More senior engineers will specialise in specific systems such as weapons, propulsion, or electronics, and will attempt to fine-tune these areas of the ship when able to better fit the capabilities of the ship and crew. A ship that consistently has a full cargo hold may have an engineer who focuses their efforts on modifying the ship's propulsion system for greater output to compensate.

"Surgeon" - As the Ti’Rakqi rarely have access to proper medical facilities outside of Ippitaq’wesi, the ship surgeons are responsible for ensuring at the very least a crewmember does not die, and are expected to know basic medical knowledge and how to treat common wounds and ailments. Senior surgeons tend to be those with an actual medical background, and will be fast-tracked from the lower ranks due to the demand for actual medical Doctors. Some Ti’Rakqi vessels are known to pay well-performing crewmembers to go abroad to study medicine if they show promise as a ship surgeon.

"Navigator" - Responsible for flying and navigating the ship. Senior navigators are in charge of using the ship's electronic warfare suite, as well as plotting routes through more dangerous regions of space such as military cordons or hostile territory.

"Gunnery Operator" - Responsible for the operation of the ship’s offensive weaponry, the gunnery operator is a role that’s only available once a crewmate has reached the rank of Star-Ensign. Senior gunnery operators will act as commanders during a battle, coordinating with the other weapon teams to increase the effectiveness of a salvo, as well as being in charge of defending the ship if boarded.

"Armourer" - The armourer is responsible for the storage and maintenance of personal weapons aboard the ship, and handing them out along with miscellaneous equipment when a raid or boarding action is being organised. Senior armourers will act as quartermasters alongside senior cooks for the ship, taking stock of what’s aboard and advising the officers and Captain of the ship on what’s needed the next time they make port. On vessels that have their own workshops, the armourers are also responsible for the production of in-house equipment or modifications to pre-existing equipment, such as weapons, armour, or specialised gear for a specific raiding target.

"Cook" - Although not particularly important to the day-to-day operation of the ship, cooks are in practice one of the more influential crewmembers of a Ti’Rakqi vessel. They are responsible for providing a varied and at least somewhat healthy diet for the rest of the crew, and a good cook is well-protected by their crewmates - both from external threats and from other crewmates that may have a grudge. Senior cooks work in conjunction with armourers as quartermasters for the ship, sharing the responsibility of stock-taking and ordering supplies.

The Test of the Ensign - The trial undertaken by the Star-Ensign is far different to that of the Void-Private. The Trial can only be invoked if the Ensign initiating it can succeed in three fights against their fellow Ensigns; with the fights either being physical, known as the "fight of the body", or psionic, known as the "fight of the mind". The loss of even one challenge immediately disqualifies them from promotion to Star-Lieutenant. Even the nature of the promotion has some social impact as well. If a Star-Ensign is constantly being challenged and consistently losing, they begin to lose reputation until they make a visible effort to shape up; should they fail, they’ll eventually be demoted or even exiled.

Qu’qrot (Star-Lieutenant)

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. While not always, a Star-Lieutenant will usually have a senior role aboard the ship, and by being a Star-Lieutenant they take on the extra responsibility of being a head of staff for that area of the ship’s operation. The role requires a combination of age and experience, with the younger and less experienced Star-Lieutenants typically working under senior Star-Lieutenants until they reach that point. If not responsible for any specific department of the ship, a Qu’qrot will be given the responsibility of personally leading raids or boarding actions.

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.

The Trial of Authority - The Authority Trial can be invoked at any time by any Star-Lieutenant. The Trial is extremely simple, and that is to beat an existing Star-Captain in a single challenge of the mind or of the body. The challenger gets to choose between whether it will be physical or mental, and if the Star-Lieutenant wins, they become a Star-Captain. If they lose, however, they are demoted back to Void-Private. It is hard to get promoted again since initiating the trial is considered an implication of your belief that the Star-Captains’ way of commanding isn’t good enough, and a disregard for the respect of the rank. If the challenger succeeds, they are given command of their own ship, or if already commanding their own ship they will be given a new vessel deemed more appropriate for the rank.

Lu’Vru’qos (Star-Captain)

The rank of Star-Captain is seen as the highest 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.

Junior Captains will command just one ship, adjusting to their new role and responsibilities - both to the ship and to the Ti’Rakqi itself. As a Star-Captain gains more experience they may be appointed their own fleet to manage, and outside of a broad mandate provided by the Star-Admiral themselves the Captain will have free reign to operate as they see fit. Star-Captains are also provided with the location of Ippitaq’wesi upon promotion, along with the implanted killswitch that prevents them from betraying the Ti’Rakqi or the location of their home base before dying.

The Trial of The Abyss - The Abyss trial is the Ti’Rakqi’s codified method of deposing a Star-Admiral who has shown ineffective leadership or is otherwise seen as unworthy of the position by a Star-Captain. As with the Authority trial it can either be a trial of the body or a trial of the mind, but unlike previous challenges, this trial results in a permanent demotion and assignment to Ippitaq’wesi as punishment for doubting the leadership of the Admiral. To date, only five Abyss trials have been initiated, with the only successful Abyss trial being Xioshi’s against their predecessor.

Qu’Vru’qos (Star Admiral)

The rank of the leader of the Ti’Raqki. They have complete authority and expect unwavering loyalty to the organization. The Star-Admiral is appointed typically after the death of the previous Star-Admiral, but specific circumstances, such as invoking the Abyss Trial, can circumvent this tradition. The current presiding Star-Admiral is simply known as Xioshi.

The rank is a very hands-off position in comparison to the other ranks, with the responsibilities mostly relating to providing mandates to fleets and ensuring the continued success of the Ti’Raqki. With every new fleet that is established or that joins the Ti'Rakqi, its leader is given the privilege of meeting the current Star-Admiral face-to-face. This meeting is private, and not much is known outside of the Star Admiral congratulating them and giving them their mandate. The mandate depends on what the Ti’Rakqi requires, and is essentially a broad order for the fleet to operate with a certain goal in mind.

Xioshi, Current Qu’Vru’qos of the Ti’Raqki

A comparatively psionically powerful Listener and tactical genius by Skrellian standards, Xioshi managed to climb the ranks solely through the use of their psionic abilities, completing every trial through a test of the mind.

As an ambitious Star-Lieutenant, they achieved resounding success through several operations as a ship captain, and reportedly became a Star-Captain much faster than what was considered typical at the time. While initially their psionics carried them through the ranks, it wasn’t until they completed the operation that gave them their own fleet, the Kaz-qi’Thum, that Xioshi’s tactical prowess was unveiled.

Their reputation and abilities eventually culminated in their invocation of the Abyss trial, where they were able to best their predecessor and ultimately rose to the rank of Star-Admiral. The story of their rise to power, combined with their stellar reputation both before and during their thirty-year tenure as Star-Admiral has secured their reign over the Ti’Rakqi.

Notable Fleets

Kax-qi'Thum

Kax-qi'Thum, or when loosely translated "Iron Cannons", is a fleet headed by two massive Planaq carriers, and is the main display of power projection for the Ti’Raqki operation. The twin ships both have a complement of Ayoni escort craft, which act as the fleet's backbone while being supplemented by the usual retrofitted civilian craft the Ti'Rakqi employ.

The Kax-qi’Thum formed after its military vessels were stolen from an asteroid used by the Federation as a 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 Planaq spacecraft and had their engineers perform the most basic work required to get them flight-worthy. Combined with a feint action by the rest of Xioshi’s fleet that distracted the local Qukala force, the two ships and their complement of Ayoni escorts were safely brought to a friendly port where proper maintenance could be conducted. This operation ultimately led to Xioshi pushing for their promotion to Star-Captain, and when promoted their fleet was given the military vessels as a reward. Although largely suppressed by Federation media, the Federation did respond with tighter security measures that have made it much harder for the Ti’Rakqi to even operate near the region.

The two ships are largely outdated compared to what the Qukala currently uses, and are not themselves considered a major threat by the Federation. That said, the Kax-qi’Thum is still considered a threat to any merchant or hostile Marauder unlucky enough to come across it. The fleet mostly acts as a deterrent to any small Qukala patrols or opposing Marauder fleets that threaten Ti’Raqki operations in an area, with the regular upgrades that Xioshi puts the two ships under keeping them competitive.

The Skrell aboard these twin sister ships have become to recognize one another as Qu'Draa, or even Qrra'Myaqq, as a result of the considerably long history involving both ships. The battles the two have survived, both from the Nralakk Federation and other Marauder groups, have left many scars on both their hulls and the surviving crew.

Diingi'Lumiik

Diingi'Lumiik, or when translated "Harbingers of the Void", consists mostly of retrofitted civilian spacecraft, but with the addition of three additional Qaqii spacecraft that 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.

The Diingi'Lumiik is considered the most hawkish amongst the other fleets within the Ti'Raqki; while the Kax-qi’Thum acts as a deterrent, the Diingi’Lumiik is the actual fighting force of the Ti’Raqki. The fleet considers the Deadspace Spine to be its main area of operations, but its mandate requires it to protect Ti’Raqki assets and affiliated planets across the Traverse, forcing the fleet to currently be split into groups of varying sizes. Because of its mandate, the fleet is more welcoming of newcomers into the Ti’Raqki, seeing them as potential recruits to pad out its thinly-stretched numbers.

The Skrell aboard the trio of Qaqii vessels see one another as friendly rivals, always doing their best to outdo one another. Whilst this has worked out favourably many times in the past, the rivalry does mean that the three vessels are always in need of repairs after their latest attempt to one-up one of the other ships, further delaying the fleet in seeing these three vessels becoming fully functional. The rivalry has also promoted an intense personality amongst their crew, causing the three ships to be separated along with the rest of the fleet to prevent escalation and the potential destruction of one or all three of the 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.

Tana’raq’iq

Loosely translated to “Scavengers”, the Tana’raq’iq is unique in that it is not a singular fleet, but a loose confederation of fleets that share a similar philosophy and preferred tactics to achieve their goals. These fleets usually engage in smuggling operations, minor piracy, and reportedly have ties to scrapper groups within the Tri-Qyu system. The loose confederation, while initially seen as a break in tradition by the rest of the Ti’Rakqi, is now seen as a blessing; the decentralised nature of the fleet has allowed it to have a wider area of operations when compared to other fleets, while still being organised enough to bring in more income for the Ti’Rakqi than any of the fleets could bring in alone.

The Skrell active in the Tana’raq’iq are considered the “wildcards” of the Ti’Rakqi. The broad activities of the fleet combined with the daredevil escapades of some of its individual fleets close to the inner systems, including unprovoked clashes with Qukala forces, have given the fleet a reputation of being unpredictable. When another fleet of the Ti’Rakqi interacts with the Tana’raq’iq, it is said that the crews should prepare for both a fight and a party.

The Tana’raq’iq do have two main areas where they operate despite their decentralised nature: to the northeast, near Xrim and towards Hieroaetheria, and to the southeast, towards The Empire of Dominia and the Izweski Hegemony.

Those who base themselves closer to the southeastern borders of the Nralakk Federation are known to frequently cooperate with their Unathi peers. While they are willing to trade with most in the area as long as there is a benefit to it, these Marauders have found themselves cooperating closely with Kazu's Techraiders in particular.

The two groups trade regular goods when beneficial, but the relationship is mostly characterised by its cooperative aspects; the Tana’raq’iq are known to provide their own vessels for Techraider missions within Federation space, while the Techraiders provide manpower for Skrell smuggling operations outside of Federation space, along with importing essential goods for the Tana’raq’iq to smuggle into the Federation proper. The Techraiders, being mostly interested in 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 likewise invested in continuing this relationship as Techraider support provides them with easy access to markets outside of the Federation. This relationship seems to be unstrained by the Techraider’s kidnapping of Skrellian scientists; while unsavoury, these kidnappings do not technically go against the mandate that disallows them from harming civilians in any capacity - an order that while not justified by the Star Admiral, is generally considered to be a wise decision, as the nature of the fleet requires additional checks and balances to prevent rogue elements from acting against the interests of the Ti'Rakqi.

In comparison, the relationship between the Tana’raq’iq and the Unathi pirate group Hiskyn's Revanchists is described as cold at best; the Marauders of the Tana’raq’iq have near-unanimously agreed to not interact with the Revanchists in any way due to their ‘morally bankrupt’ methods of achieving their objectives, which include supporting synthetic groups when it comes to fighting Dominia. With this said, due to the decentralised nature of the Tana’raq’iq, some vessels have been known to cooperate with the Revanchists when their agendas align. Regardless, the Revanchists are known to target Tana’raq’iq vessels, believing these Skrell to be too weak to do what it takes to complete their objectives.

To the northeastern borders of the Nralakk Federation, the Tana’raq’iq mostly focuses on piracy, stealing from Federation merchant vessels and discretely selling the cargo on Epsilon Ursea Minoris. While the Commonwealth of Hieroaetheria and the Federation cooperate to prevent these events from occurring, the Tana’raq’iq in the region have plenty of “clean” ships that they provide with false documentation, allowing for seemingly legal trade within Hieroaetherian space and making their capture that much harder for the authorities.

Deeper within Federation territory, closer to Xrim, the Tana’raq’iq primarily focus on recruitment. Using the fact that the region is mostly left alone by the greater Federation, the affiliated vessels here will use the fleet's assets to recruit for themselves - and to a lesser extent the rest of the Ti’Rakqi. While rumours are rampant about Dionae joining the Ti'Rakqi, particularly Shrkh wishing to flee persecution on Xrim, there has so far been no evidence that proves the rumours to be true.

Veq’Luuq

The Veq’Luuq, or the “Void Hunters”, is a fleet similar to the Tana’raq’iq in that it is in practice a loose confederation of large, independently acting vessels. These ships are solely commanded by experienced Star-Captains, and have a higher than average number of Void-Privates due to the fleet's reputation of being the best opportunity to get fast-tracked to Star-Ensign.

The captains of the Veq’Luuq have the primary goal of probing uncharted regions of space, while secondarily hunting dangerous xenofauna so that they can provide a stable source of income for the Ti’Rakqi. It is largely unknown to what end they are exploring uncharted space, but it is believed that the Star Admiral may have plans to expand Ti’Rakqi operations, or to prepare for the eventual expansion of the Nralakk Federation. Outside of this, the Veq’Luuq has the unique freedom of operating as they see fit because of the distances that normally separate them from the rest of the Ti'Rakqi. The Captains are allowed to pursue their mandate or their own personal goals how they please, where they please, so long as they still follow the Star Admiral’s original orders and uphold their obligations to the Ti'Rakqi.

It is expected of the Captains of the Veq’Luuq to return to port on a regular basis, giving intelligence as well as their tribute to the Ti’Rakqi in exchange for repairs, upgrades, equipment, and additional crew at a fraction of what it would normally cost as members of any other fleet. It is also expected that a third of their Ensigns who were promoted during their voyage be discharged and allowed to join more standard Ti’Rakqi fleets, to be replaced with fresh recruits.

Trade

The Ti’Raqki economy is diversified across many illegal ventures, but the main source of their income is the smuggling of goods across the Nralakk Federation. A large portion of their operations is dedicated to selling goods to the Traverse, allowing the Traverse to be less reliant on the inner sectors. While this relationship required a hefty sqiip sum, the recent economic collapse and the phoron shortage has forced the Ti’Rakqi to allow bartering with their long-term clients, while giving discounts to the more disadvantaged groups across the Traverse. Detractors within the group comment on the short-term ramifications of this, but Xioshi is adamant that the benefits this will bring will outweigh the initial costs in the long term.

The internal economy is barter-based, with goods and services being exchanged between fleets rather than the exchange of money. The Star-Admiral entrusts the fleets to handle these affairs, only getting involved if needed to settle a dispute between two fleets. This system is supplemented by Ippitaq’wesi’s own industrial sector, which can produce goods that are either rationed out to the fleets, or packaged and sold in the Traverse as a low-cost alternative to what is usually provided by the inner systems.

Most Marauder groups on the fringes of Federation space have managed to extend their presence outside of the Federation, although their influence in these areas has always been middling at best. The Ti'Rakqi had the most success in extending their reach into what is now 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 though, they were forced to cease most of their operations. The chaos that followed the collapse at first benefited the Skrell operating there, but the anti-xeno attitudes of the Solarians, the securing of the borders by the Nralakk Federation, and the threat posed by the former fleets of the Solarian Navy forced the Marauders to retreat back into the Traverse. The Wildlands is seen by many today as an elusive target; a potential gold mine for anyone willing to take the risk, but just out of reach for most.

With the Wildlands being seen as too hostile for non-human pirates, many of the Marauder groups have elected to strengthen their presence within the Traverse rather than look outwards. The exception to this is the Ti'Rakqi, due to it being one of the few Marauder groups that are large enough to look at external trade without compromising their position within the Traverse. Trading is done discretely on the border as Skrell and Human pirates quickly exchange goods before retreating back into their respective territories, fearing that they might attract the attention of the authorities.

Aside from the Tana'raq'iq's dealings with Unathi pirates, the southeastern frontier is considered an untapped resource for the Ti'Rakqi to exploit. While not as lucrative as the former Solarian territories, the comparatively relaxed border security and lack of organised policing past the Federation border does allow Marauder activity to proliferate. Dominia's pact with its neighbouring pirate fleets has deterred those who would consider the Empire to be an opportunity, and as a result Marauder activity in the region tends to stop before reaching Dominian space.

The Resistance

The flag used by The Resistance and Free Traversers to advocate for a Traverse free from Federation oppression.

The Resistance, or Lyukal in Nral'Malic, is a collection of groups opposed to what they perceive as oppression of all Skrell by the Federation government. These groups are concentrated mostly in the Traverse, particularly where the central government has little presence. However, with Weibii's Exodus the Lyukal have branched out to regions outside of Federation space; along with their usual strongholds within the Traverse, the Lyukal now have a notable presence within Mendell City's Starlight Zone.

OOC Note: Being a member of the Lyukal is considered highly illegal by the Nralakk Federation. Playing a character with affiliations with the Lyukal runs the risk of permanently losing that character.

History

The Lyukal's decentralised nature makes it difficult to determine its exact origins, but it can be said that at least some parts of the modern Lyukal can trace their roots to members of the Lyukal during Glorsh-Omega's reign that disagreed with the formation of the Second Nralakk Federation. These groups saw the Federation's re-establishment as a new oppressive government, not much different than Glorsh's rule that they spent years fighting. These Skrell, who spent years waging a guerilla war against Glorsh, now found themselves organising against their fellow Skrell. In the centuries since its inception, other groups have aligned themselves with the Lyukal's cause. The motivations of these groups vary, with some sharing the Lyukal's belief of the Skrell's right to freedom and self-determination, while others are motivated by more selfish goals. Regardless of their motivation, all members of the Lyukal are united under one common belief: the Nralakk Federation's rule over all Skrell cannot be tolerated.

While the Lyukal has been active for centuries, it has remained an unorganised and unfocused dissident group in the eyes of the Federation, a fact that both benefits and constrains the Lyukal; by being decentralised, the Lyukal's effectiveness as a resistance group has been minimised. On the other hand, by not being severely impacted by the apprehension of one leader or dismantlement of one Cell, the Lyukal has remained a constant threat to the authority of the Nralakk Federation within the Traverse. On the outside, there seems to be a development, with a single leader who acts as the public face for the group and represents its goals abroad: Kalq'Qi Weibii. After losing the 2463 Grand Councillor election, Weibii encouraged any Skrell who felt dissatisfied with the Nrallak Federation to join them in a mass exodus, bringing them to the Republic of Biesel and founding the Starlight Zone within it's Capital. After this exodus, Weibii became the unofficial leader of the Lyukal, bringing the resistance movement recognition abroad and giving it a platform to promote its cause and lobby for support within human space.

It was discovered that the Lyukal had been supporting the Independent Traverser Movement while it was still active, although the extent of this support is unknown. Near the end of the Movement's activity, a Lyukal operation within Federation space was foiled thanks to a combined effort of ITM members and Ruupkala and Nlomkala officers. The operation involved providing arms and other supplies to militant members of the Independent Traverser Movement who were still active despite the overall movement losing traction as a result of successful negotiations with the Grand Council. It is believed that the Lyukal wished to have the remnants of the ITM continue its resistance against the Federation, but the operation was interrupted before it could come to fruition.

Structure and Operations

The Lyukal is highly decentralised, and most groups are rarely, if ever, in contact with one another. When motives align, several groups of dissidents may come together to form Cells, pooling resources and manpower to help accomplish a shared goal. The leader of a Cell is invariably the one who can exert the most control over its members, with many Cells experiencing a period of instability as this power struggle takes place. It is common for a new Cell to quickly dissolve during this period, with the Federation's Kala finding it to be the easiest time to infiltrate and dismantle the operation before it can begin in earnest. Once a Cell has had the chance to establish itself, however, it can be extremely difficult to dismantle it. These Cells will primarily act independently of one another, with subdivisions within the Cell sometimes collaborating with other Cells if skills are needed or if the groups have a shared target in common. The internal structure of a Cell varies, with some being more centralised than others. The leader of a Cell may use clandestine methods to disseminate their orders, while others may rely on their subordinates to pursue their objectives autonomously. A common theme, however, is the compartmentalisation of information; groups within a Cell are 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 capture and arrest of other members of the Cell.

While there is no central leader of the Lyukal, Kalq'Qi Weibii is considered the "face" of the organisation as a whole. Their activities in Mendell City's Starlight Zone focus on fostering anti-Federation sentiment in Skrell abroad, as well as recruitment and educating Skrell on the oppressiveness of the Nralakk Federation. While Weibii holds no official title, they are considered by many both within and without 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.

Cells

Raqa'Nuul (Cybers)

Leader: Ockq Oona

"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 cattle to be kept docile. We aim for the free sharing of information within the Federation's extranet ecosystem, and the dismantling of the oppressive structures that prevent the free exchange of knowledge."

The Raqa'Nuul was founded by its current leader, Ockq Oona, in 2398, following their expulsion from their planet's Depth College for what was officially "academic misconduct". Oona claims that their expulsion was based on their political activities rather than misconduct, and that the Federation forced their Depth College to expel them. Ockq Oona was highly critical of the Grand Council during their Depth College years and would regularly advocate for reform on free speech while on campus. When they were expelled, Ockq Oona formed an online community with their former classmates. This community would gather any information they could find on topics that the Federation were known to censor and publicise it before the authorities could catch on. Over time, this community would go on to become the Raqa'Nuul.

Dedicated to the freedom of information, the Raqa'Nuul pursues an almost purely virtual war against the Nralakk Federation. As a result, the Cell does not have much of a physical presence, and members mostly organise themselves in online spaces. The group focuses on combatting the Federation's propaganda through online activism but also commits acts of cyber terrorism to accomplish its goals. The Raqa'Nuul have been responsible for installing viruses in government systems, leaking Federation secrets over the extranet, and committing acts of vandalism on sites such as Viv-ID. While mostly non-combative, the Raqa'Nuul's actions have at times led to serious injury or death; in one prominent case, a shipping depot's docking systems were compromised due to a virus used by the Raqa'Nuul, resulting in an incoming vessel being unable to dock properly and colliding with a station's hull. The Cell publicly apologised, stating that they only intended to interrupt shipping operations, but this and similar events have resulted in the group being seen as a serious threat to online and computer safety. The Federation has created a counter-campaign against the Raqa'Nuul that capitalises on the average citizen's fear of them; propaganda warning citizens about online fraud, account hacking, and similar illegal activities regularly reference the Raqa'Nuul which further reinforces negative attitudes towards the Cell.

The Raqa'Nuul's expertise in hacking has made them popular amongst other Lyukal Cells and other criminal groups. If a system needs breaking into, or if local communications or an online service needs to be disrupted, Raqa'Nuul members are highly sought after. Their expertise in hacking has also made Raqa'Nuul members prize recruits for criminal groups elsewhere in the Spur, with criminal organisations known to pay a small fortune for their services. Additionally, the Cell is rumoured to be a target of the Ruupkala for recruitment, and captured members are marked for "special rehabilitation" to be turned into Ruupkala agents.

Oqolk-Kora (New Path)

Leader: The Latent

"Those in power claim that the mistakes of the past shall not be repeated, but we can see the Federation for what it is. The Federation represents a stagnation in our progress as a species, a return to the old ways that will eventually lead us to another cataclysm such as Glorsh-Omega. The Oqolk-Kora refuse to see our people suffer under the hands of another tyrannical regime. When the Lyukal storms Kal'lo and seizes control, the Oqolk-Kora will be the ones that ensure a peaceful transition to a free and democratic government."

The Oqolk-Kora was founded by members of the Lyukal who fought against Glorsh-Omega during its regime four centuries ago, but its culture has changed since its original inception. The Cell originally accepted all Skrell, regardless of their background, but in the modern day it now solely consists of Skrell who identify as Kir'gul. This recent change has been attributed to the Cell's enigmatic leader, only known as The Latent. Shortly after taking over from the previous leader Oroq Xaqu, who originally founded the Cell and died of old age, The Latent enacted a purge within Oqolk-Kora of all Skrell who refused to adhere to Kir'gul beliefs. Despite this radical change and the adoption of Kir'gul, Oqolk-Kora did not witness a fundamental shift in its original mission statement or objectives; Oqolk-Kora originally set out to see the Nralakk Federation dismantled and replaced with a new government system that does not oppress its citizens. The Oqolk-Kora plans to act as a caretaker government when the Lyukal seizes control of the Federation, focusing on ensuring a peaceful transition to a new form of governance. Arguably, the transition to Kir'gul has only reaffirmed the Cell's mission, although it has caused some division within the Lyukal; not all Lyukal members adhere to Kir'gul beliefs, and some are concerned that The Latent's aggressive stance on Kir'gul adherence within the ranks of the Oqolk-Kora will extend to everyone else if they were to take control.

Before The Latent, the Oqolk-Kora focused on disrupting the political machinations of the Federation. The Cell would harass election candidates, organise smear campaigns against those deemed to be Federation puppets, and blackmail politicians to impact policymaking. It was also known to disrupt elections, spoiling ballot boxes and vandalising or even destroying polling stations. After The Latent took over the Cell, the modern Oqolk-Kora has become more secretive in its operations; the Cell now primarily promotes Kir'gul beliefs and the Lyukal's cause as a whole through education and propaganda. Members will typically infiltrate Kir'gul communities first, establishing themselves within an already oppressed community where the Lyukal may find sympathy before reaching out to the main Skrell population. Once members have cemented themselves within the general population, the group begins to infiltrate local politics with the end goal of having key areas of local government either controlled or closely aligned with the Oqolk-Kora.

The Nralakk Federation is noticeably more lenient when sentencing Oqolk-Kora members, typically sentencing them to re-education and releasing them upon completing their "treatment". It is assumed that the Federation keeps them under close surveillance upon release, with some even believing that they are used as active double agents to infiltrate Oqolk-Kora operations.

Plurqh'Quq (Freedom Fighters)

Leader: Ju'qoli Yeeboq

"Freedom by any means necessary. For too long have the Skrell been under the heel of an autocratic state; first Glorsh, now a "Federation" that exploits the underclass to the benefit of a privileged minority. While others use words, the Plurqh'Quq will accomplish our misson 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."

The Plurqh'Quq is a more recent Cell, founded in the 2300s by its current leader Ju'qoli Yeeboq. Yeeboq was a former Qukala soldier, who claims that they were tasked with committing what they consider atrocities against alleged Lyukal sympathisers while deployed to the Traverse frontier. Yeeboq would eventually desert their post with several other members of the Qukala, temporarily forming a Marauder band before reorganising themselves as a Lyukal Cell.

This Cell is best known for its terrorist acts and way of operating; using the Qukala's own tactics against them, the Plurqh'Quq commits surgical strikes against the Qukala within the Traverse. Plurqh'Quq raids will focus on decapitating strikes, taking out communications and senior officers before engaging their primary target. When not targeting the Qukala, the Cell is known to commit acts of terror - although not with the intent to kill. The Cell will typically call ahead of time to allow an evacuation of the area before bombing or attacking civilian areas, heavily contrasting with their ruthless operations against the Federation's military. The Plurqh'Quq is also known for its ties to Marauder groups due to its past, coordinating raids on cargo vessels with local Marauder fleets and selling Qukala equipment to groups they come across. The Cell's reputation as a violent resistance group has made it well known throughout Federation space, and it is standard protocol within the Qukala to engage and destroy Plurqh'Quq vessels on sight.

While not strictly a Suur'ka group, its methods have attracted many Skrell who follow Suur'ka. Yeeboq has capitalised on this trend, promoting strength and self-reliance within the Cell in hopes of making the Plurqh'Quq more attractive to Suur'ka members. Recruitment methods have also adapted in response to the trend, with a number of Suur'ka cloisters known to be funded by the Plurqh'Quq or even being organised by the Cell itself to act as recruitment hubs.

Qranqi (Subversives)

Leader: Psi

"The oppressed and downtrodden of Federation society deserve more. We all deserve more. The Social Credit System 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 Listener, or were born into the wrong 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."

The Qranqi is an elusive Cell, formed by the enigmatic Psi soon after the Federation's re-establishment post-Glorsh. When the Federation introduced the Social Credit System, many Skrell soon realised the negative impact it would have on large swathes of the population. Those who did not follow what the Federation considers "ideal" found themselves in a weaker position societally due to their score, losing access to aid and resources based on characteristics or factors outside of their control. Many of these disenfranchised Skrell would organise the Qranqi in response, initially as an advocacy movement, but soon joining the ranks of the Lyukal when it became apparent that their activities would not be tolerated by the Nralakk Federation.

Organised by and for those the Federation would consider "subversive", the Qranqi's ethos mostly centres on equality and combating the injustices inherent in Federation society, particularly the impact of the Social Credit System and the Federation's mistreatment of Listeners. Initially, Qranqi members would hold demonstrations and promote their cause through activism, but the Federation's crackdown on this dissident activity has resulted in the Qranqi taking a less public approach. The Cell focuses primarily on helping those with a poor social credit score or otherwise oppressed under the Federation; makeshift hospitals provide free, "true" universal healthcare, jobs are found for those struggling to find employment, and transport is sourced for those looking to flee the Federation. The Qranqi's focus on those the Federation considers subversive has given the Cell a lot of sympathy in the Federation's counterculture scene, making it a prime recruiting ground for the group; Qranqi agents have been known to embed themselves into local underground hotspots, becoming organisers for illegal raves or managing a club that hosts subversive events. While not every subversive is willing to fight the Federation in a literal sense, the Qranqi have been able to use their influence in the underground scene to convince those oppressed or impressionable enough to join their ranks.

The Qranqi have a reputation as criminals and "punks" due to their ties with the subversive elements of Federation society. Furthermore, the Cell has links to various 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 has not only made the average Skrell wary of them but has also resulted in actual criminals attempting to join the Cell. As with most Lyukal Cells, the Qranqi's decentralised nature means that the vetting process for recruits is not uniform, making the situation even more difficult.