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= Tattuqig =  
= Tattuqig =  
First colonised in '''2260 CE''', the swamp planet of Tattuqig is located in orbit around a large gas giant in the Ghialok System, found within the Pluat Ven’qop region of the Traverse. It is the first location where Skrell discovered evidence of other sentient life existing within the Orion Spur - not including Dionae. The tropical, boggy environment of Tattuqig provides ample conditions where signs of life have been preserved for millennia, allowing for many sites of interest to the archaeological community to be found across the planet. The unique atmospheric conditions of the planet have allowed for an almost permanent fog to exist across it, within which psionic predators reside and often unleash havoc on the Skrell colonists. Its hostile wildlife and perilous weather make Tattuqig one of the few planets not on the frontiers of the Traverse that is considered dangerous to live on.
Tattuqig is a primarily swampy moon, found orbiting a gas giant in the Ghialok system in the [[Notable_Skrell_Systems_and_Locations#Estuaries|Estuaries]] of the Traverse. The tropical, boggy environment of Tattuqig hosts extensive fossils and traces of its past ecologies, with extensive archaeological efforts still underway. Tattuqig’s exotic atmospheric composition hosts a permanent fog on its surface, where psionic predators stalk for their prey and skrell alike. Its hostile wildlife and weather makes Tattuqig notably dangerous, and one of the few with travel advisories outside of the Traverse.


== History ==
== History ==


Despite the planet being discovered prior to the [[Skrell_Synthetic_Age#Reign_of_Glorsh-Omega|Era of Synthetic Oppression]], Tattuqig was only colonised post-Glorsh in '''2267 CE''', with pre-Glorsh colonisation plans being postponed due to the rise of Glorsh-Omega, as well as the chaos caused by the Tri-Qyu Incident that ended its reign. Tattuqig was one of the first colonies to be established post-Glorsh to employ newer Federation colonial policies; the issue of losing colonists to unknown dangers, and the species still coming to terms with the genophage, resulted in a policy of cautious development that relied on manned drones and prefabricated habitats to be constructed before the colonists even land.  
Tattuqig was discovered pre-[[Skrell_Synthetic_Age#Reign_of_Glorsh-Omega|Synthetic Age]], with colonization only taking place well afterwards in 2267 due to the Nralakk Federation’s collapse post-synthetic age. Tattuqig’s colonial efforts were made with newer Federation colonial policies, cognizant of X'Lu'oa leaving the species’s future precarious, with manned drones and prefabricated habitats to be constructed pre-landfall.  


Pre-Glorsh probe missions showed that Tattuqig had a much stronger electromagnetic field than that of the Homeworld or any other planet colonised by the species to date - although this information was lost by the time first attempts at colonisation began in '''2254 CE'''. The rediscovery had delayed the colonisation of the planet by years, as manned drones and unshielded equipment began to malfunction before the first settlers even arrived. New designs had to be developed that could withstand the electromagnetic interference, and more equipment had to be shipped from the inner systems before construction could resume and the colonists could safely make landfall.  
Preliminary probes in the 1630s identified Tattuqig’s electromagnetic fields as notably stronger than the fields around Qerrbalak and the other colonies, though this information was lost until the first colonization efforts in 2254. Trouble began when the colony’s prefabricated habitats and manned drones malfunctioned, and failed to properly deploy before the colonists arrived. New designs had to be developed that could withstand the electromagnetic interference, and more equipment had to be shipped from the inner systems before construction could resume and the colonists could safely make landfall.  


In '''2265 CE''' the colonists finally arrived at the landing site and began to familiarise themselves with their new home. At first intended to be a transportation hub, with the aim of lessening the logistical burden that supplying the outer colonies brought on the strained supply lines of the Federation, the establishment of the first outposts revealed one of the Skrell’s biggest discoveries before first contact with Humanity: evidence of other sentient life developing within the Orion Spur.  
By 2267, the colonists arrived at their designated landing site, intended to be a transportation hub to lessen the logistical burden from supplying the outer colonies. The establishment of the first outposts revealed one of the skrell’s biggest discoveries before first contact with humankind, which was evidence of more sentient life developing within the Orion Spur.  


While the discovery did not overshadow first contact with and the integration of Dionae, it did confirm hypotheses proposed by the Skrell scientific community that intelligent life has or had developed closer to home; while Diona are considered sentient, it is believed by most that Dionae - due to their lack of zona bovinae compared to other lifeforms - did not originate in the Orion Spur, which still made the evidence found on Tattuqig a monumental discovery for Skrellian scientists. The science team embedded with the colony was quick to respond to the discovery, and expeditions were organised with haste to discover more sites belonging to this long-gone civilisation.  
Federation scientific communities were shocked at the prospect of intelligent life developing close to their territories, in comparison to Diona being sentient but having arrived from outside of the Orion Spur due to their lack of zona bovinae. Tattuqig’s discoveries were monumental, with the research efforts embedding themselves into the colony soon after, and expeditions were organised to discover more sites belonging to this ancient, absent civilisation.  


Deep within the peat swamps of Tattuqig, near-perfectly preserved tribal villages were found by Skrell scientists. Thanks to the preservation of these villages, archaeologists have been able to gain insight into the culture, society, and technological level of the planet’s old inhabitants with a clarity previously thought impossible by the scientific community at large. Although the remains of this civilisation were well-preserved, no bodies were discovered at any of the sites, an anomaly that is still debated in the modern era by Federation anthropologists.
Preserved villages deep within the peat swamps of Tattuqig were discovered soon after, with their level of preservation allowing archaeologists to gain insight into their culture, society, and technological level of the planet’s old inhabitants with extreme clarity. Although the remains of the civilisation were well-preserved, no bodies were ever discovered at any of the sites, considered an anomaly that baffles anthropologists to this day.


Alongside the discovery of sentient life on the planet and its strong electromagnetic field, the colonists came across another distinct feature: a thick fog that covers the majority of the landmass of the planet. At first, the fog was considered only an obstacle to visibility, but it soon became evident that the fog was home to a sinister threat to the Skrell and the future of the colony; after a string of disappearances in the months post-landing, it was determined that some sort of hostile creature was preying on the colonists. The creature was described by eyewitnesses as "monstrous", "burly", and with "skin of grey marble". This creature would stalk unaware Skrell as they wandered too far from their homes, the only sign that the creature was even there being a terrifying bellow just before they pounced on their prey. Using a '''Neara''', one of the more docile animals of Tattuqig, as bait, a specimen was captured for study.
Beyond the civilization remnants and strong electromagnetic field, the colonists discovered another distinct feature in the form of a thick fog that covered the majority of the surface. Originally considered an obstacle to their visibility, the colonists soon found that the fog was home to adapted predators. Strings of disappearances occurred in the months post-landing, pinned on the local wildlife with a specific species preying upon skrell. The creature was described by eyewitnesses as monstrous, burly, and with grey, marble-esque skin. This creature would stalk unaware skrell as they became separated from others, with only a telltale bellowing heard before they pounced. Using a '''Neaera''', another animal native to Tattuqig as bait, a specimen was captured for study.


Now known as the '''Fog Crawler''' by Tattuqig locals, this hulking reptilian species utilises psionics to stalk and hunt its prey while using the planet’s fog as cover. It is theorised that the sudden influx of Skrell made a shift in the planet’s Nlom, inadvertently resulting in the Fog Crawlers targeting Skrell in particular because of their psionic signature being greater than that of other beings found on the planet. While no, hostile xenofauna is not an issue unheard of by Skrell, the combination of thick fog causing visibility issues and the strong electromagnetic field making most advanced forms of machinery unavailable meant that options were limited. The discovery of the Fog Crawlers led to Tattuqig being given exemption from Federation gun laws, allowing the colonists to organise patrols and sentries that kept the settlements from being targeted by Fog Crawler prides. The unique situation the settlers found themselves in led to the establishment of the '''Roaming Routes''', a mapped series of constantly ebbing and flowing paths through the fog that the Skrell could utilise to move around the planet, as well as the '''Ubulreak Corps''', an organisation tasked with tracking and keeping the Fog Crawlers from attacking inhabited areas or the safe routes between settlements.
Named the '''Fog Crawler''' by Tattuqig’s colonists, fog crawlers are hulking, reptilian species that utilizes psionics to hunt prey while hidden in the dense fog. The sudden influx of skrell caused a shift in the planet’s Nlom, resulting in the fog crawlers hunting skrell due to their psionic signatures being stronger than its usual prey. While hostile xenofauna is not unheard of by skrell colonists, the thick fog causing visibility issues, and the strong electromagnetic field making most advanced forms of machinery unavailable meant they were left vulnerable. The discovery of the fog crawlers led to Tattuqig being given exemption from Federation gun laws, allowing the colonists to organise patrols and sentries for self-defense of settlements. In response, the settlers established the '''Roaming Routes''', a mapped series of alternating paths through the fog that they used to move across the planet. The '''Ubulreak Corps''' were also formed, being tasked with tracking and keeping the Fog Crawlers from attacking inhabited areas or the roaming routes between settlements.


Other than the occasional science team, Tattuqig was more or less left to its own devices by the Federation until '''2332 CE''', following first contact with Humanity. Zeng-Hu Pharmaceuticals took a notable interest in Tattuqig's ecosystem, proposing a deal with the Jargon Federation that allowed them to establish a presence on the Tattuqig in exchange for aiding the funding of any and all scientific endeavours conducted on the planet. While initially only interested in the flora and fauna of the planet Zeng-Hu was quick to also focus on Tattuqig's ruins, setting up their own xenoarchaeological branch on the planet. The sudden influx of outside groups on Tattuqig influenced the establishment of '''Fog Wardens''', an unofficial group that dedicates itself to protecting the planet from potentially damaging practices by the humans working here.
Tattuqig was left to its own devices by the Nralakk Federation until 2332 after first contact with Humanity, with [[Zeng-Hu Pharmaceuticals]] taking an interest in Tattuqig's ecosystem, who proposed a deal with the Nralakk Federation to establish a presence on the Tattuqig in return for aiding the funding of all scientific endeavours conducted planetside. While initially only interested in the flora and fauna of the planet, Zeng-Hu took an interest in Tattuqig's archaeological findings, and set up their own branch of xenoarchaeologists. The sudden influx of outside groups on Tattuqig led to the establishment of '''Fog Wardens''', an unofficial group that dedicates itself to protecting Tattuqif from potentially damaging practices by the humans working here.
 
Tattuqig was one of many colonies in the Traverse that was involved in the [[Warbling_:_The_Traverse_Strikes_Back|exodus]] following Grand Councillor Weashbi Jrugl's victory in the '''2463''' primary elections. Many disgruntled colonists followed candidate [[Notable_Skrell#Kalq’Qi_Weibii|Kalq'Qi Weibii]] on their journey to the Republic of Biesel, and took part in the founding of the [[Starlight Zone]]. While the actual number of Tattuqigan colonists that left was small, the impact the exodus had on the planet was still noticeable. Scientists, educators, labourers, and many others with the skillsets needed for a functioning colony left in droves, causing many fragile settlements to collapse as they were no longer able to support themselves. Those who remained on Tattuqig resent the exodus for its impact on the planet, especially by those who had to abandon their homes, and today the exodus is seen as being responsible for the overall pro-Federation alignment of the planet - a view that is at odds with the colony's lack of support by the inner systems and its generally poor status.


Tattuqig was one of many Traverse colonies involved in the [[Warbling_:_The_Traverse_Strikes_Back|exodus]] following Grand Councillor Weashbi Jrugl's victory in the 2463 primary elections. Most disgruntled colonists followed candidate [[Notable_Skrell#Kalq’Qi_Weibii|Kalq'Qi Weibii]] to the Republic of Biesel, and eventually forming the [[Starlight Zone]]. While the actual number of fleeting Tattuqigan colonists was small, the impact of the exodus was still noticeable. Scientists, educators, labourers, and many other specialized workers needed for a functioning colony left in droves, causing many settlements to collapse, no longer able to support themselves. Those who remained on Tattuqig resent the exodus for its impact on the planet, especially by those who had to abandon their homes, and are considered responsible for the pro-Federation alignment of the planet, though that is at odds with the colony's lack of support and its poor status.
== Government ==
== Government ==


Tattuqig's capital is the city of Aujaq'wesi, one of the largest settlements on the planet and one of the first landing sites, located on the planet's central island. Governor '''Tarqi Plaqo''' has governed the colony since its inception, although in practice holds little power outside of the capital due to the fog covering the planet. This is exacerbated by the planet's electromagnetic field making more advanced technology such as long-range communication or travel unavailable, meaning that by and large, the other islands work autonomously from the central government of the planet.
Tattuqig's capital city is Aujaq'wesi, located on the planet’s central island, and is one of the largest settlements on the planet. Governor '''Tarqi Plaqo''' has governed the colony since its inception, although they hold little power outside of the capital due to the fog-induced isolation. This is exacerbated by the strong electromagnetic field making most long-range communications and travel unavailable, leaving the other islands working autonomously from the government.


The planet consists of four regions:
The planet consists of four regions:


'''Aujaq Region''' - Named after the planet's capital, this region consists of the two central islands of the planet and includes the capital and the city of Qaroq'xlip. It is responsible for the administration and cross-planetary infrastructure of the Tattuqig, with its central location making it ideal for its role. The two major cities work together against the isolating conditions the colony deals with; Aujaq'wesi, being the capital, is responsible for administrating and coordinating with the other islands, while Qaroq'xlip is a vital port that ensures long-distance sea travel is possible.
'''Aujaq Region''' - Named after the planet's capital, the Aujaq Region consists of the two central islands of Tattuqig , as well as its capital city of Qaroq'xlip. The region is responsible for the administration and cross-planetary infrastructure of the Tattuqig, with its position making it ideal for its role. Both major cities work against the isolating conditions the colony deals with. Aujaq'wesi, being the capital, is responsible for the administration and coordination of the other islands, with Qaroq'xlip being a vital port that ensures long-distance sea travel is possible.
 
'''Mo'qa'Noa Region''' - Named after the Mo'qa'Noa ice sheets and the two islands closest to it, the region sees the most Zeng-Hu activity due to the number of ruins surrounding it. The investment by Zeng-Hu allowed more development to the region’s settlements, giving it a semblance of life closer to that of [[Notable_Skrell_Systems_and_Locations#The_Contingent_Systems:_The_Second_Waves|Contingent Systems]]. The region is considered much safer than most of Tattuqig, but the terrain on these islands leaves little room for expansion.


'''Mo'qa'Noa Region''' - Named after the Mo'qa'Noa ice sheets and the two islands closest to it, the region sees the most Zeng-Hu activity due to the number of ruins surrounding it. The investment by Zeng-Hu has allowed the inhabited parts of the area to be more well-developed compared to the other regions, giving it a semblance to life that would be typical of other colonies within the Pluat Ven'qop region of the Traverse. It is considered much safer than most areas of Tattuqig, but the terrain on these islands means that outside of Sura'zlip there is not much room for expansion.
'''Kanosak Region''' - Named after the Kanosak mountain range on the northern island, the region includes Kanosak Point, a dormant volcano, and Ublureak'qwip. With higher Fog Crawler sightings, the region is most known for the Ublureak Corps, who maintain the city of Ublureak'qwip as their headquarters. Kanosak Point and Ublureak'qwip act as landmarks for the most northern and southern points where skrell can safely inhabit the island, with most areas north of the mountain range deemed inhospitable, while the lands south of Ublureak'qwip are too encased in fog for permanent settlements to be built.  


'''Kanosak Region''' - This region is named after the Kanosak mountain range on the northern island. The region includes Kanosak Point, a dormant volcano, and Ublureak'qwip. The region has a higher-than-average number of Fog Crawler sightings and is most known for the Ublureak Corps, which considers the region their home and the city of Ublureak'qwip their headquarters. Kanosak Point and Ublureak'qwip act as markers for the most northern and southern points where Skrell can safely inhabit the island; most of the land from the Kanosak mountain range northwards is considered too inhospitable, while the lands south of Ublureak'qwip are too encased in fog for permanent settlements to be built.  
'''Tartok Mesa Region''' - Consisting of Tartok'qlip and the surrounding area, the region remains undeveloped outside of its sole city, acting as a vital link between Tattuqig and the rest of the Federation. The mesa on which Tartok'qlip is built on is high enough to not be encased in fog, allowing for the building of spaceports.


'''Tartok Mesa Region''' - Consisting of Tartok'qlip and the surrounding area, this region is mostly undeveloped outside of the city, and acts as a vital link between Tattuqig and the rest of the Federation. The mesa on which Tartok'qlip is built is high enough to not be encased in fog, and allows for safe travel to and from the planet.
==Economy==
Tattuqig’s economic weight in the Nralakk Federation is considered negligible, being seen as a poorer Traverse colony and poor prospects for future development. The primary exports of the planet consists of food and scientific research, with the neaera being a recently widely-accepted culinary addition to skrell cuisine. Ranching and harvesting neaera is the second most well-known feature of Tattuqig, with every single part of the animal considered delicious and usable. Scientific endeavours and research data remains the primary draw to Tattuqig, with Zeng-Hu Pharmaceuticals maintaining an exclusive deal in funding all research efforts in return for being the sole corporate presence on the planet. Federation-backed researchers are a common sight as visitors and tourists, with the applications of Tattuqig’s wildlife and its ruins drawing in enough outsiders to keep its local service industry afloat.


== Environment ==
== Environment ==
Its position relative to its star, combined with its atmospheric composition, has resulted in a tropical wetland environment spanning across the globe of Tattuqig, along with an encapsulating fog that lifts and falls similar to the tides of an ocean. The planet has an overall high fertility rate, with nutrient-rich soil and a diverse range of flora and fauna providing it with a highly active ecosystem. Unfortunately, many of these resources are unable to be exploited by the Federation in any meaningful capacity due to the fog that encompasses the planet. The oceans of Tattuqig, while not deeply explored, are thought to be as diverse as the land.  
Due to Tattuqig’s atmospheric composition and orbital position to its star, the planet is primarily tropical wetlands, with a dense fog that recedes seasonally. The planet is dominated by nutrient-rich soil, hosting a diverse range of flora and fauna that forms its highly active ecosystem. Most of Tattuqig’s positive characteristics are unable to be exploited by the Federation due to the fog. The oceans of Tattuqig, while mostly unexplored, are potentially ecologically diverse.
Due to the fog preventing most resource extraction, the planet’s swamp gases are the biggest export that Tattuqig has to offer; its availability and relatively simple method of extraction make it one of the most available resources on Tattuqig, and as a result, the planet has quickly become one of the biggest suppliers of natural gas in the region. While natural gas isn’t a resource that sees much use in most parts of the Orion Spur, it sees common usage within underdeveloped colonies, making it a lucrative export for settlements on the fringes of the Traverse that do not have ready access to the technologies of the 25th century. These natural gasses are also heavily used domestically for the same reasons.
 
In lieu of Tattuqig’s potential industry, its swamp gases remain its primary export, with its availability and simple extraction making it easily exploited. Tattuqig is one of the biggest suppliers of natural gas, with natural gas primarily used in less developed colonies, making it an important export for settlements on the fringes of the Traverse.
=== Wildlife ===
=== Wildlife ===


'''Oom’Tiiriq (Fog Crawlers)'''
'''Oom’Tiiriq (Fog Crawlers)'''


An infamous creature well-known and rightly feared by the populace, this reptilian species can reach almost 2.4 meters in height when stood upright and can weigh as much as 110 kilograms. Zeng-Hu scientists on the planet have described the skin of the creatures as similar to that of the Solarian Alligator found on Earth. Fog Crawlers are bipedal and have four arms which they use to clutch their prey. When not hunting, they can be observed in prides of ten to twelve individuals, with the pride dividing itself into hunting pairs that coordinate through their primal psionic abilities. A carnivorous species, the Oom'Tiiriq is considered a threat to the continued existence of Skrell on Tattuqig, and is the reason why the planet has been given permission to allow private gun ownership to its inhabitants.
The infamous predator of Tattuqig, Fog Crawlers grow to almost 2.4 meters in height upright, and can weigh as much as 110 kilogram, with its skin described as similar to an alligator’s, being particularly rough and thick. Fog Crawlers are bipedal and have four arms to clutch their prey. When not hunting, they are organized in prides of ten to twelve individuals, with the pride dividing itself into hunting pairs that coordinate through their psionic abilities. A carnivorous species, the Oom'Tiiriq is considered a threat to the skrell on Tattuqig, and is the reason why the planet has been given private gun ownership allowances to its inhabitants.


'''Neaera (Tree Lurkers)'''
'''Neaera (Tree Lurkers)'''


Tree Lurkers are one of the most commonly observed animals found across Tattuqig, and closely resemble an amphibious version of the Solarian chimpanzi. They are a little over a meter in height and on average weigh about 20 kilograms. It makes its home in the dense forests of the planet, utilising its powerful leap and sticky grips to avoid the ground where it could be hunted by Fog Crawlers or other predators. They are usually sighted in troops of twenty to thirty. They are herbivorous species. The species has seen success outside of Tattuqig, where it is raised for its meat or used in animal experimentation similar to monkeys.
Tree Lurkers are one of the most common animals on Tattuqig, resembling an amphibious primate. They inhabit the dense forests of the planet, utilising its powerful leap and adhesive grip to avoid predators on the forest floor. They grow to almost a meter in height, and weigh around 20 kilograms, and form troops of twenty to thirty. The species is wildly popular for its culinary uses, being incorporated in skrell cuisine as a new-found staple of their diet, causing it to be a prized export.


'''Tupiq’Sir-Qii (Root Grazers)'''
'''Tupiq’Sir-Qii (Root Grazers)'''


Root Grazers are speculated to be quite plentiful across the planet, but their natural ability to camouflage themselves and their small stature make it a challenge to determine whether they’re endangered or not. They are approximately thirty centimetres in length and collected specimens appear to weigh roughly one kilogram. The species closely resembles crustaceans seen elsewhere in the Federation such as the buurgis, or the Solarian horseshoe crab. They feast primarily on roots, and sometimes insects. While solitary outside of the mating season, they have been observed congregating around fresh corpses, leading to biologists to theorise that they are also carrion-feeders.
Root Grazers are speculated to be another extremely common species on Tattuqig, but remain elusive with their natural camouflage and small stature. They regularly grow up to thirty centimetres in length, with collected specimens weighing roughly one kilogram. Root Grazers resemble crustaceans, closely resembling Qerrbalak’s buurgis, and Earth’s horseshoe crab. They are herbivorous and opportunistically carnivorous, regularly eating roots and insects. While solitary outside of the mating season, they tend to congregate around fresh corpses, potentially being carrion-feeders.


'''Ar'vr Teferb (Screaming Bulbs)'''
'''Ar'vr Teferb (Screaming Bulbs)'''


The screaming bulbs are a treasured specimen of flora for the Skrell of Tattuqig. When flowering, it will produce six bright blue bioluminescent bulbs on each of its three stalks, which slowly balloon to massive size before popping with a loud, drawn-out scream. Cultivated specimens are grown for the gasses they produce, which when ignited produce a vibrant blue flame. These gasses are used to light lampposts along the Roaming Routes or on sea vessels, their bright light being able to cut through the fog and make it easier to navigate between settlements.  
The Screaming Bulbs are a treasured specimen of Tattuqig. When flowering, Screaming Bulbs will grow six, bright blue bioluminescent bulbs on each of its three stalks, which slowly balloon before bursting with a noise reported as long, drawn-out screams. Cultivated specimens are grown for the gasses they produce, which produce vibrant blue flames when ignited. These gases are used as lamppost fuel along the Roaming Routes and aboard sea vessels, with their bright light cutting through the fog to make it easier to navigate between settlements.  


'''Gikiluak (Qhulyin Mushrooms)'''
'''Gikiluak (Qhulyin Mushrooms)'''


Gikiluak is a rather bright red fungus that grows atop foliage, normally found in particularly dark and damp regions of the planet. It hardens around its host plant before drawing nutrients and using it as structural support.  After suffocating its host, the mature fungus begins to produce tall outcroppings that regularly release spores to be carried by the wind. It is considered highly invasive and has been declared a pest by the Tattuqig Colonial Government. It is notorious for nearly destroying early settlements on Tattuqig by invading farmland and eating away at crops.
Gikiluak are bright red fungi that primarily parasitize foliage, found in particularly dark and damp environments. It hardens around its host plant as it envelops it, using it as structural support.  After suffocating its host, the mature fungus begins to produce fruiting bodies to release spores to the wind. It is considered a pest by the Tattuqig Colonial Government, notorious for nearly destroying the early settlements by invading farmland and ruining crops.
   
   
'''Her’qla’vrii (Hanging Pendula)'''
'''Her’qla’vrii (Hanging Pendula)'''


A large, thin tree that grows along the coasts, the Hanging Pendula produces low-hanging fruit, part of its evolutionary strategy that has ensured its continued survival. Whilst the fruit is edible, it also contains a poison that quickly paralyses those that eat it. While it varies, the poison tends to kill smaller animals or cause larger animals to starve to death, providing the tree with nutrients. While not commonly cultivated, the fruit of the hanging pendula is carefully harvested and used by the Ubulreak Corps as a poison against intruding Fog Crawler prides.
Hanging Pendula are large, thin trees that grow along the coasts and produce low-hanging fruit. While pleasant-tasting, it contains a paralyzing neurotoxic poison, killing smaller animals and starving larger animals to death, fertilizing the surrounding soil. While not commonly cultivated, the fruit of the hanging pendula is carefully harvested and used by the Ubulreak Corps as a poison against Fog Crawlers.


== Seasons ==
== Seasons ==
[[File:Tattuqig_Base.png|thumb|360px|An unlabelled map of Tattuqig.]]
[[File:Tattuqig_Base.png|thumb|360px|An unlabelled map of Tattuqig.]]
Tattuqig has a 9 month [[Jargon_Federation#Calendar_System|year]], with 37 days in each month, totalling 340 days. The temperature of the planet does not change much throughout the year, with the planet's Qu-Paalq averaging a temperature of 39 degrees and a humidity of 80%. The planet's "Lu-Paalq" season is only mildly colder and drier, averaging around 30 degrees and a humidity of 72%, but has noticeably calmer sea weather. The Qu-Paalq season lasts for the first three months of the year, with the Lu-Paalq season taking up the later months.
Tattuqig has a 9 month [[Nralakk_Federation#Calendar_System|year]], with 37 days in each month, totalling 340 days. Seasonal temperatures remain stable year-round, with the planet's Qu-Paalq averaging at 39° centigrade and a humidity of 80%, while the Lu-Paalq season averages at 30° centigrade, and a humidity of 72%. The Qu-Paalq season lasts for the first three months of the year, with the Lu-Paalq season taking up the later months, being defined by notably calmer seas. Tattuqig’s Qu-Paalq season develops violent oceanic patterns, which only compounds the dangers of travelling between islands. Most travel by sea is done during the Lu-Paalq season, with rare spells of calm weather during the warmer months.


The fog of Tattuqig ebbs and flows with the year, allowing for a certain degree of prediction. Safe routes through the fog will open and close as the year progresses and entire regions may become accessible or inaccessible for months at a time. Expeditions to remote archaeological sites are planned around predicted changes in the fog, and the flow of trade changes depending on if the routes between settlements become available or unavailable.
The fog of Tattuqig is also seasonal, with safe routes changing as the fog fluctuates throughout the year, with regions becoming inaccessible for months at a time. Expeditions to remote archaeological sites depend on predicted changes in the fog, along with most trade routes depending on route availability.


The seas of the planet experience violent weather during its Qu-Paalq. This, combined with the sea's notorious rock formations, the lack of advanced technology, and the fog only compounds the dangers of travelling between the islands. Most travel by sea is done during the Lu-Paalq season, although there can be short spells of calm weather during the warmer months which are readily taken advantage of.
== Cities and Landmarks ==
== Cities and Landmarks ==
[[File:Tattuqig_Cities.png|thumb|360px|A labelled map of Tattuqig and its cities.]]
[[File:Tattuqig_Cities.png|thumb|360px|A labelled map of Tattuqig and its cities.]]
===Aujaq’wesi===
===Aujaq’wesi===
Nestled inside a mountain range, '''Aujaq'wesi''' is the capital of Tattuqig and was the first landing site for the colonists. The city was unknowingly built on top of a large mine belonging to the original inhabitants of the planet, which once found was renovated and expanded upon for the colony's own mining operation.
Nestled inside a mountain range, '''Aujaq'wesi''' is the capital of Tattuqig, chosen for its central location and lack of permanent fog. The city was unknowingly built on top of a large mine belonging to the original inhabitants of the planet, which was renovated and expanded for the colony's own mining operation.


Aside from mining, the city is focused entirely on the governance of Tattuqig. Aujaq'wesi's role as the administrative hub for the colony is much more difficult when compared to other planetary capitals; the fog and lack of access to technology that would allow for safe long-distance travel or communication have resulted in the inhabitants being more isolated than what is typical for a modern Skrellian colony. Its central location and access to Qaroq'xlip help alleviate this, but news still travels slow to the capital, and the city is in a constant state of tackling administrative and bureaucratic issues that would otherwise be considered minor issues elsewhere in the Federation.  
Aside from mining, the city is primarily the political heart of Tattuqig, functioning as the administrative center. Aujaq'wesi's administration is made much more difficult with the fog, and lack of advanced technology that allows for safe long-distance travel and communications. This has resulted in most inhabitants being more isolated, considerably more than elsewhere in the Federation. Its central location and access to Qaroq'xlip alleviates this somewhat, but developments are still slow to be heard by the capital, stuck in a constant state of handling administrative and bureaucratic issues that would otherwise be considered minor issues elsewhere.  


The city is quite small, and suitable land for farming is not common in its surrounding area. The nearby bay acts as a minor source of fish, but the city is almost completely reliant on Qaroq'xlip for its food needs. With that said, Aujaq'wesi is one of the few sources of domestic minerals, which has ensured that it is kept well supplied by the rest of the planet; the Federation's policies with regards to the Traverse result in many planets, Tattuqig included, being forced to rely on their own industry to supplement what the Federation provides them.
Aujaq'wesi is quite small, and lacks any readily stable food source, being almost completely reliant on Qaroq'xlip for its food. The city, in turn, is one of the few sources of domestic minerals, ensuring that it is kept well supplied. The Nralakk Federation's policies with regards to the Traverse result in many planets being forced to rely on their own industry to supplement what the Federation provides them, leaving this mutual trade intact.


===Qaroq’xlip===
===Qaroq’xlip===
Found at the northern entrance to the strait between its island and Aujaq'wesi's, '''Qaroq'xlip''' shares the responsibilities of Aujaq'wesi in keeping the colony connected. As the city is the halfway point between east and west its port is vital for long-distance travel, as well as relaying information between the islands. While the city's port is primarily a hub for trade and travel it is also an important source of food for the region, with Qaroq'xlip fishing vessels being renowned for their ability to navigate the treacherous waters of Tattuqig and comfortably feed both islands.
Qaroq'xlip is found at the northern strait between its island and Aujaq'wesi's, and shares the responsibilities with its neighboring city in keeping the colony connected. As the city is the halfway point between east and west, its port is vital for long-distance travel and relaying information between the islands. While the city's port is primarily for trade and travel, it is also an important source of food for the region, with Qaroq'xlip fishing vessels being renowned for their ability to navigate the treacherous waters of Tattuqig and comfortably feed both islands.


Qaroq'xlip is responsible for maintaining the water routes between islands. During the Lu-Paalq months, when the weather is much calmer, water buoys are set up at key points and act as signposts, allowing vessels to safely traverse the oceans. These buoys are moved as the fog changes and eventually are removed entirely once the violent storms of the Qu-Paalq begin again.  
Qaroq'xlip is also responsible for maintaining the water routes between islands. With the Lu-Paalq months calmer weather allowing for water buoys to be set up at key points as signposts, allowing vessels to safely traverse the oceans. These buoys are moved as the fog changes, eventually removed entirely once the violent storms of the Qu-Paalq begin again.  


On the outskirts of Qaroq'xlip, there are multiple ruins that have been extensively explored. While the planet does not have a tourist industry, these ruins come close as scientists from Zeng-Hu Pharmaceuticals or elsewhere in the Federation come to these ruins as part of their orientation before setting out for active archaeological sites. Zeng-Hu Pharmaceuticals' biggest presence in Qaroq'xlip is within these ruins, which they maintain in order to properly orientate their staff who come to work on the planet.
On the outskirts of Qaroq'xlip, the multiple ancient ruins have been extensively explored. While lacking a tourist industry, these ruins are quite popular among scientists from Zeng-Hu Pharmaceuticals, and elsewhere in the Federation as their orientation before setting out for active archaeological sites. Zeng-Hu Pharmaceuticals' biggest presence in Qaroq'xlip is within these ruins, which they maintain in order to properly orientate their staff who come to work on the planet.


===Sura’zlip===
===Sura’zlip===
Known for the extensive system of ruins it's surrounded by, '''Sura'zlip''' is a small village on one of the southern islands making up the Mo'qa'Noa Region. Up until first contact, the village was withering because of its isolated location, only just being propped up by the science groups who came to the island as part of their research. Following Zeng-Hu's investment into the planet, Sura'zlip suddenly became a bustling centre for research into the ancient ruins of Tattuqig. The village went from a few houses and a small communal lodge for visitors to a well-developed colony in just under a few years, all paid for using Zeng-Hu money.
Sura'zlip is a small village on one of the southern islands making up the Mo'qa'Noa Region, most known for the extensive system of ruins that surrounds it. Pre-first contact with humanity, the village’s isolation left it in neglect, kept alive through the rare scientific expeditions on the island for their research. Following Zeng-Hu's investments on Tattuqig, Sura'zlip rapidly became a bustling centre for research into its local ancient ruins, growing from a few houses and a small communal lodge to a well-developed colony in under a few years, furnished with the corporation’s money.


The investment into Sura'zlip has also resulted in it becoming the headquarters for Zeng-Hu interests on the planet; the village is home to the majority of Zeng-Hu employees on Tattuqig, and as a side-effect, this means that Sura'zlip is considerably safer and more developed as the megacorporation wishes to protect its primary investment here.
Sura'zlip’s eager acceptance of Zeng-Hu’s investments grew into hosting the corporation outright, and hosts a majority of their employees. Now a major hub for corporate interests, further development towards keeping their investments has turned it into one of the most developed settlements on the planet.


Its importance to Zeng-Hu's presence on the planet also means that the actual colonists of Tattuqig are a minority within the village; the majority of those living here are Zeng-Hu employees, and most work opportunities in the region are only available for those that take Zeng-Hu contracts. This arrangement disgruntled many, who felt as if they were being pushed out of their home and exploited. This eventually led many of the original inhabitants of Sura'zlip to leave for other settlements, and became one of the reasons for the establishment of the Fog Wardens, a group founded by those who left Sura'zlip.   
Despite the welcomed renewal of the village, Zeng-Hu’s employees slowly outnumbered the original villagers, with most work in the region supplanted by workers and limited to those willing to work under the corporation’s contracts. Now alienated or forced to move elsewhere, most of Sura’zlip’s original residents dispersed elsewhere, with one group eventually moving on to form the Fog Wardens.   


===Tartok’qlip===
===Tartok’qlip===
Tattuqig's northeastern island has a large mesa that overshadows it, which made for an ideal landing site when the colony began. The mesa now hosts the city of '''Tartok'qlip''', a sprawling town that has become the lifeline between Tattuqig and the rest of the Federation. The elevation makes the mesa relatively clear of fog, and the terrain is suitable enough for ships to land without difficulty compared to elsewhere on the planet, making Tartok'qlip the obvious choice for a spaceport.
Tattuqig's northeastern island is predominantly an elevated, flat mesa, making it an ideal landing site for the original colonists. The mesa now hosts the sprawling city of '''Tartok'qlip''', which maintains the lifeline between Tattuqig and the rest of the Nralakk Federation. The mesa’s elevation keeps it clear of fog, with its flat terrain suitable enough for ships to land without being visually impaired, making Tartok'qlip the planet’s sole spaceport.


The ships used are civilian vessels that could be found anywhere else in the Federation, except heavily modified to accommodate for Tattuqig's electromagnetic field. These ships sacrifice mobility and most electrical systems in exchange for being able to operate on Tattuqig, and will ferry goods and passengers between incoming vessels and the planet. Their use outside of this is limited due to safety concerns regarding their lack of onboard systems, and there has been no attempt to use the ships for cross-planetary travel.
Tattuqig’s local starships are ruggedized civilian models, built to withstand the planet’s intense electromagnetic fields, sacrificing mobility and most onboard systems in exchange. These vessels ferry goods and passengers between visiting vessels and the planet itself, but remain limited due to concerns regarding their lack of onboard systems, and are incapable of cross-planetary travel.


Tartok'qlip is considered tied with Sura'zlip as being one of the better places to live on the planet, with those wishing to avoid the corporate influences of the Mo'qa'Noa region coming here instead. Job opportunities are lacking however as the city and its surrounding communities are geared towards supporting the spaceport and not much else. With that said, Tartok'qlip does have a service industry that caters to visitors, typically corporate or Federation representatives that have come to oversee one of the many archaeological projects currently underway on Tattuqig.
Tartok'qlip is considered equal to Sura'zlip as one of the more developed areas on the planet, with those avoiding the corporate influence in the Mo'qa'Noa region settling there instead. Job opportunities are scarce, with most of the city and its surroundings solely supporting the spaceport. The city’s other major sector is its service industry for visitors, who are typically corporate or Federation representatives assigned to oversee one of the many archaeological projects underway.


===Ublureak’qwip===
===Ublureak’qwip===
Ubulreak'qwip can be found within a valley on the westernmost island of the planet. The settlement is mostly inhabited by xenobiologists who wish to study the native Fog Crawlers, due to the density of their population within the valley and the surrounding area. Both Zeng-Hu and Federation scientists can be found here, with a lot of the research done focusing on the Fog Crawler's use of psionics.
Ubulreak'qwip is located in a valley on the westernmost island of Tattuqig, mostly inhabited by xenobiologists studying the native Fog Crawlers. Due to the density of their population within the valley and the surrounding area, both Zeng-Hu and Federation scientists work here, with most research focusing on the Fog Crawlers’ use of psionics.


The city was where the existence of the Fog Crawler was confirmed, and where the most suffering was experienced in the months preceding their discovery; the large population of Fog Crawlers in the valley means that even today the city sees the most Fog Crawler attacks out of any other settlement, which influenced the '''Ubulreak Corps''' to establish their headquarters here.
Ublureak’qwip’s history with the Fog Crawlers began when the original colonists first confirmed their existence, attacked by their hunting prides in the months preceding their discovery. Their large population in the valley persists to the modern day, still home to the most Fog Crawler attacks on the planet, and where the '''Ubulreak Corps''' established themselves.


While Ublureak'qwip is considered the southernmost point where living on the island is possible, there are often excursions into the valley or the surrounding area. These excursions are normally performed by Ublureak Corps looking to train recruits, but scientists are known to organise their own expeditions - although even then they are escorted by Corpsmen, who are trained specifically to combat Fog Crawlers and other threats posed by the native wildlife.  
While the settlement is considered the southernmost point of safely habitable land, regular excursions into the valley and surrounding areas are still held. These excursions are performed by the Ublureak Corps to train their recruits, with some scientists organizing their own expeditions while escorted by trained corps members.


===Holai Bay===
===Holai Bay===
Holai Bay is a large coastal region close to Ublureak'qwip. The Bay has very little fog preventing travel or permanent habitation within it, which has allowed the establishment of a port that connects the island to the rest of Tattuqig. Other than the port, the location has several small villages and outposts dotted along its coastline, making it one of the more populous regions of the island. Holai Bay was affected greatly by the [[exodus]] of Skrell headed by Weibii in 2463, with many of the settlements that were abandoned due to lack of essential workers located in the bay area.
Holai Bay is a large coastal region close to Ublureak'qwip. The bay has notably thin fogbanks, allowing the establishment of a port to connect the island to the rest of Tattuqig. Several small villages and outposts dot its coastline, making it one of the more populated regions on the island. Holai Bay was affected greatly by the [[Warbling_:_The_Traverse_Strikes_Back|exodus]] of skrell headed by Weibii in 2463, with many of the settlements abandoned due to most of their inhabitants fleeing the Traverse.


===Kanosak Point===
===Kanosak Point===
To the north of the same island as Ublureak'qwip, there is a vast mountain range known as the Kanosak Mountains. The tallest is Kanosak Point, a dormant volcano which at its base holds one of the most intact ruins currently known on Tattuqig. The fog around Kanosak Point is thick, and the surrounding terrain makes it nearly impossible to travel to. The ruins are so vast that when the fog recedes, they can just be observed from the nearby Holai Bay.
The Kanoask Mountains are located to the north of Ublureak'qwip, with its highest point atop a dormant volcano being Kanosak Point. Most notable is the pristinely intact ruins at its base, being so vast and intact that it is visible during the lighter fog season from Holai Bay. Despite its visibility, Kanosak Point’s ruins remain out of reach, with the surrounding fog at the base of the mountain rendering travel impossible.


== Holidays ==
== Holidays ==
'''Founding Day''' - Compared to planets found within the inner systems, Tattuqig's Founding Day celebrations are quite humble; the planet is poorer than most, with the only two cities being able to properly celebrate being Tartok'qlip and Sura'zlip. Celebrations usually involve local gatherings in one of the communal buildings, where colonists will share food and celebrate. In Tartok'qlip, festivities are considerably more extravagant, with decorations and art displays being common ways of celebrating. Despite its wealth, Sura'zlip's festivities are practically non-existent due to the village only having a small number of colonists, and the Zeng-Hu employees living here not being locals to the planet.  
'''Founding Day''' - Tattuqig's Founding Day celebrations are considerably humble, being one of the poorer Traverse planets. Only two cities, Tartok'qlip and Sura'zlip, are able to host proper festivities. Festivities involve local gatherings in one of the communal buildings, where colonists share food and celebrate. In Tartok'qlip, festivities are more extravagant, with decorations and art displays being common ways of celebrating. Despite its wealth, Sura'zlip's festivities are nonexistent due to the village’s original residents having left, with the local Zeng-Hu employees leaving the holiday unobserved.  


'''Lu'Nioh-Weibii''' - Translated to '''"Stardust of Weibii"''', this holiday marks Kal'Qi Weibii's exodus to the Republic of Biesel and those who left Tattuqig to join them. The name is derived from the [[Skrell_Relationships#Lu'Nioh_-_Stardust|relationship term of the same name]] and signifies that while no ill-will is held, the friends and family that left to join the exodus are no longer considered welcome to Tattuqig. Sky lanterns are constructed that day, while the actual ceremony is performed at night. The lanterns are lit and are observed as they float off into the night's sky, representing the exodus and the perceived abandonment of those who stayed on Tattuqig.
'''Lu'Nioh-Weibii''' - Translated directly to Stardust of Weibii, this holiday marks Kal'Qi Weibii's exodus to the Republic of Biesel, along with those who left Tattuqig with them. Derived from the [[Skrell_Relationships#Lu'Nioh_-_Stardust|relationship term of the same name]], it signifies that while no ill-will is held, those who left are no longer considered welcome. Sky lanterns are constructed during the day, and are released at the festival held at night. The lanterns are lit and observed as they float into the night sky, representing the exodus and abandonment of those who stayed.


'''Paalq'triq''' - Directly translated to '''"Change of the Currents"''', Paalq'triq is a celebration of the end of the Qu-Paalq season and the start of the planet's Lu-Paalq season, when the sea weather becomes much calmer. The holiday is held mostly by coastal settlements, with Qaroq'xlip being the most notable. Festivities usually involve large gatherings along the coastline, with the larger settlements taking boats out into the water to celebrate. This time of year is also the start of Qaroq'xlip's work setting up buoys, allowing safe travel between the islands.
'''Paalq'triq''' - Directly translated to Change of the Currents, Paalq'triq is a celebration of the end of the Qu-Paalq season, and the transition to the Lu-Paalq season, when the sea weather becomes much calmer. The holiday is held mostly by coastal settlements, with Qaroq'xlip being the most notable. Festivities involve large gatherings along the coastline, with the larger settlements taking boats out into the water to celebrate. This holiday is also the start of Qaroq'xlip's work setting up buoys, allowing safe travel between the islands.


== Demographics ==
== Demographics ==


Tattuqig has a relatively small population in comparison to other colonies in the region as a result of its relatively recent establishment, along with living space being difficult to claim from the fog that encompasses the majority of the planet. The habitable parts of Tattuqig are usually small, isolated pockets that are clear of fog or have a minimal amount of fog through most of the year, and are therefore considered safe to inhabit. The majority of Skrell that were part of the initial colonisation effort were Xiialt, followed by Axiori, then finally by Xiiori.
Tattuqig has a relatively small population in comparison to other colonies in the region from its recent establishment, as well as the difficulties of colonizing the planet itself. The habitable parts of Tattuqig are small, isolated pockets that have minimal to no fog year round, where it is considered safest. The majority of skrell that were part of the initial colonization effort were primarily Xiialt, followed by smaller Axiori and Xiiori groups.


Non-Skrell on Tattuqig consists mainly of Dionae who were part of the colonisation effort, with Human and Vaurca Zeng-Hu Pharmaceuticals employees making up the rest of the non-Skrell population. The non-Skrell population is significantly higher and more diverse on Tattuqig as a result of Zeng-Hu investment in the colony.
Non-skrell on Tattuqig consist primarily of dionae colonists, with human and vaurcae employees of  Zeng-Hu Pharmaceuticals forming the rest. The non-skrell population is notably higher and more diverse on Tattuqig as a result of Zeng-Hu’s investments.


=== Percentages ===
=== Percentages ===
==== Skrell Demographics ====
==== Skrell Demographics ====


Skrell make up roughly 81.7% of the total population. The percentages below are of the '''Skrell''' population only.
Skrell make up roughly 81.7% of the total population. The percentages below are of the '''skrell''' population only.


*'''Xiialt''': 60.8%
*'''Xiialt''': 60.8%
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==== Non-Skrell Demographics ====
==== Non-Skrell Demographics ====


Non-Skrell make up roughly 18.3% of the total population. The percentages below are of the '''non-Skrell''' population only.
Non-skrell make up roughly 18.3% of the total population. The percentages below are of the '''non-skrell''' population only.


*'''Dionae''': 60.8%
*'''Dionae''': 60.8%
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== Culture and Life on Tattuqig ==
== Culture and Life on Tattuqig ==


The encapsulating fog that has enveloped Tattuqig, the extreme weather of its seas, and the abnormal electromagnetic activity of the planet have made life here vastly different from Skrell colonies found elsewhere in the Orion Spur. Travel options are limited by lack of access to technology and the dangers of the fog, resulting in settlements becoming isolated from one another. Population centres rely on a network of safe routes, known as Roaming Routes, that allow passage through the fog. These routes must be constantly maintained and patrolled by town militias or the Ublureak Corps as these routes can stretch for miles between populated areas, still making them dangerous for unaware travellers. This isolation can be felt most by those in charge of the planet, as they struggle to make do with couriers and less advanced technology to administrate Tattuqig.
The permanent fog on Tattuqig’s surface, combined with the turbulent sea weather and strong electromagnetic activity, has made life vastly different from other colonies elsewhere in the Nralakk Federation. Travel options remain limited due to technological limitations and dense fog, with most settlements isolated from one another. Settlements rely on a network of safe routes, known as the Roaming Routes, that allow passage through the fog. These routes require constant maintenance and patrols by local militias and the Ublureak Corps, as these routes can stretch for kilometers between populated areas in dense wilderness. This isolation is most felt by the planetary administration, as they struggle with relying on couriers and a lack of administrative technology to aid them.


The electromagnetic activity of the planet ensures that advanced technology is rare, forcing the planet to utilise simple mechanical technology rather than electronics. The natural gases found on the planet are used for lighting, simple automobiles may be used where the terrain allows it, and sea vessels using sail or primitive engines are commonplace. Advanced technology does exist here, although expensive to produce and relegated to areas that are absolutely critical for the continued existence of the colony. The most notable examples include the retrofitted space vessels used at Tartok'qlip's spaceport; slow, clunky, and missing equipment deemed critical for safe travel, these ships are used to ferry goods between space vessels and the planet. There are also the '''psionic beacons''', devices used by some of the larger cities along their borders and stretches of the '''Roaming Routes''' to deter '''Fog Crawler''' activity.  
The electromagnetic activity of the planet renders most modern technology useless, forcing the colonists to rely on older technology, or pay to have modern equipment ruggedized. Natural gas reserves are exploited for lighting, and simpler vehicles are used where the terrain allows it, with most ships using sails or combustion engines. While not entirely without modern equipment, what exists is expensive to have hardened to Tattuqig’s fields, being relegated to areas critical for the colony. The most notable example of this is the retrofitted vessels in Tartok'qlip's spaceport, rendered slower and lacking equipment deemed critical for interplanetary travel, which are used to ferry goods and people between vessels in orbit and the planet itself. Modified psionic devices are placed at larger cities’ borders and along the Roaming Routes to deter Fog Crawlers, being based off of the same technology in the Nlom Relays.  


Most cities and settlements across the planet are simple buildings made from local materials, typically stone or brick, and can reach up to four stories in height to offset the lack of space from the fog and the lack of visibility it can cause. The verticality of the cities allows for a larger population than what could be considered feasible, often having double or triple the number of inhabitants expected to live somewhere of a similar size. Most settlements are self-sufficient, bartering with nearby settlements for goods they cannot produce themselves. There are two exceptions to this: Tartok'qlip and Sura'zlip, which have both been able to reach standards similar to that of other cities in the Traverse but by different means.
Most settlements on Tattuqig are simplistic and made from local materials, primarily stone and brick, and reach up to four stories in height to offset the restrictions from the fog. The verticality allows them to host a larger population than considered feasible, housing double or triple the inhabitants expected to live under constraints. Most settlements are self-sufficient, bartering between each other for goods. Tartok'qlip and Sura'zlip are both able to reach standards similar to that of other cities in the Traverse, being the sole exceptions.


The rest of the colony is considered poor and underdeveloped by Skrellian standards, and the lack of modern technology on the planet only further reinforces the stereotype of Tattuqigan Skrell being uneducated bumpkins. This is far from the truth, however, as the planet, its ruins, and its wildlife have attracted a number of scientists from many fields following its establishment even before the introduction of Zeng-Hu Pharmaceuticals. The ruins, in particular, have guaranteed Tattuqig's continued existence thanks to Zeng-Hu, which has helped fund and maintain the planet's archaeological sites as part of its deal with the Jargon Federation. There are job opportunities for non-scientists wishing to take part in the archaeological studies too, with artefact hunters, explorers, and escorts all being in high demand by the scientific community of Tattuqig. While formally discouraged and even punishable by the Government on Tattuqig, its lack of reach across the islands have allowed independent ventures into the discovery and exploration of ruins to flourish as well. These groups tend to not last long, however, due to the hostile nature of the planet and Zeng-Hu's own enforcement of the law, which is often zealous to protect the megacorporation's interests.
Tattuqigan skrell are regularly stereotyped as uneducated and backwater due to their simplistic lives and barebones living standards by others, though this holds little weight with Tattuqig’s scientific importance and Zeng-Hu Pharmaceuticals’ presence. The ruins in particular have guaranteed the colonies’ continued existence with Zeng-Hu’s interest, who have funded and maintained the archaeological sites as part of an arrangement with the Nralakk Federation. Job opportunities for non-scientists wishing to take part consist of artifact hunters, explorers, construction workers, and escorts through the scientific community of Tattuqig. Illegal exploitation of the ruins from independent treasure hunters and black market operations are also lucrative opportunities, though they must contend with Zeng-Hu’s well-equipped corporate security despite being beyond the government’s reach.


Tattuqig's status as an underdeveloped colony stems from the Federation's "hands-off" policy when it comes to planets in the Traverse; while holding some scientific value thanks to its ruins, the colony, much like any other planet not within the inner systems, has been left to its own devices. While at first seen as a boon to the planet, the presence of Zeng-Hu Pharmaceuticals has done little to change its prospects. The megacorporation's one-sided policies, lack of involvement outside of Sura'zlip, and favouritism for its own scientific endeavours have ensured that some on Tattuqig resent the megacorp's presence. With that said, many also see them as an opportunity, taking on contracts with Zeng-Hu and transferring elsewhere in the hopes of a better life.
Tattuqig's status as an underdeveloped colony stems from the Nralakk Federation's hands-off approach to the colonies of the Traverse, being left to their own devices in spite of holding scientific value. While originally seen as a boon, the presence of Zeng-Hu Pharmaceuticals has done little to change its prospects. The corporation's one-sided policies, lack of involvement beyond Sura'zlip, and favouritism for its own scientific endeavours has fostered resentment towards its presence. Despite this, many see its involvement as an opportunity for themselves, taking on contracts with Zeng-Hu and transferring off-world in the hopes of a better life.


Despite its treatment by the Federation, Tattuqig's inhabitants by and large do support it. This is mostly the result of the effects of [[Warbling_:_The_Traverse_Strikes_Back|Weibii's exodus]], which forced many of the smaller settlements to be abandoned as Skrell critical to their existence left the planet. The impact the exodus had on Tattuqig along with the fact that most who held anti-Federation beliefs left had inadvertently pushed the planet further into the Federation's arms. While by no means as loyal as the inner systems are to the Federation, Tattuqig sees their own leaving for the exodus as a betrayal, and by extension considers themselves as Lu'Nioh to the [[Federation_Crime_and_Resistance#The_Resistance|Lyukal]].
Despite being kept distant from the Nralakk Federation, Tattuqig remains loyal to it in the aftermath of [[Warbling_:_The_Traverse_Strikes_Back|Weibii's exodus]], where most settlements were abandoned from their residents fleeing. The impact of the exodus, along with most anti-Federation skrell having fled, pushed the remaining colonists further into supporting the Federation. Tattuqig sees those who fled as traitors, and by extension considers themselves Lu'Nioh to the [[Federation_Crime_and_Resistance#The_Resistance|Lyukal]].


==Roaming Routes==
==Roaming Routes==
The '''Roaming Routes''' is a network of passages that allow safe, unrestricted travel through the fog. These paths change throughout the year, with new paths becoming available as the fog recesses or closing as the fog becomes heavier in an area. Lampposts using the bright flame produced from the gas of the '''Screaming Bulbs''' illuminate these routes and are bright enough to cut through the fog, providing more visibility for travellers using them. '''psionic beacons''' are used extensively by the Skrell of Tattuqig to deter Fog Crawler activity near the paths, and city guards are a regular sight as they patrol the paths. While the routes are safer, they are not entirely without danger; sections of the routes closest to settlements are well protected and maintained, but long stretches of the routes do not receive the same amount of attention. These sections are prone to Fog Crawler incursion as broken beacons go without replacement, visibility becomes reduced as lampposts aren't refuelled, and the further away from civilisation you are the lower your chances of seeing a patrol. These areas rely on the '''Ublureak Corps''' to keep them maintained and protected.
The '''Roaming Routes''' are a network of safe routes for traveling through the fog. These paths change throughout the year, with new paths routing through where the fog shifts and thins. Lampposts burning the gas of the '''Screaming Bulbs''' illuminate these routes, bright enough to cut through the fog for travellers using them. Psionic beacons are used extensively to deter Fog Crawlers from entering the paths, with local militias making regular patrols. Most routes remain treacherous as they enter the dense wilderness between settlements, with these sections still prone to Fog Crawler incursion where beacons fail, visibility reduces where lampposts aren't refuelled, and patrols grow scarce. These areas rely on the '''Ublureak Corps''', instead.


Travel on the Roaming Routes can be done through automobile or foot, although the lack of automobiles for most means that the latter is more common. Some stretches of the routes can go for miles before nearing civilisation, which has influenced the creation of bothies along these routes. Bothies are primitive shelters which act as accommodation for travellers, giving them safe shelter as they make their journey, and can vary wildly in size or quality. Travelling by foot for long distances is seen as too dangerous, making these bothies a welcome sight for someone finding themselves walking the Roaming Routes.
Travel through these routes are done on foot or by vehicle, though vehicles remain a scarce commodity. Most routes will stretch for kilometers before arriving at another settlement, which has influenced the creation of temporary shelters along these routes. These shelters are basic structures for travelers to use to grant refuge, and vary wildly in size and quality. Despite this, they remain a welcome sight for travelers.


Outside of the Roaming Routes, "unofficial" paths do exist, which cut right through the fog rather than relying on pockets where the fog is light. These paths can cut travel times in half in some cases, but have poor visibility, poor terrain, and no psionic beacons. These paths are only known by a few, usually the more [[Federation_Crime_and_Resistance|criminal]] elements of Tattuqig society. A guide is normally required for those wishing to use an unofficial path; also known as '''Psionic Sherpas''', these guides make a hefty profit from those who require a quicker - or less patrolled - route to their destination.
Outside of the Roaming Routes, unofficial paths cut through the fog where the other routes shift around them, cutting travel times significantly while being much more dangerous and having unpredictable terrain. Unofficial paths are kept secret, being used by [[Federation_Crime_and_Resistance|criminals]] and smugglers. A guide is required for those using these paths, referred to as Fogcutters, who are paid well in return for faster, unseen travel.
==Fog Wardens==  
==Fog Wardens==  
'''Fog Wardens''' is the collective term for those on Tattuqig dedicating themselves to protecting the planet from who they see as "outsiders" that wish to exploit it and its inhabitants. While those who helped found the movement had Zeng-Hu Pharmaceuticals' impact on Sura'zlip in mind, the movement has members who will work against the Federation's own efforts on the planet and even against locals who are involved.


Zeng-Hu Pharmaceuticals entered an agreement with the Jargon Federation soon after first contact with Humanity. This agreement allowed the megacorp to study the wildlife on Tattuqig and conduct its own archaeological research, but in exchange, Zeng-Hu was to fund all research conducted on the planet. Zeng-Hu quickly agreed to the deal and saw Sura'zlip and its surrounding ruins as a perfect place for it to establish its base of operations on Tattuqig. Sura'zlip soon saw itself turning from a poor village to becoming a centre for scientific research into the original inhabitants of the planet. It soon became apparent that this rapid growth was more for the benefit of Zeng-Hu than the original inhabitants; more investment was made in Zeng-Hu affairs in the village, with buildings and infrastructure focusing on what was needed for their operations rather than to help the village as a whole, and most work opportunities were only available to those that took Zeng-Hu contracts. The arrangement made the Tattuqigan Skrell living here disgruntled, and many felt compelled to leave their home.
'''Fog Wardens''' are a collective term for those dedicating themselves to protecting Tattuqig from perceived, exploitative "outsiders". Originally founded in light of Zeng-Hu Pharmaceuticals' impact on Sura'zlip, the movement has grown to encompass anti-Federation elements.


Those that left told their story and many agreed that what happened to Sura'zlip was an outrage, only feeling more strongly on the matter when Jargon officials responded with ambivalence to the issue; despite the villagers' feelings, the Federation saw no issue with what they saw as subsidised development of one of their colonies and saw the complaints as just another form of anti-Federation sentiment.
Zeng-Hu Pharmaceuticals formed business arrangements with the Nralakk Federation soon after first contact, allowing it to study the wildlife on Tattuqig and conduct its own archaeological research. In exchange, Zeng-Hu was to self-fund all research conducted on the planet, corporate or otherwise. Sura'zlip and its surrounding ruins were selected to be the base of operations on Tattuqig, turning it from a small village to a center for scientific research. It soon became apparent that this was more for the benefit of Zeng-Hu than the original inhabitants, with buildings and infrastructure focusing on what their operations required rather than to the village as a whole. Most work opportunities were only available to those that took Zeng-Hu contracts, leaving the locals pushed out of their own homes. The arrangement left the villagers disgruntled, eventually leaving.
The lack of support compelled these Tattuqigans to take matters into their own hands, leading to the official founding of '''Fog Wardens'''. These groups vary on aims and methods, but all campaign against foreign involvement in or the exploitation of Tattuqig and its resources. The more peaceful groups will take to peaceful demonstrations, petitioning cities to invest more resources into overseeing Zeng-Hu or Federation research teams, and attempting to recruit more Skrell into their movement. Militant groups exist but are ostracised by the rest of the Fog Wardens for their violent methods, which include attacking researchers and destroying dig sites.
 
Those that left shared their experiences, with many agreeing that Sura'zlip’s state was an outrage, only feeling more strongly on the matter when Federation officials responded with indifference. Despite the villagers' feelings, the Federation saw no issue with what they saw as subsidised development of one of their colonies, and saw the complaints as just another form of anti-Federation sentiment.
 
The lack of support led these Tattuqigans to take matters into their own hands, founding the '''Fog Wardens'''. While each group varies on their aims and methods, they all act against foreign involvement and the exploitation of Tattuqig. More peaceful Wardens will use peaceful demonstrations, petition cities to invest more resources towards overseeing Zeng-Hu and Federation research teams, and recruit members into their movement. Militant groups are ostracised by the rest of the Fog Wardens for their methods, which include attacking researchers and destroying dig sites.
==Ublureak Corps==
==Ublureak Corps==
The Ublureak Corps is an official organisation established to protect the settlements from intrusions by '''Fog Crawlers''' or other predators, patrolling and maintaining the '''Roaming Routes''', and escorting scientists on their expeditions into the swamps of Tattuqig. The Corps takes its name from Ublureak'qwip, a city that experienced the most Fog Crawler attacks before their discovery and even today sees a higher-than-average number of Fog Crawler-related incidents due to their high population in the area. The city was chosen as the Ublureak Corps' headquarters and is where the Corps trains recruits and plans its operations throughout the planet. The Ublureak Corps' corpsmen will typically work in teams of three while deployed, with most citizens observing them as they travel between the villages; large sections of the Roaming Routes can be miles away from civilisation, leaving it up to the Corps to patrol and maintain these stretches as settlements are either unable or unwilling to do it themselves.


The scientific community of Tattuqig regularly interacts with the Ublureak Corps as well, hiring them as escorts as they travel to remote dig sites; the scientists at Ublureak'qwip itself enjoy having ready access to corpsmen for escorts, an arrangement that benefits the Corps as they are able to use these expeditions as training exercises for their recruits. The organisation also performs its own training excursions into the valley close to Ublureak'qwip, usually with the aim of monitoring Fog Crawler activity or culling the population if needed.  
The Ublureak Corps are an official organisation established to protect the settlements from Fog Crawlers and other predators through patrolling and maintaining the '''Roaming Routes''', and escort scientists on their expeditions into the swamps of Tattuqig. The corps takes its name from Ublureak'qwip, a city plagued by Fog Crawler attacks even today due to their high population in the area. The city was chosen as the Ublureak Corps' headquarters, and is where they train recruits and plan its operations. The Ublureak Corps' corpsmen will typically work in teams of three, usually found in the large sections of the Roaming Routes kilometers away from civilization to keep them maintained.
 
The scientific community of Tattuqig regularly cooperates with the Ublureak Corps, hiring them as escorts to travel to remote dig sites, with the scientists at Ublureak'qwip enjoying ready access to corpsmen for escorts, which are used as training exercises for recruits. The corps also performs its own training excursions into the valley close to Ublureak'qwip, with the aim of monitoring Fog Crawler activity and culling the population if needed.  


The Ublureak Corps emphasises survival in its members, teaching recruits how to use the terrain, flora and fauna, and the fog to their advantage. Most members of the corps will know how to extract the paralytic agent from the fruit of the '''Hanging Pendula''', which is used by the group to great effect on Fog Crawlers. Recruiting standards are strict due to the dangerous nature of the group's mission, with many Skrell looking to join being rejected for one reason or another. This is not seen as a failure, however, as those who aren't accepted have still been taught some of the skill required to survive in the wilds of Tattuqig. The act of signing up with the Ublureak Corps is seen as a rite of passage on the planet, with being accepted into its ranks being seen as a bonus.
The Ublureak Corps emphasises survival skills to its members, teaching recruits how to use the local surroundings, wildlife, and the fog to their advantage. Most members of the corps will know how to extract the paralytic agent from the fruit of the Hanging Pendula, and use it to great effect on Fog Crawlers. Recruiting standards remain strict due to the dangerous nature of their mission, with many skrell looking to join being rejected. This is not seen as a failure, however, as those who aren't accepted are still taught some of the skills required to survive in the wilds of Tattuqig. The act of signing up with the Ublureak Corps is seen as a rite of passage in the colonies, with being accepted into its ranks being seen as a great achievement.


[[Category:Skrell]]
[[Category:Skrell]]
[[Category:Planets and Systems]]
[[Category:Planets and Systems]]

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REGION - Traverse
This location is centred in the Traverse region.
The Traverse is the frontier of Federation society. Research and mining outposts, newly-established colonies, and manufacturing facilities can be found dotted throughout this large-spanning section of Federation space. While the quality of life and purpose of settlements in the Traverse vary drastically, they will all follow similar trends based on which district they are in. The Traverse is also home to independence movements, resistance cells, and other criminal organisations that operate in Federation space.

Tattuqig and Xrim are located in the Traverse.

Tattuqig

Tattuqig is a primarily swampy moon, found orbiting a gas giant in the Ghialok system in the Estuaries of the Traverse. The tropical, boggy environment of Tattuqig hosts extensive fossils and traces of its past ecologies, with extensive archaeological efforts still underway. Tattuqig’s exotic atmospheric composition hosts a permanent fog on its surface, where psionic predators stalk for their prey and skrell alike. Its hostile wildlife and weather makes Tattuqig notably dangerous, and one of the few with travel advisories outside of the Traverse.

History

Tattuqig was discovered pre-Synthetic Age, with colonization only taking place well afterwards in 2267 due to the Nralakk Federation’s collapse post-synthetic age. Tattuqig’s colonial efforts were made with newer Federation colonial policies, cognizant of X'Lu'oa leaving the species’s future precarious, with manned drones and prefabricated habitats to be constructed pre-landfall.

Preliminary probes in the 1630s identified Tattuqig’s electromagnetic fields as notably stronger than the fields around Qerrbalak and the other colonies, though this information was lost until the first colonization efforts in 2254. Trouble began when the colony’s prefabricated habitats and manned drones malfunctioned, and failed to properly deploy before the colonists arrived. New designs had to be developed that could withstand the electromagnetic interference, and more equipment had to be shipped from the inner systems before construction could resume and the colonists could safely make landfall.

By 2267, the colonists arrived at their designated landing site, intended to be a transportation hub to lessen the logistical burden from supplying the outer colonies. The establishment of the first outposts revealed one of the skrell’s biggest discoveries before first contact with humankind, which was evidence of more sentient life developing within the Orion Spur.

Federation scientific communities were shocked at the prospect of intelligent life developing close to their territories, in comparison to Diona being sentient but having arrived from outside of the Orion Spur due to their lack of zona bovinae. Tattuqig’s discoveries were monumental, with the research efforts embedding themselves into the colony soon after, and expeditions were organised to discover more sites belonging to this ancient, absent civilisation.

Preserved villages deep within the peat swamps of Tattuqig were discovered soon after, with their level of preservation allowing archaeologists to gain insight into their culture, society, and technological level of the planet’s old inhabitants with extreme clarity. Although the remains of the civilisation were well-preserved, no bodies were ever discovered at any of the sites, considered an anomaly that baffles anthropologists to this day.

Beyond the civilization remnants and strong electromagnetic field, the colonists discovered another distinct feature in the form of a thick fog that covered the majority of the surface. Originally considered an obstacle to their visibility, the colonists soon found that the fog was home to adapted predators. Strings of disappearances occurred in the months post-landing, pinned on the local wildlife with a specific species preying upon skrell. The creature was described by eyewitnesses as monstrous, burly, and with grey, marble-esque skin. This creature would stalk unaware skrell as they became separated from others, with only a telltale bellowing heard before they pounced. Using a Neaera, another animal native to Tattuqig as bait, a specimen was captured for study.

Named the Fog Crawler by Tattuqig’s colonists, fog crawlers are hulking, reptilian species that utilizes psionics to hunt prey while hidden in the dense fog. The sudden influx of skrell caused a shift in the planet’s Nlom, resulting in the fog crawlers hunting skrell due to their psionic signatures being stronger than its usual prey. While hostile xenofauna is not unheard of by skrell colonists, the thick fog causing visibility issues, and the strong electromagnetic field making most advanced forms of machinery unavailable meant they were left vulnerable. The discovery of the fog crawlers led to Tattuqig being given exemption from Federation gun laws, allowing the colonists to organise patrols and sentries for self-defense of settlements. In response, the settlers established the Roaming Routes, a mapped series of alternating paths through the fog that they used to move across the planet. The Ubulreak Corps were also formed, being tasked with tracking and keeping the Fog Crawlers from attacking inhabited areas or the roaming routes between settlements.

Tattuqig was left to its own devices by the Nralakk Federation until 2332 after first contact with Humanity, with Zeng-Hu Pharmaceuticals taking an interest in Tattuqig's ecosystem, who proposed a deal with the Nralakk Federation to establish a presence on the Tattuqig in return for aiding the funding of all scientific endeavours conducted planetside. While initially only interested in the flora and fauna of the planet, Zeng-Hu took an interest in Tattuqig's archaeological findings, and set up their own branch of xenoarchaeologists. The sudden influx of outside groups on Tattuqig led to the establishment of Fog Wardens, an unofficial group that dedicates itself to protecting Tattuqif from potentially damaging practices by the humans working here.

Tattuqig was one of many Traverse colonies involved in the exodus following Grand Councillor Weashbi Jrugl's victory in the 2463 primary elections. Most disgruntled colonists followed candidate Kalq'Qi Weibii to the Republic of Biesel, and eventually forming the Starlight Zone. While the actual number of fleeting Tattuqigan colonists was small, the impact of the exodus was still noticeable. Scientists, educators, labourers, and many other specialized workers needed for a functioning colony left in droves, causing many settlements to collapse, no longer able to support themselves. Those who remained on Tattuqig resent the exodus for its impact on the planet, especially by those who had to abandon their homes, and are considered responsible for the pro-Federation alignment of the planet, though that is at odds with the colony's lack of support and its poor status.

Government

Tattuqig's capital city is Aujaq'wesi, located on the planet’s central island, and is one of the largest settlements on the planet. Governor Tarqi Plaqo has governed the colony since its inception, although they hold little power outside of the capital due to the fog-induced isolation. This is exacerbated by the strong electromagnetic field making most long-range communications and travel unavailable, leaving the other islands working autonomously from the government.

The planet consists of four regions:

Aujaq Region - Named after the planet's capital, the Aujaq Region consists of the two central islands of Tattuqig , as well as its capital city of Qaroq'xlip. The region is responsible for the administration and cross-planetary infrastructure of the Tattuqig, with its position making it ideal for its role. Both major cities work against the isolating conditions the colony deals with. Aujaq'wesi, being the capital, is responsible for the administration and coordination of the other islands, with Qaroq'xlip being a vital port that ensures long-distance sea travel is possible.

Mo'qa'Noa Region - Named after the Mo'qa'Noa ice sheets and the two islands closest to it, the region sees the most Zeng-Hu activity due to the number of ruins surrounding it. The investment by Zeng-Hu allowed more development to the region’s settlements, giving it a semblance of life closer to that of Contingent Systems. The region is considered much safer than most of Tattuqig, but the terrain on these islands leaves little room for expansion.

Kanosak Region - Named after the Kanosak mountain range on the northern island, the region includes Kanosak Point, a dormant volcano, and Ublureak'qwip. With higher Fog Crawler sightings, the region is most known for the Ublureak Corps, who maintain the city of Ublureak'qwip as their headquarters. Kanosak Point and Ublureak'qwip act as landmarks for the most northern and southern points where skrell can safely inhabit the island, with most areas north of the mountain range deemed inhospitable, while the lands south of Ublureak'qwip are too encased in fog for permanent settlements to be built.

Tartok Mesa Region - Consisting of Tartok'qlip and the surrounding area, the region remains undeveloped outside of its sole city, acting as a vital link between Tattuqig and the rest of the Federation. The mesa on which Tartok'qlip is built on is high enough to not be encased in fog, allowing for the building of spaceports.

Economy

Tattuqig’s economic weight in the Nralakk Federation is considered negligible, being seen as a poorer Traverse colony and poor prospects for future development. The primary exports of the planet consists of food and scientific research, with the neaera being a recently widely-accepted culinary addition to skrell cuisine. Ranching and harvesting neaera is the second most well-known feature of Tattuqig, with every single part of the animal considered delicious and usable. Scientific endeavours and research data remains the primary draw to Tattuqig, with Zeng-Hu Pharmaceuticals maintaining an exclusive deal in funding all research efforts in return for being the sole corporate presence on the planet. Federation-backed researchers are a common sight as visitors and tourists, with the applications of Tattuqig’s wildlife and its ruins drawing in enough outsiders to keep its local service industry afloat.

Environment

Due to Tattuqig’s atmospheric composition and orbital position to its star, the planet is primarily tropical wetlands, with a dense fog that recedes seasonally. The planet is dominated by nutrient-rich soil, hosting a diverse range of flora and fauna that forms its highly active ecosystem. Most of Tattuqig’s positive characteristics are unable to be exploited by the Federation due to the fog. The oceans of Tattuqig, while mostly unexplored, are potentially ecologically diverse.

In lieu of Tattuqig’s potential industry, its swamp gases remain its primary export, with its availability and simple extraction making it easily exploited. Tattuqig is one of the biggest suppliers of natural gas, with natural gas primarily used in less developed colonies, making it an important export for settlements on the fringes of the Traverse.

Wildlife

Oom’Tiiriq (Fog Crawlers)

The infamous predator of Tattuqig, Fog Crawlers grow to almost 2.4 meters in height upright, and can weigh as much as 110 kilogram, with its skin described as similar to an alligator’s, being particularly rough and thick. Fog Crawlers are bipedal and have four arms to clutch their prey. When not hunting, they are organized in prides of ten to twelve individuals, with the pride dividing itself into hunting pairs that coordinate through their psionic abilities. A carnivorous species, the Oom'Tiiriq is considered a threat to the skrell on Tattuqig, and is the reason why the planet has been given private gun ownership allowances to its inhabitants.

Neaera (Tree Lurkers)

Tree Lurkers are one of the most common animals on Tattuqig, resembling an amphibious primate. They inhabit the dense forests of the planet, utilising its powerful leap and adhesive grip to avoid predators on the forest floor. They grow to almost a meter in height, and weigh around 20 kilograms, and form troops of twenty to thirty. The species is wildly popular for its culinary uses, being incorporated in skrell cuisine as a new-found staple of their diet, causing it to be a prized export.

Tupiq’Sir-Qii (Root Grazers)

Root Grazers are speculated to be another extremely common species on Tattuqig, but remain elusive with their natural camouflage and small stature. They regularly grow up to thirty centimetres in length, with collected specimens weighing roughly one kilogram. Root Grazers resemble crustaceans, closely resembling Qerrbalak’s buurgis, and Earth’s horseshoe crab. They are herbivorous and opportunistically carnivorous, regularly eating roots and insects. While solitary outside of the mating season, they tend to congregate around fresh corpses, potentially being carrion-feeders.

Ar'vr Teferb (Screaming Bulbs)

The Screaming Bulbs are a treasured specimen of Tattuqig. When flowering, Screaming Bulbs will grow six, bright blue bioluminescent bulbs on each of its three stalks, which slowly balloon before bursting with a noise reported as long, drawn-out screams. Cultivated specimens are grown for the gasses they produce, which produce vibrant blue flames when ignited. These gases are used as lamppost fuel along the Roaming Routes and aboard sea vessels, with their bright light cutting through the fog to make it easier to navigate between settlements.

Gikiluak (Qhulyin Mushrooms)

Gikiluak are bright red fungi that primarily parasitize foliage, found in particularly dark and damp environments. It hardens around its host plant as it envelops it, using it as structural support. After suffocating its host, the mature fungus begins to produce fruiting bodies to release spores to the wind. It is considered a pest by the Tattuqig Colonial Government, notorious for nearly destroying the early settlements by invading farmland and ruining crops.

Her’qla’vrii (Hanging Pendula)

Hanging Pendula are large, thin trees that grow along the coasts and produce low-hanging fruit. While pleasant-tasting, it contains a paralyzing neurotoxic poison, killing smaller animals and starving larger animals to death, fertilizing the surrounding soil. While not commonly cultivated, the fruit of the hanging pendula is carefully harvested and used by the Ubulreak Corps as a poison against Fog Crawlers.

Seasons

An unlabelled map of Tattuqig.

Tattuqig has a 9 month year, with 37 days in each month, totalling 340 days. Seasonal temperatures remain stable year-round, with the planet's Qu-Paalq averaging at 39° centigrade and a humidity of 80%, while the Lu-Paalq season averages at 30° centigrade, and a humidity of 72%. The Qu-Paalq season lasts for the first three months of the year, with the Lu-Paalq season taking up the later months, being defined by notably calmer seas. Tattuqig’s Qu-Paalq season develops violent oceanic patterns, which only compounds the dangers of travelling between islands. Most travel by sea is done during the Lu-Paalq season, with rare spells of calm weather during the warmer months.

The fog of Tattuqig is also seasonal, with safe routes changing as the fog fluctuates throughout the year, with regions becoming inaccessible for months at a time. Expeditions to remote archaeological sites depend on predicted changes in the fog, along with most trade routes depending on route availability.

Cities and Landmarks

A labelled map of Tattuqig and its cities.

Aujaq’wesi

Nestled inside a mountain range, Aujaq'wesi is the capital of Tattuqig, chosen for its central location and lack of permanent fog. The city was unknowingly built on top of a large mine belonging to the original inhabitants of the planet, which was renovated and expanded for the colony's own mining operation.

Aside from mining, the city is primarily the political heart of Tattuqig, functioning as the administrative center. Aujaq'wesi's administration is made much more difficult with the fog, and lack of advanced technology that allows for safe long-distance travel and communications. This has resulted in most inhabitants being more isolated, considerably more than elsewhere in the Federation. Its central location and access to Qaroq'xlip alleviates this somewhat, but developments are still slow to be heard by the capital, stuck in a constant state of handling administrative and bureaucratic issues that would otherwise be considered minor issues elsewhere.

Aujaq'wesi is quite small, and lacks any readily stable food source, being almost completely reliant on Qaroq'xlip for its food. The city, in turn, is one of the few sources of domestic minerals, ensuring that it is kept well supplied. The Nralakk Federation's policies with regards to the Traverse result in many planets being forced to rely on their own industry to supplement what the Federation provides them, leaving this mutual trade intact.

Qaroq’xlip

Qaroq'xlip is found at the northern strait between its island and Aujaq'wesi's, and shares the responsibilities with its neighboring city in keeping the colony connected. As the city is the halfway point between east and west, its port is vital for long-distance travel and relaying information between the islands. While the city's port is primarily for trade and travel, it is also an important source of food for the region, with Qaroq'xlip fishing vessels being renowned for their ability to navigate the treacherous waters of Tattuqig and comfortably feed both islands.

Qaroq'xlip is also responsible for maintaining the water routes between islands. With the Lu-Paalq months calmer weather allowing for water buoys to be set up at key points as signposts, allowing vessels to safely traverse the oceans. These buoys are moved as the fog changes, eventually removed entirely once the violent storms of the Qu-Paalq begin again.

On the outskirts of Qaroq'xlip, the multiple ancient ruins have been extensively explored. While lacking a tourist industry, these ruins are quite popular among scientists from Zeng-Hu Pharmaceuticals, and elsewhere in the Federation as their orientation before setting out for active archaeological sites. Zeng-Hu Pharmaceuticals' biggest presence in Qaroq'xlip is within these ruins, which they maintain in order to properly orientate their staff who come to work on the planet.

Sura’zlip

Sura'zlip is a small village on one of the southern islands making up the Mo'qa'Noa Region, most known for the extensive system of ruins that surrounds it. Pre-first contact with humanity, the village’s isolation left it in neglect, kept alive through the rare scientific expeditions on the island for their research. Following Zeng-Hu's investments on Tattuqig, Sura'zlip rapidly became a bustling centre for research into its local ancient ruins, growing from a few houses and a small communal lodge to a well-developed colony in under a few years, furnished with the corporation’s money.

Sura'zlip’s eager acceptance of Zeng-Hu’s investments grew into hosting the corporation outright, and hosts a majority of their employees. Now a major hub for corporate interests, further development towards keeping their investments has turned it into one of the most developed settlements on the planet.

Despite the welcomed renewal of the village, Zeng-Hu’s employees slowly outnumbered the original villagers, with most work in the region supplanted by workers and limited to those willing to work under the corporation’s contracts. Now alienated or forced to move elsewhere, most of Sura’zlip’s original residents dispersed elsewhere, with one group eventually moving on to form the Fog Wardens.

Tartok’qlip

Tattuqig's northeastern island is predominantly an elevated, flat mesa, making it an ideal landing site for the original colonists. The mesa now hosts the sprawling city of Tartok'qlip, which maintains the lifeline between Tattuqig and the rest of the Nralakk Federation. The mesa’s elevation keeps it clear of fog, with its flat terrain suitable enough for ships to land without being visually impaired, making Tartok'qlip the planet’s sole spaceport.

Tattuqig’s local starships are ruggedized civilian models, built to withstand the planet’s intense electromagnetic fields, sacrificing mobility and most onboard systems in exchange. These vessels ferry goods and passengers between visiting vessels and the planet itself, but remain limited due to concerns regarding their lack of onboard systems, and are incapable of cross-planetary travel.

Tartok'qlip is considered equal to Sura'zlip as one of the more developed areas on the planet, with those avoiding the corporate influence in the Mo'qa'Noa region settling there instead. Job opportunities are scarce, with most of the city and its surroundings solely supporting the spaceport. The city’s other major sector is its service industry for visitors, who are typically corporate or Federation representatives assigned to oversee one of the many archaeological projects underway.

Ublureak’qwip

Ubulreak'qwip is located in a valley on the westernmost island of Tattuqig, mostly inhabited by xenobiologists studying the native Fog Crawlers. Due to the density of their population within the valley and the surrounding area, both Zeng-Hu and Federation scientists work here, with most research focusing on the Fog Crawlers’ use of psionics.

Ublureak’qwip’s history with the Fog Crawlers began when the original colonists first confirmed their existence, attacked by their hunting prides in the months preceding their discovery. Their large population in the valley persists to the modern day, still home to the most Fog Crawler attacks on the planet, and where the Ubulreak Corps established themselves.

While the settlement is considered the southernmost point of safely habitable land, regular excursions into the valley and surrounding areas are still held. These excursions are performed by the Ublureak Corps to train their recruits, with some scientists organizing their own expeditions while escorted by trained corps members.

Holai Bay

Holai Bay is a large coastal region close to Ublureak'qwip. The bay has notably thin fogbanks, allowing the establishment of a port to connect the island to the rest of Tattuqig. Several small villages and outposts dot its coastline, making it one of the more populated regions on the island. Holai Bay was affected greatly by the exodus of skrell headed by Weibii in 2463, with many of the settlements abandoned due to most of their inhabitants fleeing the Traverse.

Kanosak Point

The Kanoask Mountains are located to the north of Ublureak'qwip, with its highest point atop a dormant volcano being Kanosak Point. Most notable is the pristinely intact ruins at its base, being so vast and intact that it is visible during the lighter fog season from Holai Bay. Despite its visibility, Kanosak Point’s ruins remain out of reach, with the surrounding fog at the base of the mountain rendering travel impossible.

Holidays

Founding Day - Tattuqig's Founding Day celebrations are considerably humble, being one of the poorer Traverse planets. Only two cities, Tartok'qlip and Sura'zlip, are able to host proper festivities. Festivities involve local gatherings in one of the communal buildings, where colonists share food and celebrate. In Tartok'qlip, festivities are more extravagant, with decorations and art displays being common ways of celebrating. Despite its wealth, Sura'zlip's festivities are nonexistent due to the village’s original residents having left, with the local Zeng-Hu employees leaving the holiday unobserved.

Lu'Nioh-Weibii - Translated directly to Stardust of Weibii, this holiday marks Kal'Qi Weibii's exodus to the Republic of Biesel, along with those who left Tattuqig with them. Derived from the relationship term of the same name, it signifies that while no ill-will is held, those who left are no longer considered welcome. Sky lanterns are constructed during the day, and are released at the festival held at night. The lanterns are lit and observed as they float into the night sky, representing the exodus and abandonment of those who stayed.

Paalq'triq - Directly translated to Change of the Currents, Paalq'triq is a celebration of the end of the Qu-Paalq season, and the transition to the Lu-Paalq season, when the sea weather becomes much calmer. The holiday is held mostly by coastal settlements, with Qaroq'xlip being the most notable. Festivities involve large gatherings along the coastline, with the larger settlements taking boats out into the water to celebrate. This holiday is also the start of Qaroq'xlip's work setting up buoys, allowing safe travel between the islands.

Demographics

Tattuqig has a relatively small population in comparison to other colonies in the region from its recent establishment, as well as the difficulties of colonizing the planet itself. The habitable parts of Tattuqig are small, isolated pockets that have minimal to no fog year round, where it is considered safest. The majority of skrell that were part of the initial colonization effort were primarily Xiialt, followed by smaller Axiori and Xiiori groups.

Non-skrell on Tattuqig consist primarily of dionae colonists, with human and vaurcae employees of Zeng-Hu Pharmaceuticals forming the rest. The non-skrell population is notably higher and more diverse on Tattuqig as a result of Zeng-Hu’s investments.

Percentages

Skrell Demographics

Skrell make up roughly 81.7% of the total population. The percentages below are of the skrell population only.

  • Xiialt: 60.8%
  • Axiori: 30.9%
  • Xiiori: 8.3%

Non-Skrell Demographics

Non-skrell make up roughly 18.3% of the total population. The percentages below are of the non-skrell population only.

  • Dionae: 60.8%
  • Humans: 22.1%
  • Vaurcae: 17.1%

Culture and Life on Tattuqig

The permanent fog on Tattuqig’s surface, combined with the turbulent sea weather and strong electromagnetic activity, has made life vastly different from other colonies elsewhere in the Nralakk Federation. Travel options remain limited due to technological limitations and dense fog, with most settlements isolated from one another. Settlements rely on a network of safe routes, known as the Roaming Routes, that allow passage through the fog. These routes require constant maintenance and patrols by local militias and the Ublureak Corps, as these routes can stretch for kilometers between populated areas in dense wilderness. This isolation is most felt by the planetary administration, as they struggle with relying on couriers and a lack of administrative technology to aid them.

The electromagnetic activity of the planet renders most modern technology useless, forcing the colonists to rely on older technology, or pay to have modern equipment ruggedized. Natural gas reserves are exploited for lighting, and simpler vehicles are used where the terrain allows it, with most ships using sails or combustion engines. While not entirely without modern equipment, what exists is expensive to have hardened to Tattuqig’s fields, being relegated to areas critical for the colony. The most notable example of this is the retrofitted vessels in Tartok'qlip's spaceport, rendered slower and lacking equipment deemed critical for interplanetary travel, which are used to ferry goods and people between vessels in orbit and the planet itself. Modified psionic devices are placed at larger cities’ borders and along the Roaming Routes to deter Fog Crawlers, being based off of the same technology in the Nlom Relays.

Most settlements on Tattuqig are simplistic and made from local materials, primarily stone and brick, and reach up to four stories in height to offset the restrictions from the fog. The verticality allows them to host a larger population than considered feasible, housing double or triple the inhabitants expected to live under constraints. Most settlements are self-sufficient, bartering between each other for goods. Tartok'qlip and Sura'zlip are both able to reach standards similar to that of other cities in the Traverse, being the sole exceptions.

Tattuqigan skrell are regularly stereotyped as uneducated and backwater due to their simplistic lives and barebones living standards by others, though this holds little weight with Tattuqig’s scientific importance and Zeng-Hu Pharmaceuticals’ presence. The ruins in particular have guaranteed the colonies’ continued existence with Zeng-Hu’s interest, who have funded and maintained the archaeological sites as part of an arrangement with the Nralakk Federation. Job opportunities for non-scientists wishing to take part consist of artifact hunters, explorers, construction workers, and escorts through the scientific community of Tattuqig. Illegal exploitation of the ruins from independent treasure hunters and black market operations are also lucrative opportunities, though they must contend with Zeng-Hu’s well-equipped corporate security despite being beyond the government’s reach.

Tattuqig's status as an underdeveloped colony stems from the Nralakk Federation's hands-off approach to the colonies of the Traverse, being left to their own devices in spite of holding scientific value. While originally seen as a boon, the presence of Zeng-Hu Pharmaceuticals has done little to change its prospects. The corporation's one-sided policies, lack of involvement beyond Sura'zlip, and favouritism for its own scientific endeavours has fostered resentment towards its presence. Despite this, many see its involvement as an opportunity for themselves, taking on contracts with Zeng-Hu and transferring off-world in the hopes of a better life.

Despite being kept distant from the Nralakk Federation, Tattuqig remains loyal to it in the aftermath of Weibii's exodus, where most settlements were abandoned from their residents fleeing. The impact of the exodus, along with most anti-Federation skrell having fled, pushed the remaining colonists further into supporting the Federation. Tattuqig sees those who fled as traitors, and by extension considers themselves Lu'Nioh to the Lyukal.

Roaming Routes

The Roaming Routes are a network of safe routes for traveling through the fog. These paths change throughout the year, with new paths routing through where the fog shifts and thins. Lampposts burning the gas of the Screaming Bulbs illuminate these routes, bright enough to cut through the fog for travellers using them. Psionic beacons are used extensively to deter Fog Crawlers from entering the paths, with local militias making regular patrols. Most routes remain treacherous as they enter the dense wilderness between settlements, with these sections still prone to Fog Crawler incursion where beacons fail, visibility reduces where lampposts aren't refuelled, and patrols grow scarce. These areas rely on the Ublureak Corps, instead.

Travel through these routes are done on foot or by vehicle, though vehicles remain a scarce commodity. Most routes will stretch for kilometers before arriving at another settlement, which has influenced the creation of temporary shelters along these routes. These shelters are basic structures for travelers to use to grant refuge, and vary wildly in size and quality. Despite this, they remain a welcome sight for travelers.

Outside of the Roaming Routes, unofficial paths cut through the fog where the other routes shift around them, cutting travel times significantly while being much more dangerous and having unpredictable terrain. Unofficial paths are kept secret, being used by criminals and smugglers. A guide is required for those using these paths, referred to as Fogcutters, who are paid well in return for faster, unseen travel.

Fog Wardens

Fog Wardens are a collective term for those dedicating themselves to protecting Tattuqig from perceived, exploitative "outsiders". Originally founded in light of Zeng-Hu Pharmaceuticals' impact on Sura'zlip, the movement has grown to encompass anti-Federation elements.

Zeng-Hu Pharmaceuticals formed business arrangements with the Nralakk Federation soon after first contact, allowing it to study the wildlife on Tattuqig and conduct its own archaeological research. In exchange, Zeng-Hu was to self-fund all research conducted on the planet, corporate or otherwise. Sura'zlip and its surrounding ruins were selected to be the base of operations on Tattuqig, turning it from a small village to a center for scientific research. It soon became apparent that this was more for the benefit of Zeng-Hu than the original inhabitants, with buildings and infrastructure focusing on what their operations required rather than to the village as a whole. Most work opportunities were only available to those that took Zeng-Hu contracts, leaving the locals pushed out of their own homes. The arrangement left the villagers disgruntled, eventually leaving.

Those that left shared their experiences, with many agreeing that Sura'zlip’s state was an outrage, only feeling more strongly on the matter when Federation officials responded with indifference. Despite the villagers' feelings, the Federation saw no issue with what they saw as subsidised development of one of their colonies, and saw the complaints as just another form of anti-Federation sentiment.

The lack of support led these Tattuqigans to take matters into their own hands, founding the Fog Wardens. While each group varies on their aims and methods, they all act against foreign involvement and the exploitation of Tattuqig. More peaceful Wardens will use peaceful demonstrations, petition cities to invest more resources towards overseeing Zeng-Hu and Federation research teams, and recruit members into their movement. Militant groups are ostracised by the rest of the Fog Wardens for their methods, which include attacking researchers and destroying dig sites.

Ublureak Corps

The Ublureak Corps are an official organisation established to protect the settlements from Fog Crawlers and other predators through patrolling and maintaining the Roaming Routes, and escort scientists on their expeditions into the swamps of Tattuqig. The corps takes its name from Ublureak'qwip, a city plagued by Fog Crawler attacks even today due to their high population in the area. The city was chosen as the Ublureak Corps' headquarters, and is where they train recruits and plan its operations. The Ublureak Corps' corpsmen will typically work in teams of three, usually found in the large sections of the Roaming Routes kilometers away from civilization to keep them maintained.

The scientific community of Tattuqig regularly cooperates with the Ublureak Corps, hiring them as escorts to travel to remote dig sites, with the scientists at Ublureak'qwip enjoying ready access to corpsmen for escorts, which are used as training exercises for recruits. The corps also performs its own training excursions into the valley close to Ublureak'qwip, with the aim of monitoring Fog Crawler activity and culling the population if needed.

The Ublureak Corps emphasises survival skills to its members, teaching recruits how to use the local surroundings, wildlife, and the fog to their advantage. Most members of the corps will know how to extract the paralytic agent from the fruit of the Hanging Pendula, and use it to great effect on Fog Crawlers. Recruiting standards remain strict due to the dangerous nature of their mission, with many skrell looking to join being rejected. This is not seen as a failure, however, as those who aren't accepted are still taught some of the skills required to survive in the wilds of Tattuqig. The act of signing up with the Ublureak Corps is seen as a rite of passage in the colonies, with being accepted into its ranks being seen as a great achievement.