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{{Navbox Lore}}
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[[File:Scarab_logo.png|The unique emblem of the Scarabs, owing its insectoid design to their reliance of such in history. |thumb]]
<center>'''YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE'''</center>
<center>[[File:Solarian Intelligence.png|500px]]</center>
<center>''The traditional emblem of the Alliance of Sovereign Solarian Nations' security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.''</center>


The largest representation of offworlder humans, the Scarabs are a loosely-organized confederation of nomadic vessels which spent decades isolated from the rest of humanity in the uncharted frontier due to the Interstellar War. The Scarabs are a population of hardy survivors who are adept at surviving in the void of space and possess a unique culture which is a result of their decades of isolation in the frontier, where a single mistake could spell death.


'''Scarabs traditionally have two surnames, with the first being a family name and the second being the vessel the Scarab originates upon.'''
 
Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive '''Solarian Interstellar Policing & Crime Prevention Agency (SIP-CPA)''', a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the '''Solarian Interstellar Security Agency (SISA)''', a more recent agency formed for the purpose of domestic intelligence, and the '''Solarian Interstellar Intelligence Bureau (SIIB)''', a much older agency that serves as the Alliance’s highest security authority.


==History==
==History==
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing & Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.


What would become the modern Scarab Fleets has its roots in what the Solarian government referred to as Colony Fleet SFE-528-RFS, or Solarian Frontier Expedition #528 (Riphean Frontier Sector). Fleet 528 was organized by the Solarian Department of Colonization and intended to serve as an initial survey and colonization fleet in the Riphean Frontier Sector. Intended to be launched in 2268, several years after the start of the Second Great Depression, the Fleet was ultimately granted a significantly smaller budget than originally anticipated due to the unexpected economic collapse of the Solarian economy. The bureaucrats in the Solarian government responsible for its funding, desperate to save money wherever they could, cut what they believed would be the least important aspect of the ships: their gravity generators. These were, after all, a large expense and would only be needed for a few years before Fleet 528’s vessels reached the Riphean Frontier Sector (modern-day Arusha) and established a presence on worlds which already had gravity. It simply made economic sense to divert the funding, and strip the machinery out.
But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.
 
At the time of its launch in 2268 Fleet 528 was expected to reach the Central Solarian Frontier (the modern [[Coalition of Colonies|Coalition]]) by the early 2270s, and would reach the Riphean Frontier Sector by the mid-2270s. Long-range communication by the Fleet would have to rely upon interstellar communication stations throughout the Solarian Alliance. These stations, while primitive and clunky by the standards of the 25th century, would ensure the Fleet remained in contact with the Alliance and received updates from them such as stellar navigation assistance — a critical component of remaining on-course in the mostly uncharted frontier they were located in. Without this, the Fleet would quickly find themselves lost in a hostile region which had only been previously explored by survey drones.
 
Disaster struck the Fleet in 2275 with the outbreak of the Interstellar War. As Solarian turned against Solarian and the Spur plunged into its largest recorded war, the communication and navigation relays the Fleet relied upon for communication and navigation became hotly contested points of conflict between the Solarian Navy and the Coalition’s forces. By late 2275 most had been destroyed, either deliberately or as a result of combat, and those that survived were largely rendered unusable as a result of the Solarian Navy changing the encryption protocols. The Fleet, already isolated in the far flung reaches of the Riphean Frontier Sector, had no way of receiving these codes, and found itself cut off from communication, navigation, and the occasional autonomous resupply fleets sent to it by the Department of Colonization. The ships of the Fleet, designed for survey work, were rugged and durable, but found themselves stuck in a dire situation where they were deprived of supplies, navigational assistance, and cut off from any way to call for help. The Fleet’s captains initially settled upon a logical course of action: isolated as they were, and with their ships lacking gravity generators, the most sensible course of action was to find a planet to settle on before supplies ran out or the Fleet’s members, who had lived in low gravity for nearly a decade, became too physically weak to readapt to life in gravity.
 
Months became years as the Fleet searched for a habitable world in the Riphean Frontier Sector to little success, with most worlds being far too wild and untamed for them to reasonably survive on in their weakened states from years of low-gravity living. Planet after planet and system after system were discovered, charted, and marked as unsuitable for habitation by the Fleet as it wandered further and further through the uncharted frontier, having no contact with any outside itself. The Interstellar War had ended and the Solarian Alliance had experienced a disastrous attempted coup in the meantime, but these developments were utterly irrelevant to the Fleet, alone in its blind journey. As the 23rd century became the 24th and the Fleet continued to wander, its culture — which had started with the sense of ruggedness typical of those who volunteered for such a daring task as colonizing an alien world — began to shift and, as the first generation to be born in zero gravity appeared and those who could not adapt to their new environment began to either die or be left behind, the nature of the Fleet gradually changed.
 
The children born to the Fleet instead of having boarded its ships at the beginning of its journey developed substantial anatomical differences from those who preceded them as a result of spending their entire lives in zero gravity. These physical distinctions became the typical traits of those who would become, in time, the entire population of the fleet; the so-called “offworlders.” The need to preserve their ships, which grew older and less reliable every year, turned their culture of ruggedness into a culture of dogged survival and endurance against all odds. Unnecessary systems were scrapped and cannibalized, nonfunctional vessels were broken and all usable components were integrated into those ships still able to carry on. The number of ships in the Fleet slowly decreased and the remaining members, perhaps to acknowledge how scavenging had become the foundation of their very existence, began to refer to themselves as the Scarabs.
 
The Fleet would remain cut off from the broader Spur until 2398, when their wanderings brought them across a long-abandoned Coalition-flagged Oslo-class battleship which had been lost during the Interstellar War. This vessel, which had been adrift for over a century by the time of its discovery by the Scarab Fleet, was the first encounter they had had with the broader Orion Spur in generations. Although adrift for more than a century and forgotten by those to whom it had served, the battleship was home to an incredible boon for the Scarabs: a functional military-grade navigation computer which would allow them to navigate the Fleet back to civilization. Salvation at long last! The Scarab vessels, abuzz with excitement at their potential salvation, eagerly went to work disassembling the battleship and bringing its navigation system onto their flagship, the Riphean Voyager. Some voiced concern about reentering broader humanity after a century, while others believed all but the Scarabs had been decimated during this newly-discovered conflict, and that they were all that remained of civilization in the spur. Ultimately more captains voted to return to humanity than voted to remain isolated on their slowly decaying vessels, and the Scarabs began their journey from the uncharted frontier and back into the world their forebears had left behind.
 
The return journey would take the Scarabs twenty years, and they would only arrive at the Coalition’s border in 2418. Their first contact with broader humanity was at the Coalition’s frontier with Arusha, where they were met with a combined Coalition force mostly consisting of All-Xanu Republic vessels which had been scrambled in response to a large number of unknown ships entering Coalition space from an uncharted frontier region. Detection by early warning sensor stations along the Coalition’s border caused a significant force — the largest such to exist between the Interstellar War and the Solarian Civil War, which had gripped the Northern Wildlands in 2465 — to be assembled, but failed to prepare the Coalition unexpectedly peaceful (if not entirely friendly) Scarabs as they emerged from their isolation. A violent engagement was averted by quick diplomacy from both sides and the Scarab Fleet, as it was now formally known, was welcomed into the Coalition as a new, and unique, form of government.
 
Since 2418 the Scarabs have slowly readjusted to life in a very different Orion Spur than the one they left, and many have struggled — or failed — to fully integrate with this new world. As the years go on and the Scarabs born having never known their years as true wanderers begin to outnumber their aging peers who have known nothing other than the Fleet, some worry their unique culture and way of life will fade away. But only time will tell what the future holds for the Spur’s largest offworlder population.
 
==Government and Politics==
 
The Scarab Fleet operates under a system of government only slightly more unified than the Coalition it is a part of. As a highly decentralized group of ships, united only by their shared purpose and vision, they have a very loose structure, almost reminiscent of an old feudal structure. At the very top of Scarab society is the Fleet Director, in charge of both the day to day operations of the Scarab Fleet as well as its future direction. Fleet Directors serve for ten years per term and the current Fleet Director is Rajendra Dube Riphea, captain of the Riphean Voyager. The Fleet Director oversees a collection of Grand Captains who command flotillas of ten to fifty ships, and below them, the individual captains of the ships. The body comprising all of these captains is known as the Conclave, often convening aboard the Riphean Voyager, to vote on major issues concerning the whole Fleet, and most importantly, appoint or offer counsel to the Fleet Director and the Grand Captains, with all captains from the Fleet Director to the lowliest freighter operator receiving a single vote.
 
Very few issues reach the level where they are discussed in the Conclave, continuing to remain in the Coalition being one of them. From concerns of defense against piracy to the expansion of farming space aboard ships, only one issue has repeatedly been debated and inconclusively argued in every single Conclave: the final destination of the Scarabs. The heated discussion has coalesced into two major camps: those that believe the Scarabs should continue the ways of their ancestors, sighting the immense flexibility and self-reliance it has given them, and those that believe they should settle down, seeking to bring to life the dream of entire civilizations living in artificial habitats written up by humanity centuries ago.
 
Recently however, in hushed whispers, a third bloc has been gaining traction: those that believe the place of the Scarabs is neither sailing amongst the civilizations of the Spur nor finding a place to settle down among them. Emboldened by the arrival of the Vaurca from outside the Spur, they argue that the original mission of the Scarabs can still be accomplished. Rather than risk annihilation in an Intergalactic War in the Orion Spur, they seek to stockpile resources to begin a new voyage and instead push humanity’s borders ever outwards to ensure its continued survival. Curiously, the current Fleet Director has remained silent on the matter, both simultaneously infuriating the entirety of the Conclave, and spends much of his time serving as a perfect mediator between the myriad factions of the Scarabs.
 
The basic unit of Scarab society is a ship - the day to day life of a Scarab will be governed by their ship and more specifically, its captain. Captains are given vast autonomy to run their ships as they see fit, so long as it does not endanger the larger fleet. Under this system the only real obligations a captain has are to obey the orders of the Fleet Director and to return to aid the Fleet in a time of emergency. Inevitably, laws and customs vary from ship to ship and can oftentimes be more unspoken than written.
 
The succession of captaincy onboard ships usually operates on appointment of a successor, but for the sake of stability, many vessels have simply adopted a system of hereditary command  with the ability for an heir to refuse if they feel unfit, the ship then deciding how to proceed from there. The cultural aspects of Scarab life have ensured that this is frowned upon. It would be mistaken to assume however that a captain has unlimited power - they have to command their ships with the consent of the crew, as although rare, it is not unheard of for a captain to be removed, such a feat being possible with the assent of the Conclave.
 
This loose system where anything goes has necessarily resulted in the upper echelons of the Fleet being tolerant to ships that skirt the laws of whatever system they happen to be in. With the cohesion and commitment of the Scarabs to the fleet prized above all else, a few stolen goods or the occasional asteroid mined without a permit have to be overlooked.
 
While most spectators would fear for the continued existence of the Scarabs given such a political system, the fact that it is so easy for a ship to slip away from the great mission does not concern the Scarabs. If a crew abandons the Fleet, then it simply means they were not prepared for the trials that lay ahead.
 
==Interstellar Relations==
 
Although a part of the [[Coalition of Colonies]], the Scarabs’ unique cultural and geographical situation has ensured that it has never marched lock-and-step with the rest of the Coalition’s planets. In general, the Conclave has maintained a single guiding philosophy with their relationships - to make as many friends as possible, and incur as few obligations as it can. Therefore, in order to increase their chances of survival in an increasingly dangerous Spur, the Scarab Fleet maintains a web of close, overlapping, and oftentimes contradictory alliances with as many nations as possible. Many Scarabs feel a degree of personal loyalty to the Coalition due the commonly utilized ESS RIGsuit originating in its borders and being sold to the Scarabs at below-market prices.
 
In particular, the Scarab Fleet has maintained a strange relationship with the [[Sol Alliance]]. Although too far away from each other to truly have any day to day interactions, many in the Fleet have always resented the lack of investment Sol placed in its original ships. However, many appreciate the venerated and ancient automated supply ships that kept the Scarabs alive in their early days, and this appreciation has become part of the Scarabs’ oral history. While the two officially interact through the larger Coalition of Colonies, it is not uncommon for individual Scarabs or single ships to find work in the Alliance before returning to the larger fleet, with their expertise in space being exploited to pick up the logistic slack caused by the current Collapse.
 
The Scarabs also maintains a healthy trade relationship with the [[Republic of Elyra]]. As a spacefaring nation dependent on fuel to preserve their way of life, they have found a reliable phoron supplier in the Republic, and in turn, Elyra has received a loyal customer and occasional technological exchange partner. This friendship in the south of the Spur has strangely extended to the [[Empire of Dominia]], with the monarchy respecting both their resilience, and seeing kindred spirits in the quasi-hereditary captains of the Fleet.
 
It is a matter of survival for the fleet to maintain relationships with the [[Republic of Biesel]] and the [[Stellar Corporate Conglomerate|megacorporations that back it]]. Despite their massive strides towards self-reliance, the Scarabs are still dependent on trade to maintain, and more crucially, expand and refit their aging vessels. Although the megacorporations have seen the opportunity provided by the Scarabs, they have refrained from exploiting it as the decentralized nature of the Fleet means they are unable to strike up any lasting deals. The melting pot nature of the Republic has seen it become a favored destination of many exiles however, with many Sadars going on to find work and even citizenship in the CRZ.


With an emphasis on trade and space travel in their alliances, it seems counterintuitive that the Scarabs would have a fraught and unsteady relationship with their neighbors in Arusha, the [[Golden Deep]]. This difference comes down more to ideological than practical concerns, with the capitalistic and avaricious nature of the merchant collective contrasting with the collectivist and conservationists attitudes of the Scarabs. Both groups need to work together to survive in the alien region however, and many captains can recount stories of Golden Deep merchants providing life-saving top-ups of oxygen and fuel supplies, even as all of the ship’s militia were mustered out to ensure nothing was stolen.
Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.


Despite all of these relationships, the Scarabs’ most important ally in the Spur remains to be the Coalition of Colonies. It is a symbiotic relationship, with the Coalition providing a permanent berth for the Fleet as it prepares for its journey while the Scarabs provide substantial technological and naval assistance, in particular helping to sustain the fringe worlds on its outskirts. While enjoying a special relationship with [[Xanu Prime|Xanu]], its initial sponsor in the Coalition, things have always been frigid with [[Gadpathur]], who detest the Fleet’s dealing with Sol, and [[Assunzione]], who often have to deal with the Scarabs dumping their unruly exiles in the area whenever they visit the Light’s Edge.
==Domestic Agencies==
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.


==Culture==
===Solarian Interstellar Policing & Crime Prevention Agency (SIP-CPA)===


Scarabs adopt many of the often seen traits of other Offworlders, with a deep conversationalist attitude ingrained in all Scarabs out of necessity. The Scarabs have known centuries of scarcity, and it affects their culture and mindset very heavily. Greed, laziness and wastefulness are considered the most condemnable misdeeds and most vile insults, whereas selflessness, resourcefulness and hard work are the most praisable virtues.
<center><i>“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”</i> - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.</center>


'''Tujmansaal'''
Founded in 2140, the Solarian Interstellar Policing & Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.


Tujmansaal is a very common spiritual concept that most Scarabs can deeply connect with. Roughly translated as “blissful times”, it represents a state in which a person can easily satisfy any of their own needs. Such a state is a very common life goal for most - simply living the rest of one’s life fed, safe and comfortable. Although one could see this as egotistical, needs of a Scarab often include being among friends and family, and seeing them happy - meaning that tujmansaal is not achievable unless all of your loved ones achieve it together with you.
It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance's law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.


'''Aiseheer'''
Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.


Aiseheer is a relationship concept used often among Scarabs, roughly translated to “brothers in need”, and meaning people working towards a common goal despite all of their differences and disagreements. A single member involved in this kind of relationship is called an aiseh (plural aiseh). After the goal in question has been achieved, the aiseh may strengthen their bond and become close, or go separate ways once more. Skrell often find this similar to their concept of qu’pluux, but with the difference of aiseheer potentially involving many people, or entire groups.
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.
Superstition and Conservation


A very strong element of Scarab culture is superstition. Almost any Scarab is superstitious to at least some degree. Different omens, big and small, ominous and promising, vary from ship to ship, but are present everywhere. A few are universal. For example, the corpses of fellow crew must always be spaced - no space or resources should be wasted to preserve it, but neither may it be recycled or used in any form, as resorting to using fellow crew members’ dead bodies means that bad times have come, and it’s likely that it’s going to only get worse from there…
Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.


Asking for more food than you were initially given at a meal, even when available, is a bad omen commonly associated with egoism and narcissism. Instead, uneaten food and leftovers must always be preserved and used as an ingredient in the next meal that is going to be made. On station, this would mean that food left after transfer should be stored safely in a refrigerator or a heater.
The leader of the SIP-CPA is '''Director Almir Fazlić'''. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency's mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom's term.


Scarab engineering and maintenance crew members would often carry a spare wrench on themselves, which is a common good luck charm. However, having to give it away to someone else may spell disaster for both people in question.
===Solarian Interstellar Security Agency (SISA)===


Meal times are strictly and sparingly scheduled for the entire ship, and are quiet times of appreciation for the work going into producing the food. Speaking up is strictly prohibited, and making eye contact is considered to be a bad omen - instead, this is a time to recall and reflect. Afterwards, a break is to be had, as a relatively recent custom. During this break time, ships may often dock to each other, exchanging news, resources, and oral tradition.
<center><i> “Protecting The Nation, Upholding The Law, and Securing The Future.”</i> - Motto of the SISA.</center>


'''Fiction'''
The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance's federal crimes and maintains both the Solarian Alliance Terror & Extremism Watchlist and the list of the Alliance’s most wanted fugitives.


Fictional literature is almost non-existent due to consoles and paper being used extremely sparingly. Instead, verbal arts are almost exclusively oral, with stories, myths and legends being shared among departments or families after meal times, or passed by from ship to ship when docking.
The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.


Most common are two genres. ''Shiwuniket'' is the older one - grim and dark stories that serve as some kind of warning or precaution. Themes of death, collapse and mysterious omens are all very common. ''Nitaniket'', more recent and less popular, is comprised of stories of overcoming and triumph, where the main characters are savvy and clever individuals who are able to make the most of the limited resources they have, using them in creative ways to deal with danger or challenges thrown their way.
Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance's federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.


'''Shaitan'''
Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.


A common character in Scarab folklore is Shaitan, the Adversary - a malevolent spirit which is said to be the personification of all evil. Although exact details differ from ship to ship, it commonly takes the form of a mysterious and elusive traveler with their eyes brightly shining, who then convinces someone to lead the entire ship to ruin. The exact details of how this is done may differ, but generally, the victim captures the light of the traveler’s eyes, becoming blinded with their own reflection and giving in to madness, now only obsessed with their own well-being, and eventually bringing the ship to a collapse.
The current leader of SISA is '''Director Andrii Savchuk'''. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA's headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris' Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.


'''Ceremonial Weaponry'''
====SISA - Counter-Terrorism Response Group (SISA-CRTG)====
<center><i>"To Save Lives and Uphold the Law"</i> - CTRG motto.</center>


Weapons and weapon-making are almost glorified in Scarab societies, often considered extremely prized possessions. An almost universal marriage rite is presenting a beautiful, ornate knife or dagger to the significant other, who will then return it with the handle going forward if the offer is accepted, and the blade going forward if it is denied. Some ships use a decorated gun instead of a knife, but the process is generally the same, going without much fanfare. When dealing with non-Scarabs, a Scarab would often ask to sit down at a table, and then lay their weapons on it. This ceremonial disarming is not only done to take caution, but also to look at how well-made the weaponry of the other person is.
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG's trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).


Scarabs value a good weapon and displays of power, but nothing is more wasteful than ending the life of a worker. Thus, many Scarabs enjoy bouts with fellow crew, but, taking extreme care to not hurt anyone (since it would prevent them from working for some time), don’t use their weapons in these fights, and take care not to hit the opponent too hard. As an alternative, intellectual games such as chess and checkers are often played to display intellectual prowess.
One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency's top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.


'''Family and Education'''
==The Solarian Interstellar Intelligence Bureau (SIIB)==
<center><i>"To Grant Freedom Through Truth.</i> - Official motto of the SIIB</center>
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern [[Coalition of Colonies]]), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau is shrouded in deliberate secrecy and few outside of it itself, and the higher echelons of the Solarian government, understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel '''you should not play an active or former SIIB agent as a non-antagonist on-ship character''', as Bureau operatives often work directly against the interests of NanoTrasen and the [[Stellar Corporate Conglomerate]].


Family is less nuclear/core to the Scarab way of life. A Scarab's ship is their family, and blood is less important than crew. Everyone in the crew has some level of responsibility to the welfare of children, but the nearer relationship to the child's parents, the greater the obligation. Independence is encouraged early on, Scarabs avoiding children being a burden to the crew. Weak, dependent children can jeopardize a vessel by demanding excessive time and attention while contributing little. They are taught very early about wastefulness, recycling, the value of hard labor, and avoiding the long gaze of Shaitan. This is a communal effort, the values of their societies deemed too important for only two people to teach. Mistakes and even injuries are simply viewed as hands-on learning, such as the lesson that one can never pay too much close attention in space. Deeper learning, such as Engineering or other tasks are based on apprentice-ships; teaching done through work-based learning rather than extensive study of textbooks. However, reading is drilled in as much as writing, to read warning signs and instructional documents on crucial systems. After these values are instilled, and the child has completed their apprenticeship, they are treated with adulthood. The readiness to go out on their own is marked by the gift of a scarf by their immediate family, usually made of spidersilk.
Due to its role the Bureau has never had significant oversight, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends. These are typically described as its “strong methods,” in official documents released to the public. The “strong methods” the Bureau employs have contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. Its shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to rumors about what the exact methods used in its interrogation rooms are.


'''The Released'''
Over the years of its mandate, it has subsumed much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all '''ROMEO VERMILLION''' classification material, which is the Alliance's highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB's director are aware of all romeo vermillion material.


But, of course, not all Scarabs manage to comply with this lifestyle. Anyone of any age can either lose their tight grip on Scarab values, or never pick them up well enough in the first place. While before 'first contact' these people were simply airlocked, in modern cases, young or old, the crewmember in question is Released. This punishment is treated with much gravitas, only being applied to those that have grievously offended the necessities meant to be learned. Those that are released are exiled from their home vessels and the fleet entirely, unshackled from their responsibilities towards the Scarabs. They are given a week's worth of food and water, their clothing, and a weapon; typically small trinkets as well from those they were close with, then sent to the nearest place with a spaceport. They are stripped of their ability to hold any surname besides Sadar, translating to 'released.' This is semi-voluntary, some Scarabs even willfully choosing to become Sadar to go out on their own without the worries of their previous life. If one is to come back to the ship, they may be allowed back inside, but this is not guaranteed. Naturally, if one refuses this exile, they would be treated as a trespasser on their vessel and dealt with accordingly.
Despite the well-known reputation of its interrogation rooms, its primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become adept at since the Interstellar War. It is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, as is the nearby [[Empire of Dominia]], where rumored SIIB agents are reported to have met with officers of the Dominian Imperial Intelligence Directorate. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB's purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.


===Mayfly===
The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajara branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of its international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.
[[File:Mayfly.png|thumb|300px|The Scarab vessel "Mayfly" exiting bluespace at high velocity, its hull shimmering as it enters real space.]]
A ship originated from the Falklands. Colonists from this ship stick to the colors of blue, white and red. They’re primarily caucasian, this ship is known for some of the best engineers and sailors.


An oddity in design, the Mayfly was a failed prototype purchased by Einstein Engines a year after its construction in 2201. The vessel itself was meant to be a garbage swoop originally, mopping Earth’s orbit of its dangerous hyper-accelerated debris. Competitors from Einstein were one step ahead however, and upon purchasing the vessel, it was converted into a heavy-duty freighter. At 1105 meters in width, the vessel resembles a very long, sideways stick with engines strapped on and cargo departments dangling from beneath. Now, almost 50,000 people call it home.
The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.


===Impukane===
While smaller than its counterpart the tajara branch has a long history of clandestine activities on resource-rich [[Adhomai]] stretching back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving shortly before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.
A Central African originating ship, the Impukane is known for its cooking and strong security force. The Scarabs from these ships would prefer colors like green, orange and red. People from these ships are primarily Central African.


A largely untouched warp battleship at nearly 730 meters long, the Impukane is one of the largest vessels in the Scarab home fleet. Its intimidating, spikey mass may look dangerous at first glance, but the ship has over time become nothing more than a garrison for much of the official defense force the Scarabs may have. It routinely deploys assistance to fellow vessels for a myriad of reasons and holds a substantial prison wing that contains almost the entirety of the fleet’s own criminals. Its population has plummeted in recent years, now around 65,000.
The leader of the agency is '''Director Shufen Feng''', who has led it since 2463. A veteran of the Department of State's Foreign Service Officer Corps, Feng has spent much of her life abroad and was recalled by Frost in 2461, at which point her activities become unknown until she was appointed Director by the emergency government. She was reportedly present on Unity Station during Frost's assassination but has never confirmed if she was present or what she was doing there at the time. Like most SIIB directors Feng is an extremely private woman with little known about her career or private life. What is known of her career -- postings across the Coalition and Elyra as a FSO -- is so unexceptional and dull that it has led to rumors she has always worked for the agency and her entire history is simply a fabrication and cover for one of the first SIIB case officers to become agency director.


===Fa’Ta-Bs===
====Solarian Interstellar Intelligence Bureau - Special Activities Branch====
(Faladay Tadhhab Bsre) is a ship contributed by the Levant. They’re known for their excellent medical practitioners. Their official colors are white, blue and black. People from this ship are usually of Arabic or Jewish descent.
<center><i>“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”</i> - SIIB Director Shufen Feng, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.</center>


Built with parts sent to space from the largest coil gun ever created, the Fa’Ta-Bs is a marvel of engineering from the 2200’s. The ship itself is relatively small in terms of the fleet, with a population of 11,300, but it also carries the fleet’s foremost medical supplies and response equipment. There are few children if at all kept on board the ship itself, with those on board explicitly being workers for the fleet.  
Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the paramilitary force of the SIIB and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.


===Su-Yeongseon===
Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the SAB’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, its agents were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.
The Su-Yeongseon is a vessel with roots from eastern Asian, namely Korean descent who had branched off from an international effort to colonize the Antarctic in the early 2200’s. They are well known for their atmospheric manipulation and engineering prowess.


From the newly-founded city designated Sierra Peak, the world’s largest Antarctic colony sprouted an effort to redirect the incredibly advanced environment control and habitation techniques into space. This was seen as a massive success to the Scarabs later down the line, with many of the tricks seen in surviving the harsh tundras now being used to preserve lives on board Scarab vessels. The forefront of this advanced study is the Su-Yeongseon, a large warp cruiser, built in 2197 and now retrofitted for bluespace travel that originally departed with the fleet for defensive purposes. Over time it was converted into an engineering warehouse, with many of its drone bays and missile silos now serving as hangars and storage compartments. The ship itself was built to hold 22,000 people at maximum, but over time has grown to have a population of 42,000 or more with space to spare thanks to modification.
Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.
[[File:San khol.png|The San-Khöl in low orbit of some nondescript Frontier world.|thumb]]
===San-Khöl===
(Sansryn Khölög) is a Mongolian originating ship. Colonists from this ship primarily enjoy the colors of red, blue, and yellow. They are known for their gardeners, hydroponicists, and scientists. People from this ship are usually of Mongolian or Chinese descent.
Built over the course of five years in Ulaanbaatar, the 1100 meter long San-Khöl is an impressive hydroponics vessel. Although capable of holding roughly 25,000 passengers, most of the available space on-board is dedicated to storage of water, food processing, and most importantly the eight hydroponics domes installed onto the ship’s exterior. These are used for fruits, vegetables, and most importantly insects. Three varieties of insect are the most raised here, the Hakhma, a massive beetle the size of a small car. These are utilized for their feed to meat ratio and friendly disposition. Secondly, the Süüs, a variety of honeypot ant that are soda-can sized. These are typically fed cactus juice, which the ant processes into an edible, reportedly tasty and highly nutritious juice, often seen hanging from a Scarab’s belt. Lastly various species of spider, used for their high-strength silk. The ninth dome is entirely devoid of such hydroponics, being used primarily for theatre and entertainment.


===Bilröst, Jörmungandr and Jötunheimr===
==Courts and Law==
[[File:Bilrost.png|The Bilrost and its sister ship the Jormungandr hidden on the very edge of a small gas cloud.|thumb]]
<center><i>“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,"</i> - Headline of the satirical newspaper <i>Fish News</i> following the Solarian junta’s packing of the Supreme Court, 2462.</center>
[[File:Bilrostemblem.png|The emblem of the Bilrost and the Jormungandr.|thumb]]
The CCV Bilröst and Jörmungandr are two ships contributed by the former Scandinavian Coalition. This group was formed around the year 2015 in response to the collapse of the European Union. The countries of Denmark, Norway, and Sweden hastily turned to each other for stability, reforming a modern version of the Scandinavian Monetary Union. Eventually the Bilröst was constructed in the year 2129, and the Jötunheimr in 2130. However, the plan was malformed. Certain aspects of the ship were under-engineered, certain systems were lacking in redundancies and backups, and an overall lack of strategy regarding reaching the promised land the Confederation had purchased. The addition of the escort ship, Jörmungandr, only complicated affairs, and not long after their launch, the Scandinavian Coalition was in the red.


With so much of the Coalition’s focus on the new space faring vessels, its people fell to the wayside. Citizens of the Coalition faced food shortages, lack of available healthcare, and an increasing difficulty in finding good work. Times were dark, and with such unpleasant circumstances, there was one thing humans historically turned to - religion.
Under the Solarian Federal Constitution the Alliance operates two primary sets of judicial systems: local planetary law and Solarian federal law. Solarian federal law is solely created by the senate on Unity Station and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the member state in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution's supremacy clause.


And it was thus that the people of the Coalition started to look to their old ways.
Trial by jury is an enforced right of the court system outside of Alliance military mandates, and is generally composed of 13 randomly selected local jurors, though Alliance member states may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually.  


The people of the Coalition filled themselves with forgotten gods and culture, and it was thanks to this that they gained the strength that they needed to see themselves through adversity. They persevered, worked with what they had, and created the means aboard their new ships to end hunger and heal the sick - and it was in this way that they grew in purpose.
The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution justices are typically appointed by the prime minister and confirmed by the senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP -- a boon for the current prime minister.


==Bilröst==
===Correctional System===
The CRV Bilröst (Bifröst) was the first ship constructed by the Scandinavian coalition. Named after the burning rainbow bridge connecting Midgard and Asgard, the most important activities performed aboard the Bilröst are of the scientific variety, as well as medical work being split between here and the Jörmungandr. Here, important research is performed to enhance the Offworlder quality of living; musculoskeletal and immune system supplements, different types of bracing equipment, and even the first ESS prototype have undergone development here. Lastly, branching off chemical-based tomfoolery in the early days, the Bilröst is known across the flotilla for their excellent skills in making various confectionery products, especially candy and chewing gum.
<center><i>“Is anyone aware of what 'corrections' the Department is even making? Like, I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”</i> - Senator Kaylissa Orten (SSUP-CAL), during a speech advocating for prison reform, 2452.</center>


==Jörmungandr==
While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “functionality first.” While no Alliance prison will go without running water or electricity, they are austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as, "a country club you aren’t allowed to leave.
The CEV Jörmungandr is a satellite of sorts that accompanies the Bilröst. Named after the Midgard Serpent surrounding the Earth, it is significantly smaller in size, and is only used for non-civilian purposes. The main function of Jörmungandr is to handle and observe security scans to protect the main vessel. Access to the Jörmungandr is normally restricted to capable operators. Typically personnel here are either of an investigative nature, the temporary holding of criminals, or the maintenance and operation of various drones and robots, combat or otherwise. The Jörmungandr also keeps a small retinue of medical staff freely available to all Scarabs.


==Jötunheimr==
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.


The CCV Jötunheimr (Jotunheim) was the last ship constructed by the Scandinavian coalition, and the largest of the three, the ‘center of life’ for them, and holds the highest population; owing to possessing the most residential space. Named after the ancestral homeland of the Jötnar, typical work aboard the Jötunheimr is the everyday logistics, mineral recovery, salvage, beekeeping, hydroponics and service/cooking that keeps the flotilla going. The Jötunheimr partakes in trading and exports such goods as minerals, confectionery products, equipment made on the Bilröst, and so on. Due to the harsh work aboard this vessel, the residents tend to be the fittest both spiritually and physically, the vessel boasting both elaborate fitness complexes, and places for group gatherings and rituals. While the passion the Scarabs here have for their work is praiseworthy, the feasts are legendary.
The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge and are typically performed via lethal injection, with the firing squad having been prominent during the civil war and its period of unrest. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment.


==Policing in the [[Eridani Federation]]==


Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it. 


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Latest revision as of 00:22, 11 April 2026

YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE
The traditional emblem of the Alliance of Sovereign Solarian Nations' security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.


Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive Solarian Interstellar Policing & Crime Prevention Agency (SIP-CPA), a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the Solarian Interstellar Security Agency (SISA), a more recent agency formed for the purpose of domestic intelligence, and the Solarian Interstellar Intelligence Bureau (SIIB), a much older agency that serves as the Alliance’s highest security authority.

History

The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing & Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.

But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.

Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.

Domestic Agencies

While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.

Solarian Interstellar Policing & Crime Prevention Agency (SIP-CPA)

“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.” - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.

Founded in 2140, the Solarian Interstellar Policing & Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.

It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance's law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.

Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.

Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.

Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.

The leader of the SIP-CPA is Director Almir Fazlić. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency's mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom's term.

Solarian Interstellar Security Agency (SISA)

“Protecting The Nation, Upholding The Law, and Securing The Future.” - Motto of the SISA.

The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance's federal crimes and maintains both the Solarian Alliance Terror & Extremism Watchlist and the list of the Alliance’s most wanted fugitives.

The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.

Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance's federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.

Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.

The current leader of SISA is Director Andrii Savchuk. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA's headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris' Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.

SISA - Counter-Terrorism Response Group (SISA-CRTG)

"To Save Lives and Uphold the Law" - CTRG motto.

One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG's trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).

One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency's top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,” the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.

The Solarian Interstellar Intelligence Bureau (SIIB)

"To Grant Freedom Through Truth. - Official motto of the SIIB

Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau is shrouded in deliberate secrecy and few outside of it itself, and the higher echelons of the Solarian government, understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel you should not play an active or former SIIB agent as a non-antagonist on-ship character, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.

Due to its role the Bureau has never had significant oversight, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends. These are typically described as its “strong methods,” in official documents released to the public. The “strong methods” the Bureau employs have contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. Its shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to rumors about what the exact methods used in its interrogation rooms are.

Over the years of its mandate, it has subsumed much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all ROMEO VERMILLION classification material, which is the Alliance's highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB's director are aware of all romeo vermillion material.

Despite the well-known reputation of its interrogation rooms, its primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become adept at since the Interstellar War. It is rumored to have nearly completely infiltrated the government of the Republic of Biesel on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the Coalition of Colonies and Republic of Elyra are said to be similarly infiltrated, as is the nearby Empire of Dominia, where rumored SIIB agents are reported to have met with officers of the Dominian Imperial Intelligence Directorate. While operations in the Human Wildlands by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB's purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.

The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajara branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of its international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.

The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.

While smaller than its counterpart the tajara branch has a long history of clandestine activities on resource-rich Adhomai stretching back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving shortly before the war began. While President Hadii’s assassin was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in Crevus under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.

The leader of the agency is Director Shufen Feng, who has led it since 2463. A veteran of the Department of State's Foreign Service Officer Corps, Feng has spent much of her life abroad and was recalled by Frost in 2461, at which point her activities become unknown until she was appointed Director by the emergency government. She was reportedly present on Unity Station during Frost's assassination but has never confirmed if she was present or what she was doing there at the time. Like most SIIB directors Feng is an extremely private woman with little known about her career or private life. What is known of her career -- postings across the Coalition and Elyra as a FSO -- is so unexceptional and dull that it has led to rumors she has always worked for the agency and her entire history is simply a fabrication and cover for one of the first SIIB case officers to become agency director.

Solarian Interstellar Intelligence Bureau - Special Activities Branch

“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,” - SIIB Director Shufen Feng, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.

Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the paramilitary force of the SIIB and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on Mictlan, though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.

Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the SAB’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, its agents were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.

Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.

Courts and Law

“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state," - Headline of the satirical newspaper Fish News following the Solarian junta’s packing of the Supreme Court, 2462.

Under the Solarian Federal Constitution the Alliance operates two primary sets of judicial systems: local planetary law and Solarian federal law. Solarian federal law is solely created by the senate on Unity Station and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the member state in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution's supremacy clause.

Trial by jury is an enforced right of the court system outside of Alliance military mandates, and is generally composed of 13 randomly selected local jurors, though Alliance member states may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually.

The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution justices are typically appointed by the prime minister and confirmed by the senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP -- a boon for the current prime minister.

Correctional System

“Is anyone aware of what 'corrections' the Department is even making? Like, I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!” - Senator Kaylissa Orten (SSUP-CAL), during a speech advocating for prison reform, 2452.

While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “functionality first.” While no Alliance prison will go without running water or electricity, they are austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as, "a country club you aren’t allowed to leave.”

Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.

The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge and are typically performed via lethal injection, with the firing squad having been prominent during the civil war and its period of unrest. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment.

Policing in the Eridani Federation

Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.