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<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>


Located in orbit around Jupiter in the Sol System, the icy body of '''Europa''' is the first location where humanity discovered extraterrestrial life. The harsh and inhospitable environment of the moon has led to its population remaining relatively small even in the present day. Due to the immense radiation that constantly strikes the moon's surface, Europa's three hundred million residents exist in one of the most unique environments in the entire Sol Alliance: beneath the outer ice sheet, submerged in the waters of the Europan Sea. This environment is at best poorly understood, and more is being discovered about the moon every day. However, the population believes that some secrets should perhaps be left unknown in its inky depths….
 
 
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.
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)===
<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>
Founded in 2140, the Solarian Interstellar Policing & Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.
The SIP-CPA’s 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 which occupies the largest single chunk of the SIP-CPA’s 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 together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency 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 Sol.
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA 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 (non-publicized) 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. 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.


Life on Europa was first discovered in the late 21st century, but serious colonization efforts did not take place until the mid 22nd century, due to economic issues on Earth and a perception that Europa, unlike Callisto, would be too difficult to maintain colonies on. The first settlement on Europa was Korormansk Station, a research settlement established in 2145. Unlike many of the settlements that would follow it, Korormansk was built around a large borehole drilled into the surface ice, as the settlement was intended to serve as a major spaceport. Over the following centuries, Europans have slowly and steadily established more stations under the ice, carving out more of a foothold for humanity.
Outside of Sol, the SIP-CPA 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 several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.


Europa has never truly shifted away from its roots as a research colony and, over time, Zeng-Hu Pharmaceuticals has come to be a major employer on the moon. Research drives the economy of Europa due to the ready demand for new submarines and equipment, which must be produced on the moon itself for the sake of convenience. The advent of plasteel in the mid-2400s led to a boom in the Europan manufacturing sector, due to the incredible depths plasteel-hulled submarines can descend to. Tourism is another pillar of the economy, with Idris Incorporated operating many tourist facilities on the moon, including the truly impressive Jovian Jewel.
==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.


The Europa of the 2460s is a growing economy in the Sol System, though its environment is not the most welcoming.
===Solarian Interstellar Policing & Crime Prevention Agency (SIP-CPA)===


==Environment==
<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>


The fourth largest moon in the Jovian System, and only slightly smaller than Luna, the environment of Europa was one of the first truly alien ones encountered by a young humanity. The moon’s icy surface is one of the smoothest natural ones in the Orion Spur, with very few craters and mountains, likely due to its high tectonic activity - a condition the stations attached to the ice must endure to the best of their abilities. The surface of Europa is bathed in radiation due to its lack of a true atmosphere, and mere hours of exposure to the radiation levels of the surface can prove to be fatal without treatment. As a result all non-shielded human settlements must be constructed below the ice of the surface, which is thick enough to act as a preventive shield against radiation. The Europan surface ice can be as thick as twenty miles in certain areas, with thinner areas often exhibiting the moon’s iconic cryogeysers as the water below interacts with the ice above. Some of these cryogeysers are capable of reaching over a hundred miles into the space above the moon, and have been known to interfere with craft passing by the moon.
Founded in 2140, the Solarian Interstellar Policing & Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.


Below the ice of the Europan surface lies the primary reason for humanity’s colonization of the planet: the Europan Sea. This massive ocean spans the moon in its entirety, and is upwards of one-hundred miles deep in some areas. The Europan Sea is extremely cold due to its position under the icy surface of the moon with the average surface temperature being -160 Celsius (or -260 Fahrenheit), and the coldest temperatures ever recorded in Europa being -220 Celsius (or -370 Fahrenheit). A higher salt content in the Europan Sea than its Earthborn counterparts has led to a lower freezing point, and a lower temperature overall. Exposure to the waters of Europa will rapidly result in hypothermia, and maintaining a livable temperature is a constant concern for every resident of and settlement on the moon. Heavy clothing is a common sight for residents of Europa, as not all of the cold can be staved off. Aside from the cold, another constant feature of the Europan Sea is the extreme amount of pressure it is capable of producing in its depths. Those submarines that proceed further down into the inky depths of the ocean are known to have heavily-reinforced hulls, often made of plasteel. In order to withstand the pressure exerted upon those brave, or stupid, enough to conduct EVA work Europan diving suits more readily resemble spacesuits than wetsuits.
The SIP-CPA’s 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 which occupies the largest single chunk of the SIP-CPA’s 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 together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.


But despite these inhospitable, completely dark conditions, Europa is not as devoid of life as one may assume.
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency 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 Sol.


===Flora and Fauna of Europa===
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA 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 (non-publicized) 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. 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.


The lightless waters of Europa contain a shockingly high amount of biodiversity within them. While many of the creatures found in the Europan Sea are harmless - and many are even edible, such as Europan shrimp - and others are merely irritating to deal with, some can be quite dangerous for divers. Some very rare sea creatures can even be dangerous for submarines, though these are very rare. The biodiversity of the Europan Sea is fairly poorly understood due to the immense size and great depth of the ocean, with many areas of the Sea being inaccessible to submarines until the creation of the first plasteel hulls in the 2400s. The prohibitive price of these modern plasteel hulls has limited exploration of the deepest depths to Zeng-Hu Pharmaceuticals craft only, and very few have been built due to their high costs. As of 2462, the theoretical lowest point of the Europan Sea (so far only detected via sonar) has yet to be reached. This lack of cataloging has led to vast amounts of “Europan cryptids,” a local term for creatures reported but otherwise unconfirmed to exist. Very few of these creatures have been actually discovered, with many being regarded as nothing more than fanciful submariners’ tales. Here are some of the flora and fauna that can be found, or are rumored to be found. beneath the Europan ice:
Outside of Sol, the SIP-CPA 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 several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.


'''Europan ice kelp''' is one of the most common sights in the Europan Sea. This bioluminescent plant is typically found attached to the inner side of the moon’s icy outer layer, and has hooks at the end of its kelp “branches” that allow it to dig slightly into the ice and prevent it from being swept away by the current or the shifting of the ice itself. Ice kelp is also known to attach itself to the outer hulls of stations under the Europan ice, and is often regarded as an annoyance by the residents of the planet. This plant is often found grown in aquafarms in stations, and is often consumed by the residents of the planet in addition to being exported for consumption. Many naturally-occurring cave systems in the Europan Sea are filled with ice kelp.
===Solarian Interstellar Security Agency (SISA)===


The '''Europan bone whale''' is one of the largest known creatures found in the Europan Seas. The bone whale derives its name from the bone plating that surrounds its body, allowing it to survive in the crushing depths of the Europan Sea and defend itself from predators. Despite the intimidating name, bone whales are herbivorous creatures that tend to primarily dine upon Europan ice kept. However, they are known to become quite dangerous when provoked or otherwise threatened, as their thick bone plating is able to easily severely injure a diver or even damage the hulls of weaker submarines. Bone whales are generally only found in the open sea of Europa, and their bodies often fall into the deep abyss of the Sea - well beyond the crush depth of most submarines. Bone whales are large enough to produce a significant sonar signature and have often been confused for other creatures, particularly by inexperienced sonar operators. Some theorize that many Europan “cryptids” are, in reality, misreported bone whales.
<center><i> “Protecting The Nation, Upholding The Law, and Securing The Future.”</i> - Motto of the SISA.</center>


The '''light-shrimp''' (often simply referred to as “shrimp” on Europa proper) is a bioluminescent animal roughly a meter to two meters long that somewhat resembles the shrimp of Earth. However light-shrimp are much larger than their Earthling counterparts and, as the name implies, produce a form of natural bioluminescence. These shrimp are fairly low in the Europan Sea’s food chain, and are often picked off by batsharks and other carnivores. They are also a primary export of Europa, and are utilized in a variety of dishes on the planet. The most skilled chefs are capable of maintaining the light-shrimp’s bioluminescence, which persists after deal for a brief period, even as it is being served.
The middle child of the Solarian Intelligence Trinity, 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, SISA serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. The Agency holds jurisdiction over hundreds of Alliance federal crimes, and maintains both the Solarian Alliance Terror & Extremism Watchlist, and the list of the Alliance’s most wanted fugitives.


The '''batshark''' is one of the most common predators found in the Europan Seas, and is often found in the more open oceanic environments of the Sea. It is a fairly large animal particularly due to its wide “wings” that it utilizes to glide through the water, and it is capable of reaching very high speeds due to these fins. Due to not producing its own light, the batshark is entirely blind - lacking eyes completely - and instead relies upon echolocation to locate other members of its hunting pack and prey. Attacks on humans are fairly rare, but are a constant worry for many personnel going EVA from a submarine. The intense amounts of sonar these creatures produce is known to often befuddle cheaper sonar equipment, but batsharks are otherwise harmless to submarines. A final note of interest is that batsharks often produce noises described as “unsettling and unnerving” by submarine crews when communicating with one another, and that these noises can usually be heard within the hulls of submarines - often leading to significant stress and anxiety amongst the crew. It is theorized that batsharks may be one of the main reasons for psychological issues such as “Deep Crazy” amongst submarine crews.  
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. Special agents are granted significant legal leeway in the pursuit of these objectives, being permitted to install wiretaps, search property without notice, and even 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.


The '''greater Europan cave crab''' is a very common sight in the caverns of Europa. This omnivorous crustacean is capable of reaching a width of almost a meter, and is an omnivorous hunter that tends to reside in “villages” of up to thirty cave crabs. Due to a lack of light in the caverns of Europa, these crabs have very large eyes capable of taking in even the faintest amount of light. They are naturally curious animals, and are known to often jump or leap onto the hulls of submarines passing through the Europan caverns in order to either travel upon them or simply to satisfy their natural curiosity. The scuffing and scuttling noises created by these crabs are often known to spook crew, as the footsteps of a cave crab sounds eerily similar to somebody knocking on the outside of the submarine’s hull. They are otherwise harmless to humans, though still capable of inflicting dire wounds with their claws if threatened or otherwise cornered by a diver.
Said intervention, however, is not always appreciated by the local forces SISA is ostensibly supporting. SISA agents have developed a somewhat mixed reputation among the Alliance’s holdings, with more Sol-skeptical forces seeing 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. This issue is further compounded by SISA agents often being rotated 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.


====Europan Cryptids====
Like the SIP-CPA, recruiting for the SISA is a pan-Solarian process, though SISA 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.


None of these creatures have been confirmed to exist by any scientific expeditions, but many veteran submariners will swear that they’ve seen something like one (or similar to one) in the depths of Europa.
====SISA - Counter-Terrorism Response Group (SISA-CRTG)====
<center><i>"To Save Lives and Uphold the Law"</i> - CTRG motto.</center>


The '''Europan hell squid''', or greater Europan hell squid, is a large squid-like predator rumored to exist in the open ocean of Europa. This apex predator is allegedly roughly the size of an adult bone whale, and is rumored to attack submarines that descend too far into the waters of Europa. No sightings of the hell squid have been confirmed since it was first reported in 2394. Hell squid attack reports, and sighting reports are scattered and infrequent enough to suggest either a creature that typically hunts in the lower levels of the Europan Sea or a migratory predator that tends to avoid humanity. Regardless of the truth (Zeng-Hu Pharmaceuticals has sworn to discover the species by 2500) the hell squid continues to be a frequent feature of submariner’s tales on Europa.
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG 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).


The '''Asterios''', for there is allegedly only one, is rumored to be the largest living thing on Europa. This crab is rumored to be the size of an entire research station, and is supposedly able to create earthquakes and significant disturbances in the water by stomping its massive shell into the ground. Allegedly the product of a crab being left in an abandoned Zeng-Hu black site research facility in which it grew to a massive size, Asterios is rumored to utilize its former home as its shell. Nobody has ever actually seen Aserios - perhaps due to its rumored ability to crawl along the ocean’s floor - but this has not stopped rumors of it from circulating. Zeng-Hu has denied that this creature, or its facility of origin, even exists.
One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees 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.


While similarly unconfirmed, there are reports that a massive eel exists in the abyssal zone of the Europan Sea that is sometimes referred to as the '''Cetus''' by residents of the moon. Some suggest that this creature is a very powerful psychic, and the true root of the “deep crazy” psychological phenomenon. Aside from fringe groups, some of which look upon the alleged Cetus as a kind of god from the depths, very few residents of Europa believe this particular cryptid to be real.
==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 itself is shrouded in a large amount of 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.


==Life on Europa==
Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly 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. The Bureau’s 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 a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.


One’s standard of living in Europa depends heavily upon what facility they reside in, but there are some general rules. Settlements on the moon, due to its very light gravity, are universally built around large gravity generators that predate their shipborne counterparts - these models are by far larger and more power-inefficient, making them unsuited for non-planetary use. The primary method of travel for the vast majority of Europans are submarines of various sizes that make their way through the massive ocean under the planet’s icy surface. Due to submarines being far cheaper to build and maintain, and settlements being under the ice for safety, space-based travel between settlements remains rare even in the 2400s. The so-called “Deep Crazy” is another phenomenon that can be found regardless of where one is living on Europa, though some sailors and residents will claim that certain areas lead to higher rates of the affliction than others. Another constant factor for all settlements is the cold, often damp environment of the moon. Devices must constantly be maintained to ensure they do not break, lest the cold water seep into an area that humanity has carved out to live in. Beyond this, settlements begin to diverge in quality. Space is typically at a premium under the ice of Europa, and cramped quarters are a common feature of daily life.
Over the years of its mandate, the SIIB would also subsume 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.


The most common settlements under the Europan ice fall under a loosely-organized category best defined as “civilian stations.” These stations range in size from only a few thousand to upwards of several million residents, and vary widely in quality. The common nickname for these stations is derived from the fact that they are primarily utilized as residential areas for those that reside under the icy surface of Europa. These are some of the oldest settlements on Europa, and are often connected to nearby research, tourism, or industrial stations. The highest-quality civilian stations are often shared between Zeng-Hu Pharmaceuticals, which uses their attractive housing to attract new employees and encourage transfers to the Europan branch of the corporation, and Idris Incorporated, which utilizes them as tourist icons for the planet. Lower-quality civilian stations often suffer from a variety of issues, such as heating problems and persistent leaks in the hull - problems on any Europan station, but ones that become far worse when one’s home is barely breaking even.
Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau 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, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. 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.


Research stations are, aside from a few Sol Alliance stations hanging on by a ragged thread, owned and operated by Zeng-Hu Pharmaceuticals. Advanced research submarines come and go from them, heading off to a myriad of locations in the murky depths of the moon’s oceans - some never to return. These state-of-the-art facilities vary in size from small observation outposts to facilities that are cities onto their own, and some are rumored to only be accessible to very high-ranking Zeng-Hu personnel. What goes on in this Europan “blacksites” is barely known to the general public, or lower-ranking Zeng-Hu employees. The research provided by Zeng-Hu Pharmaceuticals provides a large source of employment for the moon’s population, and the megacorporation is known to possess the largest submarine fleet of any actor on the moon. Zeng-Hu submarines are known to go on longer expeditions and go further into the still poorly-charted depths of the Europan sea than any other vessels. Incidents of “Deep Crazy” are an unfortunate fact of life in these research stations, but Zeng-Hu is known to pay extremely well for contracts on Europa.
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 tajaran 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 the SIIB’s 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.


Tourism stations are a hallmark of Idris Incorporated’s presence on the moon, and are typically situated in major civilian stations. The most famous of these is, without a doubt, Idris’ Jovian Jewel resort and Galileo's Pearl facility. Due to their locations near the surface of the Europan Sea, “Deep Crazy” is not a common factor in these tourist facilities and Idris Incorporated does its best to avoid the affliction. Many Idris Incorporated employees dislike working on Europa, particularly those in lower-level positions such as the cargo departments of stations - those responsible for loading and unloading the many cargo submarines that traverse the depths of Europa.
Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. 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.


The so-called “industrial stations” are the heart of the Europan submarine fleet. These industrial centers are typically situated near the surface of the moon’s seas and feature large bays to produce the submarines of the planet, which can range from small shuttles with a crew of under a dozen to massive research vessels with crews in the hundreds. Many of the materials utilized in the dockyards of the Europan Sea are imported from a nearby neighbor of the moon: Callisto, where materials mined upon the volcanic surface Io are refined. This is due to the immense size of the Europan Sea making mining impractical: it is difficult to reach the seabed for mining when the sea extends one-hundred miles downwards.
While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches 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 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 final, and quite rare, category are those atypical Europans that choose not to dwell on a station at all - instead opting to live on a submarine for the majority, or entirety, of their lives. These so-called “Hydronauts” are a very rare breed and are typically found in groups of only a few dozen, with the exception of some larger vessels such as the Tethys. As travel under the waves of Europa is a typically-hazardous venture these nomads will often dock in stations for significant periods of time and live out of their submarines, before undocking and proceeding to their next destination. Hydronauts are known to  typically be more superstitious than the average Europan submariner due to the larger amount of time they spend out of port, and at the mercy of the Europan Sea.
====Solarian Interstellar Intelligence Bureau - Special Activities Branch====
<center><i>“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”</i> - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.</center>


===Deep Crazy===
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 premier 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.


Life under the ice of Europa is a difficult one for the long-term residents of the planet, with a myriad of social and psychological issues arising in the dark biodomes and nuclear-powered submarines found underneath the ice. A commonly mentioned phenomena amongst the permanent residents of Europa is the so-called “deep crazy,” a result of prolonged exposure to the isolation often associated with the Europan Seas. Medical professionals, such as those employed by Zeng-Hu Pharmaceuticals, insist that “deep crazy” is nothing more than the result of stress and isolation, and insist that rumors of the affliction being unique to the planet are nonsense.
Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’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, agents of the Special Activities Branch 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.
Residents often comment that “deep crazy” becomes worse the longer one stays on Europa, that symptoms gradually build over time, and that they inevitably grip anyone’s mind after enough time on the moon. Some symptoms the residents attribute to “deep crazy” are auditory and visual hallucinations (though many sufferers will attribute these as originating “in the depths” or “from the depths”), unsettling dreams often involving themes of drowning or otherwise traveling into the depths of the oceans, an extreme fear of drowning, a constant sensation of being watched by something outside of the Europan biodomes (described by some suffers as feeling like being “fish in a bowl”), and claims of seeing seaborne fauna inconsistent with any known species on Europa. No species reported by a sufferer of “deep crazy” has ever been formally catalogued by Europa’s scientific community, though many sufferers will report seeing similar creatures.
Extreme sufferers of “deep crazy” are known to suffer mental breakdowns and manic episodes similar to those commonly associated with extreme stress and isolation. These extreme suffers, after coming out of their breakdown, report having been “called to the depths” or “called to the seas” by an unknown force, and have been known to claw at airlocks unless otherwise stopped. Medical professionals associated with Zeng-Hu Pharmaceuticals, one of the moon’s major employers, have stated that this is likely just another result of stress. However, Europa’s residents and submariners often believe that there is something far, far below the charted zones of the planet that causes this madness.
Zeng-Hu Pharmaceuticals, which seeks to attract more employees, offers extensive psychiatric assistance and attractive bonuses to its employees to both attract them and stave off the stress associated with the planet. Idris Incorporated provides similar psychiatric assistance to its employees. It also employs many IPCs in its Europan facilities, which has proven an effective strategy to avoiding the isolation and stress associated with “deep crazy.” Idris has also promoted findings that “deep crazy” is a condition resulting from long-term residence on Europa, and is unlikely to ever impact tourists traveling to one of the megacorporation’s luxurious vacation spots.
Despite similar living conditions on Europa and Ganymede, with both planets housing their populations in underwater biodomes, residents of Ganymede do not suffer from a similar condition to "Deep Crazy." Researchers are still attempting to figure out why the "Deep Crazy" phenomena is unique to Europa.


===Europan Submariners===
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.


The life of a Europan submariner is not an easy one even at the best of times, and hazards - both natural and manmade - are a constant concern under the waters of Europa. In the pitch-black darkness underneath the Europan ice, one must always be on edge as danger can come from anywhere, at any time. Europa is, according to some in the Jovian System, one of the most hazardous places to work in the Sol Alliance aside from the hellish surface of Io. The danger of working on the moon has led to Europan submariners becoming a very wary, very paranoid, and - at times - quite superstitious group. Here are some of the superstitions held by submariners. Though many submariners do not hold such beliefs, or may only hold a few of them, a significant number stand by these superstitions as the best way to survive under the ice of Europa.
==Courts and Law==
<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>


One major superstition of Europan submariners is a belief that renaming already-named ships, without conducting the proper ceremony, is a surefire way to give the vessel bad luck. In order to properly rename a vessel - typically after it has been purchased by a new operator or owner - one must proceed through the proper ceremony, in which the submarine is returned to its port of origin and all metal that has borne its name is shorn off and replaced. Unless all of the metal is shorn and replaced properly, the ship will remain unlucky. Naming vessels after subs that have already sunk is also considered to be unlucky, as is giving “unfitting submarines,” for example Idris’ cargo haulers, grandiose names unfitting of their duty such as “invincible.
Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian 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 Solarian member world 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.


A curious feature of Europan submarines is the high number of skrell on them. The psionic species is highly sought-after due to their ability to detect the psionic signatures of Europan creatures through even the most thick submarine hulls. Skrell are often rightfully regarded as good luck charms by the crew due to these abilities, and often find themselves employed as some of the highest-paying members of a given submarine’s crew. Ships with skrell serving as “psionic navigators” (the local term for their position) are much less likely to suffer collisions with local wildlife due to their abilities to transmit basic orders to most Europan sea creatures. This is an extremely valuable skill, as collisions with creatures such as bone whales have been known to cause significant hull damage to submarines. Skrell are also known to rarely, if ever, suffer from the maladies that ultimately lead to “Deep Crazy,which has further contributed to their reputation as charmed. Zeng-Hu Pharmaceuicals is currently investigating why the skrell have proven to be so resilient to the madness often associated with the moon.
Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds 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.  


Another Europan superstition is the creation of bone charms from the remains of sea creatures, particularly those of the Europan bone whale. These charms are typically carved with messages in order to (supposedly) bring good luck to their holders, though some charms remain entirely blank. An improperly carved charm, or one with the wrong message, is said to bring immense bad luck to whomever is unfortunate enough to wear it, and many submarines are known to unceremoniously dispose of such charms - typically via an airlock, much to the dismay of whomever owned the now-unrecoverable charm. Other sea creatures are sometimes used for bone charms, but bone whales are regarded as the most ideal source of charms. On the contrary batsharks are almost universally not used in the creation of such charms, due to the cartilage of their bones leading to harder to carve surfaces. Of course more superstitious submarines may simply declare that batshark bones are not used due to being “cursed,” but these are simply the tall tales of submariners. These charms are sometimes taken offworld by former submariners, to systems as far away as Xanu Prime and Tau Ceti.
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 Solarian 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.


==Major Settlements==
==Correctional System==
<center><i>“Is anyone aware of what 'corrections' the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”</i> - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.</center>


'''Korormansk Station''' is the capitol of Europa, and its largest settlement at thirty million permanent residents. It is the oldest settlement on the moon, and remains the only major spaceport on the moon. The Koromansk Planetary Spaceport is placed at the base of a massive shaft bored through the Europan ice by drills centuries ago, and heavy steel - and more recently, plasteel - reinforcements on the side of the shaft ensure that the passageway remains secure. Many areas of the station are dug into the ice lining this shaft, which has allowed it to support a larger population than any other settlement. Korormansk maintains a large port, and cargo submarines from it can be found travelling throughout the Europan Sea. The Jovian Jewel, the famous Idris Incorporated resort, is located nearby. The station maintains a close relationship with its nearby neighbor, Trelenje Station.
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 “spartan.” While no Alliance prison will go without running water or electricity, they are universally 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.


'''Trelenje Station''' is located fairly close to Korormansk, only a few hours’ travel away in all but the slowest submarines, and has become the primary naval yard for the moon. The dockyards of the Trelenje Naval Yard produce the vast majority of Europa’s submarines, from shuttles designed to move barely a half-dozen individuals to massive plasteel-hulled Zeng-Hu research submarines designed to endure the crushing pressure of Europa’s depths, with materials transported from Korormansk Station. It is also the berth of many Europan submarine crews and a significant economy has developed around this, with Idris Incorporated operating many entertainment venues here. The station maintains a close relationship with its nearby neighbor, Koromansk Station.
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.


'''Phumanus Station''' is considered to be the premiere location to base research operations taking place in the Europan Sea from. Zeng-Hu Pharmaceuticals has its primary Europan headquarters in this station and launches many of its expeditions from it. Phumanus Station’s position near one of the abyssal zones of the Europan Sea, which is upwards of a hundred miles deep in some regions, has likely contributed to the decision to pursue this station as a research headquarters. Despite heavy Zeng-Hu investment, the station possesses one of the highest turnover rates in the megacorporation and transfers from the station to other, less well-paying assignments are common. Instances of “Deep Crazy” are very common, and many submariners state that something is lurking in the abyssal zone nearby. Of course, nothing has been confirmed.
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 firing squad. 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.  


The '''Tethys''' is something of an oddity on Europa. Rather than a traditional station, it is instead a large submarine - perhaps the largest on Europa - that maintains a permanent population on itself, and is self-sustaining. The Tethys is the result of a failed Einstein Engines attempt to break into the Europan market through the creation of the largest submarine ever built on the moon to that date. When it launched in 2437, the Tethys quickly proved to be a worthless investment to Einstein Engines and was quickly written off, with its crew being left to do what they could without the support of their sponsors. In the years following their abandonment by Einstein, the crew of the Tethys turned it into a mobile city that now specializes in producing smaller submarines for various Europan settlements inside of its massive former research bay. With the heavy research equipment stripped out or otherwise repurposed, there is more than enough space to produce small to medium-sized submarines inside the Tethys itself. While the submarines produced by the Tethys are not as high-quality as those produced at Trelenje Station, many submariners that do not wish to deal with the bureaucracy of the Trelenje Naval Yard prefer the convenience of the Tethys. The captain of the Tethys is elected by the submarine's crew.
==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 04:58, 9 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, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.

The SIP-CPA’s 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 which occupies the largest single chunk of the SIP-CPA’s 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 together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.

Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency 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 Sol.

Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA 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 (non-publicized) 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. 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, the SIP-CPA 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 several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.

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, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.

The SIP-CPA’s 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 which occupies the largest single chunk of the SIP-CPA’s 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 together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.

Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency 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 Sol.

Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA 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 (non-publicized) 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. 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, the SIP-CPA 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 several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.

Solarian Interstellar Security Agency (SISA)

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

The middle child of the Solarian Intelligence Trinity, 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, SISA serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. The Agency holds jurisdiction over hundreds of Alliance 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. Special agents are granted significant legal leeway in the pursuit of these objectives, being permitted to install wiretaps, search property without notice, and even 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, however, is not always appreciated by the local forces SISA is ostensibly supporting. SISA agents have developed a somewhat mixed reputation among the Alliance’s holdings, with more Sol-skeptical forces seeing 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. This issue is further compounded by SISA agents often being rotated 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.

Like the SIP-CPA, recruiting for the SISA is a pan-Solarian process, though SISA 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.

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 wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG 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 the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees 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 itself is shrouded in a large amount of 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 by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly 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. The Bureau’s 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 a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.

Over the years of its mandate, the SIIB would also subsume 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 the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau 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, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. 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 tajaran 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 the SIIB’s 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.

Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. 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 tajaran branch has a long history of clandestine activities on resource-rich Adhomai that stretches 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 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.

Solarian Interstellar Intelligence Bureau - Special Activities Branch

“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,” - SIIB Director Yi Zetian, 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 premier 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 Special Activities Branch’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, agents of the Special Activities Branch 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 federal Alliance law. Alliance federal law is solely created by the Solarian 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 Solarian member world 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.

Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds 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 Solarian 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.

Correctional System

“Is anyone aware of what 'corrections' the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!” - Senator Kaylissa Orten (SSUP-ENC), 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 “spartan.” While no Alliance prison will go without running water or electricity, they are universally 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 firing squad. 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.