User:NewOriginalSchwann/Sandbox: Difference between revisions

From Aurora Information Uplink
Jump to navigation Jump to search
NewOriginalSchwann (talk | contribs)
NewOriginalSchwann (talk | contribs)
No edit summary
 
(630 intermediate revisions by 4 users not shown)
Line 1: Line 1:
<center>[[File:Moroz Tribunal Symbol.png|link=]]</center>
{{Navbox Lore}}
 
{{Navbox Human Lore}}
<center>''"The Eye," Holy symbol of the Tribunal representing the 'four corners' of the universe with a central 'eye' of the Tribunal watching all. Necklaces of the symbol usually leave the central 'eye' capable of rotation.''</center>
<center>'''YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE'''</center>
 
<center>[[File:Solarian Intelligence.png|500px]]</center>
<center>'''"Our gift is the divine, theirs the mundane"'''</center>
<center>''The traditional emblem of the Alliance of Sovereign Solarian Nations' security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.''</center>
 
The state religion of the Empire of Dominia, the Moroz Holy Tribunal is an eclectic mixture of old Earth faiths and the adaptations given to those faiths by the colonists of Moroz. More conservative members of the faith are known to adopt some traits from Sk'akh, a recently arrived faith in the Empire. Worship revolves around a female supreme being known commonly as "Goddess" in all languages. The elites of the religion are made up of the Tribunal members that commune directly with the Goddess. From their communions, the Tribunal create edicts to be followed by the faithful. Disobeying an edict can be met with the death penalty in the worse case, typically by firing squad or ritual suicide. It is rumored by the faithful that the Tribunal possess psionic powers gifted to them by the Goddess. The Goddess is often called Three of One due to her three minor aspects: the Soldier, the Scholar, the Artisan. These three spirits are personifications of the most important aspects of Dominia society. Tribunal priests agree that all three are equally important, and that malign spirits can be attracted by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of spirit, in society, and in personal life.
 
Followers of the Tribunal believe that upon death the faithful edict abiding followers are joined with the Goddess directly and become part of the Goddess' paradise. Faithless people simply cease to exist upon death, while the evil are instead condemned to wander the material world as malevolent spirits. It is also believed to be possible to communicate with the dead through prayer, should one be faithful enough. The Tribunal also believes that malign spirits and demonic entities exist and that their priesthood is gifted with divine powers with which these entities can be fought and beaten. The faith has an antagonistic view of positronics, and views them as soulless.
 
The priesthood utilize the "Tribunal Codex" which contains the latest up-to-date edicts and litanies, and many worshipers hold copies of the Codex in their homes. It is the nearest thing the Tribunal has to a traditional holy book. Priests of the church are allowed to marry.
 
==The Priesthood==
 
'''Initiate'''
 
Initiates are those who have felt the calling of the Goddess through the Tribunal. After applying for entry at a temple hopefuls undergo an interview which both clarifies if the applicant really wants to join the Tribunal as well as their knowledge regarding the faith and their qualifications. Finally the Initiate undergoes a series of exams. This process usually takes upwards of a month and if the applicant is successful, they are inducted into the Tribunal as an Initiate. And Initiate's life is that of study and general menial work - ranging from clerical office activities and public speaking to manual labour such as maintaining Tribunal facilities. Every year the Initiate is expected to complete a written exam alongside a thesis relating to the faith. This is marked by the Priests. After three years have passed and the Initiate has all three exams and defended their thesis's successfully, then they are inducted into the ranks of the Priests.
 
Initiates are expected to wear white robes or any white clothing and apply red paint around their eyes and ears to represent "watching" and "listening" to lessons taught.
 
'''Priest/Priestess'''
 
Priests are expected to administer to the faithful and as such are assigned to a position somewhere within or without the Empire to perform religious rites and to watch over the faithful. This is especially important outside the Empire where Priests also act as watch dogs to ensure Dominia citizens are keeping faith. Many Priests choose to branch off into either scholarly or military pursuits. Many Priests believe it is their duty to further refine the faith through academic study, and they often serve as educators in the Empire. If a Priest deems themselves worthy they can petition the High Priests to enter their ranks. This prospective Priest should be able to demonstrate their advanced knowledge of the faith and their commitment to it through their deeds. If a High Priest chooses to sponsor the applicant then their application will be presented at a yearly meeting of the High Priests and the Holy Tribunes. The High Priests will then vote on who they would like to enter their ranks with the Holy Tribunes holding veto powers over the affair. If the Priest is voted to be raised higher then they will be inducted into the ranks of the High Priests.
 
They are expected to be clad in red and gold robes/clothing and always wear red paint around their eyes with a strip of red paint an inch wide running from their bottom lip to their chin. The red paint around the eyes representing the eyes of the Tribunal and the red paint on the chin the mouth or "words" of the Tribunal. The priests tend to carry staves made of wood clad in carved obsidian or in some cases steel anthames with obsidian blades. The obsidian, though difficult to shape due to its brittleness, is used due to its warding properties - the Tribunal believes it can protect against evil spirits and creatures. It's customary for the priests to powder or paint their faces white however, most priests of the Primaries class tend to leave their faces free of powder and paint. Unathi priests also wear red paint around their eyes with the two vertical red lines - around an inch thick - beginning on both sides of their muzzle, joining under their "chin". Priests can be of any gender.
 
'''Edict Keeper'''
 
A role within the Tribunal that ensures Priests and the faithful keep to the edicts, Edict Keepers are devout students of Tribunal law and interpretation. They also seek out and punish edict breakers and are those assigned to 'shutdown' synths. Keepers are supported by religious soldiers called Saviors due to the belief that their activities save those who have strayed from the grace of the Tribunal. These soldiers carry out any physical punishments meted out in accordance with the edicts. Due to the need for strength, many Saviors tend to be geneboosted humans.
 
'''High Priest/Priestess'''
 
The High Priests/Priestesses control the church across various sectors dependent on the number of faithful in that area. Understandably there are a considerable number of High Priests/Priestesses localized within the Empire. At present only one oversees the faithful within Biesel, High Priestess Elisabetta Caladius, who operates out of the Biesel Grand Temple within the House Volvalaad estate located in Mendell City.
 
High Priests/Priestesses garb themselves in much the same way as Priests. It is customary for High Priests/Priestesses to choose to embody and aspect of the Goddess. This is reflected in the style of robe with those that embody the Soldier incorporating a ceremonial breastplate or armor, those that embody the Artisan having much more functional robes for the crafts and labor  and finally those that embody the Scholar having more clinical robes for the sciences. There is no hard and fast rule on how a High Priest/Priestess might stylize their robes so long as they keep the sacred gold color.
 
'''Holy Tribune'''
 
Numbering four all together, the Holy Tribunes commune directly with the Goddess and receive instructions directly from it. On the basis of instructions given they produce new edicts to be followed by the faithful. They are the supreme authority of the faith, and hold significant power in the imperial court.
 
 
==Tribunal Apostasies==
 
Despite the intensely authoritarian and domineering nature of the Empire of Dominia several notable Tribunalist apostasies have managed to emerge in the Empire of Dominia, with most their roots back to the territory of Fisanduh. The Empire's looser grip over the region, combined with the rebellious nature of Fisanduhians, has led to a fertile ground for the growth and success of apostasies and other heresies that the Empire would stamp out without a second thought. Of these apostasies only two have managed to elevate themselves to positions of notability to the point where they are known outside of the Empire of Dominia: the Communion of Three in One and the Universal Holy Morozian Tribunal.
 
The first, and more popular, of these apostasy faiths is the '''Communion of Three in One'''. This apostasy of the Holy Tribunal suggest an antithesis to the Holy Tribunal: that it is not needed, and that one can directly commune with the Goddess without the assistance of one of Her voices in the material plane, such as a priestess of the Holy Tribunal. Its followers were originally a group of disheartened Tribunal initiates that proposed the radical idea, and were exiled from the Empire as a result of what was seen as apostasy by the Holy Tribunal. They found themselves in Fisanduh, and have since managed to grow and prosper in a territory that is technically not part of the Empire of Dominia. Due to their decentralized nature the Communion's faithful hold an incredibly diverse amount of viewpoints on the Goddess and the Tribunal, and can often be found as far afield as the Republic of Biesel and Coalition of Colonies.
 
The less popular of these apostasy faiths is, despite its name, the '''Universal Holy Morozian Tribunal'''. Observers have postulated that this lack of membership is due to a simple reason: its attitude towards one of the most feared concepts in the Morozian faith: positronic life. Universalists believe that as IPCs are creations of humanity, they retain a modicum of the Goddess' innate goodness within them despite lacking a traditional soul. Cyborgs, however, remain unacceptable to the Universalists as a method of imprisoning the soul and destroying it. Due to its extremely radical beliefs and small amount of numbers, the history of the Universal Holy Morozian Tribunal is somewhat spotty and hard to verify. Most scholars believe it originated near Fisanduh, before being forced into it by the Holy Tribunal. Many of its members now find themselves abroad out of necessity, and can be found in the Coalition or the Republic of Biesel. The Fifth and Tenth Edicts are irrelevant to Universalists, as they believe them to be a corruption of the Goddess' will.
 
==Tribunal Doctrine==
 
One of the foundations for the Tribunals beliefs is that '''the soul is the actual person''', and the body is a vessel it inhabits.
 
For robotics, the Tribunal believes that '''synthetic parts cannot possess a soul''' as such synthetic limbs are highly frowned upon. To the Tribunal the concept of cyborgification is to have your soul sent to oblivion and cease to exist.
 
The Tribunal believe '''true AI in the form of positronics and the like to be an abomination.''' They believe that as they have no link to the Goddess they benefit from no positive influence from the Her and thus are intrinsically and irredeemably evil, acting as magnets to malign spirits and demonic entities. Not only this, but they see it as an attempt by the Goddess' creation to elevate themselves to the level of the Creator. Only the Goddess can create souls, and to make an inherently soulless creation is evil and arrogant beyond all measure. They often make reference to the [https://wiki.aurorastation.org/index.php?title=Skrell_History#The_Glorsh_Rebellion Glorsh Rebellion] as an example of the end result of allowing true AI to exist.
 
The Tribunal believes that when a body is '''cloned''' that the soul is snatched out of the spirit realm and put back inside the body. So cloning is not creating a new person but a continuation of the same individual.
 
Burial rites require the body to be treated with respect and any open wounds sealed or cauterized. A priest oversees a funeral process and gives a sermon on the individual, which are traditionally communal affairs, assuring the attendees that the individual in question has joined with the Goddess. If a person dies and is cloned then the former body is simply an empty, rather useless vessel, and should be disposed of as soon as possible.
 
'''Non-traditional relationships''' are largely irrelevant to the Tribunal with same sex relationships accepted by the mainstream. Depending on a person's social status or family non-traditional relationships may be frowned upon but by and large no one especially cares. However, '''romantic relationships between species are highly frowned upon''' by the citizens of the Empire, particularly the nobility. '''The Moroz Holy Tribunal does not perform marriage ceremonies between individuals of different species, and such a relationship is often a one-way ticket to being disowned.'''
 
<center>
{| id="edicts" style="width:65%; background:#87185b; text-align:center; margin-top:1.2em; margin-left:2em; border:4px solid #ccc;"
| style="width:56%; color:#000;" |
<div style="font-size:162%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;">Key Edicts of the Tribunal</div>
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;">
It's important to note that edicts relate to religious law not state law. Stealing for example is covered by state law, not edicts. Though breaking an edict can lead to a death penalty as per the first edict, the church  usually settles for some form of penance - typically in the form of donations to the Tribunal. The edicts themselves have been interpreted differently by members of the Priesthood but the main schools of thought are "Jakakhism" (or Jakakhist) named after Tribune Lien Jakaab and the more aggressive "Kaelkahism" (or Kaelkahist) after Tribune Kasam Kaelesi. The Jakakhist school is the most across the Empire whereas Kaelkahism tends to be followed by hardline conservatives. '''An antagonist Dominian may follow a much more violent interpretation of the edicts known as "Nul'akh" or just "Nul" in which the breaking of an edict is punishable by death in all cases and that the thirty third edict - Respect the laws of other Empires etc should be interpreted literally - it only applies within other "Empires" and as such, would not matter in Tau Ceti.''' Nul'akh is considered an embarrassment by the church. Below are some key edicts.
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;">
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;">'''The First Edict:'''</div>
The Tribunals edicts are absolute. The breaking of an edict is to be punished.
 
'''Jakakhist Interpretation:''' ''-Can- be punished with death but not always. A lighter form of punishment such as fines and imprisonment are usually preferable.''
 
'''Kaelkahist Interpretation:''' ''-Can- be punished with death but not always. Corporal punishment (flogging) is usually preferable.''
</div>
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;">
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;">'''The Second Edict:'''</div>
Praise the Goddess in all that you do, and bless those who assist you in your workings.
 
'''Jakakhist Interpretation:''' ''Keep the Goddess and the ancestors in your heart and be respectful to those around you.''
 
'''Kaelkahist Interpretation:''' ''Actively thank the Goddess and the ancestors for their aid mentally and verbally. Actively give blessings to those around you where appropriate (they helped you, they helped others etc).''
</div>
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;">
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;">'''The Third Edict:'''</div>
Spread the good news of the Goddess in all that you do, that all may receive her blessings.
 
'''Jakakhist Interpretation:''' ''Proselytize through your good works and deeds, with words if appropriate, that all may be redeemed and made better under her light.''
 
'''Kaelkahist Interpretation:''' ''Actively spread the news of the Goddess, that all may be redeemed and made better under her light.''
</div>
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;">
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;">'''The Fourth Edict:'''</div>
Respect the laws of other Empires but worry not as they shall soon be brought into the Tribunal's benevolent reach.
'''Jakakhist Interpretation:''' ''Don't break the law of other civilisations. If you do, seek forgiveness from the ancestors and hand yourself into the host civilisations authorities.''
 
'''Kaelkahist Interpretation:''' ''Don't break the law of other civilisations. If you do, seek forgiveness from the ancestors and either return to Dominia to be punished or seek out a Tribunal Priest to seek their forgiveness and follow their directions. Color the area around your eyes black as a sign of regret until instructed to stop by a Priest.''
</div>
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;">
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;">'''The Fifth Edict:'''</div>
All synthetic life forms within Dominia space shall be sought out and destroyed where found.
 
'''Jakakhist Interpretation:''' ''All synthetic life forms within Dominia space shall be sought out and brought into custody to be tried in Tribunal court. If they can't be brought in then they should be destroyed.''
 
'''Kaelkahist Interpretation:''' ''All synthetic life forms within Dominia space shall be sought out and destroyed on sight.''
</div>
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;">
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;">'''The Sixth Edict:'''</div>
Lies are abhorrent before Her, especially those told for personal gain.
 
'''Jakakhist Interpretation:''' ''Lying for personal gain should always be avoided, though lying may be excused in other circumstances.''
 
'''Kaelkahist Interpretation:''' ''Lying for personal gain is especially abhorrent, and lies should be avoided unless they are necessary to prevent harm to God's faithful.''
</div>
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;">
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;">'''The Seventh Edict:'''</div>
Animals, while below the rest of Her creation, are still made by the Goddess. They should not be treated cruelly or wasted.
 
'''Jakakhist Interpretation:''' ''While hunting is permissible as long as the meat is not wasted, animals should not be pointlessly mistreated..''
 
'''Kaelkahist Interpretation:''' ''All parts of an animal who is hunted should be used in some way, and any form of willful mistreatment toward an animal is abhorrent.''
</div>
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;">
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;">'''The Eighth Edict:'''</div>
Those who escape the divine court's judgment must be destroyed where found.
 
'''Jakakhist Interpretation:''' ''Anyone who runs from punishment or judgment should be sought out and encouraged to go back into church custody peacefully. If that is not possible then they will sadly need to be forced. This is not glorious nor joyful and those who run should be mourned.''
 
'''Kaelkahist Interpretation:''' ''Anyone who runs from punishment or judgment should be sought out and handed back into church custody. If that is not possible then they will need to be destroyed. Those who run deserve this fate and should not be mourned.'''
</div>
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;">
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;">'''The Ninth Edict:'''</div>
Those who escape the divine courts judgment and flee outside Dominian space should be encouraged to return and confess so they might face divine judgment. In death they shall be absolved. It is the duty of all the holy to encourage those that flee to return to us, so that they might be forgiven."
 
'''Jakakhist Interpretation:''' ''Anyone who runs from punishment or judgment outside of Dominia should be sought out and encouraged to go back into church custody peacefully.''
 
'''Kaelkahist Interpretation:''' ''Anyone who runs from punishment or judgment should be sought out and handed back into church custody if this is legal within the space the edict breaker has entered. If that is not possible then they will need to be encouraged to go back into church custody peacefully but aggressively. Any who run deserve this fate. Do not mourn them.''
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#6e3535; padding:.1em; color:#fff;">
<div style="font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;">'''The Tenth Edict:'''</div>
Augmentation for the sake of augmentation is a corruption of the temple that is one's body, and can risk the very soul should one proceed too far with it."
 
'''Jakakhist Interpretation:''' ''Augmentation for medical reasons, such as the loss of the limb or loss of an organ, is acceptable in Her eyes. Doing it for the sake of self-improvement is both sinful and vain.''
 
'''Kaelkahist Interpretation:''' ''It is better to perish than to corrupt your form with mechanical augmentations.''
</div></div>
|}
 
 
==Litanies==
 
The holy litanies tend to be phrases spoken by the faithful of the Tribunal during there day to day lives or by Priests during sermons. They are usually repeated until whatever situation they were spoken for has passed. Key litanies are listed below.
 
<div class="toccolours mw-collapsible mw-collapsed">
'''The Litany of Protection'''
 
Used when in danger or when about to be put in danger.
<div class="mw-collapsible-content">
 
''Goddess through the Tribunal,''
 
''The Tribunal through me,''
 
''Goddess protects,''
 
''The Tribunal protects,''
 
''Thus I am immortal.''
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed">
'''The Litany of Concentration'''
 
Used when there is a need to focus on a pressing task whilst ignoring distractions. It is to be repeated slowly.
<div class="mw-collapsible-content">
 
''My mind is water,''
 
''Guide my thoughts.''
 
 
The litany is sometimes spoken once and the below then repeated.
 
 
''Flowing.''
''Flowing.''
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed">
'''The Litany of Combat'''
 
Used when in combat or prior to combat.
<div class="mw-collapsible-content">


''Goddess gives,''


''The Tribunal sees,''


''Thus I keep faith,''
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.


''Thus I have no fear,''
==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.


''Thus I have no mercy,''
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.


''Thus I have no regrets.''
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.


The litany is sometimes shortened in combat for ease as below.
===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>


''Only Faith,''
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.


''No fear,''
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.


''No mercy,''
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.


''No regret.''
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.
</div></div>


<div class="toccolours mw-collapsible mw-collapsed">
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.
'''Litany of Holy Dedication to the Immaculate Tribunal under the Goddess'''


Used during religious "dedications" (worship).
==Domestic Agencies==
<div class="mw-collapsible-content">
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.


Priest Says:
===Solarian Interstellar Policing & Crime Prevention Agency (SIP-CPA)===


''One Empire''
<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>


''Under the Goddess,''
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.


''Whom through the Tribunal, reigns.''
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.


Worshippers Say:
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.


''One Empire.''
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.


''One Goddess.''
===Solarian Interstellar Security Agency (SISA)===


''The Tribunal.''
<center><i> “Protecting The Nation, Upholding The Law, and Securing The Future.”</i> - Motto of the SISA.</center>


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.


Priest Says:
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.


''We serve the Goddess fully.''
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.


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


''Without reserve.''
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.


Priest Says:
==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.


''Faithfully.''
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.


Worshippers Say:
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.


''Without question.''
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.


Priest Says:
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.


''Together.''
====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>


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.


Worshippers Say:
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.


''Without hesitation.''
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==
<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>


Priest Says:
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.


''One Empire.''
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.  


''Under the Goddess,''
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==
<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>


Worshippers Say:
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.”


''Whom through the Tribunal reigns.''
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.


Priest Says:
==Policing in the [[Eridani Federation]]==


''Goddess bless the Immortal Empire.''
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.


''Goddess bless us all.''
</div></div>
{{Navbox Human Lore}}
{{Navbox Human Lore}}
{{Navbox Lore}}
{{Navbox Lore}}
[[Category:Pages]]
[[Category:Pages]]
[[Category:Factions]]
[[Category:Humanity]]

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.