Federation Crime and Resistance: Difference between revisions

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= Crime =
= Crime =


As one of the eldest civilisations spanning across thousands of star systems, it would be foolish to think the skrellian territories manage to stay free of criminals and illicit organisations. All across the territories, smuggling rings, extortion rackets, underground science labs engaged in gruesome experiments and organised crime can be found, operating behind the scenes. While the Skrell have at their disposal a very large network of relations and maintain several fragile alliances between various other established criminals throughout the Jargon Federation, their only loyalty residing in their own. They will temporarily hire anyone competent enough to fulfil their goals, wilfully or forcefully.
Organized crime, banditry, and the illicit goods trade have persisted throughout the Nralakk Federation’s existence, in spite of its efforts to remove all avenues of it within its borders. While publicly considered their highest concern and an enemy of the nation, organized crime still exists in all forms, from smuggling rings, extortion rackets, and illegal research blacksites all across the regions of Federation space. The Traverse, where Kala presence and law enforcement are at their most thin, is a known hotbed for illegal activity. Skrell criminal syndicates vary across their organization and motives, and through their existence as enemies of the state, regularly form alliances to continue their operations. Most cooperation between criminal groups remains temporary, with webs of alliances formed and broken as necessities change on the frontier.


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


The consultant agencies have existed for almost as long as the Skrell have. The primary focus of these agencies is to improve the image of artists, politicians, scientists and wealthy enough clients, through employing disciplines ranging from psychology and advertising to blackmail, bribes and the occasional psychic nudge. They have continued success over the last four millennia thanks to the Jargon Federation essentially turning a blind eye to their operations, sometimes even utilizing them for smear campaigns against politicians that go against the status quo.  
Consultant Agencies are the catch-all term for groups of mercenaries and private companies, who serve their clientele in return for profit. These agencies entered prevalence during the [[Skrell_Early_History#Advancement_of_Skrellkind|War of the Tides]], a two-millennia-long cold war on Qerrbalak that was defined by clandestine operations, proxy conflicts, rampant espionage, and backroom deals. The War of the Tides saw the expansion of the Consultant Agencies’ clientele beyond political opponents to artists, celebrities, and scientists - all of whom were willing to pay for less-than-legal assistance to fulfill their agendas and cement their positions. Their services ranged from psychological manipulation of an opponent, bribery, blackmail, and psionic subversion. Originally considered a legitimate service, evidence of their illegal actions were discovered after Glorsh-Omega’s disappearance, resulting in their complete ban by the Second Nralakk Federation. Despite this, Consultant Agencies have persisted through the Federation’s silent allowance of their existence, and are only punished when their actions jeopardize the nation or are exposed. These agencies also see use by the Federation itself for smear campaigns against politicians, as well as to intimidate potential insubordinates.


== Smuggling Operations ==
Modern Consultant Agencies exist in an area of quasi-legality, being used by the government and the socially powerful in return for the ability to operate with near-impunity. They are considered an open secret within the Federation, existing as shadowy groups in the public eye while remaining an enigma to most of the population.


Smuggling operations are rampant throughout the Jargon Federation - with Skrell, and the odd non-Skrell, conducting clandestine missions to sneak a myriad of different items to the greater Orion Spur. Most continue successfully thanks to the presence of the Fleetrunners, who dominate these operations through the use of stealth and frequency-masking technologies. The discovery of humanity, and the subsequent unveiling of all the other species within the Orion Spur, has allowed these smuggling operations to experience exceptional profits which only continue to grow.  
=== Qerr'Malic's Consortium of Consultant Agencies ===
 
The Consortium of Consultant Agencies was the main governing body on [[Qerr'Malic]], who oversaw the colony’s mining industry during the rule of the Commonwealth of the Three. The Consortium consisted of agencies that focused on corporate interests, particularly for important figures in the mining and manufacturing industries. Their hold over Qerr'malic waned in the wake of the moon’s mineral exhaustion, resulting in Qerr'malic's eventual transition to the regular colonial government structure that remains to this day.
 
=== Starry-Eyed Protostars ===
 
One of the known Consultant Agencies, the Starry-Eyed Protostars focuses on the screening and grooming of the idols within the Federation. While formally known as the Starry-Eyed Protostars, most of the Federation’s public only know them through their acronym '''"SEP"''', which is seen under the group’s red nebula logo. The SEP are only known for their work with celebrities and newly-minted idols, who perceive them as a group that aids them in achieving the upper bounds of idol status where they’d otherwise struggle for the public eye. In reality, the SEP works on behalf of the Nralakk Federation’s government, who manage new idols that show promise in their careers. Idols that are considered unsuitable for direct involvement from the Federation are handed off to the SEP for multiple reasons, ranging from a lack of faith in being a lucrative investment, to the idols’ status becoming troubled in the public eye.
 
Regardless of their reasons, the Federation uses the SEP to groom potential idols’ careers, leaving the governments’ resources better allocated towards already established idols. The agency assists with managing their social media accounts, organising their events, and providing in-depth analyses of their total performance. Once the government believes they are ready, the idols are handed off from the SEP, allowing them to mold the idol to their standards directly.
 
The SEP’s responsibility also includes the elimination of an idol’s career, destroying an idol's image where they would otherwise be untouchable against the Federation’s direct intervention.
 
== Unsanctioned Research ==
 
The Nralakk Federation’s control over acceptable research subjects leave opportunities for illegal, unsanctioned research by third parties. Notable examples of banned research fields consist of artificial intelligence and autonomous machinery, with the former having been banned since the formation of the second Nralakk Federation, and the latter heavily monitored due to its relative overlap to AI research. While officially suppressed, illegal research still continues in illegal blacksites and covert labs by researchers who see the national suppression of their research as stifling progress.
 
Artificial intelligence research is the most overtly suppressed, with those caught attempting to build their own intelligences facing severe punishment after their work is destroyed. Leniency is granted to those whose research could be utilised by the Federation in countering potential threats, instead being offered the opportunity to continue their work in controlled, government-made environments. Remaining outside of public knowledge, these researchers are granted an exemption for their work to continue, and their existence remains niche due to their use in primarily countering illegal research programs developing elsewhere. Chemical and biological weaponry researchers are a primary example of this, with entire captured groups of researchers being granted amnesty in return for dedicating their careers on developing safeguards against the very fields they specialize in.
 
The Federation goes to great lengths to educate its populace on unsanctioned research and its dangers, with records of what each dismantled lab’s focus being made public knowledge and facing relatively light censorship. Details regarding lab-related accidents or deaths are well-documented as a means to deter others from attempting the same work.
 
===Genetic Engineering===
 
One of the most common fields for unsanctioned research, genetic engineering is highly regulated by the Nralakk Federation due to the [[Skrell_Ailments#X’Lu’oa_Disorder|X'Lu'oa]], the disorder present in most modern skrell that has made the majority of the species infertile. Because of the perceived dangers of genetic experimentation further exacerbating the disorder, all genetic research requires the Federation's strict oversight.
 
Whether out of fear or the hope of becoming the one to discover the cure, skrell scientists create their own illegal research facilities in search of a way to reverse the effects of X’lu’oa. The pursuit of this cure is defined by a "by any means necessary" philosophy regarding their work, with research rushed and the side effects left unconsidered before attempting trials. No instance of unsanctioned research into this field has led to meaningful advances, and the Nralakk Federation hands out punishments with equal severity of AI research to those caught performing genetic experiments on skrell.


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


The narcotics industry within the Jargon Federation is a subtle enterprise. The production and distribution of these narcotics usually result in harsh punishments due to their illegality, however, demand still continues to exist and thus production of these narcotics remain. Whilst there are production sites within skrellian space, most stick to the fringes of the Traverse and in some cases even the human frontier, a tactic that has ensured that these criminal groups stay operational even with the Federation's crackdown on narcotics within its borders.
The narcotics industry within the Nralakk Federation remains well-hidden and covert. Narcotics production and distribution is a crime of severe punishment, though the existing demand maintains a lucrative field for those willing to risk it. Most narcotics labs remain in the fringes of the Traverse and over the border into human space to evade crackdowns by the Federation.


===Uoo’qui Xuqi (Recollection Pills)===
===Uoo’qui Xuqi (Recollection Pills)===
The base plant for Uoo’qui can be found within the swamps of Aweiji; a large nettle-like vine that produces bulbous flowers that can be refined into a powder and ingested. In its distilled form, usually a pill but can also be baked into food or mixed into drinks, the drug allows a Skrell to vividly relive past memories. The drug makes use of the Skrell’s developed Zona Bovinae to recreate memories, with all five senses having a part to play in the recreation. Users are known to prepare their immediate surroundings with music, aromas, or using old clothes or other memorabilia to help guide themselves to the memory they wish to relive. Scientists researching the drug hypothesise that Uoo’qui Xuqi makes the user relive their strongest memories, with most users experiencing memories of events that happened as recently as a few years ago if they do not make the appropriate preparations. It has also been noted by researchers that the drug has the user enter a comatose-like state as they do not appear in the Srom. The duration of the drug varies by user and dosage, but on average can last roughly six hours.
The base plant for Uoo’qui can be found within the swamps of Aweiji, being a large, nettle-like vine that produces bulbous flowers. From this plant, their flowers are ground and their extracts refined, finally pressed into pills or sold as-is. Uoo’qui allows skrell to vividly relive past memories, stimulating the zona bovinae to recreate memories with all five senses fully intact. Users are known to prepare their immediate surroundings with music, aromas, and old clothes or other memorabilia to guide themselves to the memory they wish to relive. Research into the drug reveals that Uoo’qui makes the user relive their strongest memories, with most users experiencing memories of events that happened recently without appropriate preparations. Researchers also note that the drug has the user enter a comatose state while unconscious, lacking a psionic projection in the Srom. The duration of the drug varies by user and dosage, regularly lasting up to six hours.


When the drug was first released, it caused a massive halt of operations across the Federation as Skrell were desperate to live out their memories from before Glorsh-Omega. The Jargon Government was quick to make the production and sale of the drug illegal, and although demand has died down since its initial release, the drug is still popular for the older generations of Skrell. Side effects include short-term memory loss, premature tear stains, head-tail shortening, and extended use can cause a brain-fog effect; usage of the drug over long periods of time has been noted to cause permanent memory issues for the user. Uoo’qui pills have a negligible effect on non-Skrell, with humans who tried the drug entering the coma-like state but otherwise being unable to recall anything when they awoke.
Uoo’qui’s release saw noticeable drops in productivity as users sought to relive memories of the pre-Glorsh-Omega period, taking doses in mass. While made illegal soon after its discovery, and has since seen a loss in popularity, the user base remains persistent for older skrell. Side effects include short-term memory loss, premature tear stains, head-tail shortening, with extended use causing a persistent brain-fog effect. Permanent, long-term memory loss is noted in long-term users, which can lead into a feedback loop. Uoo’qui pills have a negligible effect on non-skrell, with humans exiting their comatose states without any knowledge of what they experienced.
   
   
===Co’qnixq Wuxi (Co’qnixq Nootropics)===
===Co’qnixq Wuxi (Co’qnixq Nootropics)===
Co’qnix Wuxi has existed since the pre-Glorsh era, initially developed as a cognitive enhancer for Skrell developing dementia. When taken, the users consciousness is heightened, alongside a mild to moderate boost to their energy. Many users report a feeling of ‘mental flexibility’ and an ability to ‘exert extreme focus’ while high on the drug. The effects of the nootropics are mostly cognitive but for Skrell it also provides a boost to their psionic ability, making the use of it less strenuous on the mind. One dose of these nootropics can last roughly four to eight hours.
Co’qnix Wuxi has existed since the pre-Glorsh-Omega period, initially developed as a cognitive enhancer for skrell developing dementia. Immediate effects consist of a sudden heightening of consciousness, coupled with a noticeable energy boost. Many users report a feeling of “mental flexibility”, and an ability to “enter periods of extreme focus” while under the effects. The effects of the nootropics remain mostly cognitive, with skrell users being given a boost to their psionic ability to be much less strenuous. One dose of Co’qnix can last roughly four to eight hours.


Co’qnix Wuxi eventually found its way onto the civilian market, and quickly became popular with scientists, doctors, and students, allowing them to focus during their mentally exhausting work. There are few side-effects noted from long-term usage, but the Federation has made the use of the drug in an academic setting illegal and grounds for expulsion. Side effects include quickened speech, impatience, a heightened heart rate, and anxiety. Once the drug wears off, users will experience strong fatigue, with many also feeling thirsty or hungry. For non-Skrell users, the effects are similar but without the changes to psionics. In most cases, the lethargy experienced once the drug wears off can potentially make the user enter a coma that lasts for multiple days.
Co’qnix Wuxi was eventually introduced to the public, and became popular with scientists, doctors, and students to allow them to focus during their mentally exhausting work. While relatively benign in its side effects, the Nralakk Federation made the use of the drug in academic settings illegal, and are grounds for expulsion. Side effects include quickened speech, impatience, heightened heart rate, and anxiety. Once worn off, users will experience strong senses of fatigue, thirst, and hunger. For non-skrell users, effects are identical, but have no effects on their psionic capabilities. In most cases, the lethargy experienced once the drug wears off can potentially make skrell users enter a coma that lasts for multiple days, with multiple hours of unconsciousness similarly experienced in non-skrell users.  


===Xu’Xi Gas===
===Xu’Xi Gas===
Originating on [[Qerr%27Malic|Qerr'Malic]], Xu’Xi Gas is a mild hallucinogenic that can be compared to drugs such as Wulumunusha. A product of the gas vents located in the deep trenches of the moon, Xu’Xi Gas use is a popular pastime for both locals and tourists, with most users experiencing a pleasant high along with colourful hallucinations. While its natural form is considered legal by the Federation, its refined variant, as well as synthetic analogues, are not. The refined version is highly addictive, while the synthetic analogue is noted to have a harsher hangover and a risk of death due to the varying production standards the criminal groups centred around its production have.
Originating on [[Qerr%27Malic|Qerr'Malic]], Xu’Xi Gas is a mild hallucinogenic gas, often compared to Wulumunusha. Gas vents located in the deep trenches of Qerr’Malic emit the gas, which became a popular recreational substance for both locals and tourists, who experienced a pleasant high along with colourful hallucinations. While its natural form is considered legal by the Federation, its refined variant and synthetic analogues are not. Refined Xu’Xi Gas is highly addictive, with synthetic analogues having harsher hangovers and a risk of death due to the impurities and filler substances involved in the bootleg process.
 
Xu’Xi Gas has similar effects on non-skrell users, with the exotic draw to the substance resulting in a niche popularity. Synthetic Xu’Xi Gas is the variant most outside of the Nralakk Federation experience, with the original, refined version being a luxury product that most can’t afford to have smuggled out.
 
==Corporate and Enterprise Espionage==
 
Domestic espionage within the Nralakk Federation primarily comes in the form of illegal activity within the Work Initiative Programme. Despite efforts by the Federation to ensure all state-owned enterprise workers abroad are law-abiding citizens, actions outside of the nation’s borders are dependent on reports from the sponsoring corporation and their local branch manager. Internal information for insider trading and SOE industry secrets are the most well-known and combatted criminal activities within the WIP, with severe fines and deportation to the Federation for processing used to dissuade it. Inter-corporate espionage between WIP members is also prevalent, with the information trade to both of their sponsoring corporations remaining lucrative - particularly if both corporations are rivals in their industries. Illicit substance manufacturing and trade is less commonly reported, being primarily found within [[Venus]]’s Zeng-Hu Pharmaceutical laboratories, though no ties between the corporation’s presence within the Federation and the uptick in domestic cocaine consumption has ever been found.
 
Corruption within State-Owned Enterprises is particularly covert, as constant anti-corruption efforts stamp out any discrepancies when found, with those caught facing immediate punishment, often with prompt admittance to reeducation for the crime. Embezzlement of budgets and resources is reported most frequently, ranging from the loss of thousands of sqiips to shipments of fuel, domestic goods, and youth serums being reported as lost. Lyukal members, while operating under aliases or as sleeper agents, will attempt to infiltrate local SOE branches to recruit and steal resources where possible. While these occurrences remain rare, Lyukal cell-busting operations of local factories, offices, and hospitals regularly are prolific enough to form headlines for multiple weeks.
 
Corporate espionage pertaining to the special economic zones afforded to the Spur’s megacorporations remains theoretical, and with both the watchful eye of the Federation government and the corporation’s cooperation, very unlikely. All corporate staff brought in from outside the Nralakk Federation are screened heavily and monitored throughout their work period within the nation by the corporation itself, and by all accounts should be acting accordingly to both the Federation and corporation’s laws.
 
== Marauders ==
 
Marauders are the broad term for pirates, smugglers and other interstellar criminal elements active within the Nralakk Federation. Marauder groups, with the exception of the Ti’Rakqi, operate within only a few systems, and maintain only a few amounts of vessels for their muster. Intricate webs of allies and mutual agreements are what keep most of the Marauder groups functioning cohesively, combining forces for mutual interests.
 
While the Qukala is the primary anti-piracy fighting force in the Nralakk Federation, the military has never been a participant in all out war or extended conflict, with the current veterans and officers of the Qukala lacking any actual combat experience against an equally-armed foe. Most of the Qukala’s use has been undertaking centuries of anti-piracy actions and asymmetrical warfare, having fought Marauder groups throughout the Traverse.
 
In the rationing efforts implemented from the Phoron scarcity, the reduced presence of Qukala vessels in the Traverse has only emboldened Marauder groups to assert further authority within Traverse space. Other Marauder groups will regularly target phoron-bearing supply vessels to sell for extreme profits, or to shore up on their own dwindling fuel reserves. With the Qehalak strung between multiple threats in the Traverse, many fear that the frontier may one day totally fall under Marauder rule.
 
Beyond the violent threat of piracy, many Traverse planets are forced to purchase supplies and phoron at exorbitant prices from smugglers and pirates, and usually are forced to pay for the very supplies that were intended to arrive to their own planets. Many colonies have since languished in being forced to pay these costs, with some giving in entirely to de-facto Marauder ownership.
 
=== Ti'Rakqi ===
 
Ti'Rakqi, or the Free Smugglers, are the longest surviving Marauder group in the Nralakk Federation. The Ti’Rakqi are assumed to have formed some time after First Contact with humanity, and have since taken the title of becoming the most infamously successful and violent piracy groups in the Federation.
 
Originally an alliance between multiple Marauder groups, the Ti'Rakqi eventually pooled their resources and became a singular fighting force, consolidating their command to manage multiple fleets. This agreement came out of an interest in permanent stability and an end to constantly shifting allegiances, with no concern for betrayal or a sudden end to cooperation between pirate groups.
 
The modern Ti’Rakqi is headed by a '''Star-Admiral''', who maintains supreme control over the entire outfit, and ensures that the fleets succeed in their operations for the benefit of the group. To that end, the Ti’Rakqi has utilized its fleet for everything from smuggling across the border, illegal salvaging operations for Lu’Piq technology, and piracy actions for material and profit.
 
The Nralakk Federation recognizes the Ti’Rakqi’s actions as pirates and smugglers as profiteers, and consider them to be in open defiance to the command economy in the name of personal profit and glory. The fleets of the Ti’Rakqi maintain a claim of relative bloodlessness in their actions, and regularly evade direct confrontation with the Qukala to avoid direct combat under the claim that such actions “could bring harm to their civilian targets”. While preferential to the standard hit-and-run tactics of pirates, the fleets are not above protracted combat, and have stood their ground against resisting vessels.
 
Most of the Ti’Rakqi’s vessels are refitted civilian vessels with a focus on high speed and ample freight space, and specialize in electronic warfare and weaponry fittings of all kinds, allowing them to isolate and threaten unprotected vessels. IFF-spoofing is also a common tactic by the pirate vessels, deterring immediate confrontation by authorities and springing ambushes when their main force engages their marks.
 
The infamy of the Ti’Rakqi ranges from total revilement, to being seen as an underdog and a source for lucrative goods by subversive and Traverse skrell. Many official Traverse administrations recognize that the smuggling side of the Ti’Rakqi have embedded themselves heavily in the local, unofficial economies of their systems, essentially helpless to fully remove their presence without risking the collapse of the economy.  


Xu’Xi Gas’ effects are the same for non-Skrell as they are for Skrell, which has increased its popularity with some individuals due to the exotic nature of the drug. The synthetic variant of the drug is typically what can be found outside of the Jargon Federation, with the real refined version being rare and too expensive for most users to afford.
Due to both the resentment by Traverse skrell against the Nralakk Federation, as well as the pirate group’s involvement in the local economy technically benefitting the colonies’ ability to meet quota, they are given a more sympathetic light. Some planets, in the furthest fringes of the Federation, are suspected to have been completely subverted, operating solely under Ti’Raqki authority. These planets keep their allegiances unknown, and are only referred to as “The Freed” when mentioned.  


= Marauders =
Exiled and discharged members of the Ti’Raqki are given falsified documents and transported to the fringes of the Traverse, allowing them to begin a new life outside of the Nralakk Federation. Many ex-Marauder members may continue to go outside of the Federation in the interest of evading further intrigue or arrest, and embed themselves elsewhere in the Spur.
As one of the eldest civilizations spanning across thousands of star systems, it would be foolish to think the skrellian territories manage to stay free of criminals and illicit organizations. All across the territories, smuggling rings, extortion rackets, underground science labs, and organized crime can be found operating behind the scenes. The organization at its disposal a very large network of relations, complemented by several fragile alliances between various other established criminals throughout the Jargon Federation, which has pushed a reputation of them temporarily hiring anyone competent enough to fulfill their goals, wilfully or forcefully.  
   
   
== Ti'Rakqi ==
==== Home Base ====
Ti'Rakqi, or '''"Free Smugglers"''', are the oldest, largest, and most notorious group of Marauders known throughout the Jargon Federation. Initially founded over a century ago, shortly after the first contact with humanity, Ti'Raqki has continually expanded its operations throughout the skrellian frontier known as the Traverse. Whilst deemed "dangerous" by the Jargon Federation, the Ti'Rakqi are far from such. They instead facilitate smuggling both internally and outside of the Jargon Federation, operating similarly as a "Black Market Operator".
 
Ippitaq’wesi, or The Secret City, is the de-facto headquarters of the Ti'Rakqi fleets. Located within an asteroid somewhere deep in the Traverse, its existence remains shrouded in mystery, even within the Ti’Rakqi itself. The headquarters is kept hidden through the use of obfuscating equipment and the thickness of the asteroid’s rock, masking and obscuring electronic signals generated by the inhabitants and machinery.  


They are largely a peaceful mercantile faction that has simply found a rather lucrative gap in the economy, which has utilized advanced technology to mask their radio signals, radar positions, and faster-than-light wake. Smaller ships operating for the faction are known to embolden their radar signature, reporting themselves exponentially larger in order to deter intervention from official, and non-official, authorities across the Orion Spur.
Originally established early in the organisation's history as a storage depot for lucrative Lu’Piq technology, Post-synthetic era salvaging remains lucrative to this day in spite of continued seizure, loss of salvage sites, and public opinion on Glorsh-Omega technology worsening. This has forced the early Ti’Raqki to diversify its sources of income to other ventures in order to stay ahead of the curve, leading to modern Ippitaq’wesi becoming a general hub for the pirate economy.  
The Ti'Rakqi operate primarily inside the Jargon Federation but sometimes venture out to the greater Orion Spur before returning to their base-of-operations that remains unknown; only the Captain of the spacecraft being privy to the details of their base of operations. They have slowly begun expanding their influence throughout the fringes of the Jargon Federation, most notably the Estuaries.


Those that have been either exiled or discharged by the Ti'Raqki are often supplied with false documents, which in turn can be used to start a new life outside of the Jargon Federation.  
Ippitaq’wesi’s labour force consists of non-fleet pirate members and a rotating stock of sympathetic civilians from planets affiliated with the Ti’Raqki as temporary workers, whose collective abilities benefit the group without being made to work aboard their vessels. These workers produce the range of supplies and illicit substances that the Ti’Rakqi sells both within the Federation and abroad, although these sales aren’t enough to cover the majority of the costs in maintaining the fleets and their logistics alone. Those that aren't put to work producing goods instead work as physicians, engineers, or security details to ensure that the asteroid’s work continues uninterrupted. Life on the asteroid is insulated from the rest of the Orion Spur, who instead labor in the hopes that their work will cover the maintenance of their home for the month.
 
The Star-Admiral maintains a restrictive list of those authorized to know its location, consisting of fleet captains and individual ships who have proven their loyalty. Those entrusted with its location are monitored heavily, with those in the upper echelons of the Ti’Raqki fitted with psionically-linked killswitches to activate if these captains plan to record or leak the location of the Secret City, defect, or otherwise betray the Ti’Rakqi.
   
   
=== Home Base ===
==== Culture and Lifestyle ====
Ippitaq or '''"Hidden City"''' is, by all means, considered the Headquarters of the Ti'Rakqi. Its name is token to the fact that its location is unknown and kept hidden by the usage of various machinery that is meant to dim or even completely cease all electromagnetic interference generated by the inhabitants of the asteroid.  
 
Daily life aboard a Ti’Rakqi vessel varies per ship and position within the crew, most crew reside in “coffins” - the restrictively small sleeping quarters provided to the lower ranks which resembles its namesake. Public recreations are usually limited to small holodecks, with most crew instead relying on personal electronic devices and psionic games to pass the time. Each vessel’s quarters are treated as a second home by many members of the Ti’Raqki, with each ship's interior dedicated to cobbled together facilities and amenities for the crew where free space allows.  


Ippitaq currently functions as the main proponent of the Ti’Raqki economy, mostly built up out of technology scrapped from the Era of Synthetic Oppression. Despite the age of the machine capital, it generally manages to produce enough goods (supplemented by industrial workers) to sell to its customers nestled amongst the stars. Those that aren't put to work producing goods may often find themselves working regular types of jobs; physicians, engineers, or even security details to ensure that those surviving on the asteroid can live in relative comfort. Life on Ippitaq functions independently of the greater Orion Spur, yet the only true worry is if their operations will cover this month's maintenance fee.
Interiors, as a consequence, resemble an amalgamation of standardized Federation ship design with improvised facilities reminiscent of most [[Generation_Fleets|generation ships]]. Many ships maintain hydroponics facilities, hygienic quarters, and small kitchens, with the more affluent ships equipped with workshops for maintenance and the production of equipment. As a result, most better-equipped ships are capable of long-term habitation, and are at least partially self-sufficient after retrofits.


The Star-Admiral keeps a rather short list of those authorized to know its location— mostly Captains of the fleets. Additionally, those entrusted of its location are kept on a short leash, and those in the upper echelon of the Ti’Raqki have psionically-linked explosive devices that trigger upon specific circumstances implanted. One such circumstance is speaking or writing the location of Ippitaq. Others typically include disobedience and possible defection.  
Most fleets maintain a meritocratic organisation structure that regularly deviates between each fleet, with the overarching expectation of the highest performance from their crews. Those that fall behind or act out of accordance as a member of the Ti’Rakqi are made examples of through corporal punishment, with isolation and exile with severe infractions. While each captain has executive control of the ship, each lived-in vessel eventually adopts a mock-elected council of leaders. Rank promotions, duty assignment, and low-level punishments are decided by the council, with the captain left to observe and tie-break outside of captain-level decisions. Captains maintain authority in situations of combat or negotiations, with role assignment, recruiting, and onboarding administered by the ship council.


Some say that the “Hidden City” includes a number of data-caches located on the surrounding unremarkable asteroids, and by connecting to them, coordinates are able to accessed and the entire network of Ti’Rakqi safehouses, fleets, and treasures are subsequently revealed.  
Despite its meritocratic organization, the model Ti’Rakqi ship maintains a large body of overworked and poorly treated crew members, granted the rank of “Lu'fup”, or Void Private. Being the initial rank awarded to fresh recruits, it acts as both a test itself for prospective crewmembers, and a mark for hard labor and mistreatment under the guise of hazing. A Lu’fup will be given the coffin quarters, typically originating from barracks salvaged from decommissioned shuttlecraft in the ship’s hangar, to as small as a shipping container block in its cargo hold. Meritocracy rules still apply to the Lu’fup members, with those who can withstand their poor conditions granted an opportunity for a promotion and better treatment.
   
   
=== Culture ===
==== Rankings and Organisation ====
Day-to-day life in the Ti’Raqki heavily varies depending on spacecraft, career choice, and even location, but there are several experiences that some may have in common. Barracks, and even smaller dormitories, are known by many as “coffins” due to the small sleeping area allocated, resembling that of a casket, alongside recreational activities usually being limited to holodecks or simple psionic games.  
 
The internal organization of the Ti’Raqki maintains a strictly military-style hierarchy, contrasting with the ship councils of their individual vessels. The Ti’Raqki maintains a supreme leader, the Star-Admiral, whose term lasts for life unless ousted and replaced. To become the Star-Admiral, a successor is personally picked by the previous Star-Admiral, and then must be voted upon by the highest-ranking fleet commanders of the Ti’Raqki. Said fleet council consists of Star-Captain and well-decorated Star-Lieutenants.  


Most fleets stick to a meritocratic approach when it comes to defining whether those working in the Ti’Raqki have what it takes to be useful aboard the smuggler spacecraft. It is encouraged to perform your best at all times; those that do not are usually made examples, sometimes resulting in their detention or even being exiled to the depths of the voids they traverse. Roles aboard the vessels are usually selected through a combination of interviews, experience, and negotiations.  
Fleet size and muster varies between each individual fleet, ranging from loose groups of smaller fleets, to multiple supporting vessels escorting a much larger command vessel that acts as a base of operations. Fleet missions are also dependent and per-fleet, ranging from dedicated smuggling fleets, piracy and raiding fleets, to maintaining territorial claims against other Marauder groups and resistance. Ancillary vessels and logistics groups maintain most of the Ti’Rakqi’s individual fleets, while some choice ships are dedicated towards diplomacy to maintain deals with other Marauders and civilians.


The Ti’Raqki opiates on a titular hierarchy and is considered extremely far from what is used to govern the Jargon Federation. Acting similar to that of a military operation, the smuggling operation is "governed" or "lead" by a singular entity known as the Star-Admiral. In order for one to be declared the Star-Admiral, they must have been selected as Heir-Apparent by the previous reigning Star-Admiral before their death; however, there are circumstances where Star-Admirals can be ousted from their positions, and instead replaced.
===== Qu'vridaq-Ti'Rakqi =====
 
Officially, the Sector Administrators of the Traverse outwardly display an “intolerance” towards the Ti’Raqki, even vowing to dedicate a sizeable portion of their resources in order to stop their “unlawful” and “immoral” operations. Unofficially, many holding out in the Traverse recognize the Ti’Raqki as merely a way of life, or even liberators to some, due to their entanglement that has supplemented the local sector economy. This view is usually propped up by the fact the inner-sectors often abuse their position as suppliers in turn for political capital— those not caving in to their abuse usually being booted from office for failing to satisfy the consumer needs of the colony they represent. Some planets, far enough from the clutches of the Jargon Federation, purely operate beneath the Ti’Raqki and shun the Federation— they are often referred to as “The Freed”.  
Newly joined members and fleets that join the Ti'Rakqi are expected to draft a code of conduct, which outlines the rules and regulations that the fleet will adhere to. This is applied alongside mandates passed down by the Star-Admiral, creating the '''"Qu'vridaq-Ti'Rakqi"''', or the '''"Star Accords of the Free Smugglers'''". The accords form the laws that a fleet will possess, and are to ensure each fleet’s adherence to its objectives and fair treatment of its members. While the mandate covers a fleet’s general expectations as defined by the Star-Admiral, the code of conduct is a unanimously agreed-upon set of laws specific to each fleet in order to keep the peace between crewmembers. Violating either part of the accords is grounds for demotion to Void-Private, and in extreme cases, expulsion from the fleet and/or exile from the Ti'Rakqi.  Punishment is typically handled internally, but acts of mutiny or treason against the fleets at large will usually see the Star-Admiral ordering the collective fleets of the Ti'Rakqi to destroy the offending vessels outright.
 
=== Rankings ===
Each accord also dictates property rights and crew payment, as well as outlining the fleet's standard operating procedures. These laws are not set in stone, however, and the accords will regularly be amended as mandates change or other circumstances arise.
=====Qu’fup (Star Private)=====  
 
This is the lowest section in the faction, comprised of newer recruits or those that have been demoted. The Qu’fup do not have many privileges across the fleets and are often crammed into barracks aboard detachable shuttles instead of proper quarters and are heavily “discouraged” from using any of the recreation facilities around the fleet. Interestingly, it seems that any Listeners that have been identified in the Qu’fup move up faster than their Receiver contemporaries.  
=====Lu’fup (Void-Private)=====  
 
Void-Privates are the initial rank granted by the Ti’Rakqi, and is a punishment demotion-rank for the demoted. Bare minimum is provided to these crew members, granted cramped quarters, basic rations, and limited access to amenities. Manual labor is assigned to Void-Pirates, only granting technical assignments when awarded an apprenticeship by a superior. Gunnery operators and armourers are the exceptions to this, being dedicated to ship-mounted and personal firearms and equipment, which are barred from recently-promoted Void-Pirates.
 
Those who wash out of these ranks are removed at the next port, with new recruits prioritized. Listeners are preferred over Receivers for promotion, though Receivers are not barred from rising in rank.  


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


'''The Test of the Ensign''' - The trial undertaken by the Qu’oot is far different to that of the Qu’fup. The Trial can only be invoked if the Qu’oot initiating it can succeed in three fights against their fellow Qu’oots; one of body and one of mind. The loss of even one challenge immediately disqualifies them from promotion to that of Lu’oot. Even the nature of the promotion has some social impact as well. If a Qu’oot is constantly being challenged and consistently losing, they begin to lose reputation until they make a visible effort to shape up; should they fail, they’ll eventually be demoted or even exiled.
Star-Ensigns are the specialists of their ship, afforded specific roles that are performed to a set standard by the Captain and their officers. The roles are organised into broad assignments, which varies in scope per-ship. Senior crew that are specialised for a specific task for their role take up a senior position in their assigned roles, which comes with authority above newer members. Amenities for Ensigns consist of a small bunk in the crew barracks, as well as expanded access to amenities and recreations.
<div class="toccolours mw-collapsible mw-collapsed">
'''<big>Star-Ensign Positions</big>'''
<div class="mw-collapsible-content">
'''"Engineer'''" - Engineers maintain and repair their assigned vessels, with senior engineers specializing in weaponry, propulsions, electronics, and damage control. Ships dedicated to logistics or succeed in shakedowns often will often dedicate more engineers towards their propulsion systems to offset weight. Every Ti’Rakqi vessel eventually ends up personalized per the engineers’ work ethics and ideas, unbound by maritime law or conventional ship design.
 
'''"Surgeon'''" - Despite the specific term, surgeons are the general term for medical crew aboard Ti’Rakqi vessels. Due to the lack of friendly ports for medical care, most surgeons are generally just expected to have basic medical knowledge. Senior surgeons consist of crew with experience as healthcare workers and medics, and are swiftly promoted from the lower ranks due to demand. Some Ti’Rakqi vessels send off well-performing crew to go study abroad under medicine if they show promise.
 
'''"Navigator'''" - Navigators man the helm of each ship, with senior navigators instead are tasked with manning the electronic warfare suite, plotting treacherous routes, and planning around potential roadblocks and military cordons.
 
'''"Gunnery Operator'''" - Gunnery operators man the ship’s weapons, though this rank is not promoted directly from Void-Privates, and is strictly for specialization by Star-Ensigns after a probation period. Senior gunnery operators coordinate across multiple gunnery teams,  synchronizing shots for single salvos and missile screens, as well as coordinating anti-boarding efforts.
 
'''"Armourer'''" - Armourers manage the ship’s armory, the maintenance of their firearms, and their dispensing in the event of raids or boarding parties. Senior armourers are quartermasters who work alongside the senior cooks, managing the logistics of the ship and communicating with the officer’s council and captain for necessary purchases between ports. On vessels that have their own workshops, armourers are expected to fabricate tools and firearms in-house, as well as make modifications to equipment, weapons, armour, and other gear.
 
'''"Cook'''" - Cooks maintain extremely strong social influence over the crew of a Ti’Rakqi vessel, despite their position’s relative unimportance. Cooks are responsible for providing both enough meals to keep the crew fed, as well as providing variety and healthy diets for morale. Well-respected cooks are kept safe by their crewmates, guarding them physically and socially. Senior cooks work alongside senior armourers for the ship, dividing the role of quartermaster between the roles.
 
'''The Test of the Ensign''' - Star-Ensigns undergo their own trial when seeking promotion, which is open to any ensign successful in three duels against other ensigns. Psionic and physical combat are considered equal under this criteria, though any loss immediately disqualifies them from promotion to Star-Lieutenant. This trial serves as a method of keeping the ensigns in fighting shape - if an ensign is considered an easy combatant for promotion duels, they are expected to improve themselves, or otherwise face demotion and exile.
</div></ul>
</div></div>
 
=====Qu’qrot (Star-Lieutenant)=====
 
The highest role most members of the Ti’Raqki can hope to achieve, the Star-Lieutenants are the officers and leaders of a Ti’Raqki vessel. Star-Lieutenant typically maintain senior roles aboard the ship, with the rank coming with the expectations of being the leader of their department. Experience and age are key factors for lieutenants, with younger and inexperienced lieutenants working under senior Star-Lieutenants until ready. Lieutenants outside of particular specializations usually organize and lead raids and boarding actions.
 
Senior Star-Lieutenants who have proven themselves may be given the privilege of commanding their own vessel within a Ti’Raqki fleet. These vessels are usually smaller support craft, with room for reassignment if they prove themselves or are promoted to Star-Captain.
   
   
=====Lu’oot (Star-Lieutenant)=====
'''The Trial of Authority''' - Trials of Authority are able to be committed by a Star-Lieutenant at any point in their career, being solely tasked with defeating a Star-Captain psionic or physical combat. Challenging lieutenants choose whether the duel is physical or psionic, and if victorious, are promptly promoted. Lieutenants who fail their challenge are reduced to Void-Privates, and will struggle to climb the ranks due to their implied belief that their captains are incapable or weak, which is a grave disrespect against them. Succeeding lieutenants are awarded command of their own ship, or a new vessel deemed appropriate for the rank to expand their fleet if they are already a vessel lead.
One of the highest roles offered in the Ti’Raqki, the Lu’oot are the leaders and masterminds behind the organization. They reside in their own private quarters and are typically assigned their own spacecraft, which they will operate under the banner of the Ti’Raqki. Despite the political structure of the Ti’Raqki heavily relying on a meritocratic system, the Lu’oot requires a combination of both age and experience. Younger Lu’oot will be given command positions, akin to Heads of a Department, whilst the older Lu’oot will have the entire command of a specific vessel, akin to that of a Captain.  
 
=====Lu’Vru’qos (Star-Captain)=====
 
Star-Captains are the highest reasonably attainable rank within the Ti’Rakqi hierarchy due to the requirements for becoming Star-Admiral, and is a title that demands respect throughout the entire organisation.
 
Junior captains will command a singular ship to adjust to their new position as captain, as well as an important figure within the Ti’Rakqi. As junior captains gain experience, more vessels will be provided under their leadership, and are entrusted with commanding them under their own judgement beyond the Star-Admiral’s mandates. Star-Captains are also provided with the location of Ippitaq’wesi upon promotion, along with an implant that prevents them from betraying the Ti’Rakqi or the location of the Ippitaq’wesi under pain of death.
 
'''The Trial of The Abyss''' - Trials of the Abyss are the Ti’Rakqi’s sole method of deposing a Star-Admiral accused of poor leadership or being proven unworthy of the position by a Star-Captain. The trial is a physical or psionic duel similar to the Trials of Authority, though failure will result in both permanent demotion, and assignment to Ippitaq’wesi as punishment for doubting the leadership of the Admiral. To date, only five Trials of the Abyss have been initiated, with the only successful trial being Xioshi’s against their predecessor.
   
   
'''The Trial of the Abyss''' - The Abyss Trial can be invoked at any time from any Lu’oot. The Trial is extremely simple, and that is to beat the Star-Admiral in either a challenge of the mind or that of the body. The Challenger gets to choose between whether it will be Physical or Mental, and if the Lu’oot wins, they become the Lu’Vru’qos, if they lose, they are demoted back to Qu’fup. Due to the respect given to the Star-Admiral, it is hard to get promoted again, since initiating the trial implies you think their way of commanding isn’t good enough. So far, only five Abyss Trials have been held. Each time the Star-Admiral was declared victorious, except for that of the battle between Xioshi and his predecessor.  
=====Qu’Vru’qos (Star Admiral)=====
 
Currently claimed by a skrell known under the moniker of Xioshi, the Star Admiral is the supreme, singular leader of the Ti’Raqki. Admiralship maintains total authority over the fleets as a whole, while demanding unwavering loyalty to the organization. The Star-Admiral is traditionally only awarded and changed upon death of the previous, though Trials of the Abyss remain a secondary route.
 
Admiralship is a distant role that lacks direct control of the fleets, instead focusing on enacting mandates, organizational oversight, and ensuring the continued success of the Ti’Raqki. Each new fleet formed or absorbed into the Ti'Rakqi has its leader granted the privilege of meeting the Star-Admiral in person, with little detail on what is discussed ever escaping either party beyond congratulations and mandate assignment.
 
Mandates themselves are the ultimate goals and expectations for the fleet they are assigned to, being tasked with obtaining the necessities for the Ti’Rakqi’s continued existence.
   
   
=====Lu’Vru’qos (Star Admiral)=====
=====Xioshi, Current Qu’Vru’qos of the Ti’Raqki=====
The Rank of the Leader of the Ti’Raqki. They have complete authority and expect unwavering loyalty to the organization. The Star-Admiral is appointed typically after the death of the previous Star-Admiral, but specific circumstances (such as invoking the Abyss Trial) can circumvent this tradition. The current presiding Star-Admiral is simply known as Xioshi.  
 
A psionically powerful Listener and tactical genius, Xioshi ascension through the Ti’Raqki’s ranks was completed through winning every trial and duel through the sole use of their psionic abilities. As an ambitious Star-Lieutenant, they held a successful campaign of several operations as a ship captain, and achieved the rank of Star-Captain at an unprecedented speed for their rank. While already psionically powerful enough to rely on their skill to ascend the ranks, their tactical prowess was revealed after achieving their own fleet, the Kaz-qi’Thum.
 
Through their reputation and achievements, their rise to power culminated in an invocation of the Abyss trial, where they were able to best their predecessor achieve the rank of Star-Admiral. Their rise to power, combined with their immense reputation predating their extremely successful thirty-year tenure as Star-Admiral, has secured their reign over the Ti’Rakqi.
 
====Notable Fleets====
=====Kax-qi'Thum=====
 
The Kax-qi'Thum, or the '''"Iron Cannons"''', are a fleet consisting of two immense Planaq carriers, being the main display of naval power for the Ti’Raqki. Both ships are equipped with a complement of Ayoni escort craft, acting as the fleet's backbone alongside supplemental retrofitted civilian craft of typical Ti'Rakqi employ.
 
The Kax-qi’Thum formed after its military vessels were stolen from a Federation ship graveyard for outdated military equipment. Taking advantage of freak solar activity that forced a general evacuation of the asteroid by the Qukala stationed there, Xioshi, a Star-Lieutenant at the time, funnelled their crew into two aging Planaq spacecraft, and had their engineers perform the most basic work to be flight-ready. Combined with a feint action by the rest of Xioshi’s fleet that distracted the local Qukala force, both ships and their complement were safely brought to a friendly port where proper maintenance could be conducted. This operation led to Xioshi pushing for their promotion to Star-Captain, and when promoted their fleet was given the military vessels as a reward. Largely denounced by the Nralakk Federation, tighter security measures have since stopped the Ti’Rakqi from operating near the region.
 
Despite their imposing size and strength, both carriers are considered far too outdated to pose a threat in a direct confrontation against a reasonably prepared, modern Qukala picket. The Kax-qi’Thum, however, only intends to wield it against civilian and merchant vessels, as well as against rival Marauder groups to devastating effect. The fleet primarily exists as a deterrent to any smaller Qukala patrols and opposing Marauder fleets, with the regular upgrades keeping them competitive.
 
Both crews aboard the sister-ships recognize one another as Qu'Draa, or even Qrra'Myaqq, as a result of the considerably long history involving both ships. Their lengthy combat history, both from the Qukala and other Marauder groups, have left many scars on both their hulls, and the surviving crew.
 
=====Diingi'Lumiik=====
 
Diingi'Lumiik, or '''"Harbingers of the Void"''', consists of retrofitted civilian spacecraft and three additional Qaqii spacecraft, which were captured after a skirmish with Qukala vessels within the Deadspace Spine. While the military ships within the fleet are not fully combat-capable due to the damage received during the skirmish, local officials are still wary when reports come in of the fleet operating in their area.
 
The Diingi'Lumiik is considered the most violent of the fleets within the Ti'Raqki, being an active combat fleet in comparison to the Kax-qi’Thum’s focus as a deterrent. The fleet considers the Deadspace Spine to be its main area of operations, but is bound to their mandate to protect Ti’Raqki assets and affiliated planets across the Traverse, forcing the fleet to split into task groups. Stretched thin across multiple territories, the fleet is more welcoming of newcomers into the Ti’Raqki to relieve them of operating on skeleton crews and undermanned craft.
 
Skrell crew aboard the trio of Qaqii vessels see one another as friendly rivals, always competing against one another for performance. While primarily beneficial in this relationship, the rivalry does mean that the three vessels regularly need repairs for their brazen acts in attempting to outperform the other, further delaying the fleet by waiting for the three vessels to become fully functional. The rivalry has also promoted intense personalities amongst their crew, causing the three ships to be separated along with the rest of the fleet to prevent escalation and conflict between the three vessels. Despite not being in the same region of space as each other, this does not stop the crews from frequently sending long-range communications to one another, bragging about recent victories and sharing war stories.
   
   
======Xioshi, Lu’Vru’qos of the Ti’Raqki======
===== Tana’raq’iq =====
A very psionically powerful Listener and tactical genius by skrellian standards, they managed to climb the ranks most in part to their profound psionic abilities— rumors perpetuate that presence can be felt across an entire star system. It is unknown where they hail from, many assuming their origin is somewhere in the expanse of the Traverse.  
 
The Tana’raq’iq, or  '''“Scavengers”''' are a loose confederation of fleets that share similar goals and tactics. These fleets usually engage in smuggling operations, minor piracy, and maintain ties to illegal salvage groups within the [[Tri-Qyu]] system. While not as uniform as the other fleets, their decentralised structure is regarded as a blessing for their ability to work across wider areas while maintaining enough cohesion to bring back tidy hauls and income to the Ti’Rakqi.
 
Tana’raq’iq crews are viewed as eccentric and wildcards, with their daredevil attitudes stemming from working with some individual fleets close to the inner systems, which results in unprovoked clashes with Qukala forces and daring acts of robbery and salvaging operations. When another fleet of the Ti’Rakqi interacts with the Tana’raq’iq, the crews prepare for both a fight and a party.
 
The Tana’raq’iq maintain two main areas of operations despite their decentralised nature: to the galactic northeast near [[Xrim]] and [[Hieroaetheria]], and to the southeast towards [[Empire_of_Dominia|The Empire of Dominia]] and the [[Izweski Nation|Izweski Hegemony]].
 
Those who base themselves closer to the southeastern borders of the Nralakk Federation frequently cooperate with their Unathi peers. Trade is common between unathi piracy groups for mutual benefit, and have cooperated closely with [[Unathi Piracy#Kazu's Techraiders|Kazu's Techraiders]] in particular.
 
Mutually benefitting each other through cooperation, the Tana’raq’iq provide their own vessels for Techraider missions within Federation space, while the Techraiders provide manpower for skrell smuggling operations outside of the Federation, and help import essential goods for the Tana’raq’iq to smuggle into the Federation in turn. The Techraiders, focusing primarily on advanced technology as part of their objective to rebuild Moghes, go to great lengths to nurture the relationship to ensure a reliable source of skrell technology. The Tana’raq’iq are equally invested in continuing this relationship, as Techraider support grants easy access to markets outside of the Federation. Despite the Techraider tendency of kidnapping of skrell scientists, these kidnappings do not violate their mandate that restricts them from harming civilians in any capacity, as the nature of the fleet’s decentralized nature leaves them multiple opportunities for rogue activity and ulterior motives against the interests of the Ti'Rakqi.
 
The relationship between the Tana’raq’iq and the Unathi pirate group [[Unathi Piracy#Hiskyn's Revanchists|Hiskyn's Revanchists]] is comparatively cold, with the Tana’raq’iq near-unanimously agreeing to not interact with the Revanchists out of perceived moral bankruptcy in their methods, namely supporting synthetic groups in fighting Dominia. Despite this official stance, the decentralised nature of the Tana’raq’iq still sees some vessels aid the Revanchists out of common interest. Regardless, the Revanchists are known to target Tana’raq’iq vessels, believing them to be too weak to do what it takes to complete their objectives.


Whilst initially it was his psionics that allowed him to slowly begin to climb the ranks, it wasn’t until he was promoted to a commanding position aboard the Kaz-qi’Thum that his tactical prowess was unveiled. Several operations had ended in a resounding success solely based on the efforts of the ambitious Lu’oot.  
Tana’raq’q activity in the northeastern borders of the Nralakk Federation consists mostly of piracy, robbing Federation vessels and fencing their cargo on Epsilon Ursea Minoris. While the Commonwealth of Hieroaetheria and the Nralakk Federation cooperate in an effort to stop piracy, the Tana’raq’iq in the region maintain ships with false documentation to act as neutral traders within Hieroaetheria while evading capture.  


His reputation far superseded that of other Lu’oots, and eventually culminated in his invocation of the Abyss Trial, whereby he bested his predecessor and ultimately rose to that of the Lu’Vru’qos. A combination of his powerful psionics, a stellar reputation, and his tactical abilities is what has secured his reign for almost thirty years.  
Deeper within Federation territory towards Xrim, the Tana’raq’iq primarily focus on recruitment. With Xrim’s autonomy and relative isolation from the inner systems, Marauder vessels here will use the fleet's assets to recruit for themselves and the Ti’Rakqi. Rumors of dionae joining the Ti'Rakqi are common, particularly Shrkh wishing to flee persecution on Xrim, but there have been no confirmations thus far.
===Notable Fleets===
====Kax-qi'Thum====


Kax-qi'Thum, or when loosely translated '''"Iron Cannons"''', are two massive Planoq-Class spacecraft that have become the flagships of the entire operation of the Ti'Raqki. Typically, they are escorted by approximately twelve to fifteen Ayoni-Class spacecraft, who have the sole objective to ensure the protection of the Kax-qi'Thum and their cargo. It is not uncommon for these Ayoni-Class fleets to splinter and encounter various elements throughout the universe.
===== Veq’Luuq =====


The Skrell aboard these twin sister ships have become to recognize one another as Qu'Draa, or even Qrra'Myaqq, mostly in part to the considerably long history involving both the behemoths. The battles the two have survived, both from the Jargon Federation and other malevolent entities lurking deep inside the voids of the Orion Spur, have left many scars on both their hulls and the surviving crew.  
The Veq’Luuq, or '''“Void Hunters”''', are similar to the Tana’raq’iq in maintaining a loose structure as a confederation of large, independent vessels. These ships are solely commanded by experienced Star-Captains, and have a higher than average number of Void-Privates due to the fleet's reputation being a proving ground for recruits.


====Diingi'Lumiik====
The Veq’Luuq fleet’s primary goal is the probing of uncharted space, while hunting dangerous xenofauna as a source of income for the Ti’Rakqi. As most fleets explore uncharted territory individually, their extent of operations is variable, but do have plans for the eventual expansion of the Nralakk Federation. Outside of this, the Veq’Luuq is uniquely independent due to their isolation from the rest of the fleets and Ti’Rakqi. The Captains are allowed to pursue their mandate or their own personal goals how they please, so long as they still follow the Star Admiral’s orders and maintain loyalty to the Ti'Rakqi.


Diingi'Lumiik, or when loosely translated '''"Harbingers of the Void"''', are three monumental Qaqii-Class spacecraft that have managed to instill fear across the entirety of the Jargon Federation. Designed and subsequently outfitted with technology meant to destroy any ability to retaliate against these dreadnoughts, the Diingi'Lumiik is considered the hub of tacticians amongst the other fleets operated by the Ti'Raqki, and has the ability to produce additional corvettes— thanks to the Skrell implementing shipbuilding abilities into the Qaqii-Class vessels. The fleet notably acts as protectors of the Ti'Raqki assets, including planets that choose to pledge unwavering loyalty to the mercantile group.
Captains of the Veq’Luuq are expected to return to port on a regular basis to report their findings and pay dues towards the Ti’Rakqi in exchange for repairs and equipment, and are regularly provided additional crew at a fraction of their cost. A third of their Ensigns who were promoted during their voyage are also expected to be discharged, being sent to join the other Ti’Rakqi fleets, to be replaced with recruits.  
==== Trade ====


The Skrell aboard the triplets come to see one another as friendly rivals, always doing their best to "outdo" one another. Whilst this has worked out favorably numerous times in the heat of the moment, this has lead to a rather intense personality developing among those that choose to call triplets "home". The fleet has witnessed many interstellar battles leading to many a Skrell referring to themselves as "hardened veterans" of the Orion Spur.
The Ti’Raqki has diversified its income through its multiple ventures, with the main source of their income being the smuggling of goods within the Nralakk Federation. Many fleets are dedicated to selling goods to the Traverse, in turn causing the Traverse to become less reliant on the inner systems. Despite regularly gouging and upselling for greater profit, the recent economic collapse and the phoron shortage has forced the Ti’Rakqi to allow bartering with their long-term clients, granting discounts to the disadvantaged groups in the Traverse. Detractors within the group comment on the ramifications of softening their image, but Xioshi is adamant that the benefits this will bring will outweigh the initial costs in the long term.
==== Tana’raq’iq ====
Tana’raq’iq, or when loosely translated '''“Scavengers”''', aren’t a singular fleet, but in reality dozens or even hundreds. They’re quick to operate and aren’t contained to any one particular class of spacecraft. These fleets usually engage in small smuggling operations or even minor piracy. They have begun to become somewhat of a blessing in disguise, regularly breaking the perimeter into the inner-sectors to get what they can before returning back to the hub of the Ti’Raqki, asserting their defiance of the Jargon Federation.  


Skrell active these fleets can be defined as the “wildcards” of the Ti’Raqki fleets, often due to their escapades which can involve anything from smuggling people out of the Jargon Federation, to launching an all-out ambush on the Lukala patrolling the borders. One never knows what to expect from the Tana’raq’iq.
Trade between fleets consists of bartering, with no monetary involvement between the trading of goods between ships. The Star-Admiral entrusts the fleets to handle these affairs, and only intervenes to settle disputes. The barter system is supplemented by Ippitaq’wesi’s own industrial sector, which can produce goods that are rationed out to the fleets, or packaged and sold in the Traverse to undercut the inner systems’ goods.


The Star-Admiral has only one enforced rule for the Captain of these fleets: the capturing of Skrell is strictly forbidden. It is unknown why the Star-Admiral enforces such, and very few ever openly question it.  
Most Marauder groups on the fringes of Federation space have since expanded their operations beyond the Federation’s borders, to varying degrees of success. The Ti'Rakqi maintained the most success through their expansion into the [[Human Wildlands]], where they were able to better obtain human goods for smuggling back into the Federation. After the collapse of the Solarian Alliance, most operations have since been scaled back due to the ensuing instability and rising xenophobia. The Wildlands today remains as an elusive target - a great profit for those willing to take the risk.
==== Veq’Luuq ====
The Veq’Luuq, or the '''“Void Hunters”''', are groupings of ships underneath the Ti’Raqki that are not a singular unified fleet but a large mass of individually acting ships. The largest ship in the Veq’Luuq would be a Qrolis-ship, but it’s not uncommon for alien ships to be stolen, retrofitted with skrellian technology, and added to the Veq’Luuq. These ships are usually commanded by an experienced Qu’oot (or rarely a young Lu’oot) and commonly staffed by Qu’fup trying to prove themselves ready for the Trial of the Private.  


The captains of the Veq’Luuq are given far more freedom to act as they please. These captains are allowed to partake in any business they want, wherever they want, however they want to do it, so long as they return to Ippitaq once every three months and fork over a third of their total profit to the main fleet. In exchange for their cooperation, they are given offers to them for repairs, upgrades, additional crew members, equipment, and unique tools for a fraction of what it would cost at a typical criminal-aligned port.
With the Wildlands considered too hostile for non-human pirates, most Marauder groups have redoubled their efforts in cementing their presence in the Traverse. The exception to this is the Ti'Rakqi, having already grown to the point of being capable of dedicating entire exploratory fleets to go outside the Traverse. Most inter-border trade is discreet operations, falling under the jurisdiction of both anti-piracy efforts of their respective nations.
Similar to the Tana’raq’iq, the Veq’Luuq have a mandated rule of not taking Skrell Prisoners.
=== Trade ===
The Ti'Raqki largely relies on their ability to smuggle goods across the Jargon Federation with a sizeable portion of their operations usually dedicated to selling goods to the Traverse, which in turn assists in alleviating the Traverse's reliance on the inner sectors. Whilst their operations usually require potential customers to provide a rather hefty sum of credits, they have begun allowing bartering to occur due to the recent economic collapse originating from the lack of Phoron.


Their economy survives rather insularly and relies heavily on a system of bartering amongst the fleets. The Star-Admiral will designate certain fleets to fulfill services such as repairs or even obtaining resources for long hauls (such as foodstuffs). Their internal economy is usually supplemented by the industrial efforts on Ippitaq with thousands devoting their time to producing both consumer and luxury goods which are, in turn, either utilized by the fleets or packaged and sold to the Traverse.
Aside from the Tana'raq'iq's dealings with [[Unathi Piracy|unathi pirates]], the southeastern frontier remains an untapped market for the Ti'Rakqi. While less lucrative as the former Solarian territories, the relaxed border security and lack of organised policing past the Federation border allows for Marauders to expand freely. Dominia's pact with its neighbouring pirate fleets has deterred those who would consider the Empire to be an opportunity, with Marauder activity largely avoiding Dominian space.


=The Resistance=
=The Resistance=
[[File:Free Traverse Flag.png|400px|thumb|right|The flag used by The Resistance and Free Traversers to advocate for a Traverse free from Jargon.]]
[[File:Free Traverse Flag.png|400px|thumb|right|The flag used by The Resistance and Free Traversers to advocate for a Traverse free from Federation oppression.]]
Historically, "The Resistance" or "Lyukal" within Jargon territory has always been defined by fringe groups concentrated in the rare few places where the Federation's control wasn't absolute. [[Federation Enforcement|Kala]], Nlom influence, censorship, and the Federation's encouragement of civilian informants make organised dissent in the modern era impossible at worst and a gruelling, major effort at best -- the latter on the fringes of the Traverse, where sluggish bureaucracy makes Jargon's panopticon ineffective towards craftier would-be dissidents.
 
The Resistance, or '''Lyukal''', is a collection of groups opposed to what they perceive as oppression of skrell under the Nralakk Federation. Resistance cells are concentrated within the [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|Traverse]], and are at their densest where Federation presence wanes. With Weibii's [[Warbling_:_The_Traverse_Strikes_Back|exodus]], Traverse Lyukal cells have since branched out to regions outside of Federation space. Most notably, the Lyukal now have a notable presence within Mendell City's [[Starlight_Zone|Starlight Zone]].  


The modern iterations of resistance movements, including the four largest cells, derive directly from Traverse independence movements of old and Glorsh-era dissidents who see the very same dangers of the despotic AI in the current government, and many of the same methods. First Contact has lent a massive opportunity to would-be opposition groups and insurrectionary cells to speak out and act against Jargon from relative safety in [[Warbling : The Musical | alien space]], with many operating openly and vying for the aid of like-minded aliens, or simply seeking an audience for denouncing the Federation. Due to their common goal, the various cells will typically work alongside one another.  
'''OOC Note: Being a member of the Lyukal is highly illegal within the Nralakk Federation. Playing a character with affiliations with the Lyukal runs the risk of permanently losing that character.'''
 
==History==
 
Modern Lyukal groups trace their origins to the original Lyukal formed during [[Skrell_Synthetic_Age|Glorsh-Omega's reign]], particularly those Lyukal cells that stood against the formation of the Second Nralakk Federation. These groups saw the Federation's return as an error in the light of a new era, and as a return to an oppressive regime in light of escaping Glorsh-Omega’s own. After years of waging guerilla war against Glorsh-Omega, these resistance cells prepared to wage a second one against their own species. Other groups have since aligned with the Lyukal in the centuries after the Nralakk Federation’s return, to their own degrees of alignment. Some groups share the Lyukal's belief of their right to freedom and self-determination, while others’ goals are less altruistic. Regardless of their motivation, all members of the Lyukal are united under one common belief: the Nralakk Federation's rule over all skrell cannot last.
 
The modern Lyukal sects retain a deeply decentralized structure, consisting of multiple cells and groups maintain little cooperation between each other. Through such decentralization, coordinated efforts are minimal, with full offensives and effective large-scale resistance efforts few and far between. Despite this lack of effective organization, the many disparate cells continue to operate even as other cells are targeted by the Nralakk Federation’s authority, particularly in the Traverse. Recently, [[Notable_Skrell#Kalq’Qi_Weibii|Kalq'Qi Weibii]] has become the de-facto public face and “leader” of the Lyukal, despite their position after losing the [[Warbling_:_The_Traverse_Strikes_Back|'''2463''' Grand Councillor election]]. Weibii encouraged all skrell who were disillusioned with the Nrallak Federation to join them in a mass exodus, bringing them to the [[Republic_of_Biesel|Republic of Biesel]] and founding the [[Starlight_Zone|Starlight Zone]] within Mendell City. After this exodus, Weibii’s position as the face of the Lyukal led to the resistance movement being recognized abroad, granting it a platform to promote its cause and draw support in human space.
 
Some Lyukal cells also cast their support for the [[Skrell_Politics#Independent_Traverser_Movement|Independent Traverser Movement]] with an undeclared amount of resources sent to their aid. In the late stages of the ITM, a Lyukal weapons-trafficking operation within Federation space was halted due to a combined effort of turncoat ITM members and Kala operatives. These weapons were intended to be granted towards the militant groups within the Independent Traverser Movement, who remained active after the result of successful negotiations with the Grand Council. The Lyukal’s supplying cells were hopeful that the ITM would continue their resistance against the Federation, with armed resistance becoming the next step towards a free Traverse had it arrived.
 
Recently, Lyukal cells within Mendell City have faced increased pressure as the Republic of Biesel seeks [https://forums.aurorastation.org/topic/16330-tau-ceti-times/page/5/#findComment-181586|closer ties] with the Nralakk Federation. With the Phoron scarcity forcing further cooperation between the two nations, the many fledgling rebels in the Starlight Zone look towards the Lyukal and Weibii for a hope against deportation and oppression. These cells have begun preparing to go underground during the increased crackdowns, while some prepare for open, direct resistance against the encroaching reach of the Federation.
 
Within the Traverse, however, the Lyukal are becoming more emboldened in light of the Nralakk Federation’s pullback as phoron rationing restricts Qukala presence. The Lyukal’s cells have expanded greatly in the perceived abandonment by many Traverse skrell, with agitations for independence slowly returning to public thought only a few years after the end of their independence movement. As the Nlom relays’ power wanes or fails entirely, anti-Federation sentiments have taken root and continue unabated. To many skrell, change is once more on the wind and the psionic waves of the Traverse.
 
==Structure and Operations==
 
The Lyukal is highly decentralised, and most groups are rarely, if ever, in contact with one another. When motives align, several groups of dissidents band together to form a cell, pooling resources and manpower for a shared goal. The leader of a Lyukal cell is usually the most popular or strongest among the cell’s members, with an initial period of instability eventually ending after a leader is decided upon after debate and infighting. During this initial period of fragility, Federation [[Skrell_Politics#Federation_Enforcement|Kalas]] will attempt to infiltrate and dismantle the cell before it can finish forming, as a fully organized cell is much more difficult to destroy from the inside. Most cells act independently of one another, with subgroups within cells working with outside cells to pool skills or target a shared threat in unison. The internal structure of a cell varies, usually defined in the start of its creation. Cell leaders regularly use clandestine methods to disseminate their orders, while others allow their subordinates to pursue objectives autonomously. Compartmentalisation of information is a common tactic within a Lyukal cell, with groups within only aware of their own part to play within the wider plan of the cell. If one group is caught by the authorities, they will be unable to reveal information that could lead to the exposure of the rest of the cell’s members and plans.
 
The Lyukal’s leader is both unofficial and only de-facto in name, as [[Notable_Skrell#Kalq’Qi_Weibii|Kalq'Qi Weibii]] became the public representation of the organisation as a whole. Their activities in Mendell City's [[Starlight_Zone|Starlight Zone]] focus on fostering anti-Federation sentiment in skrell abroad, focusing on recruitment and educating skrell on the oppressiveness of the Nralakk Federation. While Weibii holds no official title, they are considered by many to be the leader of the Lyukal. This has been encouraged further by their appointment to Community Liaison for the Starlight Zone, which has effectively made them the leader of the refugee enclave within Mendell City.


== Cells ==
== Cells ==
Line 131: Line 271:
'''Leader:''' [[Notable Skrell| Ockq Oona]]
'''Leader:''' [[Notable Skrell| Ockq Oona]]


'''Mission Statement:''' Dedicated to change through the use of technology. The Raqa'Nuul pursue acts of cyber warfare on the Jargon Federation, be it through disabling a wide net of Nlom Relays or through implementing dormant viruses that destroy the very programme that they are a symbiote of. They see themselves as activists and protectors of Skrell, and tend to rise up most powerfully when they perceive a threat to themselves or other sub-factions.
''"The insidious use of technology and the extranet by the Federation has led to a populace unable to think critically and come to their own conclusions. Skrell today have become too dependent on information fed to them by a government that sees them as chattel to be kept docile. We aim for the freedom of information within the Federation, and the dismantling of the oppressive structures that prevent the free exchange of knowledge."''


Allegedly established in the northernmost segment of the Traverse decades ago, Raqa'Nuul has become one of the most infamous splinter groups. Augmented Skrell, usually through both illegal and legal means, that use a variety of cybercrime methods to repel the growing influence of the Jargon Federation. The Raqa'Nuul push their agenda through launching massive DDoS attacks on Nlom Relays, as well as by leaking viruses into essential equipment. They have since become a large thorn in the backside of the Federation, consistently making the work of the [[Federation Enforcement| Ruupkala]] difficult.
The Raqa'Nuul was founded by its current leader Ockq Oona in 2398, following their expulsion from their Depth College for academic misconduct. Oona claims that their expulsion was based on their political activities rather than misconduct, and that the Nralakk Federation forced their school to expel them. Ockq Oona was highly critical of the Grand Council during their student years, and would regularly advocate for reform and free speech while on campus. When they were expelled, Ockq Oona formed an online community with their former classmates that would gather any information on censored topics, then publicizing it to circumvent government censors. This online activist circle formed the basis for the Raqa’Nuul.


'''Note:''' Whilst the act of being a member is not illegal, members of Raqa'Nuul will commonly find themselves preyed upon by the Jargon Federation. Bureaucratic processes that usually take moments suddenly find themselves lost within the system - taking weeks, months or even years to get completed. The result of this eventually pushed for many to either leave the Jargon Federation or simply go off-the-grid.
Dedicated to the freedom of information, the Raqa'Nuul pursues a virtual war against the Nralakk Federation. Their cell maintains little physical presence, with its members mostly organized in online spaces. The group focuses on combatting the Federation's propaganda through online activism and acts of cyber terrorism. The Raqa'Nuul have claimed responsibility for installing viruses in government systems, leaking Federation secrets over the extranet, and committing acts of cyber-vandalism on [[Skrell_Culture#Social_Media|Viv-ID]]. While primarily non-combative, the Raqa'Nuul's cyberterror acts can still cause physical harm, notably including a shipping depot's docking system failure from a virus used by the Raqa'Nuul, resulting in an incoming vessel improperly docking and colliding with a station's hull. The Raqa’Null publicly apologised in the aftermath, stating that they only intended to interrupt shipping operations, though the damage to the public perception of the group has marked them as a serious threat to online and data safety. The Federation created a counter-campaign in response, capitalising on the average Federation citizen's fears through propaganda warning citizens about online fraud, account hacking, and other illegal acts while regularly referencing the Raqa'Nuul.


===Oqolk-Kora (Peace-Mongers)===
The Raqa'Nuul's expertise in hacking has made them popular amongst other Lyukal cells and other criminal groups. They are sought after when bypassing electronic barriers, circumventing security networks, and sabotaging local communications networks and services. Ex-Raqa’Null members are also valuable for other criminal groups in the Spur, often willing to poach talent for high prices. Notably their members are also targeted by the Nlomkala for recruitment, and captured members are marked for capture and rehabilitation into Nlomkala counterintelligence agents.
 
===Oqolk-Kora (New Path)===
'''Leader:''' [[Notable Skrell| The Latent]]
'''Leader:''' [[Notable Skrell| The Latent]]


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


By all accounts founded within the most southern segments of the Traverse, Oqolk-Kora is yet another renowned splinter group of the Resistance. Emphasizing psionic wieldy, Oqolk-Kora believes that the Skrell can peacefully emancipate themselves from the gripping clutches of the Jargon Federation by shedding their reliance of government-sanctioned Nlom Relays. These techniques are commonly associated with [[Skrell Faith#Kir'gul| Kir'gul]], especially with the use of psionics to express individuality by suppressing Nlom - usually done by creating a psionic barrier around an individual Skrell to prevent external influences.
The Oqolk-Kora, while founded by the same original Lyukal cells, developed a divergent culture in the passing centuries. Originally accepting all skrell, regardless of background, it now solely consists of skrell who adhere to [[Skrell_Faith#Kir’gul|Kir'gul]]. This recent change is attributed to the Cell's enigmatic leader, only known as [[Notable Skrell| The Latent]]. Shortly after taking over from the previous leader, Oroq Xaqu, after their death by old age, The Latent led a purge within Oqolk-Kora of all skrell who refused to adhere to Kir'gul beliefs. Despite this radical change and the adoption of Kir'gul, Oqolk-Kora did not witness a fundamental shift in its original mission statement or objectives, still dedicated towards the Nralakk Federation’s dismantlement and replacement with a new, egalitarian government. The Oqolk-Kora plans to act as a caretaker government when the Lyukal seizes control of the Federation, ensuring a peaceful transition to a new form of governance. The transition to Kir'gul has only reaffirmed the Cell's mission, at the cost of becoming controversial within the Lyukal itself. Not all Lyukal adhere to Kir'gul, with others concerned that The Latent's aggressive stance on its adherence within the Oqolk-Kora will extend to everyone if their governance comes to pass.  


'''Note:''' Due to the illegality of Kir'gul, the Oqolk-Kore are branded as criminals by the Jargon Federation. Despite being peaceful, those that are found by the Jargon Federation will be sentenced to re-education, where they are usually converted into "perfect citizens". The Oqolk-Kora commonly practice in private, and communicate through the use of highly-encrypted ciphers in order to assure continuing their work.  
Before The Latent, the Oqolk-Kora focused on disrupting the political machine of the Federation. The cell harassed election candidates, organized smear campaigns against perceived puppets of the Federation, and blackmailed politicians to impact policymaking. It also disrupted elections, spoiling ballot boxes, vandalising, or even destroying polling stations. After The Latent took over the Cell, the modern Oqolk-Kora has become more secretive in its operations, now primarily promoting Kir'gul beliefs and the Lyukal's cause through education and propaganda. Members will infiltrate Kir'gul communities and establish themselves within the already oppressed community to garner Lyukal sympathies before reaching out to the broader populace. Once members plant themselves within the general population, the group will move to infiltrate local politics, with the end goal of having key areas of local government either controlled or closely aligned with the Oqolk-Kora.
 
The Nralakk Federation is more lenient when sentencing Oqolk-Kora members, sentencing them to be reeducated before releasing them upon completion. The Federation maintains close surveillance on the released skrell, and are suspected of being active double agents within Oqolk-Kora operations.


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


'''Mission Statement:'''  The Jargon Federation's rival, the Plurq'Quq are Skrell that use any means at their disposal to upheave any influence that the Federation may have. They have no preferred method to deal with the Jargon Federation, but usually launch small retaliations that have an overarching goal to a much larger insurrection force against the Federation. This is usually done through attacking Federation Fleets on the outskirts of the Traverse, essentially stealing the spacecraft and technology within to power their movement.  
''"Freedom by any means necessary. For too long have skrell been under the heel of an autocratic state under both Glorsh and the Federation, who exploit the underclass to the benefit of a privileged minority. While others use words, the Plurqh'Quq will accomplish our mission through direct action. There will be no rest, no surrender. We will not stop until we see the Federation in tatters and all skrell free from the yoke of oppression."''


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


'''Note:''' Plurqh'Quq is deemed a terrorist group by the Jargon Federation, and actively hunt those they suspect to be members. Those detained will eventually see themselves harshly sentenced, even disappearing and becoming lost in the cogs that keep the Jargon Federation running. Due to this, members of Plurqh'Quq will usually plot their escapades within other segments of the Orion Spur.
Plurqh’Quq as a whole is well-known for its direct action, insurgency campaigns, and operations, using the Qukala's own tactics against them. The cell commits surgical strikes against the Qukala within the Traverse, with their raids focusing on destroying vital infrastructure, communications, and killing senior officers before engaging their primary target. When not targeting the Qukala, the cell regularly commits terrorist acts with the sole intent of public demonstration. Members of Plurqh’Quq will call ahead with bomb threats to force the evacuation areas before bombing and demolishing them, in contrast with their ruthless operations against the Federation's military. Cooperation with Marauder groups is a known facet of the cell, coordinating raids on cargo vessels with local Marauder fleets, and selling captured Qukala equipment to other groups. Their reputation as a violent resistance group is well known throughout Federation space, with standard protocol within the Qukala to engage and destroy Plurqh'Quq vessels on sight.
 
While not strictly a Suur'ka group, its methods have attracted many Suur'ka adherents, with Yeeboq capitalizing on this trend through promoting strength and self-reliance within the Cell to attract more Suur'ka members. Recruitment methods also adapted in response, with a number of Suur'ka cloisters funded by the Plurqh'Quq, if not created through the Cell itself to act as recruitment hubs.


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


'''Mission Statement:''' Qranqi devotes itself to secrecy, confidentiality and being evasive. Steadfast in decreasing the power the Jargon Federation wields through moves that seem inconsequential and illogical at first - but later prove to have had profound effects. Not much else is known about Qranqi, except that they are guided by a seemingly all-knowing "Skrell".  
''"The oppressed and downtrodden of Federation society deserve more. We all deserve more. The [[Nralakk_Federation#Social_Compatability_Index|Social Compatability Index]] is a caste system at its core. How many of us have experienced a waiting list for medical treatment? How many of us have been outright denied services or even employment because of our place in this tiered society? The Federation has made it clear: if you are one of the unfortunate few who was born a [[Skrell#Receivers_and_Listeners|Listener]], or were born into the wrong [[Skrell_Relationships|Quya]], or if you do not fully agree to the common consensus, you are undesirable. The Qranqi refuse to accept this barbaric system any longer, and we urge all skrell to reject the social contract imposed on us by our oppressors."''
 
The Qranqi are an elusive cell, formed by the enigmatic Psi soon after the Second Nralakk Federation's reestablishment. When the Federation introduced the Social Compatibility Index, many skrell realized the negative impact it would have on large swathes of the population. Those who did not follow what the Federation considers ideal found themselves pushed downwards societally due to their score, losing access to aid and resources based on factors outside of their control. Many of these disenfranchised skrell organized into the Qranqi in response, initially as an advocacy movement before joining the ranks of the Lyukal when it became apparent that their activities would not be tolerated by the Nralakk Federation.


Previously spread throughout the westernmost segments of the Traverse, Qranqi has since gone on to consider the region of space around [[Silversun]] their base of operations. The ever-popular tourist attraction for the Skrell has allowed many to cover their involvement in Qranqi through disguising their visit to the planet as a 'much-needed retreat'. One of the more elusive splinter groups, those belonging to the Qranqi can still often be found within the Federation - utilizing their supposed innocence to spread their agenda, gathering support from within shadows and planting seeds of rebellion within the Skrell. Rumours persist that the Jargon Federation fears the power held by the Qranqi, due to their numbers perpetually growing but also their elusive nature.
Organised by and for those the Federation would consider "subversive", the Qranqi's ethos centers on equality and combating the injustices inherent in Federation society, particularly the impact of the Social Compatibility Index, as well as the Federation's mistreatment of Listeners. Initially, Qranqi members held demonstrations, promoting their cause through activism, but the Federation's crackdown on this dissident activity resulted in the Qranqi withdrawing from public acts. The cell focuses on helping those with poor Index ratings, or otherwise oppressed under the Federation. These aid efforts come in the form of makeshift hospitals that provide free, "true" universal healthcare, employment opportunities for those struggling to find jobs, and transport for those fleeing the Federation. The Qranqi's focus on those the Federation considers subversive grants it sympathy in the Federation's [[Skrell_Culture#Music|counterculture]] scene, making it a prime recruiting ground for the group. Qranqi agents will embed themselves into local underground hotspots, becoming organisers for illegal raves and managing clubs that host subversive events. While not every subversive is willing to fight the Federation in a literal sense, the Qranqi use their influence in the underground scene to convince those oppressed or sympathetic enough to join their ranks.


'''Note:''' Qranqi are not recognised by the Jargon Federation, with most of their actions being covered up and swept beneath the carpet. Its leader, Psi, is shrouded in controversy as it is believed to either be a powerful psionic entity capable of predicting far into the future or simply an artificial intelligence outfitted with advanced predictive algorithms.
The Qranqi are regarded as petty criminals and punks due to their ties with the subversive elements of Federation society. The cell also maintains links to various [[Federation_Crime_and_Resistance#Marauders|Marauder]] groups throughout the Traverse, due to their involvement in smuggling skrell out of the Federation. This has made recruitment somewhat difficult for the Qranqi, as their perceived relationship with criminals makes the average skrell wary of them, though those unimpeded through being criminals themselves join eagerly. As with most Lyukal cells, the Qranqi's decentralised nature means that the vetting process for recruits is not uniform, resulting in conflicts of interest.


[[Category:Skrell]]
[[Category:Skrell]]

Latest revision as of 21:50, 17 October 2025

Crime

Organized crime, banditry, and the illicit goods trade have persisted throughout the Nralakk Federation’s existence, in spite of its efforts to remove all avenues of it within its borders. While publicly considered their highest concern and an enemy of the nation, organized crime still exists in all forms, from smuggling rings, extortion rackets, and illegal research blacksites all across the regions of Federation space. The Traverse, where Kala presence and law enforcement are at their most thin, is a known hotbed for illegal activity. Skrell criminal syndicates vary across their organization and motives, and through their existence as enemies of the state, regularly form alliances to continue their operations. Most cooperation between criminal groups remains temporary, with webs of alliances formed and broken as necessities change on the frontier.

Consultant Agencies

Consultant Agencies are the catch-all term for groups of mercenaries and private companies, who serve their clientele in return for profit. These agencies entered prevalence during the War of the Tides, a two-millennia-long cold war on Qerrbalak that was defined by clandestine operations, proxy conflicts, rampant espionage, and backroom deals. The War of the Tides saw the expansion of the Consultant Agencies’ clientele beyond political opponents to artists, celebrities, and scientists - all of whom were willing to pay for less-than-legal assistance to fulfill their agendas and cement their positions. Their services ranged from psychological manipulation of an opponent, bribery, blackmail, and psionic subversion. Originally considered a legitimate service, evidence of their illegal actions were discovered after Glorsh-Omega’s disappearance, resulting in their complete ban by the Second Nralakk Federation. Despite this, Consultant Agencies have persisted through the Federation’s silent allowance of their existence, and are only punished when their actions jeopardize the nation or are exposed. These agencies also see use by the Federation itself for smear campaigns against politicians, as well as to intimidate potential insubordinates.

Modern Consultant Agencies exist in an area of quasi-legality, being used by the government and the socially powerful in return for the ability to operate with near-impunity. They are considered an open secret within the Federation, existing as shadowy groups in the public eye while remaining an enigma to most of the population.

Qerr'Malic's Consortium of Consultant Agencies

The Consortium of Consultant Agencies was the main governing body on Qerr'Malic, who oversaw the colony’s mining industry during the rule of the Commonwealth of the Three. The Consortium consisted of agencies that focused on corporate interests, particularly for important figures in the mining and manufacturing industries. Their hold over Qerr'malic waned in the wake of the moon’s mineral exhaustion, resulting in Qerr'malic's eventual transition to the regular colonial government structure that remains to this day.

Starry-Eyed Protostars

One of the known Consultant Agencies, the Starry-Eyed Protostars focuses on the screening and grooming of the idols within the Federation. While formally known as the Starry-Eyed Protostars, most of the Federation’s public only know them through their acronym "SEP", which is seen under the group’s red nebula logo. The SEP are only known for their work with celebrities and newly-minted idols, who perceive them as a group that aids them in achieving the upper bounds of idol status where they’d otherwise struggle for the public eye. In reality, the SEP works on behalf of the Nralakk Federation’s government, who manage new idols that show promise in their careers. Idols that are considered unsuitable for direct involvement from the Federation are handed off to the SEP for multiple reasons, ranging from a lack of faith in being a lucrative investment, to the idols’ status becoming troubled in the public eye.

Regardless of their reasons, the Federation uses the SEP to groom potential idols’ careers, leaving the governments’ resources better allocated towards already established idols. The agency assists with managing their social media accounts, organising their events, and providing in-depth analyses of their total performance. Once the government believes they are ready, the idols are handed off from the SEP, allowing them to mold the idol to their standards directly.

The SEP’s responsibility also includes the elimination of an idol’s career, destroying an idol's image where they would otherwise be untouchable against the Federation’s direct intervention.

Unsanctioned Research

The Nralakk Federation’s control over acceptable research subjects leave opportunities for illegal, unsanctioned research by third parties. Notable examples of banned research fields consist of artificial intelligence and autonomous machinery, with the former having been banned since the formation of the second Nralakk Federation, and the latter heavily monitored due to its relative overlap to AI research. While officially suppressed, illegal research still continues in illegal blacksites and covert labs by researchers who see the national suppression of their research as stifling progress.

Artificial intelligence research is the most overtly suppressed, with those caught attempting to build their own intelligences facing severe punishment after their work is destroyed. Leniency is granted to those whose research could be utilised by the Federation in countering potential threats, instead being offered the opportunity to continue their work in controlled, government-made environments. Remaining outside of public knowledge, these researchers are granted an exemption for their work to continue, and their existence remains niche due to their use in primarily countering illegal research programs developing elsewhere. Chemical and biological weaponry researchers are a primary example of this, with entire captured groups of researchers being granted amnesty in return for dedicating their careers on developing safeguards against the very fields they specialize in.

The Federation goes to great lengths to educate its populace on unsanctioned research and its dangers, with records of what each dismantled lab’s focus being made public knowledge and facing relatively light censorship. Details regarding lab-related accidents or deaths are well-documented as a means to deter others from attempting the same work.

Genetic Engineering

One of the most common fields for unsanctioned research, genetic engineering is highly regulated by the Nralakk Federation due to the X'Lu'oa, the disorder present in most modern skrell that has made the majority of the species infertile. Because of the perceived dangers of genetic experimentation further exacerbating the disorder, all genetic research requires the Federation's strict oversight.

Whether out of fear or the hope of becoming the one to discover the cure, skrell scientists create their own illegal research facilities in search of a way to reverse the effects of X’lu’oa. The pursuit of this cure is defined by a "by any means necessary" philosophy regarding their work, with research rushed and the side effects left unconsidered before attempting trials. No instance of unsanctioned research into this field has led to meaningful advances, and the Nralakk Federation hands out punishments with equal severity of AI research to those caught performing genetic experiments on skrell.

Narcotics Production

The narcotics industry within the Nralakk Federation remains well-hidden and covert. Narcotics production and distribution is a crime of severe punishment, though the existing demand maintains a lucrative field for those willing to risk it. Most narcotics labs remain in the fringes of the Traverse and over the border into human space to evade crackdowns by the Federation.

Uoo’qui Xuqi (Recollection Pills)

The base plant for Uoo’qui can be found within the swamps of Aweiji, being a large, nettle-like vine that produces bulbous flowers. From this plant, their flowers are ground and their extracts refined, finally pressed into pills or sold as-is. Uoo’qui allows skrell to vividly relive past memories, stimulating the zona bovinae to recreate memories with all five senses fully intact. Users are known to prepare their immediate surroundings with music, aromas, and old clothes or other memorabilia to guide themselves to the memory they wish to relive. Research into the drug reveals that Uoo’qui makes the user relive their strongest memories, with most users experiencing memories of events that happened recently without appropriate preparations. Researchers also note that the drug has the user enter a comatose state while unconscious, lacking a psionic projection in the Srom. The duration of the drug varies by user and dosage, regularly lasting up to six hours.

Uoo’qui’s release saw noticeable drops in productivity as users sought to relive memories of the pre-Glorsh-Omega period, taking doses in mass. While made illegal soon after its discovery, and has since seen a loss in popularity, the user base remains persistent for older skrell. Side effects include short-term memory loss, premature tear stains, head-tail shortening, with extended use causing a persistent brain-fog effect. Permanent, long-term memory loss is noted in long-term users, which can lead into a feedback loop. Uoo’qui pills have a negligible effect on non-skrell, with humans exiting their comatose states without any knowledge of what they experienced.

Co’qnixq Wuxi (Co’qnixq Nootropics)

Co’qnix Wuxi has existed since the pre-Glorsh-Omega period, initially developed as a cognitive enhancer for skrell developing dementia. Immediate effects consist of a sudden heightening of consciousness, coupled with a noticeable energy boost. Many users report a feeling of “mental flexibility”, and an ability to “enter periods of extreme focus” while under the effects. The effects of the nootropics remain mostly cognitive, with skrell users being given a boost to their psionic ability to be much less strenuous. One dose of Co’qnix can last roughly four to eight hours.

Co’qnix Wuxi was eventually introduced to the public, and became popular with scientists, doctors, and students to allow them to focus during their mentally exhausting work. While relatively benign in its side effects, the Nralakk Federation made the use of the drug in academic settings illegal, and are grounds for expulsion. Side effects include quickened speech, impatience, heightened heart rate, and anxiety. Once worn off, users will experience strong senses of fatigue, thirst, and hunger. For non-skrell users, effects are identical, but have no effects on their psionic capabilities. In most cases, the lethargy experienced once the drug wears off can potentially make skrell users enter a coma that lasts for multiple days, with multiple hours of unconsciousness similarly experienced in non-skrell users.

Xu’Xi Gas

Originating on Qerr'Malic, Xu’Xi Gas is a mild hallucinogenic gas, often compared to Wulumunusha. Gas vents located in the deep trenches of Qerr’Malic emit the gas, which became a popular recreational substance for both locals and tourists, who experienced a pleasant high along with colourful hallucinations. While its natural form is considered legal by the Federation, its refined variant and synthetic analogues are not. Refined Xu’Xi Gas is highly addictive, with synthetic analogues having harsher hangovers and a risk of death due to the impurities and filler substances involved in the bootleg process.

Xu’Xi Gas has similar effects on non-skrell users, with the exotic draw to the substance resulting in a niche popularity. Synthetic Xu’Xi Gas is the variant most outside of the Nralakk Federation experience, with the original, refined version being a luxury product that most can’t afford to have smuggled out.

Corporate and Enterprise Espionage

Domestic espionage within the Nralakk Federation primarily comes in the form of illegal activity within the Work Initiative Programme. Despite efforts by the Federation to ensure all state-owned enterprise workers abroad are law-abiding citizens, actions outside of the nation’s borders are dependent on reports from the sponsoring corporation and their local branch manager. Internal information for insider trading and SOE industry secrets are the most well-known and combatted criminal activities within the WIP, with severe fines and deportation to the Federation for processing used to dissuade it. Inter-corporate espionage between WIP members is also prevalent, with the information trade to both of their sponsoring corporations remaining lucrative - particularly if both corporations are rivals in their industries. Illicit substance manufacturing and trade is less commonly reported, being primarily found within Venus’s Zeng-Hu Pharmaceutical laboratories, though no ties between the corporation’s presence within the Federation and the uptick in domestic cocaine consumption has ever been found.

Corruption within State-Owned Enterprises is particularly covert, as constant anti-corruption efforts stamp out any discrepancies when found, with those caught facing immediate punishment, often with prompt admittance to reeducation for the crime. Embezzlement of budgets and resources is reported most frequently, ranging from the loss of thousands of sqiips to shipments of fuel, domestic goods, and youth serums being reported as lost. Lyukal members, while operating under aliases or as sleeper agents, will attempt to infiltrate local SOE branches to recruit and steal resources where possible. While these occurrences remain rare, Lyukal cell-busting operations of local factories, offices, and hospitals regularly are prolific enough to form headlines for multiple weeks.

Corporate espionage pertaining to the special economic zones afforded to the Spur’s megacorporations remains theoretical, and with both the watchful eye of the Federation government and the corporation’s cooperation, very unlikely. All corporate staff brought in from outside the Nralakk Federation are screened heavily and monitored throughout their work period within the nation by the corporation itself, and by all accounts should be acting accordingly to both the Federation and corporation’s laws.

Marauders

Marauders are the broad term for pirates, smugglers and other interstellar criminal elements active within the Nralakk Federation. Marauder groups, with the exception of the Ti’Rakqi, operate within only a few systems, and maintain only a few amounts of vessels for their muster. Intricate webs of allies and mutual agreements are what keep most of the Marauder groups functioning cohesively, combining forces for mutual interests.

While the Qukala is the primary anti-piracy fighting force in the Nralakk Federation, the military has never been a participant in all out war or extended conflict, with the current veterans and officers of the Qukala lacking any actual combat experience against an equally-armed foe. Most of the Qukala’s use has been undertaking centuries of anti-piracy actions and asymmetrical warfare, having fought Marauder groups throughout the Traverse.

In the rationing efforts implemented from the Phoron scarcity, the reduced presence of Qukala vessels in the Traverse has only emboldened Marauder groups to assert further authority within Traverse space. Other Marauder groups will regularly target phoron-bearing supply vessels to sell for extreme profits, or to shore up on their own dwindling fuel reserves. With the Qehalak strung between multiple threats in the Traverse, many fear that the frontier may one day totally fall under Marauder rule.

Beyond the violent threat of piracy, many Traverse planets are forced to purchase supplies and phoron at exorbitant prices from smugglers and pirates, and usually are forced to pay for the very supplies that were intended to arrive to their own planets. Many colonies have since languished in being forced to pay these costs, with some giving in entirely to de-facto Marauder ownership.

Ti'Rakqi

Ti'Rakqi, or the Free Smugglers, are the longest surviving Marauder group in the Nralakk Federation. The Ti’Rakqi are assumed to have formed some time after First Contact with humanity, and have since taken the title of becoming the most infamously successful and violent piracy groups in the Federation.

Originally an alliance between multiple Marauder groups, the Ti'Rakqi eventually pooled their resources and became a singular fighting force, consolidating their command to manage multiple fleets. This agreement came out of an interest in permanent stability and an end to constantly shifting allegiances, with no concern for betrayal or a sudden end to cooperation between pirate groups.

The modern Ti’Rakqi is headed by a Star-Admiral, who maintains supreme control over the entire outfit, and ensures that the fleets succeed in their operations for the benefit of the group. To that end, the Ti’Rakqi has utilized its fleet for everything from smuggling across the border, illegal salvaging operations for Lu’Piq technology, and piracy actions for material and profit.

The Nralakk Federation recognizes the Ti’Rakqi’s actions as pirates and smugglers as profiteers, and consider them to be in open defiance to the command economy in the name of personal profit and glory. The fleets of the Ti’Rakqi maintain a claim of relative bloodlessness in their actions, and regularly evade direct confrontation with the Qukala to avoid direct combat under the claim that such actions “could bring harm to their civilian targets”. While preferential to the standard hit-and-run tactics of pirates, the fleets are not above protracted combat, and have stood their ground against resisting vessels.

Most of the Ti’Rakqi’s vessels are refitted civilian vessels with a focus on high speed and ample freight space, and specialize in electronic warfare and weaponry fittings of all kinds, allowing them to isolate and threaten unprotected vessels. IFF-spoofing is also a common tactic by the pirate vessels, deterring immediate confrontation by authorities and springing ambushes when their main force engages their marks.

The infamy of the Ti’Rakqi ranges from total revilement, to being seen as an underdog and a source for lucrative goods by subversive and Traverse skrell. Many official Traverse administrations recognize that the smuggling side of the Ti’Rakqi have embedded themselves heavily in the local, unofficial economies of their systems, essentially helpless to fully remove their presence without risking the collapse of the economy.

Due to both the resentment by Traverse skrell against the Nralakk Federation, as well as the pirate group’s involvement in the local economy technically benefitting the colonies’ ability to meet quota, they are given a more sympathetic light. Some planets, in the furthest fringes of the Federation, are suspected to have been completely subverted, operating solely under Ti’Raqki authority. These planets keep their allegiances unknown, and are only referred to as “The Freed” when mentioned.

Exiled and discharged members of the Ti’Raqki are given falsified documents and transported to the fringes of the Traverse, allowing them to begin a new life outside of the Nralakk Federation. Many ex-Marauder members may continue to go outside of the Federation in the interest of evading further intrigue or arrest, and embed themselves elsewhere in the Spur.

Home Base

Ippitaq’wesi, or The Secret City, is the de-facto headquarters of the Ti'Rakqi fleets. Located within an asteroid somewhere deep in the Traverse, its existence remains shrouded in mystery, even within the Ti’Rakqi itself. The headquarters is kept hidden through the use of obfuscating equipment and the thickness of the asteroid’s rock, masking and obscuring electronic signals generated by the inhabitants and machinery.

Originally established early in the organisation's history as a storage depot for lucrative Lu’Piq technology, Post-synthetic era salvaging remains lucrative to this day in spite of continued seizure, loss of salvage sites, and public opinion on Glorsh-Omega technology worsening. This has forced the early Ti’Raqki to diversify its sources of income to other ventures in order to stay ahead of the curve, leading to modern Ippitaq’wesi becoming a general hub for the pirate economy.

Ippitaq’wesi’s labour force consists of non-fleet pirate members and a rotating stock of sympathetic civilians from planets affiliated with the Ti’Raqki as temporary workers, whose collective abilities benefit the group without being made to work aboard their vessels. These workers produce the range of supplies and illicit substances that the Ti’Rakqi sells both within the Federation and abroad, although these sales aren’t enough to cover the majority of the costs in maintaining the fleets and their logistics alone. Those that aren't put to work producing goods instead work as physicians, engineers, or security details to ensure that the asteroid’s work continues uninterrupted. Life on the asteroid is insulated from the rest of the Orion Spur, who instead labor in the hopes that their work will cover the maintenance of their home for the month.

The Star-Admiral maintains a restrictive list of those authorized to know its location, consisting of fleet captains and individual ships who have proven their loyalty. Those entrusted with its location are monitored heavily, with those in the upper echelons of the Ti’Raqki fitted with psionically-linked killswitches to activate if these captains plan to record or leak the location of the Secret City, defect, or otherwise betray the Ti’Rakqi.

Culture and Lifestyle

Daily life aboard a Ti’Rakqi vessel varies per ship and position within the crew, most crew reside in “coffins” - the restrictively small sleeping quarters provided to the lower ranks which resembles its namesake. Public recreations are usually limited to small holodecks, with most crew instead relying on personal electronic devices and psionic games to pass the time. Each vessel’s quarters are treated as a second home by many members of the Ti’Raqki, with each ship's interior dedicated to cobbled together facilities and amenities for the crew where free space allows.

Interiors, as a consequence, resemble an amalgamation of standardized Federation ship design with improvised facilities reminiscent of most generation ships. Many ships maintain hydroponics facilities, hygienic quarters, and small kitchens, with the more affluent ships equipped with workshops for maintenance and the production of equipment. As a result, most better-equipped ships are capable of long-term habitation, and are at least partially self-sufficient after retrofits.

Most fleets maintain a meritocratic organisation structure that regularly deviates between each fleet, with the overarching expectation of the highest performance from their crews. Those that fall behind or act out of accordance as a member of the Ti’Rakqi are made examples of through corporal punishment, with isolation and exile with severe infractions. While each captain has executive control of the ship, each lived-in vessel eventually adopts a mock-elected council of leaders. Rank promotions, duty assignment, and low-level punishments are decided by the council, with the captain left to observe and tie-break outside of captain-level decisions. Captains maintain authority in situations of combat or negotiations, with role assignment, recruiting, and onboarding administered by the ship council.

Despite its meritocratic organization, the model Ti’Rakqi ship maintains a large body of overworked and poorly treated crew members, granted the rank of “Lu'fup”, or Void Private. Being the initial rank awarded to fresh recruits, it acts as both a test itself for prospective crewmembers, and a mark for hard labor and mistreatment under the guise of hazing. A Lu’fup will be given the coffin quarters, typically originating from barracks salvaged from decommissioned shuttlecraft in the ship’s hangar, to as small as a shipping container block in its cargo hold. Meritocracy rules still apply to the Lu’fup members, with those who can withstand their poor conditions granted an opportunity for a promotion and better treatment.

Rankings and Organisation

The internal organization of the Ti’Raqki maintains a strictly military-style hierarchy, contrasting with the ship councils of their individual vessels. The Ti’Raqki maintains a supreme leader, the Star-Admiral, whose term lasts for life unless ousted and replaced. To become the Star-Admiral, a successor is personally picked by the previous Star-Admiral, and then must be voted upon by the highest-ranking fleet commanders of the Ti’Raqki. Said fleet council consists of Star-Captain and well-decorated Star-Lieutenants.

Fleet size and muster varies between each individual fleet, ranging from loose groups of smaller fleets, to multiple supporting vessels escorting a much larger command vessel that acts as a base of operations. Fleet missions are also dependent and per-fleet, ranging from dedicated smuggling fleets, piracy and raiding fleets, to maintaining territorial claims against other Marauder groups and resistance. Ancillary vessels and logistics groups maintain most of the Ti’Rakqi’s individual fleets, while some choice ships are dedicated towards diplomacy to maintain deals with other Marauders and civilians.

Qu'vridaq-Ti'Rakqi

Newly joined members and fleets that join the Ti'Rakqi are expected to draft a code of conduct, which outlines the rules and regulations that the fleet will adhere to. This is applied alongside mandates passed down by the Star-Admiral, creating the "Qu'vridaq-Ti'Rakqi", or the "Star Accords of the Free Smugglers". The accords form the laws that a fleet will possess, and are to ensure each fleet’s adherence to its objectives and fair treatment of its members. While the mandate covers a fleet’s general expectations as defined by the Star-Admiral, the code of conduct is a unanimously agreed-upon set of laws specific to each fleet in order to keep the peace between crewmembers. Violating either part of the accords is grounds for demotion to Void-Private, and in extreme cases, expulsion from the fleet and/or exile from the Ti'Rakqi. Punishment is typically handled internally, but acts of mutiny or treason against the fleets at large will usually see the Star-Admiral ordering the collective fleets of the Ti'Rakqi to destroy the offending vessels outright.

Each accord also dictates property rights and crew payment, as well as outlining the fleet's standard operating procedures. These laws are not set in stone, however, and the accords will regularly be amended as mandates change or other circumstances arise.

Lu’fup (Void-Private)

Void-Privates are the initial rank granted by the Ti’Rakqi, and is a punishment demotion-rank for the demoted. Bare minimum is provided to these crew members, granted cramped quarters, basic rations, and limited access to amenities. Manual labor is assigned to Void-Pirates, only granting technical assignments when awarded an apprenticeship by a superior. Gunnery operators and armourers are the exceptions to this, being dedicated to ship-mounted and personal firearms and equipment, which are barred from recently-promoted Void-Pirates.

Those who wash out of these ranks are removed at the next port, with new recruits prioritized. Listeners are preferred over Receivers for promotion, though Receivers are not barred from rising in rank.

The Trial of the Private - To be promoted, a Void-Private must declare their intent to be promoted, which is approved by a group of Ensigns they’ve worked closely with, who then organize a trial. Each trial is based on the future position they’ve elected for, but are intended to fairly gauge their learned skills. The ship council administers the trial, with successful privates being promoted and moved out of the Void-Privates’ bunks to the Ensigns’ dormitories.

Qu’oot (Star-Ensign)

Star-Ensigns are the specialists of their ship, afforded specific roles that are performed to a set standard by the Captain and their officers. The roles are organised into broad assignments, which varies in scope per-ship. Senior crew that are specialised for a specific task for their role take up a senior position in their assigned roles, which comes with authority above newer members. Amenities for Ensigns consist of a small bunk in the crew barracks, as well as expanded access to amenities and recreations.

Star-Ensign Positions

"Engineer" - Engineers maintain and repair their assigned vessels, with senior engineers specializing in weaponry, propulsions, electronics, and damage control. Ships dedicated to logistics or succeed in shakedowns often will often dedicate more engineers towards their propulsion systems to offset weight. Every Ti’Rakqi vessel eventually ends up personalized per the engineers’ work ethics and ideas, unbound by maritime law or conventional ship design.

"Surgeon" - Despite the specific term, surgeons are the general term for medical crew aboard Ti’Rakqi vessels. Due to the lack of friendly ports for medical care, most surgeons are generally just expected to have basic medical knowledge. Senior surgeons consist of crew with experience as healthcare workers and medics, and are swiftly promoted from the lower ranks due to demand. Some Ti’Rakqi vessels send off well-performing crew to go study abroad under medicine if they show promise.

"Navigator" - Navigators man the helm of each ship, with senior navigators instead are tasked with manning the electronic warfare suite, plotting treacherous routes, and planning around potential roadblocks and military cordons.

"Gunnery Operator" - Gunnery operators man the ship’s weapons, though this rank is not promoted directly from Void-Privates, and is strictly for specialization by Star-Ensigns after a probation period. Senior gunnery operators coordinate across multiple gunnery teams, synchronizing shots for single salvos and missile screens, as well as coordinating anti-boarding efforts.

"Armourer" - Armourers manage the ship’s armory, the maintenance of their firearms, and their dispensing in the event of raids or boarding parties. Senior armourers are quartermasters who work alongside the senior cooks, managing the logistics of the ship and communicating with the officer’s council and captain for necessary purchases between ports. On vessels that have their own workshops, armourers are expected to fabricate tools and firearms in-house, as well as make modifications to equipment, weapons, armour, and other gear.

"Cook" - Cooks maintain extremely strong social influence over the crew of a Ti’Rakqi vessel, despite their position’s relative unimportance. Cooks are responsible for providing both enough meals to keep the crew fed, as well as providing variety and healthy diets for morale. Well-respected cooks are kept safe by their crewmates, guarding them physically and socially. Senior cooks work alongside senior armourers for the ship, dividing the role of quartermaster between the roles.

The Test of the Ensign - Star-Ensigns undergo their own trial when seeking promotion, which is open to any ensign successful in three duels against other ensigns. Psionic and physical combat are considered equal under this criteria, though any loss immediately disqualifies them from promotion to Star-Lieutenant. This trial serves as a method of keeping the ensigns in fighting shape - if an ensign is considered an easy combatant for promotion duels, they are expected to improve themselves, or otherwise face demotion and exile.

Qu’qrot (Star-Lieutenant)

The highest role most members of the Ti’Raqki can hope to achieve, the Star-Lieutenants are the officers and leaders of a Ti’Raqki vessel. Star-Lieutenant typically maintain senior roles aboard the ship, with the rank coming with the expectations of being the leader of their department. Experience and age are key factors for lieutenants, with younger and inexperienced lieutenants working under senior Star-Lieutenants until ready. Lieutenants outside of particular specializations usually organize and lead raids and boarding actions.

Senior Star-Lieutenants who have proven themselves may be given the privilege of commanding their own vessel within a Ti’Raqki fleet. These vessels are usually smaller support craft, with room for reassignment if they prove themselves or are promoted to Star-Captain.

The Trial of Authority - Trials of Authority are able to be committed by a Star-Lieutenant at any point in their career, being solely tasked with defeating a Star-Captain psionic or physical combat. Challenging lieutenants choose whether the duel is physical or psionic, and if victorious, are promptly promoted. Lieutenants who fail their challenge are reduced to Void-Privates, and will struggle to climb the ranks due to their implied belief that their captains are incapable or weak, which is a grave disrespect against them. Succeeding lieutenants are awarded command of their own ship, or a new vessel deemed appropriate for the rank to expand their fleet if they are already a vessel lead.

Lu’Vru’qos (Star-Captain)

Star-Captains are the highest reasonably attainable rank within the Ti’Rakqi hierarchy due to the requirements for becoming Star-Admiral, and is a title that demands respect throughout the entire organisation.

Junior captains will command a singular ship to adjust to their new position as captain, as well as an important figure within the Ti’Rakqi. As junior captains gain experience, more vessels will be provided under their leadership, and are entrusted with commanding them under their own judgement beyond the Star-Admiral’s mandates. Star-Captains are also provided with the location of Ippitaq’wesi upon promotion, along with an implant that prevents them from betraying the Ti’Rakqi or the location of the Ippitaq’wesi under pain of death.

The Trial of The Abyss - Trials of the Abyss are the Ti’Rakqi’s sole method of deposing a Star-Admiral accused of poor leadership or being proven unworthy of the position by a Star-Captain. The trial is a physical or psionic duel similar to the Trials of Authority, though failure will result in both permanent demotion, and assignment to Ippitaq’wesi as punishment for doubting the leadership of the Admiral. To date, only five Trials of the Abyss have been initiated, with the only successful trial being Xioshi’s against their predecessor.

Qu’Vru’qos (Star Admiral)

Currently claimed by a skrell known under the moniker of Xioshi, the Star Admiral is the supreme, singular leader of the Ti’Raqki. Admiralship maintains total authority over the fleets as a whole, while demanding unwavering loyalty to the organization. The Star-Admiral is traditionally only awarded and changed upon death of the previous, though Trials of the Abyss remain a secondary route.

Admiralship is a distant role that lacks direct control of the fleets, instead focusing on enacting mandates, organizational oversight, and ensuring the continued success of the Ti’Raqki. Each new fleet formed or absorbed into the Ti'Rakqi has its leader granted the privilege of meeting the Star-Admiral in person, with little detail on what is discussed ever escaping either party beyond congratulations and mandate assignment.

Mandates themselves are the ultimate goals and expectations for the fleet they are assigned to, being tasked with obtaining the necessities for the Ti’Rakqi’s continued existence.

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

A psionically powerful Listener and tactical genius, Xioshi ascension through the Ti’Raqki’s ranks was completed through winning every trial and duel through the sole use of their psionic abilities. As an ambitious Star-Lieutenant, they held a successful campaign of several operations as a ship captain, and achieved the rank of Star-Captain at an unprecedented speed for their rank. While already psionically powerful enough to rely on their skill to ascend the ranks, their tactical prowess was revealed after achieving their own fleet, the Kaz-qi’Thum.

Through their reputation and achievements, their rise to power culminated in an invocation of the Abyss trial, where they were able to best their predecessor achieve the rank of Star-Admiral. Their rise to power, combined with their immense reputation predating their extremely successful thirty-year tenure as Star-Admiral, has secured their reign over the Ti’Rakqi.

Notable Fleets

Kax-qi'Thum

The Kax-qi'Thum, or the "Iron Cannons", are a fleet consisting of two immense Planaq carriers, being the main display of naval power for the Ti’Raqki. Both ships are equipped with a complement of Ayoni escort craft, acting as the fleet's backbone alongside supplemental retrofitted civilian craft of typical Ti'Rakqi employ.

The Kax-qi’Thum formed after its military vessels were stolen from a Federation ship graveyard for outdated military equipment. Taking advantage of freak solar activity that forced a general evacuation of the asteroid by the Qukala stationed there, Xioshi, a Star-Lieutenant at the time, funnelled their crew into two aging Planaq spacecraft, and had their engineers perform the most basic work to be flight-ready. Combined with a feint action by the rest of Xioshi’s fleet that distracted the local Qukala force, both ships and their complement were safely brought to a friendly port where proper maintenance could be conducted. This operation led to Xioshi pushing for their promotion to Star-Captain, and when promoted their fleet was given the military vessels as a reward. Largely denounced by the Nralakk Federation, tighter security measures have since stopped the Ti’Rakqi from operating near the region.

Despite their imposing size and strength, both carriers are considered far too outdated to pose a threat in a direct confrontation against a reasonably prepared, modern Qukala picket. The Kax-qi’Thum, however, only intends to wield it against civilian and merchant vessels, as well as against rival Marauder groups to devastating effect. The fleet primarily exists as a deterrent to any smaller Qukala patrols and opposing Marauder fleets, with the regular upgrades keeping them competitive.

Both crews aboard the sister-ships recognize one another as Qu'Draa, or even Qrra'Myaqq, as a result of the considerably long history involving both ships. Their lengthy combat history, both from the Qukala and other Marauder groups, have left many scars on both their hulls, and the surviving crew.

Diingi'Lumiik

Diingi'Lumiik, or "Harbingers of the Void", consists of retrofitted civilian spacecraft and three additional Qaqii spacecraft, which were captured after a skirmish with Qukala vessels within the Deadspace Spine. While the military ships within the fleet are not fully combat-capable due to the damage received during the skirmish, local officials are still wary when reports come in of the fleet operating in their area.

The Diingi'Lumiik is considered the most violent of the fleets within the Ti'Raqki, being an active combat fleet in comparison to the Kax-qi’Thum’s focus as a deterrent. The fleet considers the Deadspace Spine to be its main area of operations, but is bound to their mandate to protect Ti’Raqki assets and affiliated planets across the Traverse, forcing the fleet to split into task groups. Stretched thin across multiple territories, the fleet is more welcoming of newcomers into the Ti’Raqki to relieve them of operating on skeleton crews and undermanned craft.

Skrell crew aboard the trio of Qaqii vessels see one another as friendly rivals, always competing against one another for performance. While primarily beneficial in this relationship, the rivalry does mean that the three vessels regularly need repairs for their brazen acts in attempting to outperform the other, further delaying the fleet by waiting for the three vessels to become fully functional. The rivalry has also promoted intense personalities amongst their crew, causing the three ships to be separated along with the rest of the fleet to prevent escalation and conflict between the three vessels. Despite not being in the same region of space as each other, this does not stop the crews from frequently sending long-range communications to one another, bragging about recent victories and sharing war stories.

Tana’raq’iq

The Tana’raq’iq, or “Scavengers” are a loose confederation of fleets that share similar goals and tactics. These fleets usually engage in smuggling operations, minor piracy, and maintain ties to illegal salvage groups within the Tri-Qyu system. While not as uniform as the other fleets, their decentralised structure is regarded as a blessing for their ability to work across wider areas while maintaining enough cohesion to bring back tidy hauls and income to the Ti’Rakqi.

Tana’raq’iq crews are viewed as eccentric and wildcards, with their daredevil attitudes stemming from working with some individual fleets close to the inner systems, which results in unprovoked clashes with Qukala forces and daring acts of robbery and salvaging operations. When another fleet of the Ti’Rakqi interacts with the Tana’raq’iq, the crews prepare for both a fight and a party.

The Tana’raq’iq maintain two main areas of operations despite their decentralised nature: to the galactic northeast near Xrim and Hieroaetheria, and to the southeast towards The Empire of Dominia and the Izweski Hegemony.

Those who base themselves closer to the southeastern borders of the Nralakk Federation frequently cooperate with their Unathi peers. Trade is common between unathi piracy groups for mutual benefit, and have cooperated closely with Kazu's Techraiders in particular.

Mutually benefitting each other through cooperation, the Tana’raq’iq provide their own vessels for Techraider missions within Federation space, while the Techraiders provide manpower for skrell smuggling operations outside of the Federation, and help import essential goods for the Tana’raq’iq to smuggle into the Federation in turn. The Techraiders, focusing primarily on advanced technology as part of their objective to rebuild Moghes, go to great lengths to nurture the relationship to ensure a reliable source of skrell technology. The Tana’raq’iq are equally invested in continuing this relationship, as Techraider support grants easy access to markets outside of the Federation. Despite the Techraider tendency of kidnapping of skrell scientists, these kidnappings do not violate their mandate that restricts them from harming civilians in any capacity, as the nature of the fleet’s decentralized nature leaves them multiple opportunities for rogue activity and ulterior motives against the interests of the Ti'Rakqi.

The relationship between the Tana’raq’iq and the Unathi pirate group Hiskyn's Revanchists is comparatively cold, with the Tana’raq’iq near-unanimously agreeing to not interact with the Revanchists out of perceived moral bankruptcy in their methods, namely supporting synthetic groups in fighting Dominia. Despite this official stance, the decentralised nature of the Tana’raq’iq still sees some vessels aid the Revanchists out of common interest. Regardless, the Revanchists are known to target Tana’raq’iq vessels, believing them to be too weak to do what it takes to complete their objectives.

Tana’raq’q activity in the northeastern borders of the Nralakk Federation consists mostly of piracy, robbing Federation vessels and fencing their cargo on Epsilon Ursea Minoris. While the Commonwealth of Hieroaetheria and the Nralakk Federation cooperate in an effort to stop piracy, the Tana’raq’iq in the region maintain ships with false documentation to act as neutral traders within Hieroaetheria while evading capture.

Deeper within Federation territory towards Xrim, the Tana’raq’iq primarily focus on recruitment. With Xrim’s autonomy and relative isolation from the inner systems, Marauder vessels here will use the fleet's assets to recruit for themselves and the Ti’Rakqi. Rumors of dionae joining the Ti'Rakqi are common, particularly Shrkh wishing to flee persecution on Xrim, but there have been no confirmations thus far.

Veq’Luuq

The Veq’Luuq, or “Void Hunters”, are similar to the Tana’raq’iq in maintaining a loose structure as a confederation of large, independent vessels. These ships are solely commanded by experienced Star-Captains, and have a higher than average number of Void-Privates due to the fleet's reputation being a proving ground for recruits.

The Veq’Luuq fleet’s primary goal is the probing of uncharted space, while hunting dangerous xenofauna as a source of income for the Ti’Rakqi. As most fleets explore uncharted territory individually, their extent of operations is variable, but do have plans for the eventual expansion of the Nralakk Federation. Outside of this, the Veq’Luuq is uniquely independent due to their isolation from the rest of the fleets and Ti’Rakqi. The Captains are allowed to pursue their mandate or their own personal goals how they please, so long as they still follow the Star Admiral’s orders and maintain loyalty to the Ti'Rakqi.

Captains of the Veq’Luuq are expected to return to port on a regular basis to report their findings and pay dues towards the Ti’Rakqi in exchange for repairs and equipment, and are regularly provided additional crew at a fraction of their cost. A third of their Ensigns who were promoted during their voyage are also expected to be discharged, being sent to join the other Ti’Rakqi fleets, to be replaced with recruits.

Trade

The Ti’Raqki has diversified its income through its multiple ventures, with the main source of their income being the smuggling of goods within the Nralakk Federation. Many fleets are dedicated to selling goods to the Traverse, in turn causing the Traverse to become less reliant on the inner systems. Despite regularly gouging and upselling for greater profit, the recent economic collapse and the phoron shortage has forced the Ti’Rakqi to allow bartering with their long-term clients, granting discounts to the disadvantaged groups in the Traverse. Detractors within the group comment on the ramifications of softening their image, but Xioshi is adamant that the benefits this will bring will outweigh the initial costs in the long term.

Trade between fleets consists of bartering, with no monetary involvement between the trading of goods between ships. The Star-Admiral entrusts the fleets to handle these affairs, and only intervenes to settle disputes. The barter system is supplemented by Ippitaq’wesi’s own industrial sector, which can produce goods that are rationed out to the fleets, or packaged and sold in the Traverse to undercut the inner systems’ goods.

Most Marauder groups on the fringes of Federation space have since expanded their operations beyond the Federation’s borders, to varying degrees of success. The Ti'Rakqi maintained the most success through their expansion into the Human Wildlands, where they were able to better obtain human goods for smuggling back into the Federation. After the collapse of the Solarian Alliance, most operations have since been scaled back due to the ensuing instability and rising xenophobia. The Wildlands today remains as an elusive target - a great profit for those willing to take the risk.

With the Wildlands considered too hostile for non-human pirates, most Marauder groups have redoubled their efforts in cementing their presence in the Traverse. The exception to this is the Ti'Rakqi, having already grown to the point of being capable of dedicating entire exploratory fleets to go outside the Traverse. Most inter-border trade is discreet operations, falling under the jurisdiction of both anti-piracy efforts of their respective nations.

Aside from the Tana'raq'iq's dealings with unathi pirates, the southeastern frontier remains an untapped market for the Ti'Rakqi. While less lucrative as the former Solarian territories, the relaxed border security and lack of organised policing past the Federation border allows for Marauders to expand freely. Dominia's pact with its neighbouring pirate fleets has deterred those who would consider the Empire to be an opportunity, with Marauder activity largely avoiding Dominian space.

The Resistance

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

The Resistance, or Lyukal, is a collection of groups opposed to what they perceive as oppression of skrell under the Nralakk Federation. Resistance cells are concentrated within the Traverse, and are at their densest where Federation presence wanes. With Weibii's exodus, Traverse Lyukal cells have since branched out to regions outside of Federation space. Most notably, the Lyukal now have a notable presence within Mendell City's Starlight Zone.

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

History

Modern Lyukal groups trace their origins to the original Lyukal formed during Glorsh-Omega's reign, particularly those Lyukal cells that stood against the formation of the Second Nralakk Federation. These groups saw the Federation's return as an error in the light of a new era, and as a return to an oppressive regime in light of escaping Glorsh-Omega’s own. After years of waging guerilla war against Glorsh-Omega, these resistance cells prepared to wage a second one against their own species. Other groups have since aligned with the Lyukal in the centuries after the Nralakk Federation’s return, to their own degrees of alignment. Some groups share the Lyukal's belief of their right to freedom and self-determination, while others’ goals are less altruistic. Regardless of their motivation, all members of the Lyukal are united under one common belief: the Nralakk Federation's rule over all skrell cannot last.

The modern Lyukal sects retain a deeply decentralized structure, consisting of multiple cells and groups maintain little cooperation between each other. Through such decentralization, coordinated efforts are minimal, with full offensives and effective large-scale resistance efforts few and far between. Despite this lack of effective organization, the many disparate cells continue to operate even as other cells are targeted by the Nralakk Federation’s authority, particularly in the Traverse. Recently, Kalq'Qi Weibii has become the de-facto public face and “leader” of the Lyukal, despite their position after losing the 2463 Grand Councillor election. Weibii encouraged all skrell who were disillusioned with the Nrallak Federation to join them in a mass exodus, bringing them to the Republic of Biesel and founding the Starlight Zone within Mendell City. After this exodus, Weibii’s position as the face of the Lyukal led to the resistance movement being recognized abroad, granting it a platform to promote its cause and draw support in human space.

Some Lyukal cells also cast their support for the Independent Traverser Movement with an undeclared amount of resources sent to their aid. In the late stages of the ITM, a Lyukal weapons-trafficking operation within Federation space was halted due to a combined effort of turncoat ITM members and Kala operatives. These weapons were intended to be granted towards the militant groups within the Independent Traverser Movement, who remained active after the result of successful negotiations with the Grand Council. The Lyukal’s supplying cells were hopeful that the ITM would continue their resistance against the Federation, with armed resistance becoming the next step towards a free Traverse had it arrived.

Recently, Lyukal cells within Mendell City have faced increased pressure as the Republic of Biesel seeks ties with the Nralakk Federation. With the Phoron scarcity forcing further cooperation between the two nations, the many fledgling rebels in the Starlight Zone look towards the Lyukal and Weibii for a hope against deportation and oppression. These cells have begun preparing to go underground during the increased crackdowns, while some prepare for open, direct resistance against the encroaching reach of the Federation.

Within the Traverse, however, the Lyukal are becoming more emboldened in light of the Nralakk Federation’s pullback as phoron rationing restricts Qukala presence. The Lyukal’s cells have expanded greatly in the perceived abandonment by many Traverse skrell, with agitations for independence slowly returning to public thought only a few years after the end of their independence movement. As the Nlom relays’ power wanes or fails entirely, anti-Federation sentiments have taken root and continue unabated. To many skrell, change is once more on the wind and the psionic waves of the Traverse.

Structure and Operations

The Lyukal is highly decentralised, and most groups are rarely, if ever, in contact with one another. When motives align, several groups of dissidents band together to form a cell, pooling resources and manpower for a shared goal. The leader of a Lyukal cell is usually the most popular or strongest among the cell’s members, with an initial period of instability eventually ending after a leader is decided upon after debate and infighting. During this initial period of fragility, Federation Kalas will attempt to infiltrate and dismantle the cell before it can finish forming, as a fully organized cell is much more difficult to destroy from the inside. Most cells act independently of one another, with subgroups within cells working with outside cells to pool skills or target a shared threat in unison. The internal structure of a cell varies, usually defined in the start of its creation. Cell leaders regularly use clandestine methods to disseminate their orders, while others allow their subordinates to pursue objectives autonomously. Compartmentalisation of information is a common tactic within a Lyukal cell, with groups within only aware of their own part to play within the wider plan of the cell. If one group is caught by the authorities, they will be unable to reveal information that could lead to the exposure of the rest of the cell’s members and plans.

The Lyukal’s leader is both unofficial and only de-facto in name, as Kalq'Qi Weibii became the public representation of the organisation as a whole. Their activities in Mendell City's Starlight Zone focus on fostering anti-Federation sentiment in skrell abroad, focusing on recruitment and educating skrell on the oppressiveness of the Nralakk Federation. While Weibii holds no official title, they are considered by many to be the leader of the Lyukal. This has been encouraged further by their appointment to Community Liaison for the Starlight Zone, which has effectively made them the leader of the refugee enclave within Mendell City.

Cells

Raqa'Nuul (Cybers)

Leader: Ockq Oona

"The insidious use of technology and the extranet by the Federation has led to a populace unable to think critically and come to their own conclusions. Skrell today have become too dependent on information fed to them by a government that sees them as chattel to be kept docile. We aim for the freedom of information within the Federation, and the dismantling of the oppressive structures that prevent the free exchange of knowledge."

The Raqa'Nuul was founded by its current leader Ockq Oona in 2398, following their expulsion from their Depth College for academic misconduct. Oona claims that their expulsion was based on their political activities rather than misconduct, and that the Nralakk Federation forced their school to expel them. Ockq Oona was highly critical of the Grand Council during their student years, and would regularly advocate for reform and free speech while on campus. When they were expelled, Ockq Oona formed an online community with their former classmates that would gather any information on censored topics, then publicizing it to circumvent government censors. This online activist circle formed the basis for the Raqa’Nuul.

Dedicated to the freedom of information, the Raqa'Nuul pursues a virtual war against the Nralakk Federation. Their cell maintains little physical presence, with its members mostly organized in online spaces. The group focuses on combatting the Federation's propaganda through online activism and acts of cyber terrorism. The Raqa'Nuul have claimed responsibility for installing viruses in government systems, leaking Federation secrets over the extranet, and committing acts of cyber-vandalism on Viv-ID. While primarily non-combative, the Raqa'Nuul's cyberterror acts can still cause physical harm, notably including a shipping depot's docking system failure from a virus used by the Raqa'Nuul, resulting in an incoming vessel improperly docking and colliding with a station's hull. The Raqa’Null publicly apologised in the aftermath, stating that they only intended to interrupt shipping operations, though the damage to the public perception of the group has marked them as a serious threat to online and data safety. The Federation created a counter-campaign in response, capitalising on the average Federation citizen's fears through propaganda warning citizens about online fraud, account hacking, and other illegal acts while regularly referencing the Raqa'Nuul.

The Raqa'Nuul's expertise in hacking has made them popular amongst other Lyukal cells and other criminal groups. They are sought after when bypassing electronic barriers, circumventing security networks, and sabotaging local communications networks and services. Ex-Raqa’Null members are also valuable for other criminal groups in the Spur, often willing to poach talent for high prices. Notably their members are also targeted by the Nlomkala for recruitment, and captured members are marked for capture and rehabilitation into Nlomkala counterintelligence agents.

Oqolk-Kora (New Path)

Leader: The Latent

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

The Oqolk-Kora, while founded by the same original Lyukal cells, developed a divergent culture in the passing centuries. Originally accepting all skrell, regardless of background, it now solely consists of skrell who adhere to Kir'gul. This recent change is attributed to the Cell's enigmatic leader, only known as The Latent. Shortly after taking over from the previous leader, Oroq Xaqu, after their death by old age, The Latent led a purge within Oqolk-Kora of all skrell who refused to adhere to Kir'gul beliefs. Despite this radical change and the adoption of Kir'gul, Oqolk-Kora did not witness a fundamental shift in its original mission statement or objectives, still dedicated towards the Nralakk Federation’s dismantlement and replacement with a new, egalitarian government. The Oqolk-Kora plans to act as a caretaker government when the Lyukal seizes control of the Federation, ensuring a peaceful transition to a new form of governance. The transition to Kir'gul has only reaffirmed the Cell's mission, at the cost of becoming controversial within the Lyukal itself. Not all Lyukal adhere to Kir'gul, with others concerned that The Latent's aggressive stance on its adherence within the Oqolk-Kora will extend to everyone if their governance comes to pass.

Before The Latent, the Oqolk-Kora focused on disrupting the political machine of the Federation. The cell harassed election candidates, organized smear campaigns against perceived puppets of the Federation, and blackmailed politicians to impact policymaking. It also disrupted elections, spoiling ballot boxes, vandalising, or even destroying polling stations. After The Latent took over the Cell, the modern Oqolk-Kora has become more secretive in its operations, now primarily promoting Kir'gul beliefs and the Lyukal's cause through education and propaganda. Members will infiltrate Kir'gul communities and establish themselves within the already oppressed community to garner Lyukal sympathies before reaching out to the broader populace. Once members plant themselves within the general population, the group will move to infiltrate local politics, with the end goal of having key areas of local government either controlled or closely aligned with the Oqolk-Kora.

The Nralakk Federation is more lenient when sentencing Oqolk-Kora members, sentencing them to be reeducated before releasing them upon completion. The Federation maintains close surveillance on the released skrell, and are suspected of being active double agents within Oqolk-Kora operations.

Plurqh'Quq (Freedom Fighters)

Leader: Ju'qoli Yeeboq

"Freedom by any means necessary. For too long have skrell been under the heel of an autocratic state under both Glorsh and the Federation, who exploit the underclass to the benefit of a privileged minority. While others use words, the Plurqh'Quq will accomplish our mission through direct action. There will be no rest, no surrender. We will not stop until we see the Federation in tatters and all skrell free from the yoke of oppression."

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

Plurqh’Quq as a whole is well-known for its direct action, insurgency campaigns, and operations, using the Qukala's own tactics against them. The cell commits surgical strikes against the Qukala within the Traverse, with their raids focusing on destroying vital infrastructure, communications, and killing senior officers before engaging their primary target. When not targeting the Qukala, the cell regularly commits terrorist acts with the sole intent of public demonstration. Members of Plurqh’Quq will call ahead with bomb threats to force the evacuation areas before bombing and demolishing them, in contrast with their ruthless operations against the Federation's military. Cooperation with Marauder groups is a known facet of the cell, coordinating raids on cargo vessels with local Marauder fleets, and selling captured Qukala equipment to other groups. Their reputation as a violent resistance group is well known throughout Federation space, with standard protocol within the Qukala to engage and destroy Plurqh'Quq vessels on sight.

While not strictly a Suur'ka group, its methods have attracted many Suur'ka adherents, with Yeeboq capitalizing on this trend through promoting strength and self-reliance within the Cell to attract more Suur'ka members. Recruitment methods also adapted in response, with a number of Suur'ka cloisters funded by the Plurqh'Quq, if not created through the Cell itself to act as recruitment hubs.

Qranqi (Subversives)

Leader: Psi

"The oppressed and downtrodden of Federation society deserve more. We all deserve more. The Social Compatability Index is a caste system at its core. How many of us have experienced a waiting list for medical treatment? How many of us have been outright denied services or even employment because of our place in this tiered society? The Federation has made it clear: if you are one of the unfortunate few who was born a Listener, or were born into the wrong Quya, or if you do not fully agree to the common consensus, you are undesirable. The Qranqi refuse to accept this barbaric system any longer, and we urge all skrell to reject the social contract imposed on us by our oppressors."

The Qranqi are an elusive cell, formed by the enigmatic Psi soon after the Second Nralakk Federation's reestablishment. When the Federation introduced the Social Compatibility Index, many skrell realized the negative impact it would have on large swathes of the population. Those who did not follow what the Federation considers ideal found themselves pushed downwards societally due to their score, losing access to aid and resources based on factors outside of their control. Many of these disenfranchised skrell organized into the Qranqi in response, initially as an advocacy movement before joining the ranks of the Lyukal when it became apparent that their activities would not be tolerated by the Nralakk Federation.

Organised by and for those the Federation would consider "subversive", the Qranqi's ethos centers on equality and combating the injustices inherent in Federation society, particularly the impact of the Social Compatibility Index, as well as the Federation's mistreatment of Listeners. Initially, Qranqi members held demonstrations, promoting their cause through activism, but the Federation's crackdown on this dissident activity resulted in the Qranqi withdrawing from public acts. The cell focuses on helping those with poor Index ratings, or otherwise oppressed under the Federation. These aid efforts come in the form of makeshift hospitals that provide free, "true" universal healthcare, employment opportunities for those struggling to find jobs, and transport for those fleeing the Federation. The Qranqi's focus on those the Federation considers subversive grants it sympathy in the Federation's counterculture scene, making it a prime recruiting ground for the group. Qranqi agents will embed themselves into local underground hotspots, becoming organisers for illegal raves and managing clubs that host subversive events. While not every subversive is willing to fight the Federation in a literal sense, the Qranqi use their influence in the underground scene to convince those oppressed or sympathetic enough to join their ranks.

The Qranqi are regarded as petty criminals and punks due to their ties with the subversive elements of Federation society. The cell also maintains links to various Marauder groups throughout the Traverse, due to their involvement in smuggling skrell out of the Federation. This has made recruitment somewhat difficult for the Qranqi, as their perceived relationship with criminals makes the average skrell wary of them, though those unimpeded through being criminals themselves join eagerly. As with most Lyukal cells, the Qranqi's decentralised nature means that the vetting process for recruits is not uniform, resulting in conflicts of interest.