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= Politics =  
= Crime =
== Government Structure ==
[[file:jargon_flag.jpg|thumb|right|360px]|The flag of the Nralakk Federation]]


The Nralakk Federation is a unitary directorial republic, whose centralized body manages all mechanisms of the nation as a whole, and is led by the '''Grand Council'''. The federal government manages foreign relations and national-level decisions, with systemary, planetary, and further divisional management handled by its council structure. Within each level is a council and its respective council members, referred to as councillors, who convene to handle the duties of their respective governed regions with shared authority. The only exception to this is the Grand Council itself, whose Grand Councillor operates with singular, ultimate authority.
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.


Positions within the government follow a hierarchical structure, outlined below:
== Consultant Agencies ==


* '''Borough Councillor''' - Borough Councillors manage variably-sized boroughs, which predominantly manage divisions of towns and cities. Each borough is designed by both the local Magistrate and the Regional Governor, who approves and finalizes them. Borough councils are typically three Borough Councillors who cooperate in managing municipal services and event organisation. They are also responsible for cooperating with federal officials for [[C%27thur_in_the_Federation#Citizenship|C'thurian]] hive-cell auditing, as well as aiding local dionae to prepare for their [[Diona_in_the_Federation#The_Citizenship_Test|citizenship exams]]. Multiple borough councils will also coordinate in city-wide management and decision making, with the whole of these borough councils forming the town/city council.
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.


* '''Magistrate''' - A Magistrate is a position that is directly comparable to the mayor of a city. Their main responsibilities consist of the organization of their borough councils, oversight and guidance of the Borough Councillors, and attending ceremonial duties and city council meetings. Magistrates act on behalf of their locality by being a representative member of the regional council under the Regional Governor.
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.


* '''Regional Governor''' - A Regional Governor oversees designated regions on a planet, typically divided by continent or chains of islands through geographic divisions. Regional Governors are the administrative heads of their regions, and are responsible for their productivity. Regional Governors also cooperate through a regional council that is headed by the '''Planetary Governor'''.
=== Qerr'Malic's Consortium of Consultant Agencies ===


*'''Planetary Governor''' - Planetary Governors oversee the overall administration of their assigned planets. They act in accordance with the directives of the '''System Councillor''', who maintains the productivity and set goals of their assigned planet.
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.


*'''System Councillor''' - System Councillors are the administrative heads of entire star systems, who maintain the ultimate responsibility of its planets and installations in their system. They ensure that the production quotas and goals set by their '''Sector Councillor''' are successfully implemented, and manage federal assistance through funding, disaster relief contingencies, and other provided resources being effectively provided where necessary. In the systems that only contain installations, an '''Installation Director''' will instead be assigned the role of System Councillor.
=== Starry-Eyed Protostars ===


* '''Installation Directors''' are the leaders of the many orbital and independent stellar installations, which vary in purpose. The authority of an Installation Director is variable, with the equal representation of a Regional Governor if the installation is an orbital one, up to the authority of a Planetary Governor if it is otherwise free-orbiting in a system or not attached to a planet.
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.


*'''Sector Councillor''' - Sector Councillors govern each assigned “sectors” that are defined by the '''Grand Councillor'''. They are responsible for ensuring that each sector maintains the directives outlined by the '''Grand Council''', of which they are members of.
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.  


== Grand Council ==
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.
[[File:GrandCouncil.png|thumb|right|300px|The emblem of the Grand Council.]]
'''Wuqrnjeq-Qu'Nralakk''' (Grand Council of the Nralakk Federation) is the supreme ruling body of the Nralakk Federation. The Grand Council primarily utilizes subspace communication frequencies for regular meetings, but are required to return to Qerrbalak for the annual meeting held in Kal'lo, which may also be declared in times of crisis. The Grand Council is notable for their swift decision making towards the Nralakk Federation’s mainly internal situations, but are often criticized due to the bureaucratic channels being considered difficult to navigate and ultimately sluggish implementation of their decisions. Weeks to months-long wait times are common for final decisions to be fully implemented and enacted.


====History====
== Unsanctioned Research ==
First formed after the unification of the three nations of Qerrbalak into the [[Skrell_Early_History#The_War_of_the_Tides_and_Skrell_Space_Age|Commonwealth of the Three]], the Grand Council was designed to oversee matters such as colonization, space exploration, and the creation  of a unified, planned societal structure. Positions were originally filled by elected officials from the precursor nations of the Heshyu Council, the Tzqul Republic, and the Weshqi Republic. With the formation of the [[Skrell_Early_History#The_War_of_the_Tides_and_Skrell_Space_Age|First Nralakk Federation]] in 878, the Grand Council became the main governing body of the fledgling nation.


The Grand Council was nullified after the rise of Glorsh-Omega, being deemed unnecessary due to the AI’s ability and interest in being the sole leader of all government decisions. After [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Glorsh-Omega's disappearance]] following the Tri-Qyu Calamity, the remnants of the Federation fell into de-facto leadership and uncoordinated governance until the formation of the [[Skrell_Recent_History#Reunification_of_the_Nralakk_Federation|Second Nralakk Federation]] in '''2245 CE'', where the Grand Council was reinstated. With the second Federation formed, their goals shifted towards reuniting and asserting their claims on the fragmented colonies, reactivating the now disabled Nlom Relays, and reasserting their position as the successors of the first Nralakk Federation.  
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.


The second Federation’s Grand Council desired a designated head of state for their new structure, which led to the creation of the '''Grand Councillor''' position. The Grand Councillor is expected to lead and represent the Nralakk Federation and its citizens, with the ultimate goal to ensure the continued existence of skrellkind. [[Notable_Skrell#Tiipis_Yla|Tiipis Yla]], the first Grand Councillor, was elected due to their heroic efforts in spearheading the revolt against Glorsh-Omega, whose ban on artificial intelligence within the borders of the Federation being particularly popular. Their role in the [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|resistance]] during Glorsh-Omega’s rule and their staunch anti-AI stance made Yla extremely popular, ultimately retaining the position as Grand Councillor, serving for over a century until their death.
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.


Grand Councillor [[Notable_Skrell#Rixa_Tep-Wul|Rixa Tep-Wul]] succeeded Councillor Tiipis Yla after their death in '''2305''', winning the election with a platform promising to reintegrate the fringe sectors of the Traverse that did not rejoin the Second Nralakk Federation. Their tenure as Grand Councillor was ultimately one of mixed reception, while tempered with a period of growth and stability, many have noted the lengthy series of setbacks, mistakes, and their generally inefficient administration. Tep-Wul's time as Grand Councillor saw the widespread use of [[Federation_Crime_and_Resistance#Uoo’qui_Xuqi_(Recollection_Pills)|recollection pills]], the reintegration of many Traverse worlds, [[Skrell_Recent_History#First_Contact|first contact]] with humanity, and the [[Skrell_Technology|Phoron Revolution]].
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.


Today, the Grand Council is headed by Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]], who succeeded Tep-Wul  after the election in 2453. Grand Councillor Jrugl's first term saw great success through the reintegration the rest of the Traverse, though their second term was significantly more troubled due to the [[The_Phoron_Scarcity:_Skrell_Arc|Phoron Crisis]], as well as the [[Change_on_the_Horizon_Arc|Independent Traverser Movement crisis]] that saw the use of martial law. Now, in the wake of the Phoron scarcity, Jrugl has made a sudden departure from the United Federation’s traditional approach to megacorporations, having invited them into the Nralakk Federation. While officially in a bid to aid the Federation’s strained logistics and in search of phoron reserves within its borders, many citizens and political analysts see this sudden departure Jrugl’s usually moderate leadership as a sign of desperation. Weashbi Jrugl’s second term is now defined by the Phoron scarcity, and without remediation, its subsequent exhaustion may spell a dark period in the Federation’s future.
===Genetic Engineering===


====Composition====
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.
[[File:Jargon3.png|400px|thumb|alt=Composition|A visual representation of the composition of the Grand Council of the Nralakk Federation.]]
The composition of the Grand Council is as follows:


*'''Grand Councillor''':
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.


The Grand Councillor is the supreme and highest position within the Grand Council, and is expected to engage with all aspects of the government. The overall state of the Nralakk Federation, [[Skrell Culture|skrell society]]’s development and sustainability, and the continued efficiency of the government are their ultimate concerns.
== Narcotics Production ==


*'''Sector Councillors''':
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.


Sector Councillors, the heads of six sectors of the Nralakk Federation, form the Grand Council’s members beyond the Grand Councillor themself. They are to work alongside the Grand Councillor and cooperate with their decisions, and relay information to the multiple systems they oversee. Alongside the Grand Councillor, these members of the council oversee policy, laws, direction and collectively hold the most control over the Nralakk Federation as a whole.
===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.


*'''Advisory Council''':
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.


The Advisory Council consists of skrell chosen by the Grand Councillor to aid in advising them when requested. Advisory Council members are usually idols of their fields, and have made significant findings or impacts in their fields. After the end of the [[Change_on_the_Horizon_Arc|Independent Traverser Movement crisis]], former members of the [[Skrell_Politics#Independent_Traverser_Movement|movement itself]] were added to the Advisory Council by Grand Councillor Jrugl, who saw them as "certain individuals to best keep the interests of the Traverse in mind.".
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.  


*'''Public Sector''':
===Xu’Xi Gas===
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.


The Public Sector is a group of skrell that are considered important the Federation’s society, consisting of [[Skrell Politics|Representatives]], [[Skrell Culture|Idols]] and accomplished bureaucrats. While the Advisory Council is personally chosen by the Grand Councillor, members of the public sector are typically the most accomplished members of their representative groups.
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.


== Representatives ==
==Corporate and Enterprise Espionage==


The Nralakk Federation's interstellar diplomacy is done through its '''Representatives''', consisting of several hundred members who act as ambassadors for the Federation towards foreign entities. Each Representative is recognised by the Grand Council as an accomplished member of the Federation, who holds its interests to enough of a degree to be trusted with the task to represent the nation abroad.
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.


Representatives are expected to develop an intimate knowledge of their assigned nation or foreign entity. These topics usually consist of their culture, politics, history, and many other niche subjects deemed important to effectively interact with them - effectively making each Representative an expert on their assignment.
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.


Each Representative’s role is based on seniority and their service term, with older Representatives who have been politically involved for decades gaining access to choosing critically important and highly valued positions, while younger members are typically tasked with minor roles, or shadowing senior Representatives as part of an attaché. Representatives who share a designated assignment will work together as a group to form a diplomatic corps for that entity, which can be as centralised or decentralised as needed to better represent and protect the interests of the Nralakk Federation.  
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.


Representatives regularly become primary numericals and achieve idol status due to their work, particularly if their assignment is considered of vital importance to the Nralakk Federation. Idol Representatives are expected to be well-versed in politics, to always go beyond standards set by the Federation as an example of a model citizen, and are under minute security by the Grand Council. Any rumors of potential scandals are regularly enough for a Representative to be recalled, particularly for those assigned to high-profile entities such as the [[Sol_Alliance|Solarian Alliance]], or the economically strategic [[Republic of Biesel]].
== Marauders ==


== Political Parties and Schools of Thought ==
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.


The Nralakk Federation has two main schools of thought in modern politics which influence the ideology of its citizens and political parties:
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.


*'''Symbiosis:''' Symbiosis is the mainstream school of thought in the Federation, which adopts the principles of accepting foreign people, concepts, and ideas into their society without abandoning the millenia-old core tenets of their original culture. Symbiosists embrace change, recognizing the fact that society’s concepts are fluid and regularly change as time passes. Common opinions involve cooperation with other species, and the promotion of the Nralakk Federation as a benevolent force to what they perceive as nations in need of their aid.
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.  


*'''Isolationism:''' Isolationism is the conservative counterpart to Symbiosis, which has since grown in popularity at the turn of the 25th century. Federation Isolationism dictates the need for the Federation and skrell as a whole to distance themselves from the Orion Spur, with involvement only necessitated when they are directly affected by interstellar events. Isolationist doctrines revolve around the establishment of self-sufficiency, skrell-centered culture, and the preservation of skrell tradition.
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.


*'''Progressivism:''' A synthesis of the most radical overlap between Isolationism and Symbiosis,  Progressivism focuses on the continuous pursuit of Federation dominion in the Orion Spur. They seek superiority through any means, culturally, economically, scientifically, technologically, or militarily. Symbiosist Progressives will heavily promote human ideas or culture within Federation society as a means of improving the Federation; Isolationist Progressives will call for total closure of the Federation from outside influences and rely on tradition to guide the Nralakk Federation forward.
=== Ti'Rakqi ===


=== Political Parties ===
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.


The Nralakk Federation’s politicians run as independents during elections, with no official backing from political entities. While candidates routinely seek support from [[Federation_Crime_and_Resistance#Consultant_Agencies|Consultant Agencies]] to help organise or support their campaign, formal political parties did not exist as they do in the rest of the Spur, and candidates instead relied on basing their platform on their own personal ideals and beliefs that apply to the current prevailing schools of thought.
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.


After the Independent Traverser Movement and Grand Council finished their [[Change_on_the_Horizon_Arc|negotiations]], the Council announced the formation of formal political parties in Federation politics, as part of the reforms passed as part of the '''Traverse Accords'''. The leaders of these parties are permanent advisors within the Grand Council, and are expected to represent and propose policies in line with their party's policies.
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.


===United Federation===
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.


''"Progress is vital to the continued existence of the Nralakk Federation, but that progress must be carefully navigated. Stagnation and corruption threaten to destroy what we have built over the millennia, and must be combatted at every opportunity."''
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 United Federation Party is headed by Grand Councillor [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]], and is currently the ruling party within the Nralakk Federation. The party follows a moderate Symbiosist ideology, welcoming foreign ideas that benefit the Nralakk Federation, while believing in a methodical and slow integration of new policies.
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.  


Policies of note:
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.


*'''Reforms''': Reforms will be considered as long as they are for the betterment of the Federation and do not go against traditional skrell thought. The United Federation party is especially interested in policies that will improve the Federation's standing in wider Spur politics, and reforms that further uplift its citizens.
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.
*'''Megacorporations''': Megacorporations will be allowed to continue operating within Federation space, but their impact on the Federation as a whole and their way of life will be closely monitored. Megacorporations will be under strict regulation while operating within the Nralakk Federation's borders.
*'''Foreign Policy''': The United Federation plans to continue and improve upon its relations with the Solarian Alliance, while at the same time cultivating better relations with other nations within the Orion Spur.
==== Home Base ====
*'''Traverse Autonomy''': There are no active plans to reduce or expand on the autonomy of the Traverse.
*'''Nlom Relays''': The Nlom Relay network is considered vital to the continued existence of the Nralakk Federation, and a vital link between Skrell across all worlds within Federation space.


===The Homeworld Traditionalist Coalition===
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.


''"Tradition and the upholding of our species' values are vital to keeping the Nralakk Federation intact. New ideas should be challenged before they are accepted, and change should only be made when it is clear that it benefits the Federation as a whole."''
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 Homeworld Traditionalist Coalition is a moderate Isolationist party, led by Tuz'qlip Researchers' Overseer [[Notable_Skrell#Nalo_Gir-Roq|Nalo Gir-Roq]]. The Coalition aims to maintain the culture and traditions of the Nralakk Federation where possible, and seeks to close off the Federation from outside influences.
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.


Policies of note:
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 ====


*'''Reforms''': Reforms should be enacted only as necessary for the preservation of the Federation and its ideals.
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.  
*'''Megacorporations''': Megacorporation activity within the Federation is a matter of concern for the Coalition, and foreign influence in the economy and internal affairs should be heavily considered before they should be allowed to expand operations within Federation space. The Coalition currently has no policies that would mean the expulsion of megacorporations from the Nralakk Federation, however.
*'''Foreign Policy''': While current relations with the Solarian Alliance should be sustained, the Homeworld Traditionalist Coalition believes that the Federation should stay out of wider Spur affairs.
*'''Traverse Autonomy''': The Coalition seeks to reintroduce old policies regarding the Traverse, reducing their autonomy greatly and centralising government authority across all sectors of Federation space.
*'''Nlom Relays''': The Federation's Nlom Relay network is considered vital to the trans stellar infrastructure of the Nralakk Federation, enabling a strong, unified nation that works towards the interests of the collective rather than the individual.


===The Federalist League===
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.


''"For the many, not the few. The Nralakk Federation was founded on this idea. Through the equal division of power between all parts of our republic, we can build a stronger, focused nation that can uphold the ideas it was founded upon."''
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.


The Federalist League is led by Advisor [[Notable_Skrell#Ormish_Jrolk|Ormish Jrolk]], and seeks to create a Federalist state where each part of the Federation has an equal part to play in its organisation. A progressive Symbiosist party, the League wishes to further ties to both megacorporations and foreign powers to further strengthen the Federation.
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 ====


Policies of note:
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.


*'''Reforms''': The League plans to implement extensive reforms in all areas of Federation society, focusing on equal power between all sectors of government and all citizens. The League also puts an emphasis on economic reform, due to Jrolk's first-hand experience in dealing with the [[The_Phoron_Scarcity:_Skrell_Arc|Phoron Crisis]], as well as its impact on the Federation.
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.
*'''Megacorporations''': Megacorporate investment into the Nralakk Federation's economy is considered critical in response to the Phoron Crisis. Special Economic Zones introduced by Weashbi Jrugl are not considered effective enough, and cooperation between the megacorporations and State-Owned Enterprises should be encouraged without introducing competition between the two.
*'''Foreign Policy''': The Federalist League plans to continue the Federation's relations with the Solarian Alliance, including cooperating in securing national borders with the Human Wildlands. Experience with warlords such as [[The_Beauchamp_Arc|Beauchamp]], as well as increased risks related to piracy and banditry, have led the League to adopt a more proactive stance in protecting the national security of the Federation.
*'''Traverse Autonomy''': The primary goal of the Federalist League is to create an equal-party nation, making Traverse Autonomy a topic of major importance for the party. The League will pursue additional rights and freedoms for sectors outside of the inner systems wherever possible.
*'''Nlom Relays''': The Nlom Relay network is not considered vital for the continued existence of the Nralakk Federation. Each state should be allowed to have the right to choose whether or not they want to enable, disable, or otherwise change how the network impacts them.


===The Free Skrell Union===
===== Qu'vridaq-Ti'Rakqi =====


''"An economy without needless interference is an economy that performs well. Our fellow sophonts in humanity have flourished in a fraction of the time it took us to, and the Federation should take their ideas and mold them into something more compatible with skrell society, if not adopted in their entirety. The adoption of a free, open market and receptiveness to change are vital for the continued prosperity of our nation."''
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.


The Free Skrell Union is led by [[Notable_Skrell#Yoana_Ji'ko|Yoana Ji'ko]]. A progressive Symbiosist party heavily influenced by its leader's experiences as a Representative to the Republic of Biesel, the party has a focus on economic growth through megacorporate involvement and strengthening ties with the Republic of Biesel.
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.


Policies of note:
=====Lu’fup (Void-Private)=====


*'''Reforms''': The Union's main focus is on economic reform, with no current plans to enact or repeal social or political reforms unless necessary for the continued function of the Nralakk Federation.
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.
*'''Megacorporations''': Megacorporate involvement in the Federation's economy is a core issue of the Free Skrell Union. Megacorporate operations are considered vital to the growth of the Nralakk Federation's economy, and their expansion within Federation space is deemed a priority. Unlike the Federalist League, the Union wishes to encourage competition and rivalry between megacorporations and the State-Owned Enterprises, believing that competition is key to innovation and economic success.
*'''Foreign Policy''': The Union will attempt to continue the Federation's current relationship with the Solarian Alliance while at the same time furthering relations with the Republic of Biesel. The Free Skrell Union has no special interest in developing relations with any other entity elsewhere in the Spur.
*'''Traverse Autonomy''': Traverse Autonomy is not a concern for the Free Skrell Union, but does believe that megacorporations are key to further developing the Traverse and industries found within it. No plans are in place, but party members have expressed an interest in creating corporate-controlled colonies and installations within the Traverse.
*'''Nlom Relays''': The Nlom Relay Network is considered a hindrance to the cultivation of ideas and innovation within Skrellian society. Policies regarding the limitation or dismantlement of the network will be pursued by the party where possible.


== Military ==
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.  
Enforcers, or '''Kala''', are responsible for upholding the law within the Nralakk Federation. Functioning in a strict hierarchy, the Kala are governed by a legislative body known as the Nralakk Federation Security Council. Formed in 901 CE as a means to centralize all enforcement branches after the unification of the Commonwealth of the Three. The Kala were regarded as one of the most important bodies of the Nralakk Federation, being composed of skrell who are willing to devote their lives to ensure the safety of others and their society.


Kala doctrines revolve around mobility, flexibility and precision. While other military units use a broader approach, the Kala instead aims for the permanent neutralization of the situation - operating under precision strikes and surgical execution to eliminate potential issues before they threaten others. Presently, the Kala maintains two core objectives: they are to ensure the safety, security, cooperation of all systems under the Federation, and the protection of its borders; secondly, maintaining outreach to foreign communities outside Federation borders, be it within the Traverse or human frontier territories. Federation representatives describe these operations as purely altruistic, aiding these communities both from a proactive and economic point of view as part of the "Project Unity Initiative". An example of these operations includes the Nralakk Federation's involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S'rend'marr Coalition]]. The skrell civilians providing [https://forums.aurorastation.org/topic/4674-warble-inquirer/page/2/?tab=comments#comment-123991 aid] there suffered little casualties, with the advanced technology of their Nlomkala protectors dissuading any ALA strikes.
'''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)=====


[[File:Srom.PNG|thumb|125px|The emblem of the Sromkala.]]
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.
===Sromkala===
<div class="toccolours mw-collapsible mw-collapsed">
<center>''"Prevent & Protect."''</center>
Ensign Positions
<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.


Sromkala, or Dream Enforcers, consist of selected skrell that ensure major planetary Srom fields are safe from malicious lucidity. Agents are selected for their high psychic potential in order to oversee the Srom, and ensure that no illegal or anti-Federation activities occur within the dream, particularly through the malicious use of Nlom-capable devices. Sromkala agents are commonly situated close to Nlom Relays - using the technology to amplify their capabilities to actively interface with the Srom. It is said that for every Nlom Relay across the Nralakk Federation, a Sromkala agent is stationed within special cryogenic pods that allows their body to be held in suspended animation, all while their minds project and continue to work within Srom.
'''"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.
[[File:Nlom.PNG|thumb|125px|The emblem of the Nlomkala.]]


===Nlomkala===
'''"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.
<center>''"Service with Excellence."''</center>


Nlomkala, or Wake Enforcers, are considered an analogue to a traditional police force across Federation space. The Nlomkala work to ensure the stability and safety of the Nralakk Federation at a physical level through routine duties such as patrolling, execution of warrants, and responding to emergencies relayed by the Ruupkala. There are extensive requirements to join the Nlomkala: high athletic ability, comprehensive knowledge of Federation law, and mandatory public relation classes to ensure that those selected to join can respond to situations correctly. Nlomkala are also expected to operate both on land and beneath the waves of the various planets across the Federation.
'''"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.


Recently, the C'thur Hive has begun supplying the Nlomkala with vaurca Warriors to bolster the Nlomkala's forces. These Warriors are largely from [[Vytel]]'s brood, and have been loyalty implanted to make the Federation's orders equal to those of a Queen's. If the Warriors experience a conflict of interest, they will enter a state of hibernation until it is resolved. Thankfully, due to Vaurca adaptability, these Warriors function just as well underwater as above it.
'''"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.
[[File:Ruup.PNG|thumb|125px|The emblem of the Ruupkala.]]


===Ruupkala===
'''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.
<center>''"Always Vigilant."''</center>
</div></ul>
</div></div>
=====Qu’qrot (Star-Lieutenant)=====


Ruupkala, or Intelligence Enforcers, is the Nralakk Federation's official national security and intelligence agency. The Ruupkala are designed to maintain skrell harmony as unobtrusively as possible, and to ensure a safe, and advantageous, position in Spur politics. While one of the most respected Kala, their agents are often characterised as the least martially inclined of the enforcement branches, owing in part to Federation media's efforts to present them as dedicated and principled data gatherers. Similarly, the agency's role is declared strictly as an internal organization and solely focused on counterintelligence; public Federation figures often praise the Ruupkala for their non-interventionist policy, and dismiss accusations of espionage as ignorance or malicious misinterpretation of Federation policy. The only exception to their internal operations policy is their focus on surveilling the Federation’s many diplomatic representatives across the Spur, ensuring their safety and that their political aims are satisfactory. This is largely tolerated by most nations, as the Ruupkala will only monitor the Federation’s own representatives, and cannot interfere with any diplomatic functions beyond this capacity.
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.  


The Ruupkala are rumored to monitor the fabled “Drylist”. This list supposedly holds the names of all skrell living abroad who have performed deductive behaviors against the Nralakk Federation, as well as those who have renounced their citizenship. Some theorize that this list even covers non-skrell who pose a threat to the Federation.
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.
[[File:Qukala.PNG|thumb|125px|The emblem of the Qukala.]]
'''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.


===Qukala===
=====Lu’Vru’qos (Star-Captain)=====
<center>''"Perpetually Primed."''</center>


Qukala, or Star Enforcers, function as the Nralakk Federation’s navy. Qukala members range from soldiers to highly specialized personnel, educated in either engineering or medical fields. Positions within the Qukala require degrees from recognised universities within the Nralakk Federation, and only in very rare circumstances will undereducated candidates be considered for the position. The Qukala is considered one of the most powerful navies in the Spur, due to the Federation's advanced technological level.
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.  


The '''Lukala''' was a branch of the Qukala comprised of only [[Dionae]] and [[Vaurca]], but as of '''2463''' the Directory of Defense Operations moved to dissolve the sub-branch in favor in of integrating [[Dionae]] and [[Vaurca]] into the lower ranks of the Qukala as full members. This decision largely stemmed from the success the Lukala had in stopping insurgent activity in the Traverse during the fallout of the recent election. After striking a deal with the Grand Council, the C'thur Hive (namely [[Vytel]]'s brood) have begun to supply a steady stream of new Warriors for the Qukala.
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.


====Qehalak====
'''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.
<center>''"Duty and Homeland."''</center>
=====Qu’Vru’qos (Star Admiral)=====


The Qehalak, or Homeguard, is a newly formed branch of the Qukala. The Homeguard was formed as a result of the Traverse’s increased autonomy following the reforms agreed upon by the [[Skrell_Politics#Independent_Traverser_Movement|Independent Traverser Movement]] and the Nralakk Federation. With this newfound autonomy within the Traverse, the responsibility of defence now fell on the Traverse’s local governments.
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.  


The primary objective of the Qehalak is to provide a comprehensive defence force for the Traverse’s states, with each state organising, training, and equipping their own forces. Each Qehalak is also expected to act as an auxiliary force where requested by the Qukala during domestic operations. Events involving the Ti'Raqki and the Independent Traverser Movement concluded that a centralized force was no longer effective in properly responding to security threats within the Federation, necessitating the creation of the Qehalak.
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.  


The Qehalak’s members are primarily volunteers who work as part-time members of the military, which has drawn comparisons to the early Tau Ceti Foreign Legion, though this has as many negative connotations as it does positives. Some Traversers praise the concept of the Qehalak for its potential to further secure the Traverse without relying on the Federation, while others have raised concerns regarding the potential for inconsistency in the quality of its standing forces with how variable a volunteer military force can be within the Traverse’s many planets. Time will only tell if the Qehalak can prove itself as the Traverse’s defence against the dangers of being within the frontier.
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.
   
   
[[File:Tup.PNG|thumb|125px|The emblem of the Tupkala.]]
=====Xioshi, Current Qu’Vru’qos of the Ti’Raqki=====


===Tupkala===
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.
<center>''"Courage, Bravery and Dedication."''</center>


The Tupkala, shortened to simply Tup, are some of the most highly revered skrell members of the Kala. Tupkala members are strictly those with long, distinguished careers, who are then granted an increased security clearance within the Nralakk Federation, as well as minor Idol status. Tupkala members originate from within every other branch of the Kala, placed through rigorous training before being implanted in the event they are captured by enemies of the Nralakk Federation. Tups are commonly in their advanced age, with the average age of roughly 276 years. When a Tup dies, their name will be added to the Tupkala Wall, which is hosted in the Grand Councilor's Chamber on Kal'lo.
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.


The Tupkala serve a variety of roles within the Federation. Tupkala members are assigned to protect prominent figures of the Federation, act as security within black sites, and carry out special operations. When the Nralakk Federation’s government considers covert actions as necessary, the Tupkala are called upon to carry out the operation. Tups are rarely spotted outside the Federation officially, but are often abroad under false identities. As Tupkala members originate from the other Kala branches, skrell who have pledged their unquestioning loyalty to the Nralakk Federation are aided by loyalty implants.
====Notable Fleets====
=====Kax-qi'Thum=====


In '''2463''', after a series of diplomatic incidents caused by Tupkala operating outside their orders, the Tupkala were disbanded following Grand Councilor Weashbi's condemnation. A few months later, Weashbi reinstated the Tupkala with Skrell he personally handpicked from the other branches of the Kala. The Tupkala are now under Commander Kezoq Torq-Bep, Weashbi's chosen leader.Commander Kezoq was promoted from the Sromkala, which is considered an unlikely Kala for Tup candidates.
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.


'''OOC Note: Characters that are former Tupkala are not allowed.'''
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.


=The Traverse and Independence=
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.


[[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|The Traverse]] is a collection of systems that are considered the frontier of Federation space. The Traverse formally stretches from the [[Notable_Skrell_Systems_and_Locations#The_Contingent_Systems:_The_Second_Waves|Second Waves]] to the far edges of Federation territory, the Traverse plays a vital role in supporting the Nralakk Federation through prospecting new sources of materials and resources.
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.


Despite this importance, the Traverse is seen as a backwater by citizens from the inner systems, with Traversers regularly labelled as subversives or criminals. Combined with the Federation's sluggish response to disasters such as famine, disease, piracy, or natural disasters, many in the Traverse hold a negative view of the Nralakk Federation. This animosity is only deepened from the region’s history, particularly those who have only recently been reintegrated under Grand Councillor Weashbi Jrugl’s leadership. These systems were not present for the [[Skrell_Recent_History#Reunification_of_the_Nralakk_Federation|Tresja Agreement]], instead having been reclaimed later on, with the last of the Traverse rejoining the Federation in the 2450s.
=====Diingi'Lumiik=====


Multiple movements have formed in the wake of this unrest, calling for an independent Traverse in some form. The Lyukal broadly maintains a stance of an autonomous, independent Traverse as either a unified nation or multiple independent autonomous regions, while more local movements may solely be concerned with their planet or system gaining independence from Federation rule.  
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.  


==Independent Traverser Movement==
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.


The Independent Traverser Movement was a political movement originating from a period of intense civil unrest and martial law within the Q’elpi region, having formally formed on [[Change_on_the_Horizon_Arc|the June of 2465]]. Notably, the ITM had sought support from  [[The_Phoron_Scarcity:_Skrell_Arc|Marauder cells in the region]], most notably in the broadly labeled Marauder Systems where their hold was strongest. A manifesto and list of demands were sent to the Grand Council, listing their discontent from the mistreatment, neglect, and over-policing of citizens in the Traverse by the Nralakk Federation. Grand Councilor Weashbi Jrugl responded cordially to this formation, agreeing to a meeting in the Grand Council chambers where they promised a discussion on potential reforms.
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 =====


By late August 2465, the Independent Traverser Movement had split between its moderate and militant internal factions, with the full fracture between both occurring after the discovery of Lyukal-sourced firearms being sent to the Marauder systems, alongside multiple insurgents occupying government buildings in the Q’elpi region. Most non-violent activists were deeply alienated by their willingness to violence, in comparison to the more peaceful nature of the Federation’s culture. With the ITM split, the moderate faction continued negotiations with the Grand Council.
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.


With the successful conclusion of negotiations between moderate leaders and the Grand Council by early September of 2465, the Independent Traverser Movement was officially disbanded. Leaders of the movement that met with the Grand Council now hold permanent Advisor positions on the Council, advising on Traverse Affairs and overseeing the Committee for Traverse Well-Being, a body within the Grand Council in charge of crisis response in the Traverse.
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.  


===Reconciliation Tribunal===
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]].


The Reconciliation Tribunal was organised in late September of 2465, shortly after negotiations ended between the Independent Traverser Movement and the Grand Council. The tribunal consisted of members of the Grand Council, the Independent Traverser Movement, and select Traversers who were impacted by the conflict in the Q'elpi region. Organized under the pretense of reconciliation over revenge, the tribunal was to provide reparations and justice for any crimes or miscarriages of justice it investigated. The tribunal has been compared positively to the Lao'qa Courts during the Collaborator Trials, which were used as a model for its organisation and goals.
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.  


The tribunal tried hundreds of citizens who were directly involved in the events surrounding the Independent Traverser Movement, being held in secret to prevent bias and perjury had the tribunal been televised.
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.


Most tried citizens were given light sentences of imprisonment within penal facilities or rehabilitation centres. Notable sentences included the demotion of a Kala officer, whose decisions were deemed incompetent and uncharacteristic of a Kala officer, as well as a leader of the militant Independent Traverser Movement faction being sentenced to 75 years in prison for several acts of sabotage against Federation facilities. The tribunal's focus on restorative justice was called into question in the case of the latter, but was officially justified by members of the tribunal due to the egregious nature of the offences committed.
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.


===Traverse Accords===
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.


The '''Traverse Accords''' are a set of reforms and other policies enacted by the Federation in response to the Independent Traverser Movement and the issues it brought forward. The reforms include changes to the legal status of [[Nralakk_Federation#Social_Credit_System|Tertiary Numericals]], allowing those in the group to access state resources if they are considered in good standing by the Federation, economic and political reforms that address the impact of production quotas, as well as increased autonomy of the Traverse sectors. These reforms are significant from the sudden, swift implementation in comparison to the relatively slow process most Federation policies undergo.
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.


== Relations with Foreign States==
===== Veq’Luuq =====


The Nralakk Federation, originally known for isolationist practices and the tumultuous involvement in the [[Unathi_History#First_Contact|first contact of Moghes]] and [[Tajaran_History#First_Contact|Adhomai]] alongside Solarian exploration, has since moved to distance itself from the results of their appearances into Spur politics. The Federation’s [[The_Beauchamp_Arc#A_Federation_Resolute|new era]] of foreign aid and renewing offers for potential friendships has begun the process of melting the icy exterior of the skrell giant, attempting to move against the perception of the Federation as being both distant and as Sol’s unspoken card to pull upon in the event of being threatened by other powers.
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.


Though many perceive this as a turning of a new leaf and fantastic economic opportunity, there are just as many who perceive the Federation’s movements as a threat from a looming foreign power, now mobilized only out of necessity. Foreign aid and technological offerings have historically been an immense boon for struggling settlements and post-disaster recovery, with examples seen during the [[The_Beauchamp_Arc#THE_QUKALA’S_VICTORY:_BEAUCHAMP_ON_THE_RUN!|assault on Sol’s warp gates in 2464]], [[New_Gibson#Contact_with_the_Skrell|New Gibson’s biodomes]], and the [[New_Blades_Old_Wounds_Arc#Agreement_Reached_on_Ouerea!|Nralakk-Izweski Mutual Prosperity Agreement]].
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.  


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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.
===The Alliance of Sovereign Solarian Nations===
==== Trade ====
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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.
The [[Sol_Alliance|Alliance of Sovereign Solarian Nations]] sees the Nralakk Federation as its closest ally within the Orion Spur both economically and as the second largest political force to maintain its status quo over the Spur.  
 
Both the ASSN and Nralakk Federation maintain dozens of representatives within each other’s borders to coordinate the immense bureaucratic labor to maintain relations and the logistics behind their trade agreements. This number only continues to climb as the Alliance’s grasp on its territories and stability is tested, all while both continue to leverage their positions to gain influence within each other.
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.
Strategic trade between the Alliance and the Federation stands as the second largest source of phoron, with both nations seeking to maintain each other’s strategic reserves and stability as the scarcity moves past peak phoron. The ASSN does push to retain preferential deals from their relationship and long history of cordial relations between each other, though how much exclusivity can be retained is yet to be seen.
 
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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.
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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.
===Republic of Biesel===
 
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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.
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The [[Republic of Biesel]] maintains a positive relationship with the Nralakk Federation, with phoron being the Republic’s most valued export. General opinion on the Federation is largely reserved, with their inaction during the [[Republic_of_Biesel#Phoron_Scarcity_and_the_Second_Invasion_of_Biesel_(2462)|invasion of Tau Ceti]] and the [[Skrell_Refugees|refugee wave during the Traverse Crisis]] still in recent memory. Despite this, Tau Ceti remains a favorite for skrell traveling abroad, boasting the status of being the number one destination for work and travel visas.
=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 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 [[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]].
 
'''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, the Ruupkala, and Nlomkala officers. 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 ==
===Raqa'Nuul (Cybers)===
'''Leader:''' [[Notable Skrell| 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 [[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.


The Republic of Biesel currently maintains the second-largest number of diplomatic representatives within the Nralakk Federation’s borders. With the encroaching phoron scarcity, the Federation vies to improve relations and influence in the fledgling republic through foreign aid, the lending of advanced skrell technology, and research leases. Meanwhile, the Republic reciprocates by leveraging its political position to expand megacorporations’ ability to freely operate within the Federation’s economy. The Nralakk Federation has affirmed that they see the Republic of Biesel as a valuable diplomatic partner, and publicly wishes to increase diplomatic ties with them. This has since expanded further as [https://forums.aurorastation.org/topic/16330-tau-ceti-times/page/5/#findComment-181503|talks between the Republic and Federation] give way to a tentatively hopeful new era of cooperation between the two nations, with the Federation providing an unexpected apology and vested interest in cooperation. In spite of the news, the people of Biesel remain wary of what is to come in light of future agreements, particularly among the refugees hiding away from the Federation’s eye in the Starlight Zone.
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 Ruupkala for recruitment, and captured members are marked for capture and rehabilitation into Ruupkala counterintelligence agents.
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===Serene Republic of Elyra===
===Oqolk-Kora (New Path)===
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'''Leader:''' [[Notable Skrell| The Latent]]
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The [[Republic of Elyra|Serene Republic of Elyra]] maintains suspicion and cooled relations with the Nralakk Federation, particularly due to Elyra’s interest in self-reliance, with only some improvement post-Lii’dra Incursion. Most attempts to open opportunities for phoron trade are met with cold responses, or slated off as too costly due to the distance between their territories. A general sentiment among Elyrans is that the Nralakk Federation’s efforts to pursue diplomacy is purely out of ambition with the collapse of the Solarian Alliance, consisting of nothing more than a changing of which political giant is meddling in their affairs.


The Serene Republic of Elyra retains a middling amount of representatives within the Federation and in their own borders, with their intentions focused primarily on securing research agreements and the technology trade. Both parties still support an interest in fostering further cooperation, if only to maintain their research agreements and little else.  
''"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."''
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===Empire of Dominia===
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Despite their proximity, the [[Empire of Dominia]] and the Nralakk Federation have remained very neutral. Dominia’s stance on the Federation is turbulent due to the empire’s cultural and religious views on synthetics, the Federation’s past exploits with AI, and their subsequent disavowal of them splitting the public opinion. Attempts at trade have usually floundered due to logistics and dangers involving travel through the Federation’s furthest frontiers to access their trade ports. With synthetics remaining a constant topic in politics and current events, both factions have recognized the other’s stances on artificial intelligence as mutual… if in parallel to each other’s reasoning. This mutual standing point has been used as a reignition of diplomatic interaction between both nations, with potential trade returning as a talking point between Dominia’s representatives and the Federation itself.


Currently, the Empire of Dominia maintains a small number of representatives of the Nralakk Federation within its borders, though more are planned to be sent over should their relationships continue to warm.
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.  
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===Eridani Corporate Federation===
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The [[Eridani Federation|Eridani Corporate Federation’s]] relations with the Nralakk Federation is the second largest corporate entrypoint into the Federation’s economy, seconded only by the [[Republic of Biesel]]. Being a sovereign nation under the [[Sol Alliance|ASSN]] has endeared them to the Federation at large, but the heavily controlled economy remains slow to allow foreign corporate influence beyond limited special economic zones established by both [[Einstein Engines]], [[NanoTrasen Corporation]], [[Zeng-Hu Pharmaceuticals]], and other corporate conglomerate members. With the Phoron scarcity and economic shifts, however, further allowance of the corporations into the Federation, and the loosening of its economic control, is projected to be all but assured by Eridani economic and political analysts.


The Eridani Corporate Federation retains the third largest number of representatives within its borders as Eridani continues to court the Federation for further trade deals and corporate influence.
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.
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===Coalition of Colonies===
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The [[Coalition of Colonies]]’ member states recognize the Nralakk Federation’s close ties to the [[Sol Alliance|Solarian Alliance]] as the largest hurdle against diplomatic interactions between each other - particularly as the Coalition invites further breakaway states into its fold. Despite the Federation’s neutrality in recent conflicts with the ASSN as a sign of potential diplomatic opening, most anti-Solarian members of the Coalition still see the Federation as its staunch ally. Stances on further diplomatic relations with the Nralakk Federation vary by member state:


[[Xanu Prime]], being the economic powerhouse of the Coalition, has considered potential trade with the Federation to be a great boon against recent decades’ economic tumult. The Federation’s distancing from the ASSN made in the Interstellar War and diplomatic advances towards Ex-Solarian nations have softened the initial coldness. While the Federation was slow to act on expanding diplomatic and economic opportunities with the Coalition at large, Xanu Prime has been the recipient of the first exploratory trade routes and diplomatic visitations by the Federation’s representatives. Similar opportunities await Xanu’s political discussions on what to do with Sol’s largest ally.
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.


The [[Scarabs|Scarab Fleets]] are a peripheral faction that has maintained very little notice from the Federation, beyond being the recipient of foreign aid that has trickled down from Xanu and other Coalition states. The most relevant major vessel of the fleet is the [[Scarabs#Faladay_Tadhhab_Bsre_(Fa’Ta-Bs)|Fa’Ta-Bs]] with its ties to [[Zeng-Hu Pharmaceuticals]], which became a topic of interest regarding the development and creation of the [[Offworlder_Humans#The_ESS|ESS RIGsuits]] and other off-worlder aids. Despite this initial obscurity, outreach towards the Coalition will provide further opportunities for the Scarabs to make their presence known to the Federation, and with some hope, become the recipients of trade and aid in the future.
===Plurqh'Quq (Freedom Fighters)===
'''Leader:''' [[Notable Skrell| Ju'qoli Yeeboq]]


[[Konyang]] is a controversial subject when discussing future political dealings with the Coalition, having been a [[Konyang#History|recent Solarian breakaway]], the host of a wide swath of synthetic advancements, and the positronic vaults. In spite of this, the newest member of the Coalition still receives the same offer of amicability and trade, though the Federation’s own anti-AI stance has alienated Konyang’s populace just as much.
''"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."''


[[Assunzione]]’s sheer remoteness renders it mostly as an interest for research, though most efforts are strained through sheer distance, and what few research efforts are hampered by the insularity of Assunzione’s people. Despite this, the potential for the technology trade would be an immense boon for the domed cities, and cooperation in the future is slated for both parties.
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.


[[Vysoka]]’s relative lack of development and position within the Coalition renders the Federation’s interaction with them unremarkable beyond ecological consultation. While cordial (and more than interested in receiving Federation technology to rapidly catch up with the relative stagnation on the planet itself), most diplomatic interactions do not develop much further than maintaining an amicable relationship between each other.
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.


[[Himeo]]’s position as the industrial powerhouse of the Coalition is tempered with its significantly less generous position of the Federation’s relationship with Sol, as well as the perception of the Nralakk Federation as the worst parts of [[Federal_Technocracy_of_Galatea|Galatea]] placed on a much larger scale. Ideological differences between both factions have hampered diplomatic processes severely, and skepticism hangs above any future agreements.
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.


[[Federal_Technocracy_of_Galatea|Galatea]] remains hostile and untrustworthy of the Federation under the same suspicion of psionic tampering, and the broad ban of skrell from entering their borders has frozen most interactions entirely. It is unlikely to improve any time in the near future, particularly with the xenophobic distrust, and the implications of its highest echelons being able to manufacture lethal feedback psionic implants.
===Qranqi (Subversives)===
'''Leader:''' [[Notable Skrell| Psi]]


[[Gadpathur]]’s circumstances render it the most difficult member of the Coalition of Colonies, with even the [[Gadpathur#Interstellar_War_and_Bombardment_(2260s_-_2278)|fact of their existence]] having shaken many skrell’s perception of Sol entirely. The Federation now navigates any interactions with Gadpathur with caution as to not upset its position as Sol’s ally, as much as it cannot deny the reality the planet exists in. Foreign aid is floated and immediately put down due to the potential controversy involved with extending anything towards Gadpathur, while the planet itself wrestles internally with whether to consider the Federation’s growing distance between the Solarian Alliance as a sign of a potential ally, or its past with Sol as a damning act of flirting with their sworn enemy.
''"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."''
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===Izweski Hegemony===
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.
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The [[Izweski Hegemony]]’s history with the Nralakk Federation is once again blossoming in light of the [[New_Blades_Old_Wounds_Arc#Agreement_Reached_on_Ouerea!|Nralakk-Izweski Mutual Prosperity Agreement]], reopening trade and the prospect of a positive future relationship together after the grim reality of their first contact and the events of the Contact War. While the [[New_Blades_Old_Wounds_Arc#Agreement_Reached_on_Ouerea!|N-IMPA]] is set to heal the wounds caused in their first encounter, time will only tell if the mistakes of the past will heal as time goes on.
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===Golden Deep===
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.
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The [[Golden Deep]] is unanimously met with extreme suspicion and derision – an example of the absolute worst portions of the broader Spur’s economic systems and synthetic handling. The [[Golden_Deep#Domadice|Domadice]]’s mere existence is a topic of controversy, being an artificial intelligence of alien source that interacts freely with the world around them immediately drawing comparisons to Glorsh-Omega. There are no efforts to extend diplomatic relations with the Golden Deep, and both The Midas and the Merchant Fleet are barred from ever entering the Federation’s borders.
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===The Rotunnkc Compact===
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[[The Rotunnkc Compact]] has a pleasant relationship with the Nralakk Federation, though most interactions with the Compact is solely with the [[The_Rotunnkc_Compact#The_Consortium|Commonwealth]] and [[The_Consortium|Consortium]]. Their strong ties together renders trade well-received, though the Commonwealth’s [[Pactolus_Exploration_League#The_Pactolus-Hieroaetheria_Concordat|recent movements to endear itself with the Golden Deep]] have put strain on a once-perceived happy relationship between both factions, with talks of reprimanding measures floating in the Council.  
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===People’s Republic of Adhomai===
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.
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Having declared the [[People's Republic of Adhomai]] as the recognized authority of Adhomai, as well as the formal recognition of the Project Unity Initiative, the PRA is set as the sole Tajaran faction to receive aid and diplomatic interaction. The PUI has faced setbacks due to the phoron scarcity, but the slow extension of supplies and cautiously open diplomatic channels allow for further interaction between the two, though Adhomai’s tense situation has hindered much more than this.
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===Democratic People’s Republic of Adhomai===
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The [[Democratic People's Republic of Adhomai]] are currently considered a threat to the greater Spur’s safety with their association of [[Democratic_People%27s_Republic_of_Adhomai#Al'mariism|Al’mariism]], and have received nothing but condemnation since the terror attack on District 8 in Mendell City.
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===New Kingdom of Adhomai===
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The [[New Kingdom of Adhomai]] is stuck in a difficult position, being considered not a valid civil authority of Adhomai in spite of their efforts. While some diplomatic efforts are attempted by the NKA to some avail, most motions to have them included under the Project Unity Initiative have fallen flat due to the Federation refusing to compromise after the events of the [[Ghosts_of_War_Arc#Mendell_City_Police_Prevents_Terrorist_Attack_in_District_Eight|District 8’s bombings]] despite the New Kingdom not being tied with Al’mariist beliefs. Any chances to this position may only occur when the tensions on Adhomai wind down, but the outlook remains pessimistic for both parties.
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[[Category:Skrell]]
[[Category:Skrell]]

Revision as of 01:50, 7 September 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.

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, the Ruupkala, and Nlomkala officers. 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 Ruupkala for recruitment, and captured members are marked for capture and rehabilitation into Ruupkala 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.