Difference between revisions of "Notable Skrell Systems and Locations"
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= Zeiqi-Trqn = | = Zeiqi-Trqn = | ||
The portion of the Traverse situated towards galactic west near uncharted space is aptly dubbed the “Deadspace Spine” when translated from Nral’Malic. The region | The portion of the Traverse situated towards the galactic west near uncharted space is aptly dubbed the “Deadspace Spine” when translated from Nral’Malic. Forming a "spine" backed up against uncharted space, this thin stretch of systems was the target of a new era of colonisation beginning in the early 20th century, not long before Glorsh's emergence, that would have been considered "The Third Waves" and a significant expansion of Federation territory if not for the AI's takeover. While the century or so of colonisation saw the region rapidly develop, today it is sparsely populated with small colonies and outposts being the main population hubs within the region. The installations and remnants of pre-Glorsh colonies here are ancient and practically preserved, with the few areas still accessible to the public giving much insight into the Federation's cultural and technological history. | ||
As a result of the [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Tri-Qyu incident]], much of the infrastructure that formed the backbone for Glorsh's empire was made inoperable, causing chaos throughout the former Federation and the decades of anarchy that ensued. Due to several factors, including distance and priorities laying elsewhere for those in charge, the Zeiqi-Trqn was one of the last areas to be reclaimed by the Second Nralakk Federation. This reclamation effort took decades to be completed, with roaming Marauder bands and independent factions being consistent blockers to the Federation's efforts to retake the region. During this period, Federation officials noted that the region was heavily depopulated according to recovered census figures, with the projected population being much lower than anywhere else in the Federation even when taking into account the longer period of isolation before reclamation efforts began. Surviving colonies that the Federation were able to initiate contact with were able to give their own accounts of how they survived their centuries of isolation, and soon a broad picture of events in the region could be gleaned. | |||
During its isolation from the rest of the Federation, the region was able to independently undergo its own reconstruction efforts, with limited travel and trade being possible. Communication, while slow and primitive in comparison to what it once was, did enable colonies to keep in contact with one another and enabled the region to stay relatively stable. Shortly before reclamation efforts were made, a disease of unknown origins began to spread rapidly across the region named [[Skrell_Ailments#Black-Blood|"Black-Blood"]], a blood condition that prevented cells from transporting oxygen and turned the sufferer's blood into an inky black colour. Speculation into the "Black-Blood" disease's origins is contested, but with most agreeing that its origins must come from a Glorsh-era bioweapon that was accidentally released and unintentionally spread via trade ships. The disease wiped out several colonies, breaking down what stability the region had as colonies isolated themselves from one another once more and what authority existed quickly dissolved. Piracy and nomadic fleets became more common in this period as Skrell became desperate to survive, and the region devolved into anarchy once more. While there is no evidence of it being intentionally discovered and released, anti-Federation groups such as the Lyukal are quick to point out the convenience of the disease spreading and quickly dismantling a potential rival state shortly before the arrival of the Federation. | |||
When the Federation returned and these events became known, the Grand Council elected to effectively quarantine the region; the colonies that existed and showed no signs of the disease were reincorporated into the Federation, non-essential travel is limited to prevent outbreaks, and expansion and recolonisation efforts in the region are strictly prohibited. A military cordon is in effect, preventing unsanctioned travel to, from, and within the region. Travel is limited to scientific endeavours as old colonies are explored remotely, and to the colonies and installations deemed safe for travel. Despite this, there is a large market for technology scavenged from abandoned facilities within the Zeiqi-Trqn. Although rare, this has resulted in smaller Black-Blood outbreaks, which has only made the Qukala more zealous in their approach to containment; vessels caught illegally within the Zeiqi-Trqn have been known to be scuttled with little to no prior warning if the risk of an outbreak is considered great enough. | |||
The region is speculated to contain some of the most intact examples of [[Nralakk_Federation#Synthetic_Age_Technologies|Glorsh and pre-Glorsh-era technology]] within Federation space; the relatively low population and development of the region meant that there are many examples of this technology still in relatively good condition, either located far away from populated areas or spared the destructive anarchy that occurred after Glorsh's disappearance. The potential for breakthroughs in deciphering Glorsh's technology or rediscovering lost Federation technology has resulted in a large scientific interest in exploring the region despite the risk of Black-Blood exposure. The risks and potential rewards have caused a schism politically, with some in Federation politics considering the Zeiqi-Trqn a "lost cause" and that the region should be completely sterilised due to the risk of a major outbreak. Others, however, believe that the Federation should forcefully relocate those still within the region and quarantine it entirely, only utilising the region for remote and passive exploration. A small minority advocate for more proactive efforts to reclaim the entire region, arguing that the technology that could be salvaged is key to the Federation's continued technological dominance, and potentially the source of a cure for the Xu'Lu'oa. | |||
= Estuaries = | = Estuaries = |
Latest revision as of 13:31, 29 September 2024
Skrell Lore Pages | ||
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Skrell | Skrell Ethnicities · Skrell Relationships · Skrell Ailments · Notable Skrell | |
Planets, Systems, Settlements | Qerrbalak · Qerr'Malic · Aliose · Aweiji · Tattuqig · Xrim · Diulszi · Skrell Abroad · Notable Skrell Systems and Locations | |
Organizations, Factions, Politics | Nralakk Federation · Skrell Politics and Enforcement · Federation Crime and Resistance · C'thur in the Federation · Dionae in the Federation · Generation Fleets | |
Culture, Society, History | Skrell Culture · Skrell Cinema and Idols · Skrell Education · Skrell Cuisine · Skrell History · Skrell Beliefs · Skrell Refugees · Skrell Mythology |
Skrell Systems and Locations
The Nralakk Federation exerts control over some 1236 planets spread across 800 star systems, representing billions of Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. A good portion of Skrell are concentrated in the core system of Nralakk.
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna.
Almost all planets have accompanying observation posts on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.
The Core System : Nralakk
Considered the origin of the Skrell, Nralakk is largely renowned for being the jewel of the Nralakk Federation, as well as being the origin of its name. Historically, it has served as the centre of the Federation, but also as a home for almost a quarter of the Orion Spur's Skrell population. Soon after first contact with humanity, Nralakk gained the colloquial name of "Jargon", in reference to the difficulty pronouncing or translating many Nral'Malic terms and phrases as well as the difficulty in reading Skrellian emotional expression. Roughly twice the size of Sol - the Blue Giant gives off a vibrant green-teal on Qerrbalak, a dazzling turquoise on Qerr'Malic and finally dashing celeste on Aloise when observed from within the respective atmospheres (if there is one) of the various planets. Closer to the star, there litters thousands of Glorsh-era orbital factories powered by its rays, now left behind to slowly dissipate into the giant star they orbit. Nralakk is also home to the cetus gestalt The Conglomerated Choir of Nralakk, which has orbited the system's star since first contact between Dionae and Skrell was made.
Fjylo
Fjylo is the smallest and closest planet to Nralakk. The scorched planet currently has an orbital period of 67 days, and has been noted to have a decaying orbit - proved due to its orbital period being 74 days when it was first recorded by Skrellian astronomers. It is named due to its small, violently burning composition that often leaves a trail of celestial material that has been known to create beautiful patterns before finally being drawn into Nralakk. It was named after a species of flora on Qerrbalak known in Tau Ceti Basic as the "Firevine" - reddish vines curling around one another, with thorns awaiting to sting despite their beauty.
Meyk
Meyk is the second planet in orbit from Nralakk. It orbits Nralakk every 121 days, and rotates on its axis every 179 days - in terms of percentages, Meyk takes considerably longer to rotate on its axis than any other planetary body within the system. Similar to Fjylo, Meyk is without any satellites, and was discovered during the early days of the Skrell. For millennia, Meyk wasn't considered to be a planet but instead a dwarf planet and it wasn't until 523 AD that it was finally recognised as a planet, and eventually nicknamed the "Trivial" due to its small stature. It was stripped bare by mining endeavours shortly after the Skrell began off-world operations.
Toqli-Fet
A binary set that are the third, and sometimes debated, fourth planet from Nrallak. They lie in Qerrbalak's orbit, and can be seen directly west in the twilight phases of the Homeworld's rotational phases, the original reasoning for their nickname due to appearing as eyes that seemingly 'watch' the Skrell. Bearing no atmosphere, low gravity and close orbits, Toqli and Fet were primarily considered to be inconsequential to any greater purpose than mining until the establishment of observation outposts, and now the planet only operates as observation outposts for the rest of the system, staffed by a few hundred workers that ensure the safety of the system through various bureaucratic measures.
Qerrbalak
See: Qerrbalak
Qerrbalak is the origin of the Skrell. One of two habitable planets within the system, comprised of various climates ranging from taigas to tropical rainforests. Qerrbalak is 1.8 times the size of Earth, and sports an atmospheric composition of 82% Nitrogen, 17% Oxygen and 1% other. Qerrbalak is currently undergoing slow terraforming efforts to reduce the damage inflicted by the Skrell during unenlightened times.
Qerr’Malic
See: Qerr'Malic
Qerrbalak has only one moon, Qerr'Malic. It has a surface area of roughly 17 million square kilometres, with an abundant amount of minerals found both close to the surface and deeper within its mantle. Akin to most moons, Qerr'Malic is without liquid water and an atmosphere - however, one notable difference is the effect it has on the tidal activity on the Homeworld. Its elliptical orbit generally comes closest to Qerrbalak during Xepus-qog, which results in most of the coastal regions becoming submerged by the various oceans down below.
Aliose
See: Aliose
Aliose has a heavy atmosphere of cold nitrogen, requiring internals and heated clothing to survive outside. To combat the planet’s much colder temperature, early colonies were subterranean, and heavily utilised geothermal energy for cooling and power production. As it gradually became dotted with cities and laboratories as much of Qerrbalak’s scientific elite sought to take part in the first planetary colonization by the Skrell and over time gradually resulted in Aliose becoming the scientific powerhouse of the Federation.
The Elemental Systems: The First Waves
When Skrell finally ventured beyond their solar system, they did so with great enthusiasm, scouting out the perfect worlds to colonize. In the 1000s BCE, the first waves of colony ships expanded beyond Nralakk into these systems, building up highly populous planets with well-developed infrastructure and healthy trade routes. With the Federation's strict colonist-recruitment systems and idealistic view on exploration, there was only a small amount of crime in this golden age of colonialism. The quality of life and level of technology seen in these systems is comparable to the core systems.
Aweiji
See: Aweiji
In 983 BCE, Aweiji became the first planet outside of Nralakk to have a permanent Skrell colony. The planet was rockier, drier, and more mountainous than the settlers’ home planet of Qerrbalak, but advances in biodome technology gave settlers adequate shelter while early terraforming technology made the planet’s atmosphere habitable. The first settlers landed on a plain between two mountains, an area which would become the city of Tresja. Because of its history as the first Skrell colony outside of Nralakk, Aweiji would eventually be chosen as the location of the largest political meeting in the Nralakk Federation’s history, the Tresja Agreement.
Waughai
Waughai was one of the first planets outside of Nralakk, alongside Aweiji, to be colonized by Skrell. From the start, the colonization of Waughai was intended to create permanent settlements on its surface, rather than focusing on creating facilities for resource extraction. Waughai is one of the more mineral-rich planets and as such, it hasn’t developed much further than its large mining bases with utilitarian living spaces for its workers.
After Glorsh-Omega, the planet rose to prominence as its inhabitants took to using the planet itself as a form of art; one of the most common hobbies practised on Waughai is carving poems or sculptures into barren rock, with some even going further as to carve into one of the many asteroids that can be found in the system. One of the most renowned pieces is a twenty-mile long-phrase carved into Waughai’s moon by an unknown author: “In longing, there is a future.”
The Contingent Systems: The Second Waves
As the core of the Nralakk Federation grew, smaller settlements sprouted to support them. This second wave of colonization efforts saw the spontaneous rise of many colonies with single purposes, like mining outposts and farming operations. Some of these systems would go on to become thriving, if not modest, communities of varying levels of self-reliance, often with highly specialized citizens. Now, the Contingencies serve as manufacturing giants that provide the inner-worlds of the Nralakk Federation with much-needed luxuries. Technological advances within the Contingent Systems lag, but are not too far behind.
Xaqixal
Xaqixal is considered to be the biggest provider of cash crops to the Nralakk Federation. It consists of a single noteworthy planet, which had a liveable atmosphere and an alpine climate suitable for the farming of wulumunusha on a large scale, while close to the equator are island chains allowing for the cultivation of dyn. A colony was quickly established on Xaqixal I shortly after its discovery, but the colony would remain relatively small in size until 1755 CE when more resources were allocated for its development. It has since become one of the biggest suppliers of both wulumunusha and dyn in the Federation, although its current output is not nearly enough to meet demand.
Glorashi
A small five-planet system, Glorashi is considered crucial for its mineral wealth, however, there have been delays in its exploitation. The chief concern is the proximity of most of the resource-rich planets to the system’s star, and most attempts to further expand in the system have halted since Glorashi today is the system where the majority of C’thur reside in the Federation. Glorashi IV, also known as Diulszi, is the only planet that has been colonised so far. The planet of Diulszi acts as the ‘homeworld’ for the C’thur hive and where the majority of Vaurca in the Federation reside, while the capital city of Xevrax hosts the location of High Queen C'thur, currently being treated for her injuries. The city and the surrounding area is off-limits for everyone aside from the C'thur and authorized Nralakk Federation officials. Outside of the capital the planet mostly hosts research facilities, with some high-end resorts run by the C’thur hive directly to provide some income.
Outside of Diulszi, there are planetary bodies that are utilised but with no permanent colony. Glorashi V, or Jaqvas, is a small ice giant with two moons: Kyeqil and Oyepiit. Kyeqil houses an observation outpost utilised by the Federation to monitor C’thur activity in the system, while Oyepiit is a military base that takes on the bulk of Vaurca who enlist with the Lukala. Finally there’s Glorashi III, also known as Akerlim, which is the main producer of k’ois in the Federation, forcing Vaurca who live outside of Glorashi to depend on regular imports of the fungus for survival.
Tri-Qyu
A system once renowned for its brillaint three stars, it now stands a morbid reminder of the terrible past looming over the Skrell. Before its destruction in the Tri-Qui Calamity, the system was a mining outpost and fuel production site for nearby systems owing to a large deposit of Helium-3. Over time, it grew to be a major pillar of the southern areas of the Federation. Currently the system is a graveyard immersed in a cerulean nebula rife with anomalous properties.
Main Page: Tri-Qyu
The Tetramerous Systems: The Traverse
The frontier of the Nralakk Federation is known as The Traverse, with the name itself meant to convey the importance Skrell culture has historically placed on the stars. Many believe it is a skrell’s duty to traverse the stars. Whilst settlements across the Traverse vary drastically, most will have common trends within the districts they are within: The Pluat Ven’qop, Qukala-Median Treqki, Q’elpi, and Zeiqi-Trqn. Depending on the status and economical importance of a district, the Federation will offer boons and increased protection from the dangers lurking in the shadows of space. Despite this, the Traverse is a hotbed for anti-Federation secessionists and social deviants, thanks to an overall decrease in Federation presence compared to other territories.
Following the reforms passed after negotiations between the Independent Traverser Movement and the Nralakk Federation, the Traverse can now be considered a group of semi-autonomous states surrounding the core of the Federation. These states are still under the ultimate authority of the Grand Council and the Core Worlds, but as long as trade and Federation law continue to be maintained, they are afforded a degree of autonomy that is comfortable for both sides.
Pluat Ven’qop
The “crown” of the Traverse, the Pluat Ven’qop (or the Pluat Cooperative) is host to much of the Traverse’s industrial facilities. Besides Pluat itself, several other planets and megafactory stations take in raw resources imported in from other areas in the Traverse or the Spur at large for manufacturing civilian and military goods for the Federation. Though, the majority of the goods produced here are necessities rather than luxury items.
The standard of living is comparable to living within the Contingent Systems, thanks to the importance and support the Federation places on the district. Qukala Patrols are a common sight here and piracy rates are extremely low. Technologically speaking, citizens enjoy advanced industrial designs and slightly outdated, but enjoyable luxury devices.
NFV Forlorn Nova
In the distant orbit of Pluat lies the sprawling bureaucratic capital of the Pluat Ven’qop, the Forlorn Nova. The station was originally built as a small-scale monitoring outpost, but as the needs of the surrounding colonies grew, the station was gradually expanded on. During the reign of Glorsh-Omega, every skrell on the Nova was sealed inside and the AI forbade any others from the outside from entering. After Glorsh vanished, the station was reclaimed by the Federation, though no trace of the previous inhabitants were found. In the present, the station is home to all of the administration and politicians of the Pluat Ven’qop, in addition to their endless swarm of assistants.
Despite this, the Forlorn Nova has become a wildly popular rest stop for traveling spacers and off-duty Qukala personnel. Largely owing to its expansive entertainment districts and lax policies on conduct compared to the Core Worlds’ standards. Its popularity has only grown since the Federation relaxed its insular economic policies, which now allow the exporting of older models of skrell starship components. While more expensive compared to their human counterparts, these skrell components tend to last longer and are much less prone to failure. The sole downside is, only the most talented or foolhardy spacers are willing to fix them if they do break, thanks to the bizarrely delicate nature of skrellian engineering.
Pluat
An extremely hot planet. Mostly desert but with some small seas in the northern and southern hemispheres. The equatorial regions are too hot for most species, and so the only settlements are situated in the extreme polar regions. Despite the harsh conditions of Plaut, it has seen tremendous success. Miles and miles of the planet have been converted into automated facilities that in turn manufacture goods for the core worlds of the Nralakk Federation. It was during Glorsh-Omega's reign that the planet was retrofitted to instead become a haven for robotics. Thousands, upon thousands, of different machines were created including that of mining drones, observation drones and more. Glorsh-Omega would often work the skrell station on Pluat beyond their abilities, and subsequently almost destroyed the workforce. Today, Pluat remains active and overseen by a few thousand skrell that have since devised various systems to ensure that no other individual is pushed beyond what they can handle.
Yui'qui'gliop
The moon to a large gas giant with an atmosphere mostly composed of hydrogen, Yui'qui'gliop was scarcely inhabited before the rise of Glorsh-Omega. designated as a 'cesspool' in which the Nralakk Federation sentenced criminals to repay their debt to society. It was abandoned by the tyrannical intelligence shortly after it rose to power, with the penal colony essentially being left to die out, where it remained abandoned for over a century until rebels rediscovered the planet, and converted it into a base-of-operations to fight against the intelligence. The gas giant in which the moon orbited allowed for easy access to refuel, but also a cunning way to disguise the skrell's true intentions when veering towards Yui'qui'gliop. Today, it stands as a converted massive communications hub, where it controls a large portion of the Nlom Relays scattered throughout the Traverse.
Recently, it has become home to a small Einstein Engines helium extraction site, though its purpose is more scientific than economical. Even after allowing human corporations to operate in select zones within the Federation, this site is still heavily monitored by the Federation, despite its distance from the Core.
Qukala-Median Treqki
Also known as the Median Naval District, it was created shortly after first contact with the Solarian Alliance, this district was to serve as a firm wall between human and skrell territory. The Qukala established several military bases and patrol outposts in the region to handle potential piracy, be it humans preying on skrell or vice versa. The region was largely unoccupied prior to the Qukala’s establishment in the area, outside of a few mining and agricultural colonies. Thanks to warm relations with the Alliance, the Qukala never had to make much use of their power here, until the Solarian Warlord States arrived in force. Recently, occasional skirmishes have broken out in the Median as opportunistic raiders swelled in numbers in the wake of the collapse of Solarian authority.
Skrell from the Median are few and far between, especially those that decided to venture out in the Spur. Most of the population are farmers, miners, Qukala, and those that make up the services to support them. The planets in the district were developed enough for the Qukala to purchase local food rather than importing it from the inner worlds, but little more support than that has been received from the Federation.
The Halcyon Shield
Situated on a barren world in the Median lies the Qukala’s largest base outside the Federation’s Core. The base sprawls over and under the planet’s crust, providing shelter for Qukala ships and the shipyards necessary to repair them. Like most of the bases in the region, it was founded to defend the Federation from potential human aggression, piracy or invasion. With that in mind, the Halcyon is large enough to act as a logistical hub for any military action for several lightyears in any direction.
Its most notable feature is a massive “planetary” shield defending the surface. The shield does not actually extend around the entire planet, only covering roughly 35% of the surface. The Halcyon’s entrances and shipyards are nestled under its protection. Any invading force would be forced to go around and under the shield to breach the Halcyon, which would make them convenient targets for the base’s heavy batteries.
Yub’fungop
An ocean world in the Median, it's the most developed in the region due to its excellent conditions for life and subsequently, aquaculture. It exports large quantities of fish, plant crops, and medicinal herbs to buyers in the Median, in addition to a few human colonies near the border. The skrell populace of the planet enjoys a quiet, peaceful life as the heavy Qukala presence keeps most threats away. Recently, there has been an influx of Diona immigrants to the planet interested in assisting the growing aquaculture industry.
Benv-Opxi
A small unremarkable dust world that is wholly unable to support life naturally due to high temperatures and violent weather. The planet would have remained a footnote on skrell maps had Glorsh-Omega not taken an interest in the planet’s central location. The intelligence constructed a massive detention facility on Benv-Opxi capable of housing tens of thousands skrellian prisoners. Escape was impossible, as the climate outside the facility is immensely deadly to skrell life. It was here Glorsh-Omega sent a large chunk of the rebels it captured during its oppressive reign. It conducted all manner of unspeakable experiments on the skrell, seeking to improve their biology and find new ways to control them.
After the AI’s fall, the Federation rediscovered the mostly intact facility during one of the first few surveys of the Median. After scrubbing the prison clean, the Federation took control of it and now uses it as a black site to house some of the most vile criminals in Federation space. At least those that did not do quite enough to warrant cryogenic freezing or have valuable intelligence the Federation is keen to extract. Most citizens are unaware of its existence, and the Qukala heavily guards its star system.
Q’elpi
The Skrell residing in the “Basin” of the Traverse do not often feel the touch of Nralakk’s hand in their affairs, for better or worse. The region is largely decentralized with administrations being planetary in nature rather than covering large swathes of space. The Basin is home to barely habitable planets and plenty of asteroid fields. Outside of initial construction and colonization efforts, the Federation has provided nearly no extra support to the Basin. Most colonies and habitats get by via trading minerals and valuable gasses for food and domestic goods.
During the phoron crisis, it was revealed that around a dozen systems in the Q'elpi region were secretly collaborating with the Ti'Rakqi, the largest group of Marauders in Federation space. When the Qukala and local Nlomkala attempted a mass arrest of the civilian Government for their part in the collaboration, the systems quickly broke into open defiance of the Federation Government. The "Marauder Systems", as they came to be known, are currently under martial law as slow progress is being made to pacify them. The Federation has publicly stated its intention to return the systems back to a civilian Government once the collaborators have been detained and "dissident activity" has ceased.
On 07/06/2465, tensions flared up once again in the Q’elpi region and residents clashed with Kala personnel enforcing martial law in the area. Vandalism of government sites, unauthorized demonstrations and proliferation of anti-Nralakk information have all brought the eye of the Federation back onto this unruly region. Grand Councillor Jrugl has denounced those who would lay hands on the Kala, claiming they protect everyone in the Federation.
Anti-Nralakk activity increased on 18/06/2465, and has spread to the systems neighbouring the Q’elpi region. Ti’Raqki activity has grown alongside this new wave of dissident activity as Kala resources are pulled in multiple directions. The Grand Council remains firm in its promises to bring justice to the offending deviants. Many formerly unaligned territories within or close to the marauder system have seen their citizens align themselves against the Federation. Whether this is through overt anti-Federation actions or simply disobedience of Federation policy; oftentimes without their planetary governance’s knowledge.
The Independent Traverser Movement ramped up their campaign in the Marauder systems on 25/07/65, as they began to seize city centres and critical facilities such as power plants, civic centres, and other public services. Members of the movement came out in numbers not seen before now, resulting in a bloodless takeover as they forced the outnumbered local kala officers to retreat for their own safety. While key facilities were taken over, the Nlom relays were successfully defended by local Xomor and Kala security officers. Federation authorities have already responded by turning off power and water to these facilities, which the ITM have turned into their own bases of operation.
A weapon shipment purportedly bound for the Marauder systems was discovered by a patrolling Qukala vessel on 29/07/65 after searching a vessel that was suspected of being affiliated with the Ti'Raqki. The weapons were of human design, resulting in many speculating parties such as the SCC or Solarian Alliance aiding the Independent Traverser Movement despite official reports denying such claims. The discovery took many by surprise, and civilians within the Marauder systems lodged requests to leave due to fears of tensions escalating to violence. These requests were later given a blanket rejection by Federation authorities out of fear that ITM or Marauder-affiliated Skrell would be able to evade the authorities.
Reinforcing Kala detachments arrived at the Marauder systems on 07/08/65, marking the beginning of operations to reclaim the facilities captured by the Independent Traverser Movement. Both the Nlomkala and Qukala are working in conjunction with each other, advising one another in their relevant skill sets as they work alongside one another during the operation. The Kala operation to retake ITM-captured regions within the Marauder systems has seen success, despite ITM supporters continuing to escalate. News articles on 15/08/65 reported that agitators have drawn weapons during high-profile demonstrations in order to bait reactions from Kala officers, while vessels harassed and vandalised Qukala vessels operating orbital checkpoints. While there is a clear intent to continue the anti-Federation activity by many, there is a growing number of Skrell who are seeking to distance themselves from their more militant comrades. Grand Councillor Jrugl expressed interest in seeking a peaceful resolution with these "moderate" members of the movement.
With the events of the Change on the Horizon arc the Q'elpi region, formerly the centre of the Independent Traverser Movement, has finally come back under the control of the Nralakk Federation. With the assistance of moderate members of the movement, the Federation was able to subdue the more militant members of the group and bring an end to the Traverse-wide protests to its governance. The region has experienced more destruction than others in the Traverse, and it is now in the process of reconstruction. Though relatively peaceful, the damage to important infrastructure and the after-effects of being under martial law for so long have led to a surge in Marauder activity in the area. The newly established Qehalak forces in the Q'elpi Basin are currently working alongside the Qukala to combat this increased Marauder presence, with the Federation closely observing how effective its new Kala branch is at protecting the Traverse. Due to the damage caused, and the Traverse states recently receiving a new level of autonomy in its governance, the Basin is expected to be struggling for quite some time.
Void-Chewer
The most populated body in the Basin is a super-massive industrial mining facility. Its core, the original station, is home to mining drone bays, advanced sensor suites, cramped habitation decks, and ore refineries. Over time, it was expanded desultory as skrell immigrated to the station, some seeking a steady job and others seeking to escape the ever watchful eyes of the Federation. Now it is home to hundreds of thousands of skrell and host to markets, shipyards, and comfortable housing.
The station was originally designed to be mobile, and even in its present state it retains this function. With thick shields to ward off debris, asteroids and other hazards, the Void-Chewer can gradually move towards new mineral deposits with large sub-light engines. This means it can take the station decades or more to reach far off deposits. To this end, many of the drones it deploys are equipped with basic warp drives to reach their targets. It's worth noting the drones are sub-AI automated machinery, and pose no risk of disobedience.
Hivju
Situated on the very edge of the Basin, where the Traverse meets the Human Frontier, lies Hewju. A small, barren world presumed devoid of any life. Colonized by early skrell settlers victim to a decaying colony ship long off-target, the settlers only saving grace was the discovery of atmospherically sealed caves beneath the radioactive and meteor pounded surface. The caves were largely filled to the brim with water and a primordial algae-based ecosystem relying on geothermal vents for heat and sustainability.
The settlers recycled what they could from their colony ship and moved into the caves below, careful to maintain its seal as they did so. They subsisted on the cultivated aquaculture and introduced what plants they could from their ship’s seed bank. Eventually, the colony was discovered by a passing Federation survey team and reconnected with the Spur at large. Presently, Hivju is a peaceful frontier world largely removed from the politics of both the Federation and the Spur. The colonists live rather luddite lifestyles within the aquatic caves and rarely own more than they need.
Zeiqi-Trqn
The portion of the Traverse situated towards the galactic west near uncharted space is aptly dubbed the “Deadspace Spine” when translated from Nral’Malic. Forming a "spine" backed up against uncharted space, this thin stretch of systems was the target of a new era of colonisation beginning in the early 20th century, not long before Glorsh's emergence, that would have been considered "The Third Waves" and a significant expansion of Federation territory if not for the AI's takeover. While the century or so of colonisation saw the region rapidly develop, today it is sparsely populated with small colonies and outposts being the main population hubs within the region. The installations and remnants of pre-Glorsh colonies here are ancient and practically preserved, with the few areas still accessible to the public giving much insight into the Federation's cultural and technological history.
As a result of the Tri-Qyu incident, much of the infrastructure that formed the backbone for Glorsh's empire was made inoperable, causing chaos throughout the former Federation and the decades of anarchy that ensued. Due to several factors, including distance and priorities laying elsewhere for those in charge, the Zeiqi-Trqn was one of the last areas to be reclaimed by the Second Nralakk Federation. This reclamation effort took decades to be completed, with roaming Marauder bands and independent factions being consistent blockers to the Federation's efforts to retake the region. During this period, Federation officials noted that the region was heavily depopulated according to recovered census figures, with the projected population being much lower than anywhere else in the Federation even when taking into account the longer period of isolation before reclamation efforts began. Surviving colonies that the Federation were able to initiate contact with were able to give their own accounts of how they survived their centuries of isolation, and soon a broad picture of events in the region could be gleaned.
During its isolation from the rest of the Federation, the region was able to independently undergo its own reconstruction efforts, with limited travel and trade being possible. Communication, while slow and primitive in comparison to what it once was, did enable colonies to keep in contact with one another and enabled the region to stay relatively stable. Shortly before reclamation efforts were made, a disease of unknown origins began to spread rapidly across the region named "Black-Blood", a blood condition that prevented cells from transporting oxygen and turned the sufferer's blood into an inky black colour. Speculation into the "Black-Blood" disease's origins is contested, but with most agreeing that its origins must come from a Glorsh-era bioweapon that was accidentally released and unintentionally spread via trade ships. The disease wiped out several colonies, breaking down what stability the region had as colonies isolated themselves from one another once more and what authority existed quickly dissolved. Piracy and nomadic fleets became more common in this period as Skrell became desperate to survive, and the region devolved into anarchy once more. While there is no evidence of it being intentionally discovered and released, anti-Federation groups such as the Lyukal are quick to point out the convenience of the disease spreading and quickly dismantling a potential rival state shortly before the arrival of the Federation. When the Federation returned and these events became known, the Grand Council elected to effectively quarantine the region; the colonies that existed and showed no signs of the disease were reincorporated into the Federation, non-essential travel is limited to prevent outbreaks, and expansion and recolonisation efforts in the region are strictly prohibited. A military cordon is in effect, preventing unsanctioned travel to, from, and within the region. Travel is limited to scientific endeavours as old colonies are explored remotely, and to the colonies and installations deemed safe for travel. Despite this, there is a large market for technology scavenged from abandoned facilities within the Zeiqi-Trqn. Although rare, this has resulted in smaller Black-Blood outbreaks, which has only made the Qukala more zealous in their approach to containment; vessels caught illegally within the Zeiqi-Trqn have been known to be scuttled with little to no prior warning if the risk of an outbreak is considered great enough.
The region is speculated to contain some of the most intact examples of Glorsh and pre-Glorsh-era technology within Federation space; the relatively low population and development of the region meant that there are many examples of this technology still in relatively good condition, either located far away from populated areas or spared the destructive anarchy that occurred after Glorsh's disappearance. The potential for breakthroughs in deciphering Glorsh's technology or rediscovering lost Federation technology has resulted in a large scientific interest in exploring the region despite the risk of Black-Blood exposure. The risks and potential rewards have caused a schism politically, with some in Federation politics considering the Zeiqi-Trqn a "lost cause" and that the region should be completely sterilised due to the risk of a major outbreak. Others, however, believe that the Federation should forcefully relocate those still within the region and quarantine it entirely, only utilising the region for remote and passive exploration. A small minority advocate for more proactive efforts to reclaim the entire region, arguing that the technology that could be salvaged is key to the Federation's continued technological dominance, and potentially the source of a cure for the Xu'Lu'oa.
Estuaries
The Estuaries are considered the final frontier for Skrellian expansion, being one of the few directions the Nralakk Federation can expand without encroaching on its neighbour's borders. The region is mostly comprised of small developing colonies, termed "Boundary Worlds" or "Boundaries" for short. The Estuaries are almost a perfect location for independence movements and other illegal operations to flourish; the lack of infrastructure and value found in the Estuaries has resulted in Qukala patrols being few and far between, allowing for Marauders, Lyukal cells, and anti-Federation agitators to operate with unparalleled freedom.
The Estuaries have learned to rely less on the Federation, with colonies adopting a more "generalist" plan compared to the specialised societies found elsewhere in the Federation to facilitate trade and survival. Technology and quality of life within this segment of the Traverse can vary wildly, but usually ranks lower than elsewhere in the Federation as a result of the colonies here either being newly established or lacking the resources to develop to what's considered standard in the modern-day.
Xrim
See: Xrim
Xrim is a flourishing planet with thriving jungles and tropical rainforests. It is filled with billions of different hostile exobiological species. From giant sloth-like lizards to tiny, bone-eating slugs, almost every part of this planet is eager to kill. Initially federation research posts dotted this planet in the early colonization efforts, bordering giant preserves where the then peaceful wildlife was kept for scientific study. During the Era of Synthetic Oppression, the organisms of Xrim were subject to esoteric scientific experiments of unknown purpose carried out by Glorsh Omega, seeding the planet with a variety of mutagenic flora and fauna that swiftly came to dominate the world. After the fall of Glorsh, the planet itself was left largely uninhabited by the Skrell mainly due to the now hostile ecosystem the planet supported. The planet was not completely devoid of sapient life, however, as during the second seeding by Glorsh Omega a series of Dionae nymphs where placed upon the world. The Second Federation then discovered the Dionae world and was once again reintegrated into the Federation as a whole. Still extremely inhospitable to skrellian life, the small number of Skrell scientists and citizens that dwell upon Xrim tend to live within structures produced by the local Dionae, working to study the local flora and fauna.