Tattuqig
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| REGION - Traverse | ||
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| This location is centred in the Traverse region. | ||
| The Traverse is the frontier of Federation society. Research and mining outposts, newly-established colonies, and manufacturing facilities can be found dotted throughout this large-spanning section of Federation space. While the quality of life and purpose of settlements in the Traverse vary drastically, they will all follow similar trends based on which district they are in. The Traverse is also home to independence movements, resistance cells, and other criminal organisations that operate in Federation space. | ||
Tattuqig
Tattuqig is a primarily swampy moon, found orbiting a gas giant in the Ghialok system in the Estuaries of the Traverse. The tropical, boggy environment of Tattuqig hosts extensive fossils and traces of its past ecologies, with extensive archaeological efforts still underway. Tattuqig’s exotic atmospheric composition hosts a permanent fog on its surface, where psionic predators stalk for their prey and skrell alike. Its hostile wildlife and weather makes Tattuqig notably dangerous, and one of the few with travel advisories outside of the Traverse.
History
Tattuqig was discovered pre-Synthetic Age, with colonization only taking place well afterwards in 2267 due to the Nralakk Federation’s collapse post-synthetic age. Tattuqig’s colonial efforts were made with newer Federation colonial policies, cognizant of X'Lu'oa leaving the species’s future precarious, with manned drones and prefabricated habitats to be constructed pre-landfall.
Preliminary probes in the 1630s identified Tattuqig’s electromagnetic fields as notably stronger than the fields around Qerrbalak and the other colonies, though this information was lost until the first colonization efforts in 2254. Trouble began when the colony’s prefabricated habitats and manned drones malfunctioned, and failed to properly deploy before the colonists arrived. New designs had to be developed that could withstand the electromagnetic interference, and more equipment had to be shipped from the inner systems before construction could resume and the colonists could safely make landfall.
By 2267, the colonists arrived at their designated landing site, intended to be a transportation hub to lessen the logistical burden from supplying the outer colonies. The establishment of the first outposts revealed one of the skrell’s biggest discoveries before first contact with humankind, which was evidence of more sentient life developing within the Orion Spur.
Federation scientific communities were shocked at the prospect of intelligent life developing close to their territories, in comparison to Diona being sentient but having arrived from outside of the Orion Spur due to their lack of zona bovinae. Tattuqig’s discoveries were monumental, with the research efforts embedding themselves into the colony soon after, and expeditions were organised to discover more sites belonging to this ancient, absent civilisation.
Preserved villages deep within the peat swamps of Tattuqig were discovered soon after, with their level of preservation allowing archaeologists to gain insight into their culture, society, and technological level of the planet’s old inhabitants with extreme clarity. Although the remains of the civilisation were well-preserved, no bodies were ever discovered at any of the sites, considered an anomaly that baffles anthropologists to this day.
Beyond the civilization remnants and strong electromagnetic field, the colonists discovered another distinct feature in the form of a thick fog that covered the majority of the surface. Originally considered an obstacle to their visibility, the colonists soon found that the fog was home to adapted predators. Strings of disappearances occurred in the months post-landing, pinned on the local wildlife with a specific species preying upon skrell. The creature was described by eyewitnesses as monstrous, burly, and with grey, marble-esque skin. This creature would stalk unaware skrell as they became separated from others, with only a telltale bellowing heard before they pounced. Using a Neaera, another animal native to Tattuqig as bait, a specimen was captured for study.
Named the Fog Crawler by Tattuqig’s colonists, fog crawlers are hulking, reptilian species that utilizes psionics to hunt prey while hidden in the dense fog. The sudden influx of skrell caused a shift in the planet’s Nlom, resulting in the fog crawlers hunting skrell due to their psionic signatures being stronger than its usual prey. While hostile xenofauna is not unheard of by skrell colonists, the thick fog causing visibility issues, and the strong electromagnetic field making most advanced forms of machinery unavailable meant they were left vulnerable. The discovery of the fog crawlers led to Tattuqig being given exemption from Federation gun laws, allowing the colonists to organise patrols and sentries for self-defense of settlements. In response, the settlers established the Roaming Routes, a mapped series of alternating paths through the fog that they used to move across the planet. The Ubulreak Corps were also formed, being tasked with tracking and keeping the Fog Crawlers from attacking inhabited areas or the roaming routes between settlements.
Tattuqig was left to its own devices by the Nralakk Federation until 2332 after first contact with Humanity, with Zeng-Hu Pharmaceuticals taking an interest in Tattuqig's ecosystem, who proposed a deal with the Nralakk Federation to establish a presence on the Tattuqig in return for aiding the funding of all scientific endeavours conducted planetside. While initially only interested in the flora and fauna of the planet, Zeng-Hu took an interest in Tattuqig's archaeological findings, and set up their own branch of xenoarchaeologists. The sudden influx of outside groups on Tattuqig led to the establishment of Fog Wardens, an unofficial group that dedicates itself to protecting Tattuqif from potentially damaging practices by the humans working here.
Tattuqig was one of many Traverse colonies involved in the exodus following Grand Councillor Weashbi Jrugl's victory in the 2463 primary elections. Most disgruntled colonists followed candidate Kalq'Qi Weibii to the Republic of Biesel, and eventually forming the Starlight Zone. While the actual number of fleeting Tattuqigan colonists was small, the impact of the exodus was still noticeable. Scientists, educators, labourers, and many other specialized workers needed for a functioning colony left in droves, causing many settlements to collapse, no longer able to support themselves. Those who remained on Tattuqig resent the exodus for its impact on the planet, especially by those who had to abandon their homes, and are considered responsible for the pro-Federation alignment of the planet, though that is at odds with the colony's lack of support and its poor status.
Government
Tattuqig's capital city is Aujaq'wesi, located on the planet’s central island, and is one of the largest settlements on the planet. Governor Tarqi Plaqo has governed the colony since its inception, although they hold little power outside of the capital due to the fog-induced isolation. This is exacerbated by the strong electromagnetic field making most long-range communications and travel unavailable, leaving the other islands working autonomously from the government.
The planet consists of four regions:
Aujaq Region - Named after the planet's capital, the Aujaq Region consists of the two central islands of Tattuqig , as well as its capital city of Qaroq'xlip. The region is responsible for the administration and cross-planetary infrastructure of the Tattuqig, with its position making it ideal for its role. Both major cities work against the isolating conditions the colony deals with. Aujaq'wesi, being the capital, is responsible for the administration and coordination of the other islands, with Qaroq'xlip being a vital port that ensures long-distance sea travel is possible.
Mo'qa'Noa Region - Named after the Mo'qa'Noa ice sheets and the two islands closest to it, the region sees the most Zeng-Hu activity due to the number of ruins surrounding it. The investment by Zeng-Hu allowed more development to the region’s settlements, giving it a semblance of life closer to that of Contingent Systems. The region is considered much safer than most of Tattuqig, but the terrain on these islands leaves little room for expansion.
Kanosak Region - Named after the Kanosak mountain range on the northern island, the region includes Kanosak Point, a dormant volcano, and Ublureak'qwip. With higher Fog Crawler sightings, the region is most known for the Ublureak Corps, who maintain the city of Ublureak'qwip as their headquarters. Kanosak Point and Ublureak'qwip act as landmarks for the most northern and southern points where skrell can safely inhabit the island, with most areas north of the mountain range deemed inhospitable, while the lands south of Ublureak'qwip are too encased in fog for permanent settlements to be built.
Tartok Mesa Region - Consisting of Tartok'qlip and the surrounding area, the region remains undeveloped outside of its sole city, acting as a vital link between Tattuqig and the rest of the Federation. The mesa on which Tartok'qlip is built on is high enough to not be encased in fog, allowing for the building of spaceports.
Economy
Tattuqig’s economic weight in the Nralakk Federation is considered negligible, being seen as a poorer Traverse colony and poor prospects for future development. The primary exports of the planet consists of food and scientific research, with the neaera being a recently widely-accepted culinary addition to skrell cuisine. Ranching and harvesting neaera is the second most well-known feature of Tattuqig, with every single part of the animal considered delicious and usable. Scientific endeavours and research data remains the primary draw to Tattuqig, with Zeng-Hu Pharmaceuticals maintaining an exclusive deal in funding all research efforts in return for being the sole corporate presence on the planet. Federation-backed researchers are a common sight as visitors and tourists, with the applications of Tattuqig’s wildlife and its ruins drawing in enough outsiders to keep its local service industry afloat.
Environment
Due to Tattuqig’s atmospheric composition and orbital position to its star, the planet is primarily tropical wetlands, with a dense fog that recedes seasonally. The planet is dominated by nutrient-rich soil, hosting a diverse range of flora and fauna that forms its highly active ecosystem. Most of Tattuqig’s positive characteristics are unable to be exploited by the Federation due to the fog. The oceans of Tattuqig, while mostly unexplored, are potentially ecologically diverse.
In lieu of Tattuqig’s potential industry, its swamp gases remain its primary export, with its availability and simple extraction making it easily exploited. Tattuqig is one of the biggest suppliers of natural gas, with natural gas primarily used in less developed colonies, making it an important export for settlements on the fringes of the Traverse.
Wildlife
Oom’Tiiriq (Fog Crawlers)
The infamous predator of Tattuqig, Fog Crawlers grow to almost 2.4 meters in height upright, and can weigh as much as 110 kilogram, with its skin described as similar to an alligator’s, being particularly rough and thick. Fog Crawlers are bipedal and have four arms to clutch their prey. When not hunting, they are organized in prides of ten to twelve individuals, with the pride dividing itself into hunting pairs that coordinate through their psionic abilities. A carnivorous species, the Oom'Tiiriq is considered a threat to the skrell on Tattuqig, and is the reason why the planet has been given private gun ownership allowances to its inhabitants.
Neaera (Tree Lurkers)
Tree Lurkers are one of the most common animals on Tattuqig, resembling an amphibious primate. They inhabit the dense forests of the planet, utilising its powerful leap and adhesive grip to avoid predators on the forest floor. They grow to almost a meter in height, and weigh around 20 kilograms, and form troops of twenty to thirty. The species is wildly popular for its culinary uses, being incorporated in skrell cuisine as a new-found staple of their diet, causing it to be a prized export.
Tupiq’Sir-Qii (Root Grazers)
Root Grazers are speculated to be another extremely common species on Tattuqig, but remain elusive with their natural camouflage and small stature. They regularly grow up to thirty centimetres in length, with collected specimens weighing roughly one kilogram. Root Grazers resemble crustaceans, closely resembling Qerrbalak’s buurgis, and Earth’s horseshoe crab. They are herbivorous and opportunistically carnivorous, regularly eating roots and insects. While solitary outside of the mating season, they tend to congregate around fresh corpses, potentially being carrion-feeders.
Ar'vr Teferb (Screaming Bulbs)
The Screaming Bulbs are a treasured specimen of Tattuqig. When flowering, Screaming Bulbs will grow six, bright blue bioluminescent bulbs on each of its three stalks, which slowly balloon before bursting with a noise reported as long, drawn-out screams. Cultivated specimens are grown for the gasses they produce, which produce vibrant blue flames when ignited. These gases are used as lamppost fuel along the Roaming Routes and aboard sea vessels, with their bright light cutting through the fog to make it easier to navigate between settlements.
Gikiluak (Qhulyin Mushrooms)
Gikiluak are bright red fungi that primarily parasitize foliage, found in particularly dark and damp environments. It hardens around its host plant as it envelops it, using it as structural support. After suffocating its host, the mature fungus begins to produce fruiting bodies to release spores to the wind. It is considered a pest by the Tattuqig Colonial Government, notorious for nearly destroying the early settlements by invading farmland and ruining crops.
Her’qla’vrii (Hanging Pendula)
Hanging Pendula are large, thin trees that grow along the coasts and produce low-hanging fruit. While pleasant-tasting, it contains a paralyzing neurotoxic poison, killing smaller animals and starving larger animals to death, fertilizing the surrounding soil. While not commonly cultivated, the fruit of the hanging pendula is carefully harvested and used by the Ubulreak Corps as a poison against Fog Crawlers.
Seasons

Tattuqig has a 9 month year, with 37 days in each month, totalling 340 days. Seasonal temperatures remain stable year-round, with the planet's Qu-Paalq averaging at 39° centigrade and a humidity of 80%, while the Lu-Paalq season averages at 30° centigrade, and a humidity of 72%. The Qu-Paalq season lasts for the first three months of the year, with the Lu-Paalq season taking up the later months, being defined by notably calmer seas. Tattuqig’s Qu-Paalq season develops violent oceanic patterns, which only compounds the dangers of travelling between islands. Most travel by sea is done during the Lu-Paalq season, with rare spells of calm weather during the warmer months.
The fog of Tattuqig is also seasonal, with safe routes changing as the fog fluctuates throughout the year, with regions becoming inaccessible for months at a time. Expeditions to remote archaeological sites depend on predicted changes in the fog, along with most trade routes depending on route availability.
Cities and Landmarks

Aujaq’wesi
Nestled inside a mountain range, Aujaq'wesi is the capital of Tattuqig, chosen for its central location and lack of permanent fog. The city was unknowingly built on top of a large mine belonging to the original inhabitants of the planet, which was renovated and expanded for the colony's own mining operation.
Aside from mining, the city is primarily the political heart of Tattuqig, functioning as the administrative center. Aujaq'wesi's administration is made much more difficult with the fog, and lack of advanced technology that allows for safe long-distance travel and communications. This has resulted in most inhabitants being more isolated, considerably more than elsewhere in the Federation. Its central location and access to Qaroq'xlip alleviates this somewhat, but developments are still slow to be heard by the capital, stuck in a constant state of handling administrative and bureaucratic issues that would otherwise be considered minor issues elsewhere.
Aujaq'wesi is quite small, and lacks any readily stable food source, being almost completely reliant on Qaroq'xlip for its food. The city, in turn, is one of the few sources of domestic minerals, ensuring that it is kept well supplied. The Nralakk Federation's policies with regards to the Traverse result in many planets being forced to rely on their own industry to supplement what the Federation provides them, leaving this mutual trade intact.
Qaroq’xlip
Qaroq'xlip is found at the northern strait between its island and Aujaq'wesi's, and shares the responsibilities with its neighboring city in keeping the colony connected. As the city is the halfway point between east and west, its port is vital for long-distance travel and relaying information between the islands. While the city's port is primarily for trade and travel, it is also an important source of food for the region, with Qaroq'xlip fishing vessels being renowned for their ability to navigate the treacherous waters of Tattuqig and comfortably feed both islands.
Qaroq'xlip is also responsible for maintaining the water routes between islands. With the Lu-Paalq months calmer weather allowing for water buoys to be set up at key points as signposts, allowing vessels to safely traverse the oceans. These buoys are moved as the fog changes, eventually removed entirely once the violent storms of the Qu-Paalq begin again.
On the outskirts of Qaroq'xlip, the multiple ancient ruins have been extensively explored. While lacking a tourist industry, these ruins are quite popular among scientists from Zeng-Hu Pharmaceuticals, and elsewhere in the Federation as their orientation before setting out for active archaeological sites. Zeng-Hu Pharmaceuticals' biggest presence in Qaroq'xlip is within these ruins, which they maintain in order to properly orientate their staff who come to work on the planet.
Sura’zlip
Sura'zlip is a small village on one of the southern islands making up the Mo'qa'Noa Region, most known for the extensive system of ruins that surrounds it. Pre-first contact with humanity, the village’s isolation left it in neglect, kept alive through the rare scientific expeditions on the island for their research. Following Zeng-Hu's investments on Tattuqig, Sura'zlip rapidly became a bustling centre for research into its local ancient ruins, growing from a few houses and a small communal lodge to a well-developed colony in under a few years, furnished with the corporation’s money.
Sura'zlip’s eager acceptance of Zeng-Hu’s investments grew into hosting the corporation outright, and hosts a majority of their employees. Now a major hub for corporate interests, further development towards keeping their investments has turned it into one of the most developed settlements on the planet.
Despite the welcomed renewal of the village, Zeng-Hu’s employees slowly outnumbered the original villagers, with most work in the region supplanted by workers and limited to those willing to work under the corporation’s contracts. Now alienated or forced to move elsewhere, most of Sura’zlip’s original residents dispersed elsewhere, with one group eventually moving on to form the Fog Wardens.
Tartok’qlip
Tattuqig's northeastern island is predominantly an elevated, flat mesa, making it an ideal landing site for the original colonists. The mesa now hosts the sprawling city of Tartok'qlip, which maintains the lifeline between Tattuqig and the rest of the Nralakk Federation. The mesa’s elevation keeps it clear of fog, with its flat terrain suitable enough for ships to land without being visually impaired, making Tartok'qlip the planet’s sole spaceport.
Tattuqig’s local starships are ruggedized civilian models, built to withstand the planet’s intense electromagnetic fields, sacrificing mobility and most onboard systems in exchange. These vessels ferry goods and passengers between visiting vessels and the planet itself, but remain limited due to concerns regarding their lack of onboard systems, and are incapable of cross-planetary travel.
Tartok'qlip is considered equal to Sura'zlip as one of the more developed areas on the planet, with those avoiding the corporate influence in the Mo'qa'Noa region settling there instead. Job opportunities are scarce, with most of the city and its surroundings solely supporting the spaceport. The city’s other major sector is its service industry for visitors, who are typically corporate or Federation representatives assigned to oversee one of the many archaeological projects underway.
Ublureak’qwip
Ubulreak'qwip is located in a valley on the westernmost island of Tattuqig, mostly inhabited by xenobiologists studying the native Fog Crawlers. Due to the density of their population within the valley and the surrounding area, both Zeng-Hu and Federation scientists work here, with most research focusing on the Fog Crawlers’ use of psionics.
Ublureak’qwip’s history with the Fog Crawlers began when the original colonists first confirmed their existence, attacked by their hunting prides in the months preceding their discovery. Their large population in the valley persists to the modern day, still home to the most Fog Crawler attacks on the planet, and where the Ubulreak Corps established themselves.
While the settlement is considered the southernmost point of safely habitable land, regular excursions into the valley and surrounding areas are still held. These excursions are performed by the Ublureak Corps to train their recruits, with some scientists organizing their own expeditions while escorted by trained corps members.
Holai Bay
Holai Bay is a large coastal region close to Ublureak'qwip. The bay has notably thin fogbanks, allowing the establishment of a port to connect the island to the rest of Tattuqig. Several small villages and outposts dot its coastline, making it one of the more populated regions on the island. Holai Bay was affected greatly by the exodus of skrell headed by Weibii in 2463, with many of the settlements abandoned due to most of their inhabitants fleeing the Traverse.
Kanosak Point
The Kanoask Mountains are located to the north of Ublureak'qwip, with its highest point atop a dormant volcano being Kanosak Point. Most notable is the pristinely intact ruins at its base, being so vast and intact that it is visible during the lighter fog season from Holai Bay. Despite its visibility, Kanosak Point’s ruins remain out of reach, with the surrounding fog at the base of the mountain rendering travel impossible.
Holidays
Founding Day - Tattuqig's Founding Day celebrations are considerably humble, being one of the poorer Traverse planets. Only two cities, Tartok'qlip and Sura'zlip, are able to host proper festivities. Festivities involve local gatherings in one of the communal buildings, where colonists share food and celebrate. In Tartok'qlip, festivities are more extravagant, with decorations and art displays being common ways of celebrating. Despite its wealth, Sura'zlip's festivities are nonexistent due to the village’s original residents having left, with the local Zeng-Hu employees leaving the holiday unobserved.
Lu'Nioh-Weibii - Translated directly to Stardust of Weibii, this holiday marks Kal'Qi Weibii's exodus to the Republic of Biesel, along with those who left Tattuqig with them. Derived from the relationship term of the same name, it signifies that while no ill-will is held, those who left are no longer considered welcome. Sky lanterns are constructed during the day, and are released at the festival held at night. The lanterns are lit and observed as they float into the night sky, representing the exodus and abandonment of those who stayed.
Paalq'triq - Directly translated to Change of the Currents, Paalq'triq is a celebration of the end of the Qu-Paalq season, and the transition to the Lu-Paalq season, when the sea weather becomes much calmer. The holiday is held mostly by coastal settlements, with Qaroq'xlip being the most notable. Festivities involve large gatherings along the coastline, with the larger settlements taking boats out into the water to celebrate. This holiday is also the start of Qaroq'xlip's work setting up buoys, allowing safe travel between the islands.
Demographics
Tattuqig has a relatively small population in comparison to other colonies in the region from its recent establishment, as well as the difficulties of colonizing the planet itself. The habitable parts of Tattuqig are small, isolated pockets that have minimal to no fog year round, where it is considered safest. The majority of skrell that were part of the initial colonization effort were primarily Xiialt, followed by smaller Axiori and Xiiori groups.
Non-skrell on Tattuqig consist primarily of dionae colonists, with human and vaurcae employees of Zeng-Hu Pharmaceuticals forming the rest. The non-skrell population is notably higher and more diverse on Tattuqig as a result of Zeng-Hu’s investments.
Percentages
Skrell Demographics
Skrell make up roughly 81.7% of the total population. The percentages below are of the skrell population only.
- Xiialt: 60.8%
- Axiori: 30.9%
- Xiiori: 8.3%
Non-Skrell Demographics
Non-skrell make up roughly 18.3% of the total population. The percentages below are of the non-skrell population only.
- Dionae: 60.8%
- Humans: 22.1%
- Vaurcae: 17.1%
Culture and Life on Tattuqig
The permanent fog on Tattuqig’s surface, combined with the turbulent sea weather and strong electromagnetic activity, has made life vastly different from other colonies elsewhere in the Nralakk Federation. Travel options remain limited due to technological limitations and dense fog, with most settlements isolated from one another. Settlements rely on a network of safe routes, known as the Roaming Routes, that allow passage through the fog. These routes require constant maintenance and patrols by local militias and the Ublureak Corps, as these routes can stretch for kilometers between populated areas in dense wilderness. This isolation is most felt by the planetary administration, as they struggle with relying on couriers and a lack of administrative technology to aid them.
The electromagnetic activity of the planet renders most modern technology useless, forcing the colonists to rely on older technology, or pay to have modern equipment ruggedized. Natural gas reserves are exploited for lighting, and simpler vehicles are used where the terrain allows it, with most ships using sails or combustion engines. While not entirely without modern equipment, what exists is expensive to have hardened to Tattuqig’s fields, being relegated to areas critical for the colony. The most notable example of this is the retrofitted vessels in Tartok'qlip's spaceport, rendered slower and lacking equipment deemed critical for interplanetary travel, which are used to ferry goods and people between vessels in orbit and the planet itself. Modified psionic devices are placed at larger cities’ borders and along the Roaming Routes to deter Fog Crawlers, being based off of the same technology in the Nlom Relays.
Most settlements on Tattuqig are simplistic and made from local materials, primarily stone and brick, and reach up to four stories in height to offset the restrictions from the fog. The verticality allows them to host a larger population than considered feasible, housing double or triple the inhabitants expected to live under constraints. Most settlements are self-sufficient, bartering between each other for goods. Tartok'qlip and Sura'zlip are both able to reach standards similar to that of other cities in the Traverse, being the sole exceptions.
Tattuqigan skrell are regularly stereotyped as uneducated and backwater due to their simplistic lives and barebones living standards by others, though this holds little weight with Tattuqig’s scientific importance and Zeng-Hu Pharmaceuticals’ presence. The ruins in particular have guaranteed the colonies’ continued existence with Zeng-Hu’s interest, who have funded and maintained the archaeological sites as part of an arrangement with the Nralakk Federation. Job opportunities for non-scientists wishing to take part consist of artifact hunters, explorers, construction workers, and escorts through the scientific community of Tattuqig. Illegal exploitation of the ruins from independent treasure hunters and black market operations are also lucrative opportunities, though they must contend with Zeng-Hu’s well-equipped corporate security despite being beyond the government’s reach.
Tattuqig's status as an underdeveloped colony stems from the Nralakk Federation's hands-off approach to the colonies of the Traverse, being left to their own devices in spite of holding scientific value. While originally seen as a boon, the presence of Zeng-Hu Pharmaceuticals has done little to change its prospects. The corporation's one-sided policies, lack of involvement beyond Sura'zlip, and favouritism for its own scientific endeavours has fostered resentment towards its presence. Despite this, many see its involvement as an opportunity for themselves, taking on contracts with Zeng-Hu and transferring off-world in the hopes of a better life.
Despite being kept distant from the Nralakk Federation, Tattuqig remains loyal to it in the aftermath of Weibii's exodus, where most settlements were abandoned from their residents fleeing. The impact of the exodus, along with most anti-Federation skrell having fled, pushed the remaining colonists further into supporting the Federation. Tattuqig sees those who fled as traitors, and by extension considers themselves Lu'Nioh to the Lyukal.
Roaming Routes
The Roaming Routes are a network of safe routes for traveling through the fog. These paths change throughout the year, with new paths routing through where the fog shifts and thins. Lampposts burning the gas of the Screaming Bulbs illuminate these routes, bright enough to cut through the fog for travellers using them. Psionic beacons are used extensively to deter Fog Crawlers from entering the paths, with local militias making regular patrols. Most routes remain treacherous as they enter the dense wilderness between settlements, with these sections still prone to Fog Crawler incursion where beacons fail, visibility reduces where lampposts aren't refuelled, and patrols grow scarce. These areas rely on the Ublureak Corps, instead.
Travel through these routes are done on foot or by vehicle, though vehicles remain a scarce commodity. Most routes will stretch for kilometers before arriving at another settlement, which has influenced the creation of temporary shelters along these routes. These shelters are basic structures for travelers to use to grant refuge, and vary wildly in size and quality. Despite this, they remain a welcome sight for travelers.
Outside of the Roaming Routes, unofficial paths cut through the fog where the other routes shift around them, cutting travel times significantly while being much more dangerous and having unpredictable terrain. Unofficial paths are kept secret, being used by criminals and smugglers. A guide is required for those using these paths, referred to as Fogcutters, who are paid well in return for faster, unseen travel.
Fog Wardens
Fog Wardens are a collective term for those dedicating themselves to protecting Tattuqig from perceived, exploitative "outsiders". Originally founded in light of Zeng-Hu Pharmaceuticals' impact on Sura'zlip, the movement has grown to encompass anti-Federation elements.
Zeng-Hu Pharmaceuticals formed business arrangements with the Nralakk Federation soon after first contact, allowing it to study the wildlife on Tattuqig and conduct its own archaeological research. In exchange, Zeng-Hu was to self-fund all research conducted on the planet, corporate or otherwise. Sura'zlip and its surrounding ruins were selected to be the base of operations on Tattuqig, turning it from a small village to a center for scientific research. It soon became apparent that this was more for the benefit of Zeng-Hu than the original inhabitants, with buildings and infrastructure focusing on what their operations required rather than to the village as a whole. Most work opportunities were only available to those that took Zeng-Hu contracts, leaving the locals pushed out of their own homes. The arrangement left the villagers disgruntled, eventually leaving.
Those that left shared their experiences, with many agreeing that Sura'zlip’s state was an outrage, only feeling more strongly on the matter when Federation officials responded with indifference. Despite the villagers' feelings, the Federation saw no issue with what they saw as subsidised development of one of their colonies, and saw the complaints as just another form of anti-Federation sentiment.
The lack of support led these Tattuqigans to take matters into their own hands, founding the Fog Wardens. While each group varies on their aims and methods, they all act against foreign involvement and the exploitation of Tattuqig. More peaceful Wardens will use peaceful demonstrations, petition cities to invest more resources towards overseeing Zeng-Hu and Federation research teams, and recruit members into their movement. Militant groups are ostracised by the rest of the Fog Wardens for their methods, which include attacking researchers and destroying dig sites.
Ublureak Corps
The Ublureak Corps are an official organisation established to protect the settlements from Fog Crawlers and other predators through patrolling and maintaining the Roaming Routes, and escort scientists on their expeditions into the swamps of Tattuqig. The corps takes its name from Ublureak'qwip, a city plagued by Fog Crawler attacks even today due to their high population in the area. The city was chosen as the Ublureak Corps' headquarters, and is where they train recruits and plan its operations. The Ublureak Corps' corpsmen will typically work in teams of three, usually found in the large sections of the Roaming Routes kilometers away from civilization to keep them maintained.
The scientific community of Tattuqig regularly cooperates with the Ublureak Corps, hiring them as escorts to travel to remote dig sites, with the scientists at Ublureak'qwip enjoying ready access to corpsmen for escorts, which are used as training exercises for recruits. The corps also performs its own training excursions into the valley close to Ublureak'qwip, with the aim of monitoring Fog Crawler activity and culling the population if needed.
The Ublureak Corps emphasises survival skills to its members, teaching recruits how to use the local surroundings, wildlife, and the fog to their advantage. Most members of the corps will know how to extract the paralytic agent from the fruit of the Hanging Pendula, and use it to great effect on Fog Crawlers. Recruiting standards remain strict due to the dangerous nature of their mission, with many skrell looking to join being rejected. This is not seen as a failure, however, as those who aren't accepted are still taught some of the skills required to survive in the wilds of Tattuqig. The act of signing up with the Ublureak Corps is seen as a rite of passage in the colonies, with being accepted into its ranks being seen as a great achievement.