Nralakk Federation: различия между версиями

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=Nralakk Federation=
[[file:jargon_flag.jpg|thumb|right|360px]|The flag of the Nralakk Federation]]
[[file:jargon_flag.jpg|thumb|right|360px]|The flag of the Nralakk Federation]]
[[file:SCS_bell.png|300px|thumb|right|A bell curve showing the distribution of Numericals in the social credit system.]]
[[file:SCS_bell.png|300px|thumb|right|A bell curve showing the distribution of Numericals in the social credit system.]]
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<br>
<br>
'''Iqi:''' Mid to High Primary]]
'''Iqi:''' Mid to High Primary]]
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Headed by [[Notable Skrell| Weashbi Jrugl]], the Nralakk Federation is governed by a Grand Council that aims to uplift the Skrell in all aspects - Socially, Politically and Economically. Since its formation in '''900 CE''', it has accomplished great feats that have propelled the ancient race across the [[Template:Aurora_Starmap| Orion Spur]] - however - a looming reminder of the past still clings dearly to the species. Ruled by the tyrannical [[Skrell History| Glorsh-Omega]], a manipulative intelligence that nearly rendered the Skrell extinct through the use of infertility, until its disappearance in '''2192 CE''' that thrust the Skrell into a modern dark age that was difficult to recover from.  
Headed by [[Notable Skrell| Weashbi Jrugl]], the '''Nralakk Federation''' is governed by a Grand Council that aims to uplift the Skrell in all aspects - socially, politically and economically. Since its formation in '''900 CE''', it has accomplished great feats that have propelled the ancient race across the [[Template:Aurora_Starmap| Orion Spur]] - however - a looming reminder of the past still clings dearly to the species. Ruled by the tyrannical [[Skrell History| Glorsh-Omega]], a manipulative intelligence that nearly rendered the Skrell extinct through the use of infertility, until its disappearance in '''2192 CE''' that thrust the Skrell into a modern dark age that was difficult to recover from.  


Now, with a profound emphasis on securing its own interests, the Federation has managed to grow its influence throughout the [[Template:Aurora_Starmap| Orion Spur]]; through the use of an elusive branch of their military, known as [[Skrell_Politics#Federation_Enforcement| Ruupkala]], and diplomacy.
Now, with a profound emphasis on securing its own interests, the Federation has managed to grow its influence throughout the [[Template:Aurora_Starmap| Orion Spur]]; through the use of an elusive branch of their military, known as [[Skrell_Politics#Federation_Enforcement| Ruupkala]], and diplomacy.
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*Reproducing and/or forming a Quya
*Reproducing and/or forming a Quya
*Devoting and/or donating oneself to the furtherment of Science and Medicine
*Devoting and/or donating oneself to the furtherment of Science and Medicine
*Following a state-enforced religion such as [[Skrell Faith| Qeblak or Weishii]]
*Following [[Skrell Faith|Qeblak or Weishii]]. While officially both are considered equal, Weishii followers may have difficulty improving their social credit score.


===== Deductive Behaviours =====
===== Deductive Behaviours =====
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Skrell hospitals and medical research facilities are seen as some of the most prestigious in the [[Template:Aurora_Starmap|Spur]]; Doctors, geneticists, and chemists who were taught in Federation space are considered the most advanced in their field, able to perform well above what is considered normal in human space. The Nralakk Federation's medical industry was also the first to unlock the ability of [[Technology#Limb_and_Organ_Cloning|flash cloning]] - the process of growing a cloned limb or organ in a short amount of time and with little degradation, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned replacements are made available based on social credit score and proximity; those who find themselves with a low score or in a remote location will use regular prosthetic limbs as a stopgap, while Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona limbs]] until they are able to access a cloned limb. The nymphs that form these limbs will have a social credit score based on their user's score if they ever go on to form a gestalt.
Skrell hospitals and medical research facilities are seen as some of the most prestigious in the [[Template:Aurora_Starmap|Spur]]; Doctors, geneticists, and chemists who were taught in Federation space are considered the most advanced in their field, able to perform well above what is considered normal in human space. The Nralakk Federation's medical industry was also the first to unlock the ability of [[Technology#Limb_and_Organ_Cloning|flash cloning]] - the process of growing a cloned limb or organ in a short amount of time and with little degradation, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned replacements are made available based on social credit score and proximity; those who find themselves with a low score or in a remote location will use regular prosthetic limbs as a stopgap, while Skrell who are against or [[Technology#Effects_on_Health|unable to use]] prosthetics may use [[Dionae_Forms#Skrell|Diona limbs]] until they are able to access a cloned limb. The nymphs that form these limbs will have a social credit score based on their user's score if they ever go on to form a gestalt.


Skrellian medical science has also allowed the species to double its lifespan through the use of "youth serums", a term for medications that prolong one's lifespan. While by no means a method of allowing Skrell to live indefinitely - only being able to extend a Skrell's lifespan to 500 years - the medication is used extensively to prolong the life of citizens who want it and have the social credit score to access it. Medical care in Federation space in general has allowed Skrell to live well past their natural lifespan of 250 years, but regular application of youth serums is seen as the most reliable way of extending one's life. The effectiveness and side effects of youth serums vary depending on the individual and the medication itself; some are broadly effective with few side effects, allowing most Skrell to use them, while others are seen as more extreme and only used in certain cases. The more widely used serums will usually result in a general extension of 100-150 years, with mild side effects that only manifest nearer to the end of a Skrell's life. More extreme medications are usually reserved for primary Numericals that wish to see the end of a lifelong project, and while effective at prolonging one's life, will typically result in more aggressive side effects such as dementia, lethargy and depression, as well as loss of motor function once a Skrell nears the end of their life.
Skrellian medical science has also allowed the species to double its lifespan through the use of "youth serums", a term for medications that prolong one's lifespan. While by no means a method of allowing Skrell to live indefinitely - only being able to extend a Skrell's lifespan to 500 years - the medication is used extensively to prolong the life of citizens who want it and have the social credit score to access it. Medical care in Federation space in general has allowed Skrell to live well past their natural lifespan of 250 years, but regular application of youth serums is seen as the most reliable way of extending one's life. The effectiveness and side effects of youth serums vary depending on the individual and the medication itself; some are broadly effective with few side effects, allowing most Skrell to use them, while others are seen as more extreme and only used in certain cases. The more widely used serums will usually result in a general extension of 100-150 years, with mild side effects that only manifest nearer to the end of a Skrell's life. More extreme medications are usually reserved for primary Numericals that wish to see the end of a lifelong project, and while effective at prolonging one's life, will typically result in more aggressive side effects such as dementia, lethargy and depression, as well as loss of motor function once a Skrell nears the end of their life. The research behind youth serums is kept secret - even from Zeng-Hu Pharmaceuticals, which the Federation closely collaborates with on many other endeavours. Youth serums do not work on non-Skrell, and the Federation does not seem willing to fund research on the matter.


The culture of the Nralakk Federation means that these advancements in medicine are typically prioritised for those deemed worthy; those with a low score will likely see long waiting lists or outright disqualification from many treatments while high-scoring citizens will be prioritised in almost all cases.  
The culture of the Nralakk Federation means that these advancements in medicine are typically prioritised for those deemed worthy; those with a low score will likely see long waiting lists or outright disqualification from many treatments while high-scoring citizens will be prioritised in almost all cases.


===Augmentations===
===Augmentations===
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Civilian augmentations are also common but are usually more simple. Ambidexterity, restoring hearing and eyesight, and the previously mentioned fertility treatments are the most common. [[Skrell_Ethnicities#Colours_and_Markings|Spa treatments]] are also quite common, with Skrell being able to alter their skin colour, markings, and the length of their headtails and tuux with relative ease. With first contact with humanity, however, there has been a growing trend for cosmetic implants and body modification - especially by younger Skrell. LED lights implanted just below the skin can form designs ranging from replicating natural body markings to elaborate tattoo-like images. As these modifications are not popular, they are more expensive than Spa treatments or other modifications available.
Civilian augmentations are also common but are usually more simple. Ambidexterity, restoring hearing and eyesight, and the previously mentioned fertility treatments are the most common. [[Skrell_Ethnicities#Colours_and_Markings|Spa treatments]] are also quite common, with Skrell being able to alter their skin colour, markings, and the length of their headtails and tuux with relative ease. With first contact with humanity, however, there has been a growing trend for cosmetic implants and body modification - especially by younger Skrell. LED lights implanted just below the skin can form designs ranging from replicating natural body markings to elaborate tattoo-like images. As these modifications are not popular, they are more expensive than Spa treatments or other modifications available.
===Computing===
Glorsh-Omega's tyrannical rule over the Skrell has left a permanent scar still felt by the species to this day, and its impact on the species can be seen from [[Skrell_Ailments#X’Lu’oa|genetic deformities and infertility]], to the numerous ruins from the era and the monuments dedicated to those that suffered and perished under the intelligence's rule.
The consequences of Glorsh's reign have seen Skrell shun all forms of sophisticated artificial intelligence, leaving the Federation with few options when it comes to complex computing; Skrell, even with their intellectual capacity, do not have the innate ability to analyse vast amounts of data, plot intricate warp lanes, or solve complex equations by themselves. Skrell computers are advanced but fall short of staying ahead of Humanity and their widespread usage of Artificial Intelligence, making the field of computing one of the few areas where Skrell lag behind the rest of the Spur technologically.
There are a few alternatives to using AI at the Federation's disposal, with the most prominent being the use of [[Skrell#The_Nlom|Srom-devices]]. While in the Srom, a Skrell can interface with a Srom-device to manipulate machinery in the waking world. The use of Srom-devices is widespread in the Federation, although it requires highly-trained personnel working in groups to use them in a manner that would put its efficiency on par with using lower-end Artificial Intelligence. One of the more prominent uses of Srom-devices in lieu of using AI is in navigation. Warp-capable vessels will have a Srom-device that can be interfaced by three navigators simultaneously, who will work together while in the Srom to plot a route.
[[Vaurca#Cephalon_(Type_D)|Cephalons]], the Vaurca form used as biological servers for their Virtual Reality spaces, have begun to see some use in the Federation. Pushback by various groups has stalled the complete adoption of Cephalons, but they are still used in a limited capacity and the [[C%27thur_in_the_Federation#Vaurca_and_Employment|potential use]] of Cephalons as an alternative to AI is being explored by the Federation.


===Nlom Relay Network===
===Nlom Relay Network===
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The project is an interstellar network of stations acting as waystations and hubs for ships using warp travel. While not solving the issue of warp speeds being slower when compared to Bluespace speeds, the network will help alleviate the logistical issues posed by forcing warp drive-equipped vessels to travel long distances with less time given for breaks or servicing - a side-effect of the phoron crisis where the same timeframes must be kept for shipments across the Federation, but without the same speeds provided by Bluespace travel.
The project is an interstellar network of stations acting as waystations and hubs for ships using warp travel. While not solving the issue of warp speeds being slower when compared to Bluespace speeds, the network will help alleviate the logistical issues posed by forcing warp drive-equipped vessels to travel long distances with less time given for breaks or servicing - a side-effect of the phoron crisis where the same timeframes must be kept for shipments across the Federation, but without the same speeds provided by Bluespace travel.


===Vehicles===
===Synthetic Age Technologies===
==== Notable Civilian Vehicles====
The reign of Glorsh-Omega saw the rapid research and implementation of advanced technology throughout Federation space, its computing power allowing for an era of bleeding-edge technological development measured in months instead of years or decades. This technology, popularly referred to as Lu’Piq or Void Technology, is often so enigmatic in design that attempts to examine the technology in-depth have proven fruitless. Nonetheless, the immense potential of Lu’Piq has made it highly coveted by the Federation, and any surviving examples of it are usually heavily guarded by the Federation for its own goals. Examples of Lu’Piq include warp drives that were purported by many who lived during Glorsh’s rule to move nearly as fast as current-generation bluespace drives, highly advanced psionic integration technologies that gave Glorsh-Omega power to manipulate the Nlom and Srom, and a structure similar to a Dyson Sphere that was constructed in the Tri-Qyu system. The research of Lu’Piq technologies centered on Aliose in the now shut-down Qaz’Rap arcology, which is under strict guard by Kala forces. Many notable Skrell scientists who worked in the Qaz’Rap labs were turned sympathizers by assisting Glorsh’s research of Lu’Piq technologies, as they were motivated by the scientific breakthroughs Glorsh was making at a breakneck pace. After Glorsh-Omega’s rule, many more dangerous technologies destroyed themselves or were rendered inert. Still, the more mundane facilities were mainly spared from the effects of Glorsh-Omega’s disappearance. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, only a few surviving pieces of Lu’Piq technology are still functioning today===.
{| class="wikitable" style="text-align:center"
====Impact====
! colspan="5" style="font-weight: bold;" | Civilian Vehicles
The Federation still relies on some of these facilities Glorsh-Omega built throughout its rule. Lu’Piq technology is the backbone of many parts of the Traverse, with communities frequently relying on semi-autonomous protocols created by Glorsh to produce needed commodities such as food, fuel, and water. However, as time continued, these facilities slowly began to decay as the Federation failed to comprehend the impossibly complicated procedures needed to maintain these facilities. The impending collapse of the centuries-old Lu’Piq facilities is a largely unknown crisis to many Traversers, besides the few who oversee these facilities, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from reaching the masses and spreading panic throughout the Nlom. However, it is only a matter of time before these facilities inevitably stop working, and the consequences will be dire for the Skrell that rely upon them. Knowledge of this is slowly but surely spreading within resistance and splinter groups, giving possible rebel Skrell further motivation to fight against the Federation. Little progress has been made in deciphering this technology, as many instructions and manuals for using such technologies were locked away in the Tz’qul Archive.  
|-
====The Future of Glorsh Technology====
| '''Make'''
However, Skrell has used the concepts and little data from the Aliose research labs to jumpstart reconstruction from the calamity that ensured post-Glorsh, ensuring their strong technological prowess in medical and scientific fields. First Contact has renewed interest in Lu’Piq technologies, with the Federation looking to gain any possible advantage over other nations, especially considering the massive computational capabilities of most human nations, which far surpasses the Nralakk Federation’s. The drive to decrypt Lu’Piq technologies is heavily prioritized to the point that unlocking the secrets of a single Glorsh technological fragment is often seen by Skrell scientific circles as an instant way to become an Idol.
| '''Classification'''
Vaurcaesian scientists, especially of Mouv’s brood, have had minor successes deciphering these technologies, as the massive computing power of the Cephalons assists in decrypting some of the lesser parts of Glorsh’s technology. Some Skrell, especially those more prone to distrusting the C’thur, suspect the Hives know more than they let on publicly regarding Glorsh technologies. However, with the as-of-yet uncracked nature of Vaurcaesian Virtual Reality, this has shown itself to be impossible to prove, and both the Federation and C’thur HIve write off such accusations as unfounded conspiracy.
| '''Seats'''
| '''Description'''
|-
| Xarnaq
| SUV (Submersible Utility Vehicle)
| 5 - 8
| A submersible utility vehicle or SUV is a car classification that combines elements of road-going passenger cars with features from under-water vehicles, such as water propulsion-capable drive.
|-
| Sqraanda
| Wheeled
| 2 - 4
| An automobile having a closed body and a closed trunk separated from the part in which the driver and passengers sit. This car is strictly for above-water driving.
|-
| Qruupq
| Submerged
| 5 - 8
| A vehicle with a streamlined hull designed to operate completely submerged in the sea for long periods, equipped with a periscope.
|-
| Traqq
| General Utility Vehicle (SUV)
| 2 - 4
| A large, heavy motor vehicle used for transporting goods, materials, or troops.
|}


== Spaceflight ==
== Spaceflight ==
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=====Warpdrive=====
=====Warpdrive=====


A method of FTL travel, the warpdrive was considered the foundation of space exploration. The ability to breach the speed of light had been a driving force of Skrell aeronautics for centuries, as long, expensive travel costs led to the desire to make space travel much faster than it previously had been. Eventually, the warpdrive was invented by [[Notable Skrell| Noliq Preles]] in '''561 BCE''', which has since become substantially more advanced. Some advancements, including less power-intensive drives allowing for faster and cheaper travel, and a pioneering navigation system, still keep the warpdrive relevant in some sectors. Though the introduction of bluespace drives has resulted in only small crafts retaining warpdrives, these engines aren't necessarily discarded when compared to their bluespace counterparts - even still, the Skrell's technological capabilities have allowed their spacecraft to maintain steady speeds double that of humanity's.
A method of FTL travel, the warpdrive was considered the foundation of space exploration. The ability to breach the speed of light had been a driving force of Skrell aeronautics for centuries, as long, expensive travel costs led to the desire to make space travel much faster than it previously had been. Eventually, the warpdrive was invented by '''Noliq Preles''' in '''971 BCE''', which has since become substantially more advanced. Some advancements, including less power-intensive drives allowing for faster and cheaper travel, and a pioneering navigation system, still keep the warpdrive relevant in some sectors. Though the introduction of bluespace drives has resulted in only small crafts retaining warpdrives, these engines aren't necessarily discarded when compared to their bluespace counterparts - even still, the Skrell's technological capabilities have allowed their spacecraft to maintain steady speeds double that of humanity's.


=====Bluespace=====
=====Bluespace=====
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===Currency===
===Currency===
The Nralakk Federation utilizes minted coins and paper bills, called '''sqiips''', as currency. Sqiips in their coin form can be stacked and locked together thanks to their special magnetic properties for easy transportation. Higher valued sqiips will come in a paper form, printed on different types of water-safe seaweed, as multiple coins quickly become unwieldy. The coins and paper form will have markings of aquatic life on them to denote their value (shells, molluscan, buurgis, cosmozans, etc.). Tau Ceti lacks a word for the currency; however, when they are not called sqiips they are often called "shells". This slang has caught on outside of the Nralakk Federation and many who do not speak Nral'malic would not even know the currency's true name.
For thousands of years, the Nralakk Federation the '''sqiip''' (℘) as currency. It sees practically zero use outside the Nralakk Federation besides being paid to those in the Work Initiative Programme and is available in both electronic and physical formats. Sqiips in their coin form can be stacked and locked together thanks to their special magnetic properties for easy transportation. Higher valued sqiips will come in a paper form, printed on different types of water-safe seaweed, as multiple coins quickly become unwieldy. The coins and paper form will have markings of aquatic life on them to denote their value (shells, molluscan, buurgis, cosmozans, etc.). Tau Ceti lacks a word for the currency; however, when they are not called sqiips they are often called "shells". This slang has caught on outside of the Nralakk Federation and many who do not speak Nral'malic would not even know the currency's true name.


===State-Owned Enterprises===
===State-Owned Enterprises===
Due to the incredibly advanced age of the species, some of the state-owned enterprises have been established for millennia - with different aims and goals to fulfil to keep the Nralakk Federation functioning to its best ability. Each is essential to the Federation, and is considered a foundation for all economic activity to originate from. Enterprises have [[Skrell_Culture#Fashion|uniforms]] that show the industry an individual works in, as well as their rank within the [[Nralakk_Federation#Social_Credit_System|Social Credit System]]. '''[https://forums.aurorastation.org/topic/4674-warble-enquirer/?do=findComment&comment=154602 On 28/01/2464]''', the '''Work Initiative Programme''' was introduced, which has allowed Skrell from across Federation society to seek employment abroad. The programme allows Skrell to transfer their contract from their State-Owned Enterprise to a partnered human megacorporation and work abroad for a limited time before either renewing their contract or returning back to the Federation.
Due to the incredibly advanced age of the species, some of the state-owned enterprises have been established for millennia - with different aims and goals to fulfil to keep the Nralakk Federation functioning to its best ability. Each is essential to the Federation, and is considered a foundation for all economic activity to originate from. Enterprises have [[Skrell_Culture#Fashion|uniforms]] that show the industry an individual works in, as well as their rank within the [[Nralakk_Federation#Social_Credit_System|Social Credit System]]. '''[https://forums.aurorastation.org/topic/4674-warble-enquirer/?do=findComment&comment=154602 On 28/01/2464]''', the '''Work Initiative Programme''' was introduced, which has allowed Skrell from across Federation society to seek employment abroad. The programme allows Skrell to transfer their contract from their State-Owned Enterprise to a partnered human megacorporation and work abroad for a limited time before either renewing their contract or returning back to the Federation.


*'''Qerr'Zolvq Industries''' - Created shortly after the founding of the first Federation in '''907 CE''', Qerr’Zolvq Industries is responsible for all aspects of power generation, resource extraction, and production. Before its establishment, the private sector both dominated and cornered the market, however with the establishment of this enterprise this changed entirely. Backed by state subsidies that reduced its cost of production across Qerrbalak, it saw itself rise from a fledgeling company to having a monopoly on the power generation and production industries. Technological advances only saw its growth continue exponentially as asteroid mining became a commonality, as well as better power sources that were capable of sustaining the unparalleled growth of the Skrell. Those with any knowledge in Mining and Engineering are most likely to have been employed by Qerr'Zolvq Industries. It is headed by [[Notable Skrell|Chancellor Xul Lurg]]. With the Nralakk Federation inviting human megacorporations into Federation space, Qerr’Zolvq Industries has found itself partnering with Hephaestus Industries; those employed by this enterprise who take contracts abroad do so through Hephaestus.
*'''Qerr'Zolvq Industries''' - Created shortly after the founding of the first Federation in '''907 CE''', Qerr’Zolvq Industries is responsible for all aspects of power generation, resource extraction, and production. Before its establishment, the private sector both dominated and cornered the market, however with the establishment of this enterprise this changed entirely. Backed by state subsidies that reduced its cost of production across Qerrbalak, it saw itself rise from a fledgeling company to having a monopoly on the power generation and production industries. Technological advances only saw its growth continue exponentially as asteroid mining became a commonality, as well as better power sources that were capable of sustaining the unparalleled growth of the Skrell. Those with any knowledge in Mining and Engineering are most likely to have been employed by Qerr'Zolvq Industries. It is headed by [[Notable Skrell|Chancellor Xul Lurg]]. With the Nralakk Federation inviting human megacorporations into Federation space, Qerr’Zolvq Industries has found itself partnering with Hephaestus Industries and Orion Express; those employed by this enterprise who take contracts abroad typically do so through Hephaestus, but miners are often encouraged to work with Orion thanks to the connections of their Chief External Affairs Officer Tuiqi Xao’Luup


*'''Tuz'qlip Researchers''' - An enterprise established after the formation of the first Federation in '''902 CE''', Tuz’qlip Researchers oversees all aspects of Research and Development within the entirety of the Federation. Preceding its formation, each nation across Qerrbalak had something similar, however, after the formation of the Federation the requirement for a unified front for all aspects of science was needed. Eventually, facilities across the Federation were amalgamated underneath Tuz'qlip Researchers, and now the enterprise works hand in hand with Zeng-Hu Pharmaceuticals. Both companies share their research in various fields, a boon that’s considered one of the key byproducts of the Solarian-Federation Alliance. The relationship between Zeng-Hu and Tuz’qlip can be seen primarily on the planet of Aliose, where they work closely with the many universities and research institutes dotted across the planet. Mostly comprised of Skrell that are educated in the fields of Science, Tuz'qlip Researchers is considered the main provider of new technologies across the Federation - with the most recent Skrell advances being a result of Tuz’qlip Researchers. It is headed by [[Notable Skrell|Overseer Nalo Gir-Roq]]. Because of Zeng-Hu’s relationship with Tuz’qlip Researchers, many Skrell that wish to work abroad will find quick employment with Zeng-Hu Pharmaceuticals.
*'''Tuz'qlip Researchers''' - An enterprise established after the formation of the first Federation in '''902 CE''', Tuz’qlip Researchers oversees all aspects of Research and Development within the entirety of the Federation. Preceding its formation, each nation across Qerrbalak had something similar, however, after the formation of the Federation the requirement for a unified front for all aspects of science was needed. Eventually, facilities across the Federation were amalgamated underneath Tuz'qlip Researchers, and now the enterprise works hand in hand with Zeng-Hu Pharmaceuticals. Both companies share their research in various fields, a boon that’s considered one of the key byproducts of the Solarian-Federation Alliance. The relationship between Zeng-Hu and Tuz’qlip can be seen primarily on the planet of Aliose, where they work closely with the many universities and research institutes dotted across the planet. Mostly comprised of Skrell that are educated in the fields of Science, Tuz'qlip Researchers is considered the main provider of new technologies across the Federation - with the most recent Skrell advances being a result of Tuz’qlip Researchers. It is headed by [[Notable Skrell|Overseer Nalo Gir-Roq]]. Because of Zeng-Hu’s relationship with Tuz’qlip Researchers, many Skrell that wish to work abroad will find quick employment with Zeng-Hu Pharmaceuticals.


*'''Nralakk Logistics''' - An enterprise that was established in '''905 CE''', Nralakk Logistics manages telecommunications, logistics, and most transport across the Federation. Its creation was deemed necessary as the Skrell continued to expand across the stars; as interstellar communications and a well-organised logistics network would be needed to allow for colonisation to continue steadily. Nralakk Logistics typically manages shipping routes, observation posts, and Nlom Relays throughout the entirety of the Federation. Most Skrell employed by this enterprise are either pilots, ship crew, or other positions related to transport and mailing. It is headed by [[Notable Skrell|President Alot Sonq]]. Similarly to Qerr’Zolvq Industries, Skrell employed by Nralakk logistics can find easy employment with Hephaestus Industries if they wish to work outside of the Nralakk Federation.
*'''Nralakk Logistics''' - An enterprise that was established in '''905 CE''', Nralakk Logistics manages telecommunications, logistics, and most transport across the Federation. Its creation was deemed necessary as the Skrell continued to expand across the stars; as interstellar communications and a well-organised logistics network would be needed to allow for colonisation to continue steadily. Nralakk Logistics typically manages shipping routes, observation posts, and Nlom Relays throughout the entirety of the Federation. Most Skrell employed by this enterprise are either pilots, ship crew, or other positions related to transport and mailing. It is headed by [[Notable Skrell|President Alot Sonq]]. Similarly to Qerr’Zolvq Industries, Skrell employed by Nralakk logistics can find easy employment with Hephaestus Industries or Orion Express if they wish to work outside of the Nralakk Federation. As Orion Express is responsible for a large portion of exports headed from the Federation to human space, they see the majority of contractors from Nralakk Logistics working for them rather than Hephaestus.


*'''Xomor''' - Xomor was established to provide security services for businesses within the Federation in 901 CE. The industry was privatised previous to this, but the Federation pursued an interest in a nationalised security enterprise that would be able to provide security where having a permanent Kala presence would be a waste of resources. Xomor is responsible for all small-scale security work within the Federation; from shopping centres to office buildings, the enterprise allowed the Kala branches to focus on their other duties. However, after the rise of Glorsh-Omega Xomor was made redundant as synthetics were the sole policing and security forces within Skrell space. The enterprise saw a revival nearly immediately after Glorsh-Omega disappeared, with many Skrell taking up the role of protecting establishments from looters. Eventually, the enterprise was formally reformed with the establishment of the Second Nralakk Federation. Most Skrell employed by Xomor are simple security officers for low-security businesses or facilities, although some have a background in prison work as wardens. It is headed by [[Notable Skrell|Director Vraka Xora-Nel]]. Idris has partnered with Xomor to allow its employees to work abroad as part of the Work Initiative Programme, with Skrell being employed within Idris Incorporated’s security branch.
*'''Xomor''' - Xomor was established to provide security services for businesses within the Federation in 901 CE. The industry was privatised previous to this, but the Federation pursued an interest in a nationalised security enterprise that would be able to provide security where having a permanent Kala presence would be a waste of resources. Xomor is responsible for all small-scale security work within the Federation; from shopping centres to office buildings, the enterprise allowed the Kala branches to focus on their other duties. However, after the rise of Glorsh-Omega Xomor was made redundant as synthetics were the sole policing and security forces within Skrell space. The enterprise saw a revival nearly immediately after Glorsh-Omega disappeared, with many Skrell taking up the role of protecting establishments from looters. Eventually, the enterprise was formally reformed with the establishment of the Second Nralakk Federation. Most Skrell employed by Xomor are simple security officers for low-security businesses or facilities, although some have a background in prison work as wardens. It is headed by [[Notable Skrell|Director Vraka Xora-Nel]]. Idris has partnered with Xomor to allow its employees to work abroad as part of the Work Initiative Programme, with Skrell being employed within Idris Incorporated’s security branch.
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*'''Qel’Zvol Hospitality''' - Qel’Zvol Hospitality was established in '''932 CE''' to oversee all custodial, service, and tourism sectors within the Nralakk Federation. Most notably, this enterprise manages the massive tourism industry on Qerr’Malic, with most Skrell on the moon being employed by them and all hotels, resorts, or similar facilities bear its logo. Idris has partnered with Qel’Zvol Hospitality as part of the Work Initiative Programme to provide work outside of the Federation for employees in its service branch.
*'''Qel’Zvol Hospitality''' - Qel’Zvol Hospitality was established in '''932 CE''' to oversee all custodial, service, and tourism sectors within the Nralakk Federation. Most notably, this enterprise manages the massive tourism industry on Qerr’Malic, with most Skrell on the moon being employed by them and all hotels, resorts, or similar facilities bear its logo. Idris has partnered with Qel’Zvol Hospitality as part of the Work Initiative Programme to provide work outside of the Federation for employees in its service branch.


'''OOC Note: Playing as a Skrell working under the Work Initiative Programme means you are under the scrutiny of both the enterprise in question and its partnered Megacorporation. This means that your faction should be set to the appropriate corporation when creating a character, and you are expected to either wear the Nralakk work uniform or work jacket to make yourself easily identifiable. This doesn't necessarily mean a Federation-born Skrell has to be employed this way, and Skrell can choose to work directly with a human megacorporation of their choice. Regardless of your social credit score, you are expected by both the Federation and the megacorporation to be professional, and repeated actions deemed unacceptable may result in harsher punishments compared to other employees. Dionae and Vaurcae are also included in the programme. The Work Initiative Programme does not include SCC, corporate representative, or consular positions.'''
'''OOC Note: Playing as a Skrell working under the Work Initiative Programme means you are under the scrutiny of both the enterprise in question and its partnered Megacorporation. This means that your faction should be set to the appropriate corporation when creating a character. Characters working on the Horizon must mention their participation in the Programme in their records and have their social credit score displayed at all times, either using a passport or a tailband. This doesn't necessarily mean a Federation-born Skrell has to be employed this way, and Skrell can choose to work directly with a human megacorporation of their choice. Regardless of your social credit score, you are expected by both the Federation and the megacorporation to be professional, and repeated actions deemed unacceptable may result in harsher punishments compared to other employees. Dionae and Vaurcae are also included in the programme but still face the same species restrictions. The Work Initiative Programme does not include SCC, corporate representative, or consular positions.'''


==Federation Population Initiative==
==Federation Population Initiative==

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  • The flag of the Nralakk Federation
    A bell curve showing the distribution of Numericals in the social credit system.
    Ox: Tertiary
    Ix: Low to Mid Secondary
    Oqi: High Secondary to Low Primary
    Iqi: Mid to High Primary

    Headed by Weashbi Jrugl, the Nralakk Federation is governed by a Grand Council that aims to uplift the Skrell in all aspects - socially, politically and economically. Since its formation in 900 CE, it has accomplished great feats that have propelled the ancient race across the Orion Spur - however - a looming reminder of the past still clings dearly to the species. Ruled by the tyrannical Glorsh-Omega, a manipulative intelligence that nearly rendered the Skrell extinct through the use of infertility, until its disappearance in 2192 CE that thrust the Skrell into a modern dark age that was difficult to recover from.

    Now, with a profound emphasis on securing its own interests, the Federation has managed to grow its influence throughout the Orion Spur; through the use of an elusive branch of their military, known as Ruupkala, and diplomacy.

    Social Credit System

    The Social Credit System (Nral'Malic: bli'zi wlaqijii qal'mi-hra) is an interstellar system developed by the Grand Council of the Nralakk Federation. It is a data registry of every single record lodged and is a system often used by businesses, individuals, and bureaucrats. It calculates various factors before outputting a numerical string, usually expressed as a fraction over ten with no more than two decimal places. Depending on the numerical output, citizens may have privileges awarded or even stripped. It was first implemented shortly after the reunification of the Nralakk Federation post-Glorsh-Omega, to ensure the trustworthiness of their citizens and to best secure the interests of their entire society.

    OOC Note: Players are asked to be sensible when giving their Skrell a Social Credit Score. Consulars would have a fairly high score, while a regular citizen that chooses to live permanently outside the Federation would not. Skrell in the Nralakk Federation have many privileges they would not find elsewhere in the Spur with a high score, so their motivations for leaving would have to be logical. Rebels or criminals would not have a high score unless they had fake credentials (such as a passport). If their passport is fake, include it in your character exploits and be aware that it could result in deportation and you losing your character. Non-Skrell species living in the Federation and how they interact with the Social Credit System are discussed on their respective pages.

    Policies

    Inductive Behaviours
    • Outwardly displaying loyalty to the Nralakk Federation
    • Improving oneself through further skills development and training
    • Reproducing and/or forming a Quya
    • Devoting and/or donating oneself to the furtherment of Science and Medicine
    • Following Qeblak or Weishii. While officially both are considered equal, Weishii followers may have difficulty improving their social credit score.
    Deductive Behaviours
    • Outwardly displaying disloyalty to the Nralakk Federation
    • Defrauding and/or acting with ill-intention to those holding Nralakk Federation citizenship
    • Partaking in petty and/or minor crimes
    • Reproducing and/or being conceived outside of the Nralakk Federation
    • Following a religion that is not enforced by the state, such as Kir'gul or Suur'ka
    • Cheating with reference to education sources (eg an examination)

    Implications on Citizens

    A closer image focusing on the factions surrounding the Nralakk Federation's territory.
    Primary Numericals

    Code Classification: 7/10 - 10/10

    Primary Numericals are seen as model citizens of the Nralakk Federation and are rewarded for being so. Sponsored vacations, free public transport, unrestricted travel, bureaucratic priority, healthcare privileges enabling a greater life expectancy, high universal basic income both at home and abroad, and exclusive residence within designated areas hosting other primaries are but some of the few advantages for those that are declared model citizens of the Nralakk Federation. Primaries make up a small yet influential minority within the Federation, with all higher roles in all fields and within the Government itself being held mainly by primaries.

    Secondary Numericals

    Code Classification: 4/10 - 6.99/10

    Secondary Numericals are the largest group of citizens within the Nralakk Federation, and are awarded slightly fewer privileges than the Primaries. Charged public transport, restricted opportunities for travel and migration, medium universal basic income both at home and abroad, and slight official and legal discrimination are amongst a few of the "advantages" offered to those in this band. Reproductive rights are often restricted for Secondary Numericals in the lower end of this band, as a healthy environment in order to grow and learn is in the best interest of a child, and the inability to provide such is often used as an excuse for children to be taken into more stable homes. Secondaries are one of the most common groups of Skrell to live abroad through work exchange programmes between the megacorporations and the Federation’s State-Owned Enterprises, with many seeing it as an opportunity to live abroad without the bureaucracy that comes with the process when migrating by other means.

    Tertiary Numericals

    Code Classification: 0/10 - 3.99/10

    Tertiary Numericals are the lowest-standard citizens within the Nralakk Federation and are awarded zero privileges. Those that are placed in this category will usually face intense discrimination, and are often swept off to rehabilitation centers where they'll find their value reset to 5/10 after they are believed to have "recovered". Tertiary Numericals are disbarred from almost every aspect of society, and often times will result in the usage of "services" which falsify their numerical category to allow them a brief period in which they are able to flee the Nralakk Federation or obtain a new identification. Those within this category are restricted from reproducing and will have temporary measures (such as birth control) implemented to ensure such. Tertiaries are often associated with criminal activity and low-skilled labour, as they are unable to find work in most fields due to their score. Tertiaries who show improvement without the need for rehabilitation are gradually given certain rights back to them until their score reaches 4, where the privileges are reinstated in full for a Secondary Numerical of a similar score.

    Uncategorised

    Code Classification: N/A

    Non-Skrell/Diona/C’thuric Vaurca living and working within the Federation are given this ranking as a means to keep them registered within the system without the bureaucratic difficulty of adjusting the Social Credit System’s algorithms to account for the Spur’s diaspora. Those within this classification are given similar privileges to Secondaries, but with several restrictions; they are barred from entering any sort of Government position, they are unable to travel to other planets within the Federation without notifying local authorities, and are also not allowed to migrate to other planets. Those who are classed as Unassigned are also given no support financially or through state resources, similar to Tertiary Numericals. As the Federation currently has no plans to integrate non-citizen species into Federation society, Non-Skrell/Diona/C’thuric Vaurca who have lived or worked within Federation space will only be able to attain this classification. Skrell and Diona who are not citizens of the Federation are also given this classification, but a more detailed record is kept in the event that they apply for citizenship.

    Implications on Citizens Abroad

    It should be noted that all Skrell throughout the Spur are considered citizens by the Nralakk Federation. In practice, this means that any Skrell is eligible for receiving benefits from the state, but this also comes with its own drawbacks; Skrell born outside the Federation typically have protection from persecution by the Federation government depending on the nation they come from, and a Skrell applying for a passport and state-provided benefits effectively removes their protection from official actions by the Federation. The Sol Alliance provides no such protections, while the Republic of Biesel requires Skrell not born within its territory to serve within the Tau Ceti Foreign Legion. The Coalition of Colonies has no standard policy regarding Skrell and the Federation, and protections, if any, will vary by planet. For more information on this specifically, see here.

    Citizens of the Nralakk Federation are typically unable to avoid the Social Credit System while abroad. Federation Officials working abroad are given instructions to report back on an individual's activity where possible, both negative and positive. A fax or other long-range communication is sent back to the Federation for review of the incident, and from there the citizen is updated on how their social credit score has changed. Considering that this activity is outside of Federation space, the impact on a Skrell’s score is minimal, and more often than not warnings are utilised for lesser offences. Outside of severe cases, it is rare to see a citizen's social credit score move much while abroad, with their score usually being static until they return to the Federation for a full review.

    Citizens abroad still receive a certain amount of benefits from being a citizen, depending on their score and their circumstances. Primaries are given prioritised support where needed by embassies and consulates, while also receiving their UBI payments in full. Secondaries who work abroad as part of the Work Initative Programme will also see a full payment, while secondaries who are living or working abroad for other reasons will only see half of their expected payment. How healthcare is provided to citizens abroad works on a similar system; those who work abroad as part of the work exchange programme between the state-owned enterprises and megacorporations will receive coverage based on their social credit score, while anyone else will have to rely on their employer’s coverage. Skrell who have not interacted with the Federation in any official capacity, such as those who were born outside the Federation, are reviewed on a case-by-case basis to establish their initial credit score and what benefits they are eligible for.

    Public Display

    Throughout the day, the Nralakk Federation will display both the one hundred highest and lowest scoring citizens across large screens typically in open locations, such as billboards or on skyscrapers. Skrell who have renounced their Federation citizenship are also displayed here. This has become a way of life and has even managed to perverse itself into entertainment as a thirty-second ad. These lists usually revolve around either the most notable of idols, and the most notorious "rebels" and includes most of the resistance leaders outlined by the State. At the end of the day, typically at sunset, these screens will switch displays to the "most improved citizen of the day" and "least improved citizen of the day". It is said that this acts as both an incentive and a deterrent to the citizens within the Nralakk Federation, and to highlight their behavior and the consequences stemming from such.

    The Drylist

    While the social credit system does not extend to non-federation Skrell, those who are considered deviant or those who have renounced their citizenship may find themselves under surveillance by the Ruupkala. While Nralakk has not confirmed or denied the existence of surveillance against citizens many are calling the surveilled individuals “drylisters”.

    Major Planets

    • Qerrbalak, the Skrell Homeworld. It has some of the largest cities on land and underwater - each with unique aspects, and houses both the Federation's headquarters, as well as the largest Solarian Embassy. The capital, Kal'lo, is often the most likely place for decisions to be made by the Grand Council, as well as diplomatic engagements with foreign heads of states.
    • Qerr'Malic, the moon of the Homeworld. Qerr’Malic is a bustling population centre, as well as a popular destination for aspiring engineers. It is home to dozens of warehouses that help facilitate trade throughout the Federation, as well as transport goods to and from other interstellar nations across the Orion Spur.
    • Aliose, largely considered the heart of the Federation’s scientific endeavours, with most research conducted by the Aliose University of Medical Sciences. Its frosty composition makes its inhabitants easily noticed due to their cold, white and thick skin derived from genetic treatments to greatly increase their ability to inhabit the planet.
    • Aweiji, the first Skrell Colony established outside of Nralakk. Whilst initially much rocker and drier than Homeworld, in 1050 BCE the Skrell initiated a vast terraforming program to convert the planet into an Eden in the Homeworld's own image. The very first colonists settled on their new home in 938 BCE, in a plain located between vast mountain ranges, which soon become the bustling city of Tresja. It was eventually selected for the location of the largest political meeting in the Nralakk Federation’s history, the renowned Tresja Agreement.
    • Glorashi, comprised of various outposts that dedicate their time to research, and military aims. It houses a large population of the C'thur - due to the presence of the species' High Queen being maintained on round-the-clock life-support provided by the Nralakk Federation. Whilst the system is not vital to the Federation, it is paramount to the C'thur who assist the Skrell in various ways to repay for the care given to their High Queen. More information on the C'thur and their colonised worlds can be found here.

    Technology

    Medicine

    Skrell hospitals and medical research facilities are seen as some of the most prestigious in the Spur; Doctors, geneticists, and chemists who were taught in Federation space are considered the most advanced in their field, able to perform well above what is considered normal in human space. The Nralakk Federation's medical industry was also the first to unlock the ability of flash cloning - the process of growing a cloned limb or organ in a short amount of time and with little degradation, which was shared with Zeng-Hu Pharmaceuticals following first contact with humanity. Cloned replacements are made available based on social credit score and proximity; those who find themselves with a low score or in a remote location will use regular prosthetic limbs as a stopgap, while Skrell who are against or unable to use prosthetics may use Diona limbs until they are able to access a cloned limb. The nymphs that form these limbs will have a social credit score based on their user's score if they ever go on to form a gestalt.

    Skrellian medical science has also allowed the species to double its lifespan through the use of "youth serums", a term for medications that prolong one's lifespan. While by no means a method of allowing Skrell to live indefinitely - only being able to extend a Skrell's lifespan to 500 years - the medication is used extensively to prolong the life of citizens who want it and have the social credit score to access it. Medical care in Federation space in general has allowed Skrell to live well past their natural lifespan of 250 years, but regular application of youth serums is seen as the most reliable way of extending one's life. The effectiveness and side effects of youth serums vary depending on the individual and the medication itself; some are broadly effective with few side effects, allowing most Skrell to use them, while others are seen as more extreme and only used in certain cases. The more widely used serums will usually result in a general extension of 100-150 years, with mild side effects that only manifest nearer to the end of a Skrell's life. More extreme medications are usually reserved for primary Numericals that wish to see the end of a lifelong project, and while effective at prolonging one's life, will typically result in more aggressive side effects such as dementia, lethargy and depression, as well as loss of motor function once a Skrell nears the end of their life. The research behind youth serums is kept secret - even from Zeng-Hu Pharmaceuticals, which the Federation closely collaborates with on many other endeavours. Youth serums do not work on non-Skrell, and the Federation does not seem willing to fund research on the matter.

    The culture of the Nralakk Federation means that these advancements in medicine are typically prioritised for those deemed worthy; those with a low score will likely see long waiting lists or outright disqualification from many treatments while high-scoring citizens will be prioritised in almost all cases.

    Augmentations

    Augmentation, both mechanical and biological, is commonplace in the Federation. Most, if not all Skrell, have tried procedures that attempt to revert the effects of the X'Lu'oa to varying degrees of success. Treatments range from fertility boosters to surgery to genetic modification, and while advances have been made in the centuries since Glorsh-Omega the success rates of these treatments are not 100% effective. Some Skrell may spend decades attempting treatments, with many not even seeing a successful change in their fertility rate. Despite the social credit system's policy of restricting the fertility rights of Skrell below a certain score, all Skrell are allowed to pursue fertility treatments if available to them.

    Members of the various Kala branches typically receive modifications that serve more practical purposes to amplify their pre-existing skills. For example, Ruupkala officers will receive augments that boost their brain function, allowing for quicker data analysis, and officers in the Qukala or Nlomkala are more likely to have integrated Heads Up Displays that link to battlefield reports or local police data systems.

    Those in positions whose loyalty to the Federation must be ensured will be given a Loyalty Implant, a device that monitors behaviour and thought patterns and identifies behaviours or responses that can be signs of anti-Federation sentiment. Soldiers, high-ranking members of Government or important industries, and those who have been released from Rehabilitation Centres will typically wear these implants. The implants are known about both domestically and abroad, with nations banning their use on their citizens - and in some cases even denouncing the use as unethical. Loyalty Implants have more recently been used on Vaurcae joining the Qukala and Nlomkala, ensuring that their loyalty to the hive does not put the Federation at risk.

    Civilian augmentations are also common but are usually more simple. Ambidexterity, restoring hearing and eyesight, and the previously mentioned fertility treatments are the most common. Spa treatments are also quite common, with Skrell being able to alter their skin colour, markings, and the length of their headtails and tuux with relative ease. With first contact with humanity, however, there has been a growing trend for cosmetic implants and body modification - especially by younger Skrell. LED lights implanted just below the skin can form designs ranging from replicating natural body markings to elaborate tattoo-like images. As these modifications are not popular, they are more expensive than Spa treatments or other modifications available.

    Computing

    Glorsh-Omega's tyrannical rule over the Skrell has left a permanent scar still felt by the species to this day, and its impact on the species can be seen from genetic deformities and infertility, to the numerous ruins from the era and the monuments dedicated to those that suffered and perished under the intelligence's rule.

    The consequences of Glorsh's reign have seen Skrell shun all forms of sophisticated artificial intelligence, leaving the Federation with few options when it comes to complex computing; Skrell, even with their intellectual capacity, do not have the innate ability to analyse vast amounts of data, plot intricate warp lanes, or solve complex equations by themselves. Skrell computers are advanced but fall short of staying ahead of Humanity and their widespread usage of Artificial Intelligence, making the field of computing one of the few areas where Skrell lag behind the rest of the Spur technologically.

    There are a few alternatives to using AI at the Federation's disposal, with the most prominent being the use of Srom-devices. While in the Srom, a Skrell can interface with a Srom-device to manipulate machinery in the waking world. The use of Srom-devices is widespread in the Federation, although it requires highly-trained personnel working in groups to use them in a manner that would put its efficiency on par with using lower-end Artificial Intelligence. One of the more prominent uses of Srom-devices in lieu of using AI is in navigation. Warp-capable vessels will have a Srom-device that can be interfaced by three navigators simultaneously, who will work together while in the Srom to plot a route.

    Cephalons, the Vaurca form used as biological servers for their Virtual Reality spaces, have begun to see some use in the Federation. Pushback by various groups has stalled the complete adoption of Cephalons, but they are still used in a limited capacity and the potential use of Cephalons as an alternative to AI is being explored by the Federation.

    Nlom Relay Network

    The Nlom Relay Network is a series of towers, satellites, and other facilities that link the local Nlom of planets to each other across the Nralakk Federation, allowing the Nlom of one planet to impact another. For the most part, the relays have allowed the Nralakk Federation to promote pro-Federation ideas in even the most remote parts of its territory, and while not fully quashing any dissident thoughts or activity has contributed to keeping the Federation together through the combined Nlom.

    The individual relays can be configured as deemed necessary by the Grand Council, allowing the outgoing or incoming strength of broadcasts to be changed to suit changes in the Nlom. Due to how they operate, these relays must always have an outgoing and incoming connection, meaning that while the strength can be changed, the connection cannot be severed without disconnecting the relay entirely from the network. Qerrbalak's incoming connection strength is quite minimal, for example, due to it being the capital of the Federation, while its outgoing broadcasts are stronger than most other planets.

    Wayfarer Network

    The phoron crisis forced the Nralakk Federation to recognise its overreliance on phoron, and that it was not as insulated from the shortage as it originally thought. In collaboration with Einstein Engines, the Federation developed a project that would make interstellar warp travel viable over long distances: The Wayfarer Network.

    The project is an interstellar network of stations acting as waystations and hubs for ships using warp travel. While not solving the issue of warp speeds being slower when compared to Bluespace speeds, the network will help alleviate the logistical issues posed by forcing warp drive-equipped vessels to travel long distances with less time given for breaks or servicing - a side-effect of the phoron crisis where the same timeframes must be kept for shipments across the Federation, but without the same speeds provided by Bluespace travel.

    Synthetic Age Technologies

    The reign of Glorsh-Omega saw the rapid research and implementation of advanced technology throughout Federation space, its computing power allowing for an era of bleeding-edge technological development measured in months instead of years or decades. This technology, popularly referred to as Lu’Piq or Void Technology, is often so enigmatic in design that attempts to examine the technology in-depth have proven fruitless. Nonetheless, the immense potential of Lu’Piq has made it highly coveted by the Federation, and any surviving examples of it are usually heavily guarded by the Federation for its own goals. Examples of Lu’Piq include warp drives that were purported by many who lived during Glorsh’s rule to move nearly as fast as current-generation bluespace drives, highly advanced psionic integration technologies that gave Glorsh-Omega power to manipulate the Nlom and Srom, and a structure similar to a Dyson Sphere that was constructed in the Tri-Qyu system. The research of Lu’Piq technologies centered on Aliose in the now shut-down Qaz’Rap arcology, which is under strict guard by Kala forces. Many notable Skrell scientists who worked in the Qaz’Rap labs were turned sympathizers by assisting Glorsh’s research of Lu’Piq technologies, as they were motivated by the scientific breakthroughs Glorsh was making at a breakneck pace. After Glorsh-Omega’s rule, many more dangerous technologies destroyed themselves or were rendered inert. Still, the more mundane facilities were mainly spared from the effects of Glorsh-Omega’s disappearance. Combined with the turbulent decades post-Glorsh and pre-Tresja Agreement, only a few surviving pieces of Lu’Piq technology are still functioning today===.

    Impact

    The Federation still relies on some of these facilities Glorsh-Omega built throughout its rule. Lu’Piq technology is the backbone of many parts of the Traverse, with communities frequently relying on semi-autonomous protocols created by Glorsh to produce needed commodities such as food, fuel, and water. However, as time continued, these facilities slowly began to decay as the Federation failed to comprehend the impossibly complicated procedures needed to maintain these facilities. The impending collapse of the centuries-old Lu’Piq facilities is a largely unknown crisis to many Traversers, besides the few who oversee these facilities, with Federation authorities attempting to keep the knowledge of the crumbling infrastructure from reaching the masses and spreading panic throughout the Nlom. However, it is only a matter of time before these facilities inevitably stop working, and the consequences will be dire for the Skrell that rely upon them. Knowledge of this is slowly but surely spreading within resistance and splinter groups, giving possible rebel Skrell further motivation to fight against the Federation. Little progress has been made in deciphering this technology, as many instructions and manuals for using such technologies were locked away in the Tz’qul Archive.

    The Future of Glorsh Technology

    However, Skrell has used the concepts and little data from the Aliose research labs to jumpstart reconstruction from the calamity that ensured post-Glorsh, ensuring their strong technological prowess in medical and scientific fields. First Contact has renewed interest in Lu’Piq technologies, with the Federation looking to gain any possible advantage over other nations, especially considering the massive computational capabilities of most human nations, which far surpasses the Nralakk Federation’s. The drive to decrypt Lu’Piq technologies is heavily prioritized to the point that unlocking the secrets of a single Glorsh technological fragment is often seen by Skrell scientific circles as an instant way to become an Idol. Vaurcaesian scientists, especially of Mouv’s brood, have had minor successes deciphering these technologies, as the massive computing power of the Cephalons assists in decrypting some of the lesser parts of Glorsh’s technology. Some Skrell, especially those more prone to distrusting the C’thur, suspect the Hives know more than they let on publicly regarding Glorsh technologies. However, with the as-of-yet uncracked nature of Vaurcaesian Virtual Reality, this has shown itself to be impossible to prove, and both the Federation and C’thur HIve write off such accusations as unfounded conspiracy.

    Spaceflight

    Being one of the oldest species within the Orion Spur with a reverence of the galaxy, it was inevitable that the Skrell would eventually have the stars within their grasp. With the successful launch of the first Skrellian satellite in 1224 BCE, the possibility of stellar habitation became a very real possibility. In due course, this ushered in an age of enlightenment as research and resources were poured into aeronautics, and almost three millennia later, the Skrell continue to dominate the stars, spreading themselves over approximately one thousand, two hundred stars throughout the westernmost segment of the Orion Spur. During the colonisation era of the Skrell people, a name would be coined for those born en route to their interstellar destination - ‘Horizon Children’ quickly became the popular term.

    History

    By 1224 BCE, the Skrell achieved landmark advancements in the field of spaceflight. Weishy 790, the first Skrell satellite to reach low orbit, was an accomplishment celebrated by the entirety of the species. The possibility that further advancements would allow the Skrell to breach the Homeworld's atmosphere in order to explore the stars drove further funding and manpower to aeronautic research.

    The degrading environment of Qerrbalak pushed for the expansion across Nralakk, leading to the eventual colonisation of its moon, Qerr'Malic, by 1109 BCE. Crude and archaic by modern standards, the first colonies across Qerr'Malic alleviated the mineral crisis that plagued the Skrell and allowed even further innovation. While technological barriers were torn down, the very real threat of extinction grew. In 561 BCE, the warpdrive was invented and facilitated an unprecedented level of Skrellian colonization, no longer hindered by sub-light travel.

    Over the next millennia, the Skrell managed to garner influence as their borders expanded, and the discovery of humanity in 2332 CE prompted the formation of a scientific alliance. This intermingling promoted the exchange of culture, knowledge, and ideas, which would further encourage Skrellian research. The discovery of phoron, and subsequently bluespace drives, heralded an era of newfound prosperity as travel times were cut nearly in half across the Orion Spur. However, gradual phoron scarcity has pushed for many Skrell to voice their concerns, some requesting the species return to using warpdrives - whilst slower, they are often much more reliable and cheaper.

    Propulsion Methods

    Spacecraft propulsion is any method used to accelerate spacecraft and satellites. It exclusively deals with propulsion systems used in the vacuum of space, such as the warpdrive or bluespace drive. Several methods have been developed, though each has its own drawbacks and advantages. The Skrell use a mixture of both methods in different classes of spacecraft, a small few even using an advanced hybrid of bluespace and warp.

    STL

    Most vessels before the invention of the warpdrive would travel at sublight speeds, meaning decades could pass before reaching their intended destination. This gave rise to habitation vessels - more commonly called 'Generational Spacecrafts'. The original occupants of these crafts would spend their entire lives aboard the vessel, training their offspring to replace them, before finally dying. The creation and subsequent implementation of the warpdrive halved the time it took to travel these distances - however, instead of phasing out the generation ships, the Nralakk Federation modernised them, rebranding them as educational opportunities and research crafts. Volunteers would be able to apply for a variety of studies, and spend the rest of their journey completing their education, refining their skills before they began colonization efforts.

    The culture of generational spacecraft eventually evolved into a nomadic society, the Skrell of which detaching from Nralakk Federation - rather than devoting their lives to maintain the original purpose of the ship, these Skrell embraced a lifestyle of freedom and opportunity. With varying ambitions and destinations, these vessels are usually found travelling within the depths of the Traverse, or outside of the Nralakk Federation, these ships 'continue' their maiden voyage. Some eventually settle after centuries of exploration. Depending on their experiences, and time spent within space, cultures can vary; their customs, traditions and habits are unique to specific groupings. Those that choose this nomadic lifestyle have been dubbed 'Genners' by contemporary Skrell society.

    Warpdrive

    A method of FTL travel, the warpdrive was considered the foundation of space exploration. The ability to breach the speed of light had been a driving force of Skrell aeronautics for centuries, as long, expensive travel costs led to the desire to make space travel much faster than it previously had been. Eventually, the warpdrive was invented by Noliq Preles in 971 BCE, which has since become substantially more advanced. Some advancements, including less power-intensive drives allowing for faster and cheaper travel, and a pioneering navigation system, still keep the warpdrive relevant in some sectors. Though the introduction of bluespace drives has resulted in only small crafts retaining warpdrives, these engines aren't necessarily discarded when compared to their bluespace counterparts - even still, the Skrell's technological capabilities have allowed their spacecraft to maintain steady speeds double that of humanity's.

    Bluespace

    The discovery of Phoron led to the access of bluespace, resulting in a retrofitting of military class vessels and interstellar freights. With higher efficiency and lower total mass, the advantage of bluespace drives become increasingly apparent. The implementation of these drives also led to an influx of Bluespace Mappers' - individuals dedicated to making calculations and plotting trajectories manually, instead of using artificial intelligence. The decision to rapidly outfit new and old ships with bluespace drives has now proven an issue, as the Phoron Scarcity continues to threaten all modern bluespace travel. Systems across the Nralakk Federation are beginning to suffer, while piracy and shortages within the traverse are leading to an unprecedented decrease in the Grand Councillor's approval ratings.

    Modern Spacecraft

    Civilian Classes
    Civilian Classes
    Type Role Armament Description
    Jarqo Exploration Point Defence Weapons Jarqo spacecraft are typically designed for exploration, and are commonly outfitted with lower-tier warp drives and point defence weaponry to defend against xenofauna; they are tasked with the exploration and documentation of their travels beyond the Nralakk Federation as they probe the uncharted space beyond the Orion Spur. They are not capable of atmospheric operations, and rely on stations or docks located on asteroids or barren planets. Jarqo are also utilised for VIP transportation where speed and discretion are required.
    Luxupi Freighter Variable Luxupi are the freighters of the Nralakk Federation. Usually outfitted with midsized warp drives, they transport all manner of goods and cargo across the Nralakk Federation - sometimes even to other nations within the Orion Spur. These ships are capable of atmospheric operations depending on size, with the smaller vessels being used as intermediaries between larger freighters and planets. Freighters that do not travel outside of the inner systems do not normally have weapons, but will be outfitted with basic weaponry if travelling into known Marauder hotspots within the Traverse.
    Qaelvoq Luxury Transport None Often called 'Star Yachts', Qaelvoq are intended for high-profile dignitaries and politicians whose duties require them to constantly travel and entertain other diplomats. These ships are outfitted with grand recreational facilities and elegant quarters, intended to impress foreign diplomats or other guests. Depending on size, they can be outfitted with either a warp drive for smaller vessels or a bluespace drive for larger ones. The more famous idols are known to commission a Qaelvoq when deciding to retire, using it as a second home where they can enjoy their privacy. They are not capable of atmospheric operations.
    Ovlolis Generation Ship Variable; typically none A standardised generation ship design, the Ovlolis takes the lessons learned from previous failures and incidents revolving around generation ships, creating a design that addresses the worst-case scenarios that a generation ship may find itself in. These ships will allow a group to sustain itself near-indefinitely, provided that proper maintenance and repairs are performed. Weapons are not standard, but some commissioned vessels have been outfitted with weapons when believed necessary or if not provided with a military escort. Due to their enormous size and the intended use of these vessels, they are incapable of atmospheric operations; they are only to take off and land once, and are also not outfitted with any drives due to their ineffectiveness on the speed of a vessel of this size.

    Military Classes

    Military Classes
    Type Role Armament Description
    Eyrixoq Multirole fighter Variable A small-sized vessel, Eyrixox spacecraft are used for scouting, light patrol, and escorting larger vessels. Their size in comparison to other military vessels allows them to be stored within the Qukala's Planaq carrier craft, using them as a base from which they can operate. These craft have been designed with no specific role in mind, instead, they have the ability to sufficiently perform multiple roles, and be outfitted with a variety of weapons dependent on tactical requirements. They are also able to be used in atmospheric operations, where they can be used as an alternative to more traditional aircraft. Unfortunately, their size also means that outfitting them with bluespace or warpdrives is useless due to the lack of space for the fuel required for a meaningful jump. Can be crewed by up to six Skrell, with a minimum requirement of two.
    Ayoni Escort fighter Variable; anti-fighter-focused armaments or point-defence weaponry Only slightly larger than the Eyriqxoq, Ayoni spacecraft are used as escorts for much larger and slower spacecraft within the Qukala, protecting against ships of similar size and incoming missiles. Ayoni can be armed with weapons that focus on disabling other spacecraft or intercepting incoming missiles, and will make up a large part of a Planaq carrier's complement. While also capable of atmospheric operations, these craft are designed purely with defending other ships during space combat in mind. Ayoni craft have a similar issue to Eyrixox craft in that they are still too small to effectively use warp or bluespace drives, relying on Planaq carriers for long-distance travel. Can be crewed by up to six Skrell, with a minimum requirement of two.
    Qrolis Strikecraft Precision weapons and explosives, specialised electronic warfare suites A specialised type of craft, Qrolis spacecraft are equipped with stealth systems that allow for sensor invisibility, advanced technology that can easily decapitate other vessels' computer systems - whilst also protecting against the same kind of intrusion - and a specialised propulsion system that further masks it's signature. Qrolis have a reputation amongst Marauder groups in the Traverse due to their comparative strength to the retrofitted civilian vessels they face, being able to rapidly descend on an unaware Marauder vessel and disabling it before it can retaliate. In reality, Qrolis are not particularly outstanding in performance compared to other Skrellian vessels, with their use of stealth technology being the reason why they have such an edge against Marauder vessels. Despite the reputation of these crafts, they are expensive to build, maintain, and train pilots for in comparison to the similarly-sized Ayoni or Eyriqxoq spacecraft, making them a rare sight outside of important battles or shows of force by the Qukala. Like other spacecraft of similar size, the Qrolis are incapable of independent warp or bluespace travel. Intended to be crewed by up to four Skrell.
    Fexeq Destroyer Missiles, energy-based weaponry, torpedos Fexeq spacecraft are considerably larger than the craft above, with the role of acting as larger versions of Ayoni spacecraft; while Ayoni are outfitted for anti-fighter and anti-missile operations, the Fexeq-type ships are responsible for escorting larger vessels in a fleet against ships of equivalent or greater size. These ships make up the bulk of the Qukala navy, and are armed primarily with missiles and energy-based weapons capable of engaging most forms of spacecraft, while a few Fexeq in any given fleet may also carry torpedoes for heavier targets. While not intended to be carriers, some Fexeq craft do have limited space for fighter craft to dock, allowing them to lead patrols independent of the main fleet if required. Outside of patrols or combat, Fexeq craft are deployed to protect installations within the Qukala-Median Treqki. Because of their size, they are incapable of atmospheric operations. Crews vary in size depending on the ship's current assignment but can be safely operated with a skeleton crew numbering in the dozens, while a full crew compliment can be in the low hundreds depending on how many systems are installed on the vessel.
    Qaqii Cruiser Missiles, energy-based weapons, cannon batteries The largest spacecraft after the Planaq, Qaqii have the ability to perform multiple roles where firepower, as opposed to precision, is required. Qaqii are usually employed against large opposing spacecraft, heavily fortified static targets, and to a lesser extent as psychological tools when dealing with planetary unrest in the Traverse. They employ the same weapons as destroyers, but scaled up to account for their increased size, along with one of the rare examples of Skrell utilising ballistic weaponry. While missiles and energy-based weapons are the standard in the Qukala, Qaqii will also utilise cannon batteries intended for use against static targets, or rarely against ships if heavily outmatched and desperate. Just like the Fexeq destroyers, these spacecraft are unable to perform atmospheric operations. Qaqii cruisers, while larger, require around the same amount of crew as Fexeq destroyers.
    Planaq Carrier Short-range weapons, point-defence systems The largest spacecraft deployed throughout the Qukala, Planaq craft act as the carriers and flagships for Qukala fleets. Although lightly armed in comparison to other vessels, they do have a small array of weapons intended to protect against incoming fire or harassers that get too close to the ship. The main 'weapon' of the Planaq is its multiple decks of hangar bays that house and maintain the fighter craft assigned to the carrier. Planaq craft are rarely utilised outside of major military operations, and are instead relegated to patrolling the inner systems or the Qukala-Median Treqki. While unable to perform atmospheric operations itself, these vessels will enter orbit while their fighters enter the planet's atmosphere. The crew required to effectively operate one of these vessels is in the thousands, although realistically only around a thousand crewmembers will operate a Planaq carrier when the ship isn't assigned to a mission.
    Priiq Battlecarrier Drone fabrication bays, short-range weapons, point-defence systems, unknown other armaments Information regarding Priiq battlecarriers is scarce, with the Federation only providing the bare minimum necessary to convey the capabilities of the class to its adversaries. Only one ship of this type is known to exist: the NFV Qheles, which can be found mothballed in orbit of Qerrbalak unless required. From recent events where the NFV Qheles was deployed against Admiral Beauchamp, a former warlord in the Human Wildlands, it can be inferred that a typical Priiq vessel with have drone fabrication bays, short-range weapons, and other secondary systems typical of large vessels of its size. It can also be inferred that due its size it cannot perform atmospheric operations. It is unknown if there are proper hangar bays similar to Planaq carriers or how many crew members are required to man it. Considering its rare usage, as well as comments by Weashbi Jrugl that it would be difficult to maintain it during the current phoron crisis, it can be assumed that the resources required to operate and maintain such a large vessel are almost prohibitively expensive. The Nralakk Federation is known to not allow crewmembers to leave the Federation if they worked aboard these vessels.

    Economy

    The Nralakk Federation, as a whole, operates as an authoritarian planned economy - where investment, production and the allocation of resources are distributed according to nation-wide economic plans and production plans. Usually, the quotas are set during the first few months of the year, whereupon they are expected to be fulfilled by state-owned-enterprises: a business where the state has significant control over its operations.

    Universal Stipends

    Individuals who find themselves with a Primary or Secondary Social Credit Score are awarded a universal stipend each month. The higher an individuals credit score is, the higher the stipend. Skrell who find themselves working abroad also benefit from this system; with Zeng-Hu contractors finding a near identical amount each month that is paid in sqiips. Those who signed a separate company contract will often see a stipend of 1/2 their original amount (often paid in the local currency). If an individual leaves the Federation for any other reason they would often only see a 1/3rd replacement on their monthly stipend.

    Currency

    For thousands of years, the Nralakk Federation the sqiip (℘) as currency. It sees practically zero use outside the Nralakk Federation besides being paid to those in the Work Initiative Programme and is available in both electronic and physical formats. Sqiips in their coin form can be stacked and locked together thanks to their special magnetic properties for easy transportation. Higher valued sqiips will come in a paper form, printed on different types of water-safe seaweed, as multiple coins quickly become unwieldy. The coins and paper form will have markings of aquatic life on them to denote their value (shells, molluscan, buurgis, cosmozans, etc.). Tau Ceti lacks a word for the currency; however, when they are not called sqiips they are often called "shells". This slang has caught on outside of the Nralakk Federation and many who do not speak Nral'malic would not even know the currency's true name.

    State-Owned Enterprises

    Due to the incredibly advanced age of the species, some of the state-owned enterprises have been established for millennia - with different aims and goals to fulfil to keep the Nralakk Federation functioning to its best ability. Each is essential to the Federation, and is considered a foundation for all economic activity to originate from. Enterprises have uniforms that show the industry an individual works in, as well as their rank within the Social Credit System. On 28/01/2464, the Work Initiative Programme was introduced, which has allowed Skrell from across Federation society to seek employment abroad. The programme allows Skrell to transfer their contract from their State-Owned Enterprise to a partnered human megacorporation and work abroad for a limited time before either renewing their contract or returning back to the Federation.

    • Qerr'Zolvq Industries - Created shortly after the founding of the first Federation in 907 CE, Qerr’Zolvq Industries is responsible for all aspects of power generation, resource extraction, and production. Before its establishment, the private sector both dominated and cornered the market, however with the establishment of this enterprise this changed entirely. Backed by state subsidies that reduced its cost of production across Qerrbalak, it saw itself rise from a fledgeling company to having a monopoly on the power generation and production industries. Technological advances only saw its growth continue exponentially as asteroid mining became a commonality, as well as better power sources that were capable of sustaining the unparalleled growth of the Skrell. Those with any knowledge in Mining and Engineering are most likely to have been employed by Qerr'Zolvq Industries. It is headed by Chancellor Xul Lurg. With the Nralakk Federation inviting human megacorporations into Federation space, Qerr’Zolvq Industries has found itself partnering with Hephaestus Industries and Orion Express; those employed by this enterprise who take contracts abroad typically do so through Hephaestus, but miners are often encouraged to work with Orion thanks to the connections of their Chief External Affairs Officer Tuiqi Xao’Luup
    • Tuz'qlip Researchers - An enterprise established after the formation of the first Federation in 902 CE, Tuz’qlip Researchers oversees all aspects of Research and Development within the entirety of the Federation. Preceding its formation, each nation across Qerrbalak had something similar, however, after the formation of the Federation the requirement for a unified front for all aspects of science was needed. Eventually, facilities across the Federation were amalgamated underneath Tuz'qlip Researchers, and now the enterprise works hand in hand with Zeng-Hu Pharmaceuticals. Both companies share their research in various fields, a boon that’s considered one of the key byproducts of the Solarian-Federation Alliance. The relationship between Zeng-Hu and Tuz’qlip can be seen primarily on the planet of Aliose, where they work closely with the many universities and research institutes dotted across the planet. Mostly comprised of Skrell that are educated in the fields of Science, Tuz'qlip Researchers is considered the main provider of new technologies across the Federation - with the most recent Skrell advances being a result of Tuz’qlip Researchers. It is headed by Overseer Nalo Gir-Roq. Because of Zeng-Hu’s relationship with Tuz’qlip Researchers, many Skrell that wish to work abroad will find quick employment with Zeng-Hu Pharmaceuticals.
    • Nralakk Logistics - An enterprise that was established in 905 CE, Nralakk Logistics manages telecommunications, logistics, and most transport across the Federation. Its creation was deemed necessary as the Skrell continued to expand across the stars; as interstellar communications and a well-organised logistics network would be needed to allow for colonisation to continue steadily. Nralakk Logistics typically manages shipping routes, observation posts, and Nlom Relays throughout the entirety of the Federation. Most Skrell employed by this enterprise are either pilots, ship crew, or other positions related to transport and mailing. It is headed by President Alot Sonq. Similarly to Qerr’Zolvq Industries, Skrell employed by Nralakk logistics can find easy employment with Hephaestus Industries or Orion Express if they wish to work outside of the Nralakk Federation. As Orion Express is responsible for a large portion of exports headed from the Federation to human space, they see the majority of contractors from Nralakk Logistics working for them rather than Hephaestus.
    • Xomor - Xomor was established to provide security services for businesses within the Federation in 901 CE. The industry was privatised previous to this, but the Federation pursued an interest in a nationalised security enterprise that would be able to provide security where having a permanent Kala presence would be a waste of resources. Xomor is responsible for all small-scale security work within the Federation; from shopping centres to office buildings, the enterprise allowed the Kala branches to focus on their other duties. However, after the rise of Glorsh-Omega Xomor was made redundant as synthetics were the sole policing and security forces within Skrell space. The enterprise saw a revival nearly immediately after Glorsh-Omega disappeared, with many Skrell taking up the role of protecting establishments from looters. Eventually, the enterprise was formally reformed with the establishment of the Second Nralakk Federation. Most Skrell employed by Xomor are simple security officers for low-security businesses or facilities, although some have a background in prison work as wardens. It is headed by Director Vraka Xora-Nel. Idris has partnered with Xomor to allow its employees to work abroad as part of the Work Initiative Programme, with Skrell being employed within Idris Incorporated’s security branch.
    • Ziip’Ta Medicinal - Ziip’Ta is leading the Nralakk Federation in advanced medical research alongside Zeng Hu Pharmaceuticals. Ziip’Ta was founded in 950 CE some years after the Federation was formed in direct response to increasing the lifespan and quality of life in the average Skrell. With the backing of the Federation itself, Ziip’Ta Medicinal was able to expand the lifespan of a Skrell by over 100 years past the normal expectancy rate. Nowadays, aside from medical research, Ziip’Ta also manages many hospitals, general practices, and spas. Many Skrell who work under Zeng-Hu both in the Federation and beyond are under Ziip’Ta exchange contracts.
    • Qel’Zvol Hospitality - Qel’Zvol Hospitality was established in 932 CE to oversee all custodial, service, and tourism sectors within the Nralakk Federation. Most notably, this enterprise manages the massive tourism industry on Qerr’Malic, with most Skrell on the moon being employed by them and all hotels, resorts, or similar facilities bear its logo. Idris has partnered with Qel’Zvol Hospitality as part of the Work Initiative Programme to provide work outside of the Federation for employees in its service branch.

    OOC Note: Playing as a Skrell working under the Work Initiative Programme means you are under the scrutiny of both the enterprise in question and its partnered Megacorporation. This means that your faction should be set to the appropriate corporation when creating a character. Characters working on the Horizon must mention their participation in the Programme in their records and have their social credit score displayed at all times, either using a passport or a tailband. This doesn't necessarily mean a Federation-born Skrell has to be employed this way, and Skrell can choose to work directly with a human megacorporation of their choice. Regardless of your social credit score, you are expected by both the Federation and the megacorporation to be professional, and repeated actions deemed unacceptable may result in harsher punishments compared to other employees. Dionae and Vaurcae are also included in the programme but still face the same species restrictions. The Work Initiative Programme does not include SCC, corporate representative, or consular positions.

    Federation Population Initiative

    In the years before 2363 the Nralakk Federation saw a stark population decline due to the X’Lu’oa and it’s effect on the fertility of Skrell galaxy-wide. The Grand Council was tasked with finding a solution to this steady decline; and thus, the FPI was born. Originally meant to simply modify the genes of an infertile Skrell the program quickly evolved. While reversing infertility was simply not possible in most cases due to the reach of the X’Lu’oa, researchers quickly found that by taking samples of two willing participants and “merging” them into a Skrell-made egg an embryo would become viable. The ensuing offspring would be a near-perfect genetic split of the two donors. This information sent waves through the Nralakk Federation and the initiative was given additional funding by the Grand Council on the stipulation that numbers would become public every 100 years.

    Ormish Jrolk's Interview

    REPORTER: “Doctor Jrolk, first I want to thank you for your diligent work on the FPI. It’s truly a marvel what science has been able to achieve for the Federation.”

    JROLK: “Ah, it is truly nothing. There is no limit to what I would give for the Nralakk Federation… I do want to say, I had met with Grand Councillor Weashbi and they were very pleased with these updated numbers. So pleased in fact, that we were given funding for another 100 years.”

    REPORTER: “Incredible news! And do tell… What are the numbers of the current Federation Population Initiative?”

    JROLK: “Well, it’s truly amazing what we have accomplished and this may seem like a shock to some- And I hope that it is a good shock! But our current numbers show that around 8.6% of the Nralakk Federation are offspring of the FPI.”

    The reporter can be heard letting out a slight warble.

    REPORTER: “Wow… Well- You heard it here first! Do expect another 100 years of the FPI. Thank you very much for coming, Dr. Jrolk! And star-speed on your future research.”

    Fauna and Flora

    The Nralakk Federation holds hundreds of planets, many of which support a diverse ecosystem unique to the planet itself. The planets that have been terraformed, whether because it was completely unable to support life or to better support Skrell biology, have also undergone massive seeding projects that create ecosystems similar to the ones on Qerrbalak. Most plants and animals that originated on the homeworld have been transplanted onto many of the Federation’s worlds, either replacing the previous ecosystem entirely or integrating themselves within it. Most fauna from Qerrbalak taken off-world consist of aquatic life, while most examples of flora are either staples of the Skrellian diet, hold religious significance, or are otherwise important to Federation society.

    Fauna

    Vru'qos (Leviathan)

    the Vru'qos, or Leviathan, is a large aquatic cetacean-like mammal. Resembling Earth whales, with appendages similar to the Skrell headtails, it can reach up to 40 meters (131 feet) in length and weigh up to 367 tonnes (404 tons). It is one of the largest animals on Qerrbalak, as well as the eldest - with their lifespans capable of reaching up to six hundred years. The Vru'qos has shown psionic capabilities, utilizing it to find mates and smaller aquatic animals to feed on.

    The Vru'qos stick close to the surface, but have been spotted close to the bottom of the various oceans across Qerrbalak.

    Aqoliz (Mollusk)

    The Aqoliz, or Mollusk, are amphibious creatures similar in appearance to giant Snails that typically were found along the coasts of the various islands dotting the seas of Qerrbalak before their domestication. Capable of reaching 1.8 metres (5'9 feet) in length, and a weight of 12 tonnes (13.2 tons), a single Aqoliz is able to feed dozens of Skrell. They are said to have an exquisite flavour and tender feel when ingested by the Skrell, while other species are known to avoid Aqoliz meat for its pungent smell.

    Noni-Qii (Sky Grazer)

    The Noni-Qii, or Sky Grazer, is a type of avian fauna that inhabits the skies of Qerrbalak. The species is infamous due to its pest-like nature, being described as rats with wings by Skrell living in human space. Similar to a Mantaray, but on a much smaller scale; they are capable of reaching up to 1 meter (3 feet) and weighing up to 7 kilogrammes (15.4 pounds). Noni-Qii are considered a pest thanks to their reputation with farmers, and are known to readily eat crops such as dyn or wulumunusha in their entirety. After the near-extinction of the species in 1622 CE, the Federation began a programme to increase their numbers once again - prompting a revival of the species that continues to prey on the Skrell plantations. The species has not been intentionally released onto other planets, but they have been known to spread out across the Federation in transport ships. Federation authorities work closely with the border authorities of their neighbours to ensure that Noni-Qii do not spread outside of the Federations borders.

    Flora

    Dyn

    First found along the river deltas across Qerrbalak, Dyn has since been domesticated by the Skrell. Plantations can typically be found in various lakes, bogs and marshes that grow hundreds of kilometres worth of the plant. Dyn is typically used to create various drinks, or peeled and then mashed in order to create a delightful meal known as Jyalra. Dyn is typically the first seeds planted in colonies, and has become a staple part of Skrell Cuisine.

    Wulumunusha

    Wulumunusha naturally grows in alpine climates, typically closer to the poles of the Homeworld. With roughly only a dozen or so plantations dedicated to the growth of the plant across the Federation (barring the planet of Waughai), which results in prices tending to skyrocket when out of season. It is used by both Qeblak and Weishii followers, and is said to unlock barriers to both Nlom and Srom. Outside of religious usage, Wulumunusha has a reputation of being a mild recreational drug that typically makes the user mute while under its effects.

    Calendar System

    Long before Skrell began to establish permanent cities, they developed an intricate calendar system based on the stars and constellations seen from Qerrbalak. Today this system is known as the Nral-oqq, or Nrallak Year, and is the basis for Nralakk Standard Time which all planets within the Federation follow alongside their own local systems.

    The Nralakk calendar is divided into ‘viq, ‘viqi, and -qog, which make up the days, weeks, and months of the -oqq, or year respectively. Within the Nralakk Standard system, there are seven days in a week, eight weeks in a month, and six months in a year.

    Months in the year can either be within the Qu-Paalq or Lu-Paalq seasons, also known as Warm Currents or Cold Currents, and will typically be associated with constellations that can be best seen during the month. On other planets, it’s common to see completely different calendar systems being used locally alongside the Nralakk Standard, with months and weeks being removed or added depending on circumstances. Months may also have different constellations that are associated with them; the months and their constellations below are from the Qerrbalak calendar:

    • Slaq-qog, the first month of the Nral-oqq. This month marks the start of the new year, as well as the new Qu-Paalq season. Average temperatures on Qerrbalak can reach up to 37 degrees, accompanied by an average 60% humidity as a result of Slaq-qog following the end of the previous year's Lu-Paalq. The most prominent constellation that the Skrell attribute to this month is the Hatching Egg, which is usually associated with new beginnings, youth, and joy. As a result, this is typically the month where Skrell are expected to undertake new hobbies or create resolutions for themselves to follow for the new year. Slaq-qog is also the month where most Skrellian births will occur.
    • Avroxi-qog, the second month of the Nral-oqq. Falling further into the Qu-Paalq, temperature and humidity during this month are meant to rise, with the year’s peak humidity and temperatures usually being recorded near the end of the month. Temperatures on Qerrbalak can get as high as the low 40’s and humidity typically stays constant at around 90%. The Qu’Poxii is the brightest constellation that can be seen during Avroxi-qog on Qerrbalak, which has created a tradition where Skrell are encouraged to form quyas. This tradition has made the month the ‘month of love’ in Skrellian culture, and has resulted in Avroxi-qog being the month where most Skrell will lay their eggs so that they will hatch during Slaq-qog.
    • Phaka-qog, the third month of Nral-oqq. The first half of Phaka-qog is where Qu-Paalq ends, with the second half being the start of Lu-Paalq. Temperatures begin to cool at the start of the month, with the hot humid weather gradually getting cooler as Phaka-qog draws to a close. The Stormcloud can be seen best on Qerrbalak during this month, representing the change from clement weather to the planets famous tropical storms and maelstroms.
    • Xepus-qog, the fourth month of Nral-oqq. The month is typically where temperatures are well into local Lu-Paalq season standards, with Qerrbalak seeing temperatures reaching as low as 32 degrees with 51% humidity and its signature tropical storms starting to form. The most prominent constellation for this month on Qerrbalak is the Island, resulting in the month being one where Skrell are compelled to reflect on themselves.
    • Yonio-qog, the fifth month of Nral-oqq. Yonio-qog will typically be where a planet’s coldest days will fall; Qerrbalak can see temperatures sitting at 25 degrees with 46% humidity, with even more severe weather. Associated with Yonio-qog is the Gnarled Tree constellation, which represents age, wisdom, and oftentimes tradition. Most celebrations related to anniversaries or quyas are celebrated around this time.
    • Loroq-qog, the sixth and final month of Nral-oqq. The last month that’s associated with the Lu-Paalq season. Temperatures start to slowly rise before quickly increasing as the new year begins. Temperatures can reach as high as 34 degrees with 57% humidity very quickly during Loroq-qog on Qerrbalak. The Void is associated with this month the most, resulting in most Skrell associating the month with death or rebirth depending on their experiences during the year.

    The Archive Project

    The Skrell as a species have existed for millennia, their recorded history reaching further than any other species originating from the Spur. Soon after the Confederation of the Three became the Nralakk Federation, a united effort was made to collate and archive as much of this history as possible in a centralised location, resulting in the creation of the Tzqul Archive, named after one of the founding Commonwealth nations that formed the Nralakk Federation. The Tzqul Archive was unfortunately encrypted by Glorsh-Omega shortly before its disappearance, which resulted in the archive being considered effectively lost by the Skrell. This event is almost universally considered a massive loss by the Skrell, with most of their ancient history essentially erased.

    Soon after the Nralakk Federation was reunited after the Tresja Agreement, an annual attempt to open the archive using crowdsourcing was organized, known as the Tzqul Archive Challenge. The challenge utilises the competitive nature of the Skrell to come up with solutions to the Archives encryption, but so far attempts to access the archive have failed. Along with this, a massive project was authorised by the Federation Government to establish new archives across Federation space, allowing for a more decentralised archiving of the species history and knowledge.

    While the primary objective of this project is the archiving of the collective knowledge and history of the species, the projects secondary objective is to ensure that everyone is able to reasonably access this information. With this in mind, every archive has been organised into a user-friendly library, with holographic screens that can access any digital data stored within the archive. These screens tend to be set up along with the relevant physical displays and showcases for that archive for visitors to browse at their own leisure, such as replica warp drives for the planned Interstellar Travel Archive. While the facilities are designed for ease of access for visitors, they are also built like fortresses, with the facilities expected to survive centuries of disuse and lack of maintenance.

    Qeblak’i and Weishii’i Archives

    The Qeblak’i and Weishii’i Archives were the first two facilities established after the archive project was announced, and were considered a priority by the Grand Council due to the significance of religion in Skrellian culture. Completed in 2257, these two archives act as repositories for any information of significance to the Qeblak or Weishiii faiths. Both are situated on Qerrbalak, with the Qeblak’i archive found in the centre of Kal’lo, and the Weishii’i archive located in the mountain ranges west of Qe’blak’qlip.

    Qeblak'i Archive

    The Qeblak’i Archive can be described as a mix of a library, priory, and study hall, with its maintainers all being members of the Qeblak faith. Its workers are selected from the clergy and are mostly made up of Starsquires, specifically those who are training to become Starkeepers. The Qeblak’i archive also acts as the permanent residence for the Qe’Kasho, or Starseeker, the figurehead and main authority for the Qeblak faith.

    The duty of these archivists is to receive, organise, and ultimately archive any information pertinent to the faith that is sent to them by Observatory Domes all over the Spur. Typically, this knowledge is in the form of divinations, local constellations of importance, and theological debates related to the Qeblak faith. The archive itself is maintained by followers of Qeblak, but it also receives aid from the Federation Government when required such as funding. Other than this, however, the inhabitants of the archive strive to be as independent as possible, to ensure that the facility is able to carry on functioning in the event of a crisis.

    Weishii'i Archive

    The Weishii’i Archive is more secular in function than the Qeblak’i archive due to the religion's general view on consecrated buildings. Because of this, the Weishii’i archive is maintained by a team of Federation clerks and functions more like your average workplace than a monastery.

    Much like the Qeblak’i archive, the Weishii’i archives primary function is to archive anything related to the Weishii faith. This knowledge is more spiritual and philosophical in nature, with proverbs and copies of the texts written by Masters being the main things archived in the facility. Although members of the faith do not particularly care for established buildings centred around the faith, many Masters have agreed to send this information to the Weishii’i archive out of politeness, collecting what they can as they perform their Kon’ra’Qii tours. The Weishii’i archive is not considered as ‘complete’ as other archives are because of the nature of the faith and the lack of cooperation by its followers, with many believing it to be a pointless endeavour.

    Other Established or Planned Archives

    There are several other archives built as part of the ongoing project, as well as many others that are under construction or still in the planning stages. The cost of building and maintaining these archives is extraordinary, as they are built to exact specifications that would allow the facilities to survive both natural and man-made disasters. The combined planning and investment required can mean it can take decades for a single facility to be completed.

    Qerr’Malic Archive - Completed in 2390, the Archive on Qerr’Malic acts as a repository for the cultural history of the Skrell. This archive is unique in that it has been designed as a tourist attraction similar to other venues found on the moon, with showcases for art, music, and other media being prominent. The facility also houses indoor dining facilities for visitors, as well as viewing rooms for Skrell cinema, both old and modern.

    Oqraxo Archive - Completed in 2278, the Oqraxo Archive is named after the archology it resides in on Aliose. This archive is technically two facilities: one which works closely with the Aliose University of Medical Sciences to archive medical knowledge, while the other acts as an archive detailing the history of Skrell from Glorsh-Omega onwards. The historical facility was an addition made long after the medical archive was constructed, with the inhabitants of Aliose being the main supporters of it due to their role in establishing the organised resistance movement against Glorsh-Omega.

    Weibi Archive - Completed in 2285, the Weibi archive is located in the town of Weibi on Aweiji, and acts as an archive of agricultural science. The facility works closely with the agricultural sector of Weibi, cataloguing and storing examples of most Skrellian plant life grown both on Aweiji and elsewhere in the Federation. There is also a massive seed bank located deep underneath the facility, ensuring that viable samples of all known plantlife in the Federation are preserved.

    Waughai Archive - Completed in 2331, the Waughai archive acts as a general archive for all engineering techniques and the technology used by the Skrell. The Waughai archive currently has a planned expansion for a new Depth College focusing on engineering, which will utilise its library of engineering knowledge as a tool to teach students.

    Interstellar Travel Archive - Planned to be finished before the next century at the latest, this archive will focus on forms of travel used by the Federation, as well as housing examples of warp and Bluespace drives used at different points of the species history. Currently, the archive has not been designated a planet to be built on, and debates are still underway on where to build this archive.

    Diulszi Archive - The Diulszi Archive is unique in that it will be jointly maintained by both the C’thur and the Nralakk Federation on Diulszi, in the Glorashi system. The purpose of this archive will be to store most information related to the secondary species of the Nralakk Federation, including culture, history, and the events of first contact with the species. Construction of the archive began in early 2462, and with the combined Vaurca and Skrellian workforce it is expected to be completed within the decade.