Notable Skrell Systems and Locations

The Skrell have come a long way from their beginnings in the Nralakk system. From the swamps and quagmires of early Qerrbalak to the cold metal hallways of modern space stations, Skrell have spread across the stars over their long history. Today, Skrell come from many places across the galaxy. The following is an overview of a few of the locations Skrell call home.

Nralakk: The Home system
The Skrellian home-system of Nralakk is largely considered to be the jewel of Skrell space. It has historically served as the center of government for the Federation and serves as home for roughly half of the galaxy’s Skrell population. Following first contact with humanity, the system has gained the colloquial name “Jargon”.

Nralakk, The Star
The Skrellian sun is a Blue Giant, two times the size of Sol's sun. It gives off a vibrant blue when viewed from space, and when viewed from the atmosphere of Qerrbalak appears as a green-teal. Many abandoned Glorsh-era solar-powered factories litter its close orbit, left behind to slowly fall into the giant star.

Fjylo, The Firevine
The first planet in orbit of Nralakk, Fjylo is a small, violently burning planet that leaves behind a trail of hot material that swirls into the star. The scorched planet currently has an orbital period of 67 days, and has quickly been falling for the two thousand years it has been recorded- with the first recorded orbital period being 74 days in 205 BC.

Meyk, The Shy Planet
The second planet in orbit of Nralakk, Meyk was one of the last planets to be accepted as a planet in the system in 526 AD. This very small planet was originally a huge point of debate in the scientific community, with top-tier astrologists saying it's too tiny to be a 'real' planet, and was simply a small dwarf. Celebrities at the time pushed for Meyk to be added into the planetary list.

Toqli-Fet, The Eyes Of Nralakk
A binary set that are the third, and sometimes debated, fourth planets from Nralakk. Toqli and Fet are two small, rocky planets with no atmosphere and low gravity that orbit each other in close proximity. They were heavily mined during the Era of Synthetic Oppression, being stripped of a large amount of their iron and copper, leaving vast caverns and cave-ins where the machines tore the earth apart. Mining facilities still operate today, however, it's largely left as a job for criminals to the Federation. The two planets also operate as observation outposts for the rest of the system, staffed by a few hundred workers that are constantly logging ship signatures and working as Traffic Controllers to stop un-authorized vessels.

Qerrbalak, Homeworld
The fourth planet from Nralakk. Also known as Jargon IV, Qerrbalak, or Homeworld in the Skrell language, is not only the home planet of the Skrell, it is also the powerhouse of the Federation. It has some of their largest cities on land and underwater, and it houses the Federation's headquarters. The capital and largest city is Kal'lo, which sports both above ground and underwater structures. Qerrbalak has the largest population out of all of the Federation's colonized planets.

Although it is the Skrell home planet, there are still Tomb Cities from the Era of Synthetic Oppression - Sprawling cities that are uninhabited by people, instead having husks of disabled androids - and sometimes forgotten, dead Skrell - that are being re-taken by nature. These tomb cities are often left as they are, with many Skrell believing they take the place of cemeteries as a reminder of the Skrell Genocide.

Though the planet does not have much diversity in biome, it is perfect for the Skrell. Qerrbalak is largely very humid, and marshy, with most of it being covered in freshwater and saltwater seas, The saline levels of these seas are lower than most seas elsewhere. This uniquely suits the Skrell, and they are able to safely survive in any of the seas in Qerrbalak. It also has polar icecaps, where some Skrellian research centers are located and the prime military base for the Tups are located.

Qerrbalak is an excellent example of the Skrellian practice of existing in tandem with nature, to adapt where they can and to coordinate with the things that they cannot. The towering cities provide not only a safe, healthy environment for skrell, but for the native flora and fauna of Qerrbalak. Though this culture is not unique to Qerrbalak, the cities themselves hold community and kinship to an incredible level of importance, ensuring each citizen knows their neighbour. This ties closely to how Skrell view the sciences, as they can be used to provide for and preserve Skrell for the future.

The Tzqul Archive, digitized and currently impossible to decrypt, is a popular tourist attraction on Qerrbalak. Visiting the archive is considered an important, coming of age moment in every Federation Skrell’s life. Scientists gather yearly to propose Federation approved solutions to the archive’s encryption, but thus far none have been successful. Still, the event gathers a large crowd yearly and is broadcast as far as human space.

Qerr’Malic, Homeworld's Moon
First colonized in 510 CE by a mere 100 Skrell, Qerrbalak’s moon of Qerr’Malic has served as a testing ground for many of the colonization technologies which would be used in the following millennia. Many of the biodomes used to make regions of Qerr’Malic’s surface livable are still in use today. By building key infrastructure and housing units downward toward the moon’s center, Skrell engineers were able to pioneer the heat-management systems which would be instrumental in the colonization of Jargon V (Aliose).

Qerr’Malic today is a bustling population centre and a popular destination for aspiring engineers. The many shipping centers across the moon’s surface are used to direct trade throughout Federation space, and have attracted a number of proficient aerospace engineers and technological innovators to Qerr’Malic. The recently renamed Qerr’Weirun Aeronautics University (formerly the Qerr’Malic Aeronautics University) on the dark side of Qerr’Malic produces a large number of the engineers and pilots seen across Federation space.

Aliose
The fifth planet from Nralakk, and the first planet to be permanently colonized by the Skrell, Aliose saw its first Skrell land on its surface in 711 CE. The planet has a heavy nitrogen atmosphere, and requires internals as well as heated clothing to survive outside. To combat the planet’s much colder temperature, early colonists built much of their structures downward, beneath the planet’s surface. Aliose gradually became dotted with cities and laboratories as much of Qerrbalak’s scientific elite sought to take part in the Skrell’s first planetary colonization. Over time, Aliose became the scientific powerhouse of the Federation.

With the events of the Third Incident, Aliose gained a subculture of deep-seated patriotism and duty as former military members and scientists worked together to strike back against the machines and establish a stronger Aliose. The city of Fedas was especially successful in their struggles to give Aliose back to the Skrell, and became the planet’s centre of government following the end of the Era of Synthetic Oppression.

Aliose today is largely considered the heart of the Federation’s scientific and military endeavours. Research conducted by the Aliose University of Medical Sciences has had a role in producing many of the medical technologies we see today, making it a very attractive destination for aspiring Skrell doctors and chemists. Aliose continues to produce a large number of Skrell patriots and aspiring soldiers to this day, and they can usually be noticed by their cold, white, thick skin which comes from government given genetic treatment to allow citizens to survive the colder temperatures easier.

The Core Worlds Of The Federation, "First Wave" Systems
When Skrell finally ventured beyond their solar system, they did so with great enthusiasm, scouting out the perfect worlds to colonize. In the 1600's, the first waves of colony ships expanded beyond the Home System into these explored systems, building up highly populous planets with well developed infrastructure and healthy trade routes. With the Federation's strict colonist-recruitment systems and idealistic view on exploration, there was only a small amount of crime in this golden age of colonialism.

Waugshai System, The Artworlds
The Waughai system was one of the first Systems outside of Nralakk to be colonized by Skrell. From the start, colonization in Waugshai was intended to create permanent, livable settlements rather than temporary living conditions for mining operations. Later on, the system became renowned for using mining as a form of art - carving craters into planets and asteroids, writing out whole poems that could only be read from space.

The most well known art piece is a twenty mile long phrase carved into an uninhabited dwarf planet using mining lasers that reads, "We Are Not Set In Stone" in the Skrell language Nral'malic.

Aweiji, The Craterworld
In 983 BCE, Aweiji became the first planet outside of Nralakk to have a permanent Skrell colony. The planet was rockier, drier, and more mountainous than the settlers’ home planet of Qerrbalak, but advances in biodome technology gave settlers adequate shelter while early terraforming technology made the planet’s atmosphere habitable. The first settlers landed on a plain between two mountains, an area which would become the city of Tresja. Because of its history as the first Skrell colony outside of Nralakk, Aweiji would eventually be chosen as the location of the largest political meeting in the Jargon Federation’s history, the Tresja Agreement.

The Puddle Worlds, "Second Wave" Systems
As the First Wave Systems grew, smaller settlements sprouted to support them. This Second Wave of colonization efforts saw the spontaneous rise of many colonies with single purposes, like mining outposts and farming operations. Some of these systems would go on to becoming thriving, if not modest, communities of varying levels of self reliance, often with highly specialized citizens.

Xaqixal
The system of Xaqixal was settled in 1948 CE along with its sister system, Qrruhilum. Xaqixal consists of only a single noteworthy planet, a few planetoids, and a significant field asteroid field. A colony was established on the ice covered planet of Xaqixal I, commonly referred to simply as “Xaqixal”, as a base for mining operations in the system. The planet was mostly covered by its frozen seas, with only about 12% of its surface as solid land.

This colony remained small in size until 2023 CE, when a shift in tectonic plates near one of the planet’s mines resulted in the formation of a new hot springs. The hot springs would breathe new life into Xaqixal as it became a popular destination for tourists. Today, much of Xaqixal’s commerce is thanks to its reputation as a tourist attraction, but mining initiatives continue to produce at healthy rates.

Xrim, The Overgrown Cities
Xrim is a flourishing planet with thriving jungles and tropical rainforests. It is filled with billions of different xenobiological species, from giant sloth-like lizards to tiny, bone-eating slugs, almost every part of this planet is eager to kill. Federation researchposts dotted this planet in the early colonization efforts, bordering giant preserves where wildlife was meant to remained untouched - however, the research outposts eventually slowly grew to become giant, domed cities as scientists continued to flock here, and with that came more infrastructure and more requirement for civilian assistance. During the Era of Synthetic Oppression, Xrim's domed cities became overrun by hostile wildlife, as well as hostile androids. The Synthetic Overlord shipped in even more xeno-organisms from other planets, letting them loose into Xrim's ecosystem. Skrell here struggled terribly with predators and disease, as well as the harsh android forces.

Currently, Xrim holds the overgrown cities and hidden laboratories that have been retaken by nature or destroyed in the Synthetic Uprising, and is still struggling to handle with some of the alien species that were incorperated by the AI Glorsh-Omega, however xenobiologists are working tirelessly and constantly to remove the damages to the ecosystem by outside intervention.

Glorashi
Glorashi is a small five planet system, with middling size yellow sun at the centre (1.5xSol Star mass). The two innermost planets are in too high a proximity to the star to be habitable, though the second one out has a few small underground bases for scientific research, though the planets are far too hot to have anything more.

Glorashi 3 (Akerliim) is the only fully inhabited planet in the system, and contains nearly 80% of the system's population - as well as hosting the Queen of the C'thur hive. The weather on it is very similar to Aliose, colder than preferred but definitely livable. Though it has the highest population in the system, it is nearly exclusively residential and commercial property, with little industrial areas on the planet as most companies go to the outer moons and Diulszi to get better prices. This has led to a curious mix or a rise in unemployment on the planet, as well as a higher proportion of culturally influenced jobs rather than scientific ones, rather against the trend of the older systems.

The fourth planet out; Glorashi 4; is more colloquially known as Diulszi and houses mostly research bases and industrial complexes, as the larger planets unique geography lends to harsh weather and cold temperatures that are mostly unsuitable for general civilisation. A giant underground research bunker here is heavily guarded by Vaurca warriors - as it houses the C'thur High Queen in life support.

Glorashi 5 is a small Ice Giant, similar in size to Sol's planet Neptune. Two of the larger moons orbiting it are vastly habited due to their geothermal activity that allows for easy power sources and heating for the moons. The larger of the moons is named Kyeqil, and houses more expensive residential as well as the governmental body for the system. The second moon is named Qyepiit, and is mostly a military establishment and training area, though has a significant civilian populous as well; at least in terms of the moon's size.

The Traverse: “The Skrellian Frontier”
The modern Jargon Federation is very particular with a few things: its paperwork, its borders, and its colonies. The rate at which Skrell reproduce has slowed significantly, resulting in a Federal government that cares very much about its individual holdings. The frontier of Federation space is known as The Traverse. The name itself is meant to suggest that these colonial solar systems are just a stop on the road as the Federation gradually grows. This fixation with expansion comes from the importance Skrell culture has historically placed on the stars. Many believe it is a Skrell’s duty to traverse the stars, and so the ever expanding edge of Skrell space is known as the Traverse. Settlements of the Traverse vary drastically, but a few trends are common among these Skrell systems. Firstly, the colonists consist mostly of carefully chosen civilians, professionals who will keep the colony running smoothly, and their families. The Traverse systems are also heavily patrolled by Federation military and naval forces. This military presence is meant to protect colonists from piracy and other dangers. Many colonists are also held to their new homes by contracts with the Federation itself. To ensure that each colony has their needs met, the Federation will often offer benefits to engineers, doctors, and other necessary professionals to work within specific Traverse systems for a number of decades.

The Federation offers the Traverse significant aid and benefits to help the budding settlements establish themselves and grow. The first and most notable Federal assistance comes with the initial colonization. Federation resources and workers build the initial infrastructure of Traverse colonies. These include hydroponics networks, schools, libraries, and housing complexes for the colonists. The Federation also gives bonuses to the pilots, traders, and cargo workers who assist budding colonies. This support also extends to whatever local government each system adopts, as Federation funds assist the colony’s early internal developments.

The “Independent” Solitary Systems
After the Third Incident, Skrell systems were largely isolated. Over time, the newly reformed Federation would re-establish contact with each remote system and slowly reintegrate their governments into the Jargon Federation. In 2398 CE, Aweiji hosted the Tresja Agreement, in which nearly all remaining Skrell systems were welcomed back into the Federation. The few systems which did not send representatives to attend the meeting in Tresja were cut off from the rest of the galaxy for a time. This “time apart” intended to allow each system’s population to consider whether or not they wanted to remain solitary.

These independent yet isolated systems were completely secluded for roughly sixty years before Grand Councilor Weashbi Jrugl reopened diplomatic relations with several systems. Among the places secluded after the Tresja Agreement were: the bustling Yui'qui'gliop system and its military remnants, the tiny Qrruhilum and its mining operations, and the Pluat system with its extensive factory complexes.

Foreau
The human frontier world Foreau is one of the few human settlements located close to the Skrell Traverse. The planet first caught the attention of the Jargon Federation in 2430 CE when its local government first reached out to Jargon ambassadors in the hopes of establishing trade with the Skrell. This has gone quite well for the small frontier world, which is gradually receiving more attention from Skrell government and civilians.

Foreau’s surface is largely covered by deep seas and sparse islands. The majority of Foreau’s population converges around its several cities and the trade routes between them. Because of its wet climate, proximity to Jargon, and warming relationship with the Federation, Foreau has become a popular destination for Skrell tourists.

Eridani Corporate Federation
Skrell that go to Eridani often aim to capitalize on humanity, and becoming high-class businesspersons. They may often use any skills they have learned in the Federation to make a good amount of credits.