Skrell Culture

= Jargon Culture and Beyond= These are generally recognized by the Skrell as a set of the practices, beliefs, and objects that are dominant or prevalent in their society; involving various different fields and topics that eventually formulate what is known as skrellian culture. Skrell that go against these norms are typically known as outliers, and will quickly become ostracized should they not bend and adhere to the society they find themselves in. Those that do not, will commonly find solace within the Traverse or outside of the Jargon Federation.

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 Jargon 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. Depending on the numerical output, citizens may have privileges awarded or even stripped. It was first implemented shortly after the reunification of the Jargon Federation, to ensure the trustworthiness of their citizens and to best secure the interests of their entire society.

'''OOC Note: Be sensible. Consulars are going to have a high score, it makes sense. A civilian Skrell with a high score that choose to leave the Jargon Federation? Not so much. Keep it logical, why would you leave when the Government provided everything for you? Rebels / Criminals will NOT have a high score unless it is a fake passport! If it is fake, include it in your records (Character Exploits) and be aware that it can result in deportation!'''

Inductive Behaviours

 * Outwardly displaying loyalty to the Jargon 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 a state-enforced religion such as Qeblak or Weishii

Deductive Behaviours

 * Outwardly displaying disloyalty to the Jargon Federation
 * Defrauding and/or acting with ill-intention to those holding Jargon Federation citizenship
 * Partaking in petty and/or minor crimes
 * Reproducing and/or being conceived outside of the Jargon 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)

Primary Numericals
Code Classification: 7/10 - 10/10

Primary Numericals are typically the model citizens within the Jargon Federation and are rewarded for being so. Sponsored vacations, free public transport, unrestricted travel, bureaucratic priority, high universal basic income, 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 Jargon Federation.

Secondary Numericals
Code Classification: 4/10 - 6.99/10

Secondary Numericals are the sub-standard citizens within the Jargon Federation and are awarded slightly fewer privileges than the Primaries. Charged public transport, restricted travel and migration, medium universal basic income, and slight official and legal discrimination are amongst a few of the "advantages" offered to those unable to maintain their credibility within society. Secondary Numericals are often times withheld the ability to reproduce until they elevate their score, 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 rehomed into more stable homes.

Tertiary Numericals
Code Classification: 0/10 - 3.99/10

Tertiary Numericals are the lowest-standard citizens within the Jargon 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 Jargon 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.

Public Display
Throughout the day, the Jargon 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 Jargon 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 Jargon Federation, and to highlight their behavior and the consequences stemming from such.

Naming System
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.

Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.

The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.

Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.

The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word. This can be positive or negative.

If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral'Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.

Slang
Tadpole - a young or juvenile individual.

Brown Dwarf - an individual that has failed to reach its potential.

Protostar - a young, ambitious individual.

Supernova - an individual that has slowly begun leaving the public eye.

Voidbeckoned - an individual that is careless, reckless or dangerous.

Atoms - a close friend of an individual.

Sparks - slang for non-Skrell, due to their comparatively short lifespans.

Sims - abbreviated version of simians, a slur for humans.

Symp - abbreviated version of sympathizers of Glorsh, or Robots. It is considered a slur.

Inclems - an abbreviated version of Inclements, which stems from unpleasantly cold, a slur for the Tajara.

Wasters - an abbreviated version of Wastelanders, which stems from the situation on Moghes. It is a slur for Unathi.

Senseless - non-Skrell not outfitted with a psionic implant.

Elder - an accomplished, elderly individual.

I've Tup'd - a form of "I've won".

I've been Tup'd - a form of "I've lost".

Wake up - a dismissive form of saying an individual is lazy.

Too moist - a scornful way of saying an individual is too traditional, and not adapting to modern culture.

Too dry - a scornful way of saying an individual is far too progressive, radical even.

The stars grow brighter - a euphemism for an individual dying.

Astray - a criminal.

Steel Rained - an expression coined shortly after the aftermath of Glorsh-Omega, where orbital installations rained back down onto the planetary surface due to lack of maintenance. It means to be "brick-walled" or "firewalled".

Work Ethic
Skrell life is highly dependent on the contribution of less-valued but highly crucial manual labour workers, although Skrell rarely ever want to work in these roles. These undervalued skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labour, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in 2320 Skrell found the first Dionae pod in space, and after years of study, began incorporating them into workplaces in the late 2360's. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labour to other species such as Humans, Tajara, and Vaurca.

One of the main sources of workers being tested on planets outside Jargon is the C'thur hives' bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.

In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.

Qu'qyu-Poxii
Generally unofficial events, but sometimes planned, Starlight Gatherings were the periodic observation of meteor showers. Members of the community gathered on the highest natural peaks of their region and spent a few nights observing the various comets that fly through the sky. Some Skrell enjoyed this recluse into nature for a time, but others found it distracting and unnecessary.

This behaviour has changed in the modern-day, becoming an official Federation-sponsored holiday that occurs every year, as it used to, typically in moist environments with plenty of natural scenery. These are called Starlight Gatherings. Skrell across the Orion Spur meet up at these, partaking in food, games, but primarily looking for a potential Qu'Poxii. Existing Starlovers and their Quya also come to these, whether for fun or to strengthen their bonds with each other. It is known for even the most reclusive scientists to occasionally appear at these, normally under the guise of ‘searching for suitable lab assistants.’ Some Listeners are known to appear here, whether pressured enough by their Receiver counterparts, or coming all on their own whether biological reasons or otherwise. In the end, hardly anyone refuses to show up, the intense romantic feelings rippling through the Nlom in planet-spanning proportions. It occurs annually on June 14th.

Nioh'Quvuqi
As creatures of the sea, Skrell have an innate connection to the tides, and as such, the moon. Bi-annually, during the equinoxes, Skrell will prepare a celebratory dinner privately in their homes. This is viewed as a time for families to come together and bond, and generally isn’t a publicly enjoyed holiday. An important staple of this holiday is the preparation of Aqoliz, a type of soft sea-mollusc, to be enjoyed. The Skrell are expected to give praise to the notable moons within the Jargon Federation, mostly Qerr'Malic, during the dinner. The celebration has been tracked as far back as seven millennia ago, making it one of the oldest holidays still celebrated within the Jargon Federation.

Nral'viq
Nral'viq is one of the most important celebrations throughout the Jargon Federation as it commemorates its reunification. Whilst the holiday only occurs on one day, it is not unheard of for Skrell to celebrate days before and after. A very public holiday, the various planetary governments will organise parades that typically end in large fireworks. There is an important aspect to this holiday; ‘Origin’ is an important milestone in the life of a Skrell. It is the compelling pilgrimage from their planet or city to the beaches of Qerrbalak, where aeons ago, Skrell walked from the sea onto land. It is a significant reflection for some Skrell, some coming from the pilgrimage changed and focused. Some other Skrell find it a waste of time, and focus on more practical endeavours. However, Origin is crucial to some tourist attractions in Qerrbalak.

Weeping Era (400+ years old)
The older Skrell who lived before the Glorsh Rebellion would have known the actual use of helpful AI, and either treated them as children, friends, or co-workers that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their 'children', angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...

Collapse Era/Abyssal Era (268-400 years old)
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as hateful and disgusting things that know only to rule with an unknowable agenda - often involving death or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...

Supernova Era (72-267 years old)
The Supernova Era marks the age of reconstruction, with the reformation of the Federation after the Tri-Qyu Supernova. It was a time of little births, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttles and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.

Radiant Era/Contact Era (...-71 years old)
This era marks the new galactic situation - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. Supposedly, the original code of a skrellian artificial intelligence was leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between hating synthetics as their parents have, or forming bonds and risking the pain of betrayal as the Weeping Era knows...

Pets
Skrell have been known to have domesticated multiple animals throughout their history and while many are used as food sources there are few that stood out as household pets. For instance, the Buurgis is a large crustacean that can often be seen within Skrell households. Depending on the breed, a Buurgis can range anywhere from 0.3 meters (0.9 feet) to 0.65 meters (2.1 feet) tall with larger Buurgises serving as a household protector. Buurgis are strictly carnivorous and must be served a diet of molluscan and various other proteins; they also must be kept hydrated throughout the day. A well-fed and well taken care of Buurgis can live up to 100 years. It would not be odd to find Buurgis in the houses of various collecters throughout the Orion Spur.

= The Arts = Skrellian art is considered alien by many species throughout the Orion Spur; which the Skrell rapidly embraced. Many non-skrell find it difficult to engage with skrellian artists, citing that their ideas are just simply too bizarre to comprehend. The result of which is the unlikelihood of an artist leaving the Jargon Federation in order to seek additional opportunities amongst the stars. Whilst there are cons to the discovery of other species and its influence on skrellian artworks, there are boons which have also arrived - most specifically, the Skrell undergoing a somewhat second renaissance with the introduction of additional concepts to their artworks.

Homeworld: Invasion
Created in 2412 CE, Homeworld: Invasion was designed to follow an alternative history timeline where instead of becoming allies, humanity instead decided to launch an all-out campaign against the Skrell. It features extranet multiplayer, extensive character creation, and psionic compatibility. It revolves around the protagonist (a Tupkala) who is tasked with destroying the invasion force through intrigue and stealth, before eventually joining the rest of the military and being on the frontline against the invasion forces. There are different tiers which players can invest ingame currency into, and revolve around Nlomkala, Sromkala, Ruupkala, and Qukala. Each has its different strengths and weaknesses, and players are encouraged to fluctuate between classes in order to have a more holistic approach to undermining the invasion forces. Depending on the success of their intrigue and stealth, the invasion can either fail or succeed. One game lasts multiple sittings, with alternating objectives for each player, before the final invasion.

It has received some criticisms due to its portrayal of humanity, and many have stated that it was in retaliation for "Solarian Marines" and their crude depiction of Skrell.

Swimstars
Swimstars, also known as Q'iix-Aqqx'xaq-que, is an animated (psionic-based) adaptation of a novel by the same name by the skrellian author Axu Iqaxi. Initially published in 2420 CE to mediocre reviews, it wasn't until almost three decades later that it became a hit with the introduction of Srom-Capable VR. Instead of a first-person book narrative, the audience is thrust directly into the point-of-view of the main character, where they are able to perceive and feel the emotions of the character. The show has become engrossed in Jargon media with its unique art style created through painstaking modeling and computer-assisted movement.

Swimstars only recently made its way into human spheres with the release of the first season occurring in late 2462 CE. Adapted to allow humans— especially considering their inability to embrace Srom— it has seen a rather mixed response. Its reception is mostly blamed on the lack of emotional feedback, as it leaves a lot to be desired for those without psionics. Producers have considered possibly discontinuing the franchise within human space.

While the book series ended in its third installment, the show consists of 8 seasons, three standalone movies, an OVA, and a spinoff with one of the side teams.

Synopsis
Set on the tropical coasts of Gialok, the story revolves around mictlanian college student (Mary Poolman) who is a rather gifted swimmer. The onset of the series is her arrival to the Jargon Federation shortly after her father was offered a career opportunity. There she meets a rather athletic and friendly Skrell (Qill) who convinces the protagonist to try out for their community swim team. She manages to overcome all odds and beat several other Skrell to secure a position. To her surprise however, she is not only paired up with her newfound friend but with a hotheaded student (Xana) afflicted with Xibus. As the two struggle to cooperate, the third member of the team is revealed: a professional diver (Axic) who resents the human and believes that they only hinder the team's chance at victory. With grit, passion, and determination, the four teammates learn to appreciate each other through their combined effort. The team slowly climbs the ranks of professional swimming teams, facing the likes of "The Jaws", a Unathite swimming team; Kuo-Poa, a competing skrellian kindergarten; somehow a dangerous biker gang; and even join the school band!

Main Themes
The Jargon Federation has remained relatively hands-off with the show; while it does have their support, no direct "step-ins" have had to be orchestrated. The show promotes good values like friendship, cooperation, and combined struggles while also adding a unique view on other cultures. In particular, the Unathi, who throughout the show are portrayed as capable but quick to anger and misunderstanding. There have been a few concerns by the ministers of foreign affairs, but the Unathite testing audiences were receptive to the portrayal, a few complaining that the Unathi team isn't aggressive enough.

Jargon Federation
Reception of the show was overwhelmingly successful in the Jargon Federation: its integration of emotion and computer-assisted 360 degree animations was like a wave of fresh air. However, the show is not without its controversies, which mainly stem from the non-attuned crowd who feel like they're being left out, and xenophobic groups, who have questioned the idea of the main character being a human.

Nowadays it is a lasting franchise, with a stable living fandom and many Jargon manufactured products inspired by the show. Due to the death of Axic's voice actor, Ia-Oha, the show is at possible risk of cancellation as the cast and director have expressed that they do not want to continue without them.

It boasts an 89% amongst most viewers and has either remained as such or grown over the last few months.

Solarian Alliance
The Solarian Alliance was the second faction outside the Federation that has received the shipments of the VR first season. While successful at the box office, the reviews were mostly negative from both the audiences and critics. Mictlanian reception was mixed, and though many were glad to finally receive representation in the foreign markets, sizeable groups found the main character offensively stereotypical.

2/5 - "An ambitious project, but the delivery fails." - Mahjonime

4/10 - "Now I don't mean anything by this, but it was very difficult to read the faces of the skrell." - Nick Kaknila, now Ex-Employee at Gromatu Inc.

6/10 - "The format was terrible, story stale and at points unwatchable, but it has something for everyone." - IKN

Republic of Biesel
The Republic of Biesel was the first to receive a shipment from the Jargon Federation with Zeng-Hu having a premiere screening for its top employees. It was much more positive despite the reception being mixed. However, the sales were hindered by a batch of defective units which caused seizures in some viewers.

The average review score as of now is 61% on NTomatoes.

Serene Republic of Elyra
The Elyran release was wholly unique. Considering how ingrained VR is within Elyran Culture, the creators wanted to assure the release was perfect. The diligence has paid off as the Elyran release boasted the highest review scores with an average aggregate of 74%. Although this couldn't be said in the box office, the majority of Elyrian were simply not interested in what they considered a neutered version of the "real thing". There have been rumors of illegal emotional stimulation packages running around Elyra, promising the "original Skrell experience" of this show.

It managed to secure a 71 on the Elyran Virtual Reality Score Index.

Bloopy and Friends: An Educational Children's Show
Bloopy and Friends is a currently running television program broadcasted throughout the Jargon Federation. First aired in 2995, the show centers around Bloopy, the friendly squid-like creature, as they wander around the sea and go on adventures with their friends. The show was created by the Federation to teach essential skills to children, usually between the ages of two to twelve. Skills such as speaking, literacy, and themes related to how the Federation functions are taught during the fifteen minute episodes. Each episode usually addresses two topics, although not necessarily related (times tables paired with a lesson on the social credit system, for example).

Typically, the show will open with Bloopy saying hello to the audience, and in most cases is in the middle of an activity that foreshadows the overall theme of the episode such as reading, drawing shapes, or practicing their vocabulary. After the introduction, a friend of Bloopy's will knock on their door and will typically be the secondary protagonist for the episode. There are around thirty different characters that are cycled based on viewership and how effective they were that season, as judged by the Government. It's not unknown for a character to not be seen for years in-between appearances.

Cast and Recurring Themes
There are around thirty different characters, and most have at least one trait that is the center of their personality. They are used as a device to promote Federation ideals, or as a personification of ideas that are deemed unwanted or dangerous in order to attack them.


 * Bloopy: The main character of the series. A lime green squid-like creature. They are portrayed as inquisitive and playful, and is usually used to promote the ideas of learning and social cohesion.
 * Florp: A lavender axolotl-type creature. They are the side character with the most screen time out of the cast. They are typically shown to be the most intelligent of the characters, and is usually the one that Bloopy goes to for advice when they are struggling with something.
 * Qrobl: A cyan jellyfish and a (relatively) recent addition to the cast. Non-Federation observers have said that Qrobl looks to be modelled after cosmozoans sometimes seen out in space. They are portrayed as aloof and uninterested in helping Bloopy. Qrobl is primarily used to show traits that are deemed 'bad' by Federation standards, but every few decades goes through a 'redemption arc' to represent rehabilitation for tertiary numericals.

An Example of a Typical Episode
Bloopy and Friends Season 14, Episode 20

The episode opens with Bloopy reading a book and is struggling with the words before 'noticing' the audience and greeting them. After a few minutes discussing books, Florp, a lavender Axolotl-type creature, knocks on the door and greets Bloopy and the audience. Florp tries to help Bloopy with their book, but ultimately struggles. They both go out to the local library to look for someone who can help them read the book, where the librarian sits them down and covers some basic literacy before reading the story. The book is about a Skrell that's recently become a primary numerical, and what you can do to improve your social credit score to be like them. The episode ends with Bloopy and Florp back home, giving a brief recap of the episode and talking about how much fun they had. The two characters say goodbye to the audience as it pans outside, showing a colorful ocean as sea creatures slowly swim across the screen, ultimately forming the credits.

Social Media


Glup'itq, or simply Viv-ID, is the singular social media platform currently authorized to operate within the Jargon Federation. The reason for its monopoly can largely be blamed on the State, which monitors and utilizes such as a means of spreading its ideas. Revolving around pushing "strong, skrellian ideals" and censoring or even outright banning anything that goes against such -- including public criticism of the Jargon Federation. The algorithm (backed, and funded, by the Jargon Federation) will usually exploit open intelligence gathering and push those using its platform into following idols (both minor and notable) that share similar topics covered through the usage of open intelligence gathering. Advertisements are limited to only display both the highest and lowest hundred scoring citizens within the Jargon Federation.

It is a mixture of both social news and multimedia sharing, and primarily works based on a voting system. Individuals can vote to like, or dislike, a topic which then affects how many individuals it reaches. This can also be impacted on the numerical score of the original prompter.

Relation to Social Credit System
The Social Credit System heavily relies on the state-backed Viv-ID as a way of communicating the so-called "public and transparent" process of assigning citizens their numerical score. Their numerical category, alongside their actual score, is often displayed alongside their username in order to indicate the level of trust an individual should place within the comments shared. The algorithm then pushes the content of those with higher numerical scores, whilst those with lower numerical scores will find themselves shadowbanned or their content removed. Many have even begun to comment on the almost "automatic" reporting of those with low numerical scores, even if the opinion is a rather popular one, simply due to their score. This has prompted slight cyber retaliation from shady elements within the Jargon Federation, who will often alter the lower numerical scores on the platform to appear much higher and therefore spread their ideas much further than if they were within a lower numerical category.

Idols
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called Idols. Idols are often propped up by the Federation on government-run social media, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media.

Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.

A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur experimentally serve as propaganda pieces.

Music
Originally, when Skrell were in their primitive stage, their music was primarily vocalization. Water, being a convenient medium for noise, served well for long-distance singing and harmonization. These songs were typically featuring very short notes (similar to human plainchant), due to sound travelling faster. Eventually these vocalizations began to be accompanied by percussion, various seascapes around the waters of Qerrbalak offering a great range of noises to accompany this. As their songs travelled far through the water, overlapping different vocal performances became quite difficult; skrellian choruses eventually merging together and reaching very large numbers of vocalists and percussionists, synced up quite well through a combination of pure skill and the Nlom. Many centuries later, this trend would still continue, with long songs featuring bands with tens of numbers, each member having a very specific, yet very crucial role.

In the modern age, skrellian music had not changed in structure much, however, the process of creating it, and displaying it, had become far more complex. Members of the top contemporary skrellian bands would train for years to have the best voices, the best moves, and the finest outfits and implants. These songs would typically preach skrellian values, conformity, relying on ones’ social structures, but would include massive audiovisual elements. In some concerts, one receives a tab lulling them into a half-awake state where the music would be accompanied by a big, shared, psionic hallucination. Lasers, special effects, and holograms would be common sights. This would be where Idol groups would begin. Musical subcultures in typical Skrell society are very homogenous, a Skrell must stick to the styles and behaviours of their subculture, or be seen as ‘only here temporarily.’

For every-day pop music, skrellian artists have taken big inspiration from human trends, some artists sampling chopping and screwing human music to create catchy Sol Common hooks, others taking human genres and putting them through a krellian lens. Other homemade genres have sprung up, such as moisture wave, currently rocking the alternative scene. This genre is typically denoted by a low-resolution, electronic production, with a relatively fast tempo. Shorter songs are generally popular in the right-now, a combination of sound travelling faster through water and electronic music being simple to create leading to higher-tempo and higher-pitch 'sound bites' lasting no longer than two minutes. Imagine nightcore.

Skrell also possess a notable counterculture, one similar to human punk rock circles. These circles are typically out of the way of polite society, concerts generally staying in underground places. Listeners tend to enjoy these musical circles more, receivers generally not straying far from the pop. These are rife with hallucinogens being passed around, strange alien liquors splashed on fans’ gills, and heavy audience participation. These songs are typically in extremely vulgar Nral’malic, retaliating against Federation values and urging their generally young audiences to find their own voices; fans typically being listeners or listener-leaning receivers. This can lead to very 'unsightly' outfits and even some venues demanding the audience be blindfolded Despite their ironic, often sarcastic and even humorous messages, they tend to be quite provoking. Many former idols end up in this counterculture, such as the former Idol group Nral'akk Deluxe 1597, now known as ‘GLORSH YOU ASSHOLE.’ Fans of the music generally live in a perpetual state of anxiety owing to the existential dread of Receivers finding a band. A group a Skrell has been listening to for well over 200 years can disappear into the vast sea of 'ooh what’s this' before they even know it, either completely changing or disappearing into nothingness. Many former Idols end up here, and many band members are accidentally made into them. It used to be the case that possession of a data crystal containing these songs alone was a crime, however the Federation government has elected to assimilate these groups and attempt to 'socialize' as many fans as possible, knowing banning them will only fuel it. To prevent this, a few bands have sternly refused to make any public announcements about tours or gatherings, relying entirely on word of mouth and guerilla t-shirt stands.

Ox Fashion
Almost purely utilitarian, Ox fashion often consists of brown, grey, and beige jumpers that often extend up past the neck, covering the gills. This takes the form of longer cloaks, shoulder capes, or ponchos. Headtails are sometimes tied back. Most working-class Skrell carry a satchel or duffle bag with them, usually mismatched against their clothing, in order to carry their belongings and tools for the workday. A staple of this wardrobe are dark or brown work boots and gloves. Rugged materials are used to resist tearing and piercing when working on labour-intensive tasks. When relaxing, they generally wear similar or the same outfit around their dwelling. While these outfits are designed for purpose, they are often comfortable to allow for longer working hours.

Ix Fashion
The average fashion often alters with celebrity influences or changing tastes. Average skrell have the means to change with the times, and their wardrobe is somewhat put together with these trends in mind. When working, these Skrell wear business-casual jumpers, often with high collars, and wear decorative headtail coverings or simply tie them back. Patterns are encouraged, and the average Skrell will wear varying patterns that are similar to coral reefs, swirling maelstroms, and other ocean-iconography. It’s customary for Skrell shoes to be worn for purpose and most Ix will wear comfortable fitting flat shoes, but some Skrell will opt to go barefoot. At home, these Skrell will wear more casual fitting clothes that may not always be fashionable, exchanging popularity for more agreeable outfits.

Oqi Fashion
As exceptional workers, Oqi often find themselves at an interesting crossroads between fashion and utility. While valued for their valuable work, these Skrell are frequently within the eyes of the public, and are pressured into wearing the latest fashion. However, fashion trends have given them the ability to wear designer lab coats with flared collars, patterned disposable gloves, lab-safe accessories, tailored suits, and other specific items. Most will wear pins denoting their professional prestige, such as length of employment, most prestigious degree obtained, or other rewards. Some individuals in this class will also show off their importance with wearable technology, like wristbound computers or inner-ear radios.

Iqi Fashion
The highest echelon of professional Skrell society, Iqi are generally the trendsetters and fashion icons of Skrell pop-culture, along with being influential for their advancements in varying fields. As fashion rapidly changes among the elite, Iqi Fashion changes frequently, though common staples exist. For example, a popular trope is the production of outfits that are based off of sea creatures, such as dresses that have eight different flares (to resemble octopus-like creatures), purses that are shaped like molluscs, and decorate ties to resemble sea serpents.

Paintings
Skrellian paintings originally were considered quite bland - using various greys, blacks and whites in order to depict certain imagery. It wasn't until Rixulin Fliioux’Quualt that additional colours were introduced, as well as another concept of art. Hyper-expressionism quickly took hold of the Skrell, who began implementing it everywhere; homes, offices, labs and even public spaces quickly became retrofitted in order to convey this evolution of skrellian culture. Thousands, upon thousands, of murals can be located throughout the Jargon Federation with this key theme in mind - some even stating that its the only theme worth painting in regards about. Hyper-expressiveness continues to inspire Skrell art and fashion to this day. Much of modern art juggles the soft, muted colours of more traditional styles along with garish, striking colours like the ones Rixulin often employed. By combining these trends with human art themes, Skrell art has entered something of a second renaissance.

Sculptures
Sometime in skrellian history, the species began to deviate from hyper-realistic sculptures and commenced investing their efforts into creating abstract forms - with various shapes, colours, forms and gestural marks that are combined to create what skrellian sculptures are today. In bygone periods, these sculptures would have etchings of Nral'Malic which would tell the stories woven into them by the sculptors. In the present day, the tradition continues to exist but slightly altered. Sculptors now record the stories on nlom recorders, which transmits the tale behind the sculpture when interacted with. It also will describe the feelings and reasonings, inputted by the sculptor, on why the sculpture is what it is.

Interior Architecture
Skrellian interior design has remained roughly the same for millennia, with little alterations here and there but mostly retaining the same characteristics. Compact, and utilitarian, are the core tenets for skrellian architects who will utilize a variety of methods to accomplish such. The lack for the species to undergo long periods of sleep has factored into this, and has seen most skrellian abodes devoid of any designated sleeping areas; instead finding in replacement that studies have been implemented. Walls are usually various shades of grey, white and black - however, their furniture will usually be dazzling hues. This juxtaposition of colours first originated after skrellian artists turned to hyper-abstract versions of their art, which quickly became popular.

External Architecture
Skrellian architecture has evolved for thousands of years, mostly keeping to the traditional designs found across Qerrbalak. It is believed that ancient Skrell had first devised their housing units as domes in order to deflect strong winds and torrential rain experienced during the colder months of the year. Whilst millennia ago they were likely constructed of flora found on their Homeworld, they have since transformed into carbon-fibre meshes that are extremely durable and lightweight.

Alongside the spherical structure of skrellian engineering, most will find various implementations of "windcatcher towers" that aim to provide continuous ventilation within skrellian abodes. The heat flows up, and leaves through the large windows, whilst the cold air seeps in. They are usually constructed alongside fountains in order for water to cool the air even further. The windows hosted within the towers are also able to be closed should a Skrell wish for it.

Aquatic structures will typically find themselves made similarly, but instead outfitted with glass in order to allow observation of the water surrounding the facility. They will usually be equipped with various designs to allow both Axiori and Xiialt to survive reasonably comfortably beneath the waves of a planet. Some may find these structures interconnected through the use of glassed hallways that further branch into residential sections.